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Ramirez77

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Everything posted by Ramirez77

  1. Ideally they should be. Adding throwaway crutch weapons is pointless to me. It's design is inherently at odds with competitive gameplay. Not much I can do without fundamentally redesigning the entire gun. I guess I would (as per usual Ce basis): -Make it pinpoint accurate, but relatively slow projectile speed to limit range and impose challenge. Also with slower firing, higher damage bullets instead of high fire rate, low damage bullets. -Give it a half second spin up time before firing. Player moves at normal speed while not firing but instantly slows down while gun is spinned up. Can NOT be spun up indefinitely, there is no dedicated spin up button, can only be spun up before firing. -Make it absolutely shred enemies in another half second killtime once it starts firing. -Only allow for about a full second of sustained fire before overheating. -When detached only carries enough ammo for about four kills. So it can melt when used properly, and is still likely easier to aim than a BR, but at least requires proper timing and positioning to use to max effectiveness and isn't just a brainless hold right trigger spam cannon. And has actual counterplay with people abusing the charge time/overheat.
  2. Manual pickup like that would just be use it and rampage with the advantage, go into hiding and avoid unnecessary fights while it's recharging so you don't pointlessly risk losing it, then repeat so you're going into every single fight with an advantage. On-receive activated pickups don't have this issue, if you don't grab them as soon as they're available then someone else will and then you have to use them within whatever time span there is. One obviously promotes defensive play far more than the other. You could just replace damage boost with a powerup that alters the weapons in the same way the power glove does...just without the "use whenever you want as much as you want" aspect. Actually you wouldn't even need a timer like other powerups either, just a specific number of affected bullets. So you can still somewhat pick and choose when to use it but it doesn't promote defensive play because there's no point in hiding since there's no recharge mechanic. Actually dunno why I bothered clarifying that since that's how power weapons already work. Plus you know all of that doesn't require a dedicated controller bind and already works the same as other existing mechanics.
  3. Could we not with the "Gotcha!!!" shit? Let's run down the list here... I think Ce's reticle somewhat adds to the challenge of using it but if it has to be changed to something more intuitive like the H5 reticle then go ahead? You seem to be under the impression we want an exact 1:1 replica of the Magnum down to the low poly model itself. No dude we just want the fast killtime and challenge of use. I'm not going to die on the hill of something so minor as the crosshair appearance or gun appearance. The Ce Mag isn't a perfect gun, when we say its perfect what we mean is it's an ideal foundation. The DMR is a hitscan gun with higher aim assist and more zoom magnification. I can believe the Pistol should be able to challenge the Sniper while still actually being difficult to takedown the sniper, unlike the DMR. That's not "hypocritical", it's nuance. People DO get 2v1 reversals? Why even try to deny this... "Why shouldn't team shotting be rewarded?" There's valid viewpoints on both sides here but ultimately I don't like games that restrict my ability to perform by the quality of my teammates? Games where I can be the most skilled player on earth but still lose because the enemy had good synergy while the glue licker I'm paired with doesn't. "But teamwork is a skill too and " yes yes not getting into that circular debate.
  4. I mean I *could* argue BTB already has damaged Halos identity if I wanted to be petty. I feel like you're bordering on a false equivalence here. Halo has always had tons of variation but it's variations on a base experience. These modes all play the same on the most basic mechanical level...well aside from invasion but I could say that's how we arrived at this problem to begin with,and even invasion wasn't as radically different as some of these ideas. You're not shoving two entirely different games into a single package and creating entirely separate fanbases with no overlap in the same space. BTB is just upscaled slayer with new map items, the core combat mechanics are the same. Competitive 4v4 fans still dabble in BTB and vice-versa. Once you start adding sprint, ADS, weapon attachments, instant killtimes, so on it becomes more than that...people begin wondering why arena lacks these things and division ensues. And yes I realize that how much difference is too different to be reconciled is a giant subjective grey area but it's worth considering. And as I said we've already witnessed the results with Halo 5 and the community now.
  5. When I browse reddit all I ever see is "HEY GUYS WOULDN'T IT BE KOOL IF <crazy idea> SPINOFF", like people want everything except for a standard Halo game, like they have this bizarre fucking AVERSION to Halo just being Halo. So in a sense you're not even wrong. I wanna die. But all you do with that ideology is cause the game to be fractured at it's very core. Resource allotment continues to be imbalanced for one direction or another, the genuine experience gets buried under all the modern shit, the fanbase divide continues to exist, so on. I mean dude did you not live through Warzone and Halo 5, and their absolutely pathetic "sustain" that was a direct result of that? So I don't see that as something to embrace.
  6. Arlong it's probably gonna fry your brain to learn that the Splitgate pistol is almost exactly the same on paper as the Ce magnum. Only differences being that it's hitscan and one LESS bodyshot to kill. So slightly stronger even.
  7. Take Ce's sandbox. Make weapon switch speed near instant if not instant. One problem with balance is even if other weapons are more ideal in certain situations the Magnum (or whatever the utility happens to be in other games) is still *good enough* so it's almost never worth wasting a full second to switch to that other gun unless you already have it out, doing so cancels out whatever advantage that other gun would give you in the first place. Having faster switch would incentive use of other guns without fundamentally altering their place in the sandbox. But ape Halo 3's system of having your secondary weapon clearly visibly on your model, hell maybe even highlight it, to prevent people just pulling rockets out of their ass instantly. Remove all spread from the Plasma Rifle, buff it's killtime slightly so it's not literally 2x slower than all the other guns (reduced shots to kill instead of faster firing rate, don't want to make it spammy) and reduce projectile speed slightly. Skillful, effective, but still situational automatic. Edit: And I AM using the word literally correctly here, it actually is that slow.
  8. Wider FoV causes the game to render more, which puts more strain on the game. So technically yes. In actual practice I've never noticed a major difference in performance any time I've tweaked FoV in any game, maybe gain or lose a few frames per second at most if anything at all. Unless the console hardware is being pushed to it's absolute limit (kind of was with the 360 in 2012 to be fair) I don't see it really being an issue at all.
  9. https://www.reddit.com/r/BoneAppleTea/ Man do I hate Poe's Law. Are you trolling or do you really not know that it's from the get-go.
  10. Elites were offense. I remember spawning on the bottom of the map with just plasma repeaters and there being a single needle rifle spawn way to the right of spawn. Meanwhile the Spartan side could just sit up on the ship hangar and shoot down at you into your spawn with Magnums and a couple DMR spawns. So your only recourse was to dash between rocks trying to get to the ramp on the opposite side of spawn that leads up to the ship, or be the first person to that one needle rifle...that incidentally is also near the ramp. Boy that is just...mmm...that sure is something..
  11. @Boyo So, i had an idea, kind of inspired by a real life varmint gun. Redesign the Shotgun so the center pellet is an actual bullet/slug that by itself is a moderate damage, slow firing four or five shot kill, and redesign the crosshair to compensate (tiny circle inside of giant circle). It still has the surrounding pellets otherwise and functions basically the same in CQC (one shot kill at point blank with center bullet and all pellets, 2sk/3sk a tiny ways out with center bullet and/or most pellets). This allows the Shotgun to still be usable at extended ranges, but obviously still the inferior choice to the actual dedicated ranged weapons. Alternatively a very tight inner circle of pellets and a very wide outer ring would accomplish much the same, just without the infinite range. It never completely sat right with me that the Sniper was at least usable in CQC but inverse wasn't true of the Shotgun. The weapons would all still have clearly defined roles, just the relation between them would be smoother and less rock paper scissors. Like if you can't snipe someone by the time he gets four shotgun pulls off (that's three entire seconds) you deserved to die anyways. At any rate though I agree, fixed patterns need to happen asap. Random spread on shotguns is so pointless and just the bane of my existence.
  12. *Opens thread.* *Closes thread.*
  13. Kind of. I don't care about realism in games, I don't even particularly care about strict lore accuracy down to the tiniest minutia for that matter (people who bitch about things like bottlecaps or Jet in Fallout 4 are just absurd to me), it has no bearing on my immersion one way or another. But yes I do care about immersion, and would be pretty turned off and pulled out of the experience if I, say, saw some bad render of Elsa from Frozen shooting people up. I'm fine with that sort of thing in games like Gmod or Smash Bros or whatever where they're set up to be very "gamey" cross-universe self-aware games from the get-go that don't take themselves seriously, but in a game with serious lore behind it, it's just jarring. On a broad level canon is very important. Elites weren't removed because of wargames though. That's just some bullshit retroactive justification 343i cooked up to cover it. There's like a million and one ways you can write Elites into war games that still make sense lore-wise, like they're there for joint training because of X treaty or whatever, there's no canonical reason they can't be shoved in somehow. No, they were removed because they've always been janky in multiplayer with their weirdass hitboxes. Same reason they were relegated to an asymmetric mode in Reach.
  14. Clamber is at best redundant with existing movement mechanics that also lead to skill jumps, and at worst a crutch for missed jumps AND something that gets in the way of shooting. It adds nothing of value. Like the "skill" in clamber jumps doesn't come from clamber. You press sprint, thrust, stabilize, and crouch at the perfect times to get the exact spot you need to be...then you hold down the A button to automatically finish it off with a wide margin of error. The set up for clamber jumps is the skillful part, the finalizing clamber adds nothing.
  15. Gephyrophobia: Yeah, sucked. Death Island: the top center is good up until you realize the only way back down is to awkwardly slide down the cliffs without killing yourself or take the long path back down. Plus a lot of areas that just don't get used at all, like the area where you fight the Hunters in the campaign. Danger Canyon: The tunnels are slightly too campy but this is almost a good thing in that it encourages taking the long way or going around to clear them out for your team. Still I think what I would do is place two ramps heading into the tunnels from your base instead of just one, or widen that tunnel, so people can't just constantly spam nades there, and some ladders in the fuel rod room leading up to the balconies, would probably make it flow much better without completely removing that aspect of controlling the tunnels. Sidewinder: You shut your whore mouth. No really I don't get the preference for Avalanche. The middle portion of the map is better designed sure but the mancannon / teleport edges are just such a massive downgrade. Sidewinder had the option of taking the middle or the teleport edges but Avalanche really only has the middle. If you could preserve Avalanche's middle and redesign the teleport edges of Sidewinder to be less risky to pass through it would be golden. Ice Fields: I don't really see much wrong with it personally. I guess you could say Meltdown is better. Infinity: Eh. Sucks for infantry but it's not really supposed to be an Infantry map. Lot of cool things I enjoy about it like landing from banshee on top of rocket ledges and sniping people, but no idea how I would fix it up for infantry without fundamentally redesigning massive swathes of it.
  16. I grew up playing "BTB" on Halo PC. It doesn't need sprint. I never once felt it did. Good map design, which you actually see in custom maps, is all that is needed. Timberland is an excellent example on so many levels. You don't need Sprint to reach cover when rocks and trees and hard to drive up hills are everywhere. Those same hills are circled by vehicle tracks that extend time of travel for vehicles while infantry can cross them straight. Danger Canyon is iffy in execution but good in concept. Short infantry tunnels from base to base, wide outer ring for vehicle passage.
  17. Believing that vaccines cause autism is being factually wrong. It's not an opinion, it's not a value judgement, it's just an incorrect belief. Believing that vaccines are bad directly because they cause autism is a "wrong opinion". It's a value judgement based on misinformation.
  18. Finally an interesting topic. I think it's first important to define what reloading actually is mechanically. It's having variation between standard firing delay between individual bullets and a separate reload delay between groups of bullets. Like you "reload" single-shot weapons such as the Super Shotgun in DooM, Sniper Rifle in TF2 or Railgun in Quake but no one considers that to be reloading, as functionally it is completely indistinguishable from their firing rate, they ALWAYS "reload", they ALWAYS fire at that speed. Likewise having a gun that, when you hold down the fire button, fires three shots in rapid succession then takes several seconds to prepare the next three shots isn't any less reloading just because there isn't an arbitrary manual button press involved in the middle of it. Reloading is specifically when you fire a group of shots then have a long delay between firing the next group of shots, instead of just continuously firing all bullets you have at a static rate. For weapons like the Rocket Launcher and maybe the Sniper Rifle, it kind of makes sense. If you made every shot fire slowly it would be too easy to punish a single missed shot. Some might argue it should be easy, but not gonna weigh in on that. Conversely if you made every shot fire at just the current rate, you just lead to people getting third, fourth, fifth chances. Right now you get the sort of fast second rocket, and then you're punished hard if you fuck that one up too, it's a compromise. For weapons like the utility, it's just pointless. It's extremely unlikely you're going to bottom out your entire magazine of twelve-fifteen trigger pulls on just a single target, and with multiple targets all it's doing is limiting the amount of enemies you can theoretically kill and punishing you for not having literally 100% perfect aim. You killed three people but still only have three of the four bullets required to kill the next guy left over? Sorry out of luck, pull out of the fight or accept defeat before firing a single shot. And since magazine counts are so large with these guns typically catching someone reloading isn't a deliberate act that you intentionally bait them into doing either, it's something you randomly stumble upon and think "oh sweet, this guy just happens to be out of ammo and reloading, free kill for me". It strikes me as very similar to Sprint in that way. Overall I don't consider reloading to be a positive. I think it's pointlessly random and restrictive and exists mostly as just an immersion thing than an actually purposeful game mechanic. At the same time though whatever negative effects I think it has are just largely situational and barely an impact on the game. I can tolerate it's presence but definitely think the game would be better off without it in most cases.
  19. First, we already have Sentinels as an avenue to build on. No uninspired terminator shit required. Second, there's no reason you couldn't just have more exotic Covenant weapons. I mean up to a certain point anyways, they're an advanced alien race that bases most of their technology on the "masters of the universe" so it's still largely believable. Look at what SPV3 already does. Third, and this ties into the second point, 343i isn't even exploring the possibilities that already exist. Covenant sandbox is just blue reskinned human sandbox (there is zero benefit or point to this being the case, we don't need them to be familiar), and promethean sandbox is just orange skinned human sandbox on top of that. And the Promethean sandbox is just...oh god is it fucking bad. Deletion. I hate everything about them. I hate their appearance. I hate their lore. I hate their stupid game design. Fine. If I have to begrudgingly be constructive: Watchers catching grenades and summoning enemies is a neat addition. Really anything that adds pros and cons to weapon choice and introduces target prioritization like classic Halo does is a good thing. Jackals blocking bullets but being vulnerable to precision shots, grunts being poor targets for heavy weapons but good targets for weaker ones, hunters being the exact opposite, Elites being pretty strong against anything but energy weapons, etc. Run with that mentality in mind when designing new enemies. Knights do none of that. They just absorb anything you throw out at them, teleport around obnoxiously, then fizzle out of existence on death. Soldiers are less insufferable but still don't bring much to the table either. Random idea off the top of my head, they leave a split second momentary wormhole behind when teleporting that if you react fast enough you can throw a grenade in or walk through to instantly kill them on the other side...which would in turn be countered by the aforementioned Watchers that need to be dealt with first. It's something. Achilles heels are good.
  20. It's nothing so dramatic as any of that, but the maps are very open ended in design. Multiple areas to pick from, areas that all loop intelligently on each other and contain keys to unlocking other areas, secret rooms and passages littered everywhere. Sepulchre literally has 50 something secrets to unveil. None of which are actually needed to reach the end of the level, mind, but just uncovering them is a reward in itself. It's not what you describe but it's like the precursor to that. Very metroidvania feeling while still retaining the classic beginning-to-end level structure. Just watch about the first four minutes.
  21. It made me think of Arcane Dimensions, which he should definitely play right now (more specifically Sepulchre, Adamantine, and Grendel). There is no destructible environment but there is definitely multiple maps with a central hub, multiple sections with unlockable shortcuts leading back to hub feel to them. Been wanting a full campaign like that ever since and looks like I might be getting it with Wrath: Aeon of Ruin.
  22. Yeah I can't think of anywhere that even supports 120fps video, let alone live streams. And console games are all locked to 60fps so big thonk. In this case though the CE stands for custom edition, not combat evolved. Custom Edition is vastly superior to forge since it's an actual development kit.
  23. I can think of features that have been done before but aren't common, or features that have been done before but not on console, but in 2019 it's pretty hard to think of features that are completely brand new. -Server Browser. Really it's mind blowing we don't already have this. What is the point of having such expansive forge and custom games when you can only play them with people you know directly, on their terms? -Steam Workshop Style File Share. Ties into the above. Should be able to just search for and download popular maps and gametypes off of 343i's website / an in-game browser...instead of only being able to obtain them from someone who knows a guy who knows a guy who knows the creator...or through adding the creator solely because you heard of him through word of mouth and not because he had an actual platform for displaying his content. -Some way of getting mod content to consoles, even if in limited form. Creation Club but without all the monetization. -Hub worlds. Dick around on a map as you wait for a match instead of just sitting in a menu. Not everyone's cup of tea probably, but something to consider. Or at the very least be able to matchmake while playing Campaign / Forge and just have it auto-save and exit once you do find a match. The less time sitting in menus staring at the screen the better. -Let us queue for specific maps / gametypes like CSGO and Team Fortress 2 already allow people to do. Eliminates most of the mapvote / veto debate, I can play exactly what I want to then when the match is over I can just requeue to play it again if I don't like the thought of random maps after that. Timesplitters had this as early as over a decade ago, and Snapmap does as well. I don't see why Halo couldn't.
  24. We were talking about swappable weapon attachments tho. Borderlands has a gazillion guns but they're all just the gun itself, unless I misinterpreted your statement. As for campaign *loadouts* I have no strong feelings one way or the other.
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