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Ramirez77

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Everything posted by Ramirez77

  1. Boyo my dude you really gotta get some help with that D-pad fetish. Just have it follow the direction of your crosshair, so you can turn it more precisely and so you don't have to stop moving completely in order to turn it. The whole gravity thing also feels tacked on and unnecessarily convoluted. But otherwise not bad. Not so great as an anti-infantry weapon but a pretty well designed anti-vehicle weapon.
  2. Ce is one of the few games in the franchise where the armor looks genuinely metallic and not like some plastic action figure that's going to splinter into a million pieces the second it takes impact from anything. In spite of their graphical enhancements 343I somehow can't even get that right, which is just baffling to me. As Boyo said, you can't run and fight at the same time if there's sprint, so sprint is confirmed.
  3. Spv3 has pre-set campaign loadouts, and the selections are generally pretty thoughtful of the specific mission they're in. Any negative impact they might have definitely isn't large enough to notice anyways, if there actually are any. Fully customizable loadouts though...i mean I don't see the harm in it as it's your own solo experience and you should be able to fuck with it however you want, but I just don't see the personal appeal in wanting to make the campaign piss easy by spawning yourself with a SAW and Fuel Rod on a map like Pillar of Autumn. I usually try to make campaign as reasonably difficult as I can (usually just means leaving it on Legendary) else I get bored. If the game ever did get fully customizable loadouts though they should be hidden behind a skull or something, else newbs risk ruining their own experience.
  4. Far from the first person to think of all these but: Vampirism - Damaging enemies regenerates shields. In a Ce style sandbox I would give the AR a slight bonus to amount gained per shot. VIP - All objective points earned are increased (doubled?) while active. Serves as a secondary objective and can allow downed teams to potentially swing back. Dexterity - 2x reload speed. 2x weapon switch speed. 1.5x melee speed. 1.25x firing rate on all weapons (so it's a buff but you're not outright melting everything). 10% faster move speed. Key - self explanatory. I guess it would also work as an equipment. Flight - Low gravity but with increased air control / air strafe so you're not just a sitting duck. Probably only good for casual modes or maps with gap-based shortcuts on them. Drawing blanks for anything else at the moment. Coincidentally I had been playing around with the idea of somewhat merging the spawn automatic with the BR while keeping the Magnum as the main utility. So possibly that?
  5. I can't tell if this is an appeal to popularity or an ad hominem or exactly what your intention was behind this statement. I never liked most equipment. Gravity Lift was good, benefited your team and allowed for clever tricks like preventing splatters without being some "I PULL GODMODE RIGHT OUT MY ASS" nonsense unlike most of the others. Most equipment should strive to be that, more utility use than straight up killing or invulnerability tools. I think ripping the spawn beacon from Battlefield and putting it in BTB modes could work as well. Promethean vision was bad but some kind of destructible sensor node that only reveals enemies within ten feet of it could work maybe. If health ever returns, a medkit that restores it to full as well as starting your shield recharge instantly (but no actual buff to shield recharge rate or anything so can't be cheesed in-combat and only effective behind-cover). Or an ammo crate that restocks your weapons including grenades and a smidge of power weapon ammo. I dunno man, I can think of plenty of powerup ideas but equipment isn't something I ever really think much about. Single use items have to be powerful enough to justify their single-use but at the same time not so powerful that they're obnoxious or gamebreaking, it's a hard line to tread.
  6. It's entirely possible to program a game that way. Random example, here's DUSK at 75 and DUSK at 150. IIRC in TF2 you can completely customize weapon model location and scale as well. I think most older games just didn't really separate the two because there was no real point as players weren't going to be able to adjust FoV anyways. But I couldn't tell you whether doing so in Reach would be possible or not.
  7. I have no strong feelings one way or another about a backsmack +10 respawn weapon. It seems oddly specific. Backsmacks are rare as is, backsmacks with a specific weapon with that being the only purpose of the weapon would be far more so (unless the gun had other uses no one Is going to carry it around just for that). Like you could make every backsmack ever add respawn time and it still would be a highly situational occurrence anyways. A weapon that caused people to drop objective on hit wouldn't be very useful. Both because people already juggle and because if they were getting shot by any other weapon chances are they probably would've just dropped it to fight you off anyways. The idea this gives me instead is a weapon with a firing mode functionally similar to the Plasma Pistol Charge Shot (but without lockon) that both forces them to drop it AND prevents them (or anyone else) from picking it back up for several seconds (lets say five), to the point even if they kill you they still have to guard it from other enemies until they can pick it up again. So it's potentially pretty devastating if it lands, but at the same time is hard to time, hard to land and has very limited uses. And were this Ce I'd just slap it on the Plasma Pistol because no one is using it anyways.
  8. He occasionally posts good ideas and it's a lot more interesting and mentally stimulating than rehashing the same debates ad nauseum. Projectile, hitscan, Assault Rifle, THRUST GUD, THRUST BAD, WE SHUD COMPROMISE ON SETTINGS, NO WE SHUD UNIBERSAL SETTINGS, etc. Etc. Fuck I don't know if I would even come here anymore without Boyo posts.
  9. A lot of this I already knew but didn't know how to articulate or what to call it. Some of it was new to me though. There's also a LOT more he didn't cover but could have, such as the blurry pixelated HUD in the PC version or the actual gameplay differences (ex. map geometry). Its nice to see a somewhat popular youtuber bringing this to light but man was it a painful reminder. The original game looked so ahead of its time and in a lot of ways still holds up today. I'll never forget how much they butchered it. I didn't realize there was a graphics mod floating around though, I'll have to check that out sometime.
  10. I don't want useless autos or for automatics to be completely ripped from the game. Nor do I want braindead medium-range bullet hoses that kill just as fast as the utility while requiring far less effort. I want automatics that are well designed, filling valid niches in both casual and competitive play. I'm selfish because I believe braindead weapons shouldn't be as effective as skillful ones? That's just basic game balance philosophy man. If you make automatics easy they have to be fairly situational / weak. If you want them to be equal with the utility in role and purpose then they need to be equally difficult as well. But either way both situations inevitably piss off the hordes of casuals who really just want their easy, effective weapon despite how much they claim to JuSt wAnT BaLaNcE. I think the Splitgate AR is fine, if not maybe a bit overtuned. I have 50% as many kills with it as I do Pistol kills. I know firsthand it is very strong and very far from underpowered when used in the right situations (cleaning off low health enemies, blindfiring through portals, hell even straight up medium range fights unless the Pistol dude has perfect aim). But guess what...not a day goes by where I don't see some casual bitching that it LE SLOW 16 SHOT KILL AR IS SO WEAK IT NEEDS A BUFF (testing environment wasn't perfect but I know for a fact it kills in no greater than ten shots...) or PISTOL IS OP, NERF PISTOL AND MAKE AR STRONGER. Because they won't be happy until you can literally just hold M1 and swipe at any range except maybe the furthest ranges to win fights.
  11. I don't see this as being very useful outside of capture modes where you constantly spawn at and have to defend your base versus all over the map (so CTF/Assault). And in those modes having someone carrying the flag is already spreading yourself thin to begin with. And time spent transporting it is time spent not capturing the enemy flag or defending your own flag. You could claim this is the risk required for the reward of potentially faster captures, but I don't know about that. Both because it's still a huge risk (then there's the added risk of not being able to see the other side...) and it's only a one-way teleport that shaves off a few seconds at best. It would be great for BTB though. Both because you have more players so losing one is less significant, and because the larger distance between bases means the time saved is actually meaningful.
  12. I played a bit of Splitgate and first impressions are mixed. It oddly shares some of the aspects I like about Ce, but still a very diffrent game. The guns kill fast (coincidentally pistol is also a 3hsk), there's a small yet focused weapon sandbox, maps are nice and vertical. Portal system is nowhere near as much of a nuisance as I thought it would be, with few portal surfaces and being placed intelligently (except on the giant maps where you just get constantly sniped from behind). Pretty good aiming skillgap (hitscan but with comparatively small hitboxes) though strafe could definitely be crisper. And right out of the box you can already disable the gimmicks and fine tune speed and such. But that's all the good I have to say about it. The visuals are awful. On highest quality it looks like someone smudged the entire screen, oddly enough lowering post processing and AA actually makes it look better somehow. Armor Textures look incredibly muddy even on Epic. And there's SO much visual noise getting in the way of clarity, not to mention how map parts aren't distinguished well. Frametimes don't feel consistently smooth even when I lower settings as much as I can (And trust me my 2k PC isn't the problem. ) The developers have announced optimization patches though so we'll see. Aiming doesn't feel as crisp as it should. The FoV also only maxes out at 103...like it's a lot better than 70 but seriously come on, should go up to at least 120. Well, at least the FPS is uncapped... Weapon balance is a bit questionable (surprise surprise, strong autos). Sprint is also a thing, though the weapon recovery delay isn't bad. Regardless it's free. I would recommend people give it a try and form their own impressions, nothing to lose.
  13. Assuming this source is reliable: http://forums.bungie.org/halo/archive38.pl?read=1138638 The splitscreen FoV is definitely accurate. The default of 70 is kind of surprising. 55 for Halo 3 is just
  14. @My Namez BEAST People can like all the social, casual, Jenga zombies adventure whatever that they want. We all play "casual" games to just relax, that's nothing new or wrong. I mean shit most of my all time favorite games are adventure games and JRPGs. But if you get an ego over it and pretend it's anything but a casual experience...and brag over being a 1337 champion at it when you damn well know its silly, easy and dumbed down...and argue that your losses at it were undeserved because perfectly fair thing is "unfair"...thats when it gets pathetic. (Obviously excluding valid criticisms of genuinely terrible mechanics). Saying you were cheated of victory because BR starts aren't fair and you're superior AR skillz didnt get a chance to shine...is just absurdity. You got outplayed by someone better in a more skillful game, have humility, don't blame the settings which are perfectly fine. Like I enjoy occasionally pubstomping in Realm Royale but I'm not going to delude myself into believing it's some ultra high skillgap, hardcore game and that I'm special for being good at it when neither of those things are true.
  15. Most of what makes a game replayable is choice and challenge. RPG mechanics (i.e. branching class systems) and open world levels are one way of introducing choice...IF they're executed well. They're not some magic bullet that solves everything nor are they the only means of introducing choice. I mean just see how most Skyrim playthroughs devolve into stealth-archer at some point or another. A linear-mission shooter can be plenty replayable if, like say SPV3, it has plenty of minute to minute gameplay choices like what weapons you choose to deal with which encounters or which paths you decide to take to reach the end of the map. Do I save my Sniper Rifle to kill the Zealot for their Void's Tear then swap my Sniper out for a Magnum to pair with the Tear for easy headshots? Or do I instead swap the Sniper for the Shotgun, kill the Hunters with that, use their Fuel Rod to deal with everything else? Do I take the long path around the island or try to brute force my way through the center? The problem with MOST linear-mission shooters is they're instead more like CoD: you walk down the same corridors shooting the same unchallenging AI with the same generic guns, you're never mentally stimulated or challenged, and it plays out nearly the same every single time.
  16. What's the design goal you're trying to achieve? A mobile base, or just a large transport vehicle in general? 1-sided objective games that take place on a Scarab could be pretty dank. One team trying to board it or disable it with grav lifts and vehicles, the other team operating it and trying to keep it from being destroyed. There's so much room for Halo to do crazy innovations with sandbox content and gamemode content, but all they care about is apathetically reinventing the core gameplay from entry to entry.
  17. I don't like hitscan, but I agree in principle and would still take hitscan over the Halo 3 BR anyday. I think his point though is that the spread on the Ce Mag is so minimal and so rarely situationally relevant that it's more than an acceptable sacrifice for having projectile instead,and thus still the best utility. Even though I wish the spread was zero.
  18. Radar is mostly just a crutch. It's not exactly powerful enough in itself to justify contending as a map pickup. Conversely why no one ever really bothered with radar jammer either. Just rip the bandaid off. The vast majority of shooters don't even have radar to begin with this has always been such an odd debate to me. I've always hated the idea of combo weapons, a weapon should still be useful in its own right. Plasma Pistol is terrible and if would redesign it but don't feel like typing an essay on my phone.
  19. The past 100 or so pages of this thread just need to be thrown in the trash. God damn... Why the fuck are we arguing about **vibration** of all things? It's a non-issue, having an option to disable it doesn't clutter the menu in any meaningful way either. Even if it did you could always just hide minute options like that under an "advanced options" tab anyways.
  20. I really wish the game didn't have crossplay and controller support was limited to zero aim-assist except for Campaign. Trying to shove in crossplay and pander to console gamers when they aren't even the target audience in the first place is just going to compromise so much of the port's design and throw it's competitive integrity eternally into question. Hell I even suspect mods will be ultra limited as a result. I've already seen so much in the MCC Steam Discussions that just makes me want to rip my hair out. People asking for splitscreen. People saying KBM should be banned. People claiming FPS grants unfair advantage and should be limited. Console gamers who understand nothing of PC gaming yet for some reason aren't content to just stick to their own separate port of the game that they already own...
  21. Rockets do 100 damage on direct hit in all Quake games. Max splash damage and player health depends a lot on specific game and patch, and splash damage scales with distance from center. Splash damage is probably like 60-80 on average. Quake 3 for example used to spawn people with only 100hp and no armor, meaning even a railgun could go around point and click one-shotting everyone without stack. In Quake Live it was (rightfully, imo) nerfed to 80 damage and people instead spawn with 125hp that deteriorates to 100 over time. Armor in Quake works by taking the damage of the shot, applying 66% of that damage to armor and the remaining 33% to health. Which is why it's crucial to pick up at least a little bit of it, can be the difference between getting oneshot or not. Armor and Health Pickups let you (temporarily, depletes over time) max both out at 200 each, which is again the difference between getting instakilled and taking several seconds and 4-5 shots to put down. TLDR it's all situational. More editing but I keep forgetting shit...quad damage as the name implies quadruples damage. IIRC quad damage Railgun or Direct Rocket can one-shot people even if they have the maximum possible health. Protection is a direct counter, it reduces all damage taken by 80%, effectively quadrupling your hp.
  22. Obviously as a Ce fan I don't agree with the 1.0s killtime and 1.6s baseline for everything. But it's better than what we have now. The Shotgun is also the second major point I diverge on. Make it a two-shot...fine. But in that case the firing rate should let it's two-shot TTK come close to the utilities perfect while far exceeding the average (if the perfect TTK of the utility is 1.0s and the average is 1.6s, the Shotgun should near always kill in 1.2s), and it should have decent two-shot range so it can still be used as a finisher and not have to rely on lameass point blank melee-comboing to do anything (we already have the AR for that???). Otherwise it's just a weakass weapon that will nearly always lose to the utility anyways, either by virtue of being far too slow to kill even within it's own effective range or far too easy to stay out of range of. If you want the mauler then add the mauler separately and let customs / maps sort it out, don't obliterate a perfectly good weapon. I would also suggest letting it retain OSK on centered-headshot-all-pellets only, just so it's still powerful just not as braindead. The other ideas I have no problem with. A weak sentinel beam would have a very unique place in a projectile sandbox. Fixed PR and Concussion Rifle Blast Jumping are things I've suggested a lot as well.
  23. In terms of importance: Mapmaker / Forge. In-game timer. More gametype settings than the barebones offering it has now. There's tons of things I'd change or fix about the game, but if I could only pick a single thing to "add" it would be one of those.
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