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Posts posted by Basu

  1. for infection custom games? yes.


    Great idea actually. Where can we use dark maps in MM? For spooky infection maps, then have a  VISR AA spawn after 1 min to give humans an incentive to move instead of camping on ledges.

  2. Some emulation of recoil (bloom) that forces you to pace your shots adds realism..



    Plays space shooter set in 2550 where you are reborn 5s after you die, can jump 2 meters high and shoot green laser guns...








    ...wants more realism.


    C'mon bro, it's a video game, realism can take a step aside and leave space for good gameplay

  3. 1. Slowest kill times ever, coupled with ridiculous bloom mechanic

    2. Loadouts

    3. Maps

    4. No ranks / too lazy to make arena competitive enough for ranks to matter

    5. CoD style Matchmaking

    6. Spawn system

    7. Most weapons too easy to use.

    8. Playlist management (almost as bad as h4)

    9. No motivation to win (cR instead of XP)

    10. DLC sucked

    11. Lag spikes

    • Upvote (+1) 1

  4. Halo 3 is just the more enjoyable game for most people. And of course nostalgia, because back when H3 was around the only competition it had was CoD4, which was different, also enjoyable, but also had its own fair amount of problems. So H3 was the most played game, everyone played it with their friends, double XP was around, people cared about ranks etc.


    Enjoyment is entirely subjective, so yeah Reach might be objectively better, but the majority of Halo players (especially the 'H3 kids') have bad memories from Reach, also because it's were Halo started to really suck, and CoD, Gears, Crysis etc. were already huge at that time.


    When 343i stepped in as the 'saviors of Halo' (nice PR move bung343 / M$) and released the TU and Anniversary it was too little too late. Let's face it, MLG v7 never had more than 1000 active players, only when the cR jackpot was it MLG. Anniversary was the worst selling Halo FPS title as far as I know, so most people have no idea about Anniv. Multiplayer. Most people have not heard of MLG v7 either. The majority of people that bought Reach still think it's Armor Lock Team Grenadier, which - let's face it - the majority of playlists still are. Hell, even the MLG playlist with the 'amazing v7 settings' is lame, because 343i never bothered to add ranks or change the vetoing system so it's not Sanctuary 99% of the time.


    The only way to have fun in Reach is to play anniversary or BTB and pray to god you're not facing a TO4, or of course customs.


    This explains H3's popularity compared to reach.

  5. Both the DMR and BR could be made more difficult to use(I would prefer the pistol to the DMR but I doubt that will happen). but catering to different play-styles is equally important and key to advancing the meta of a shooter. For that reason, I think being able to pick your preferred starting weapon in Halo is a good thing but H4's mechanics dont do this balance justice and the DMR/LR are over-bearing at range in my opinion.


    Another 2 years of DMR vs BR threads?


    Also, when you have the 3x zoom DMR in the game, BTB will be ruined for the third time in a row.


    Just make a 2x zoom, hard to use fast kill time weapon. If needed give players the choice for burst or single shot, but please don't give us 2 UNSC rifles ever again.


    Also, I don't think the majority of players are opposed to single-shot rifles. When the DMR came around, what were the complaints? Too easy to use at range, super long kill time and bloom. I never heard anyone complain about the single shot, and I played with 'H2 and H3 kids' almost exclusively.



    aBaldGinger, on 06 Jan 2014 - 03:05 AM, said:

        I think any skill-related problems with the BR could simply be solved by simply requiring all three bullets from a burst to hit to register as a headshot. Would probably be even harder to headshot than with a single shot rifle imo.



    That can work as well, but IMO most players would view their BR not giving a 4sk as bad connection / spread / lag warrior / omg host, and not think 'oh one of the burst shots must've missed'

  6. @@Hitman There are these things called automatic weapons and vehicles. Also, the difficulty of aiming should increase as skill level increases because of the smooth strafing mechanics that are guaranteed to be in Halo 5. Ever played low level BTB or Team Slayer? The opponents just run straight towards you lobbing sticky grenades and throwing melees. The first step in Halo 5 is to remove these crutches. No more handicapped Spartans.


    Exactly this. What is even more important than lowering bullet magnetism is a good strafe. With a fast kill time BR, lower level players who can't aim like a god will still stand a chance, because - if the Matchmaking is any good - their opponents will have bad strafes which still allow for a fast kill. The opposite happens in high level games. Better strafes, but also better aiming.


    Edit: Why are good strafe mechanics guaranteed in H5?


  7. I know where your coming from and agree the 3 shot pistol in Reach Anniversary did not fit the sandbox. That's the thing, utility weapon kill times should be balanced against the sandbox they are designed to combat. Take the relation with the Sniper Rifle. I've always had the opinion utility weapons should be able to kill a bit quicker than the time it takes to fire 3 rounds of the Sniper Rifle. In CE the Sniper I think had 0.5 sec shot intervals and the pistol could kill in 0.6. So you had 2 chances with the Sniper kill a player that lands a 3 shot on you with a pistol. Then jump over to Halo 2 where you could nearly spam all 4 shots in the same time it takes to kill someone with a BR. There is a big contrast. Bungie I think got obsessed with the concept that having a go to weapon for all encounters would encourage dull gameplay and utility weapons suffered for it. And it continued in later games. I personally think they went about it all wrong.


    Not that I think CE had it perfect, just that I think it had it better, I much prefer a 0.7 sec shot interval for the Sniper like in H3 for example (Yes I watched that GDC video  ;)) and the CE pistol would kill too quick for that. A 4 shot wouldn't be to bad though and I am a fan of shallow 8 shot clips and 1 layer overshields for 1v1s, 2v2s.


    Faster kill times facilitate lower aim assists, imagine a 5 shot kill BR with low aim assist, yuck. The 2 go hand in hand, you wouldn't wan't just to buff blindly. Moving forward however I would be happy with something like this:


    With enough of an aim assist reduction such that 5 shot kills are the more common. Plus I could always play 4 shot magnum 110 damage 0.9 sec 1v1s in customs.


    Agree, IMO we could go even further. 1s, 4 shot (single or burst) hard to use. This allows for strong grenades, fast movement speed, strong weapon sandbox and therefore a more exciting and fair game.



  8. Well yeah, there are definitely way more factors at play, but it's still a relevant experience to the conversation.


    I'm also not sure it's "three times" easier, but when you can sweep, it's a huge advantage. I have a legit one-burst triple kill in my file share from a swat game. Essentially anyone standing in an area probably 10 feet wide would have been killed. That's just dumb for competition.


    With the risk of also playing devil's advocate here:


    We just never had a good burst fire weapon. All the BRs have >1.4s killtimes, the H2 and H4 BRs have ridiculous aim assist and magnetism, the H3 and H4 BRs have spread.


    I know what you mean, I also have a 2 for 1 BR clip in H3 saved somewhere (wasn't even SWAT lol), but that shit happens because of spread. I mean, look at the H4 DMR. Single shot, low spread, sounds good? Still super easy to use and no good for competitive Halo.


    With all said, single shot > burst fire, as flashy and cool as the BR feels and looks single shot is better for hit registration, consistency and aiming skill gap.

    • Upvote (+1) 1
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  9. Explain.


    • In H1 and H2 everyone just accepted that there was a Sniper on S3 Lockout, a Sword top mid on Midship etc. Developers had to get their shit together pre-launch. Since H3, everyone and their mom has their own opinion on maps, spawn placement, spawn zones and weapon placement, so every tournament league, every playlist etc. will have different settings.


    • We still have Onslaught and Amplified in the MLG playlist instead of Citadel, a solid 'disk' map.


    • Team Throwdown settings: Every map had their weapons, spawns and geometry altered immensely, it leads to further segregation between casual and competitive and makes the game less fun to play, because I have to learn a completely new map.


    • Developers can ship piss poor maps (Reach, H4) and use Forge as an excuse. If Bungie had to properly remake Sanctuary and Blood Gulch for Reach we would have been so much better off than with Asylum and Hemmorhage.


    • In H4 Team Slayer you can have 3 different weapon sets per map (Infinity, Legendary, Pro TS) or so I've heard (sorry I don't play H4)


    • The Prisoner remake in Reach had a badly placed spawn zone for all gametypes that forced spawns on red side for SIX MONTHS! Such sloppiness would be inexcusable if the dev couldn't respond with: "you can just go in forge and delete it HURR DURR"


    • In the anniversary mappack, there were 2 different version of every map leading to great confusion and wasted dev time. Why? Forge


    • The Forge maps we got so far are so bland and boring it hurts my eyes. We still don't have a terrain or weather editor either.

    TL;DR: it adds another billion variables to good settings and mostly it gives developers the perfect excuse to ship crappy maps.

    • Upvote (+1) 3
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  10. I hate Haven, Zealot and Countdown

    I like H3 because of projectile weapons

    I think slayer in 'modern' Halos (since 2/3) is boring to play and watch

    The DMR is a bad starting weapon

    Abandon is the worst map I've ever played on, hate it with a passion and can't understand why it's in TTD, Snowbound >>>>>

    The Anniversary settings are better than Reach v7 (GP is better than both though)

    I don't really care about a wide skill gap as long as the game is fair and enjoyable (which kinda overlaps with being competitive)

    I think Reach's BTB was awesome aside from Heavies, Spire and Boneyard

    H3's campaign was the best

    I don't like most of HCE's campaign

    I think Forge was a bad idea

    I think Multi Team is an amazing playlist

    R.I.P. Reach Action Sack, murdered by 343i

    R.I.P. Anniversary BTB and FFA, also murdered by 343i

    I think all Halo games should also come out on PC

  11. The thing about the maps is, while I now realize the maps weren't the best for competitive play, most were very fun for everything else.


    I can't think of a single map that would make me want to leave every time it's picked, but in every Halo game after, there's a pretty decent amount to say the least.


    Also, in Halo 3, it just seems like there was more thought put into where the weapons were placed compared to the map layout than there were in the later games, where we got Swords and Shotguns on Countdown and Sword Base, a Plasma Launcher on Hemmorhage, a Fuel Rod Cannon on Solace, 2 Snipers on Adrift, several weirdly placed weapons on BTB Boneyard and Spire, and even more weapons and vehicles in Halo 4 BTB than even the heavies variants of the past.


    Agree 100%. Reach MM was so bad mostly because of the map layouts at launch.


    • 2 Scorpions on Hemorrhage with no counter other than the sniper (great game design)
    • 2 Tanks and 2 Banshees on Paradiso
    • 3 Banshees on Spire when Elite Slayer was in BTB (dat playlist management)
    • Spire and Boneyard have very weird weapon placement, basically "players have to flip every rock to find a sniper"
    • Plasma Launcher on The Cage, later replaced by rockets
    • No power weapon besides the Sword on Zealot still to this day
    • Sword and shotty on a map like countdown...
    • GL, Sword and Shotty on Sword Base
    • Anchor 9 also has no remarkable power weapon

  12. I've been modding H2 Vista and found a good comprimise for the Burst vs Semi Auto BR:


    • Double the rate of fire (from 900 RPM to 1800 RPM) and slightly decrease the firing delay in between bursts (from 0.26s to 0.22s)
    • 50% aim assist and magnetism.
    • 0° degrees of error (spread)




    1s killtime. Very quick bursts that have the single shot feel, making time on target required in between single shot and burst fire, also sweeping for the headshot is less effective. Despite what I thought, the quick bursts don't feel weird and it's also not a trigger spam rifle (like the carbine / NR can feel like at times, no offense to carbine lovers)


    Unfortunately these mods only work in campaign as far is I know, so it's hard to tell if such weapon could work in multiplayer.

  13. Yes i would like that and yes you would like that but think of the more casual players and how Not having skill will stop them from ranking up.


    i think the best kind of system would be a mix of H3 and Reach  (exp)  Eclipse Level 30 or Mythic Level 50  (So Reach Rank for Wins then H3 1-50 Ranks for skill )




    H2 system for skill ranks, H3 for XP and military ranks (players need XP and Skill for a specific rank) and Reach's credit system for buying armor, skins etc.

    • Upvote (+1) 1

  14. A lot of you are saying get rid of the DMR completely, or scrap other weapons. I stated that they should bring back the reach DMR no bloom and H3 BR, because regardless of the mechanics I highly doubt they will leave the BR or DMR out of the game. Point is they tried to make a new DMR and BR and failed miserably… I don't think 343 deserves another chance and they need to take the weapons from the older games, including H2/H1, that we know and love…. Also sniper descope/flinch... I don't even want to think about it. If they take anything from H4, Halo will probably never come back because it will just show the competitive community that they have cease to care about us. 


    If the 3x zoom DMR is in Halo 5 or the H3 BR I'm not buying.

    Both kill too slowly, the H3 BR has spread and the DMR is too easy to use at range.

  15. Here's a better question... What was good about Halo 3?


    Graphic / art style

    Shot leading (hitscan is boring and too easy)

    Sniper rifle

    Aim Assist on most weapons

    Custom powerup

    HUD and UI


    File Sharing

    Grifball / Infection and other minigames

    Best theater we ever had

    Missile Pod


    Matchmaking was actually fair (social too)

    Best textures in any Halo, the beauty, the detail is unmatched, Reach is dull and gray mostly, H4 is so washed out and blurry

    Brute Chopper

    Ranking system, mostly the XP part (H2's skill ranks were better)

    Some maps were good

    Weapon sounds were better than H4, but worse than the other Halos

    It's fun to play!

    • Upvote (+1) 3

  16. How does the aim assist affect each individual bullet in burst mode? If it applies to all three, then there is three times the aim assist.


    Don't really see the problem here?


    Friction / "sticky enemy" auto aim only affects the reticle, doesn't matter which firing mode.


    Bullet magnetism does factor in each individual bullet, but the single shot also does 3x as much damage, so it's actually justified that each bullet gets magnetism.

  17. H3 BR > Pre-TU DMR

    85% bloom post patch DMR > H3 BR



    Other question, what does everyone think about this:


    Rifle that kills in ~1s, 4sk with 12 shots per clip, aim assist akin to H3 BR and CE Pistol.


    Players can choose firing mode, burst or semi-auto in options.


    EDIT: Also, not hitscan, zero spread, RRR of H1 pistol


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