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  1. Yooo wtf?! Please please please let this just be them getting feedback for the flighting and not how it’s actually gonna work.
  2. I reaaally hope that’s just a thing for testing and not the way it works in the full release. Who the fuck asked for weapon spawns to be random from game to game?! Haven’t had a chance to watch too much gameplay. Is it just the basic weapons that change from game to game or do the power weapons and powers ups change too?
  3. Video on Reddit showing grenade hitmarkers in Infinite.
  4. Well… this is certainly concerning. I’m pretty sure I also saw a clip where someone killed a player with four shots from the sidekick with the last shot being a headshot but the player had already taken quite a bit of AR damage. So we’re looking at a BR that is 1.5+ sec kill time and a pistol that possibly kills faster but will be very spammy with likely a 6 or more shot kill and hardly able to kill two people before having to reload. I think of things like tighter hit boxes and less bullet magnetism and get all excited and then see something like this and become worried again. You can’t have those high of kill times in a game with sprint and equipment on the maps that is defensive in nature especially if you’re making a game where people are actually going to miss shots.
  5. The new power up system is the thing that concerns me most so far. Seems like a strange change made for absolutely no reason at all that’s bound to open a can of worms when it comes to how the game plays. 20 years of activating power ups on picking up and they decide to change it for why?! Who was the group of people on Reddit, waypoint, Twitter or YouTube asking for this change? NO ONE asked for this and they just decided to do it anyway. Fucking 343 never ceases to amaze me. I’ll guess I’ll wait to get more details about how they are carried and activated, what limitations there might be and how it effects timing before I get too mad about it but I just do not see it being a change for the better.
  6. So from the article I gather there will be loadouts for BTB (and other modes?) but it’s still equal starts for arena. That’s not too bad I suppose. Hopefully will get a lot more info on Monday. Trailer definitely underwhelmed. That AI was cringy but seems like that also customizable so might not be terrible.
  7. TTK is hard to use as a measurement. There’s a lot of factors that go into play. Take quake vs COD for example. The average TTK in quake is almost infinitely higher that the average TTK in COD but is there anyone who really thinks the individual 1v1 skill gap in COD is higher than quake?
  8. They should have a quickplay playlist that is basically the same as the ranked playlist with very minor changes. Have looser skill parameters, join in progress and maybe shorter match time limits and some map/gametype combinations that just aren’t quite up to par for ranked. You should basically be able to treat it like a practice playlist for ranked. Me and three friends should be able to hop in quickplay and play a few matches to warm up before going into our placement matches. There’s a HUGE difference between playing with settings that allow you to see enemy players on a radar just because they had the audacity to move and settings that don’t. That huge disparity should not be present between ranked and quickplay. Little Timmy shouldn’t get Infinite for Christmas, play 50 matches of quickplay and then find out in his very first game of ranked that the radar he’s become accustomed to looking at all game every game just isn’t there. If radar isn’t going to be in ranked (and I pray to god it isn’t) then it shouldn’t be in quickplay. If it’s going to be in the game it should be for FFA and possibly the new BTB mode.
  9. I think the power ups do help to provide a certain flow and structure to slayer. They take the place of the objective within slayer. The objective is to kill people but there is a secondary objective to get the power ups because it assists with the main objective. Think of camo as being the flag but instead of getting 1 point out of three for capturing it you get 0-5 points out of 50 depending on how well you use the camo. Without certain items that give you an advantage over your enemy how do you incentivize movement in a game of slayer? I mean, one obvious answer would be to do away with regenerating shields and replace it with a regular hit point system and add health packs on the map but then you really are veering into making a whole other game. What would you think would be something that would be strong enough to really incentivize fighting for or be strong enough to control the flow and pace of a game of slayer without also being unfair or overpowered?
  10. Projectile bullets and lower aim assist/bullet magnetism? Better strafe speed/acceleration? Certainly a utility that’s hard to aim is more intuitive and less intrusive than being quad shot and thinking “how the fuck did that guy just make his BR fire full auto?” If movement and shooting are balanced correctly then believe it or not something literally as simple as point and click can have a massive skill gap. I think that aiming skill and movement skill tend to be correlated. If the ranking system is tuned correctly the average shots to kill with the utility will be some what even from bronze to champ. Even the most casual player will understand it’s hard to hit your opponent with the starting gun but when you can it’s very powerful and rewarding. They’ll occasionally get a prefect kill and it will give a sense of accomplishment and improvement. They’ll get killed by a perfect shot and understand how hard it is to do and their opponent earned that kill. It’s that simple. I don’t see the need to introduce a button combo into it.
  11. I’d hate to beat a dead horse here but I thought the obvious answer was to have a utility that had a fast perfect kill time but with a slower average kill time. A large delta between perfect and average with a proper matchmaking system should satisfy everyone from casual to pro. No need to get more complicated than that. The potential for vast improvement and mastery through consistent practice will keep people coming back for more and more. Definitely no need for micro transactions and thousands of redundant weapon skins and armor pieces. /s
  12. Finally got a chance to play a few rounds of recon slayer. Can we talk about how much better the automag is as a utility than the BR? Bungie should have put it in multiplayer when ODST first released. If 343 could make a ranked list using the MLG settings and replacing the BR with the automag that would be just swell. I’d probably play a H3 a lot more if that happened.
  13. Eh, at this point it’s kinda whatever. Honestly, as long as they continue to update and improve on MCC I’ll be happy. If I want a solid competitive FPS experience I’m sure my time will be better spent playing a game of 2v2 on chilly or pris for the millionth time than playing whatever competitive experience the next halo has to offer. If they add cross play, server browsers and fix the hit reg and shooting mechanics for CE on MCC I will be happy regardless of what infinite plays like. Add some new maps and we’re in business.
  14. Possibly you’re greatest contribution to the forums to date. Respect.
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