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Posts posted by Basu

  1. Isn't it funny that only game that had a dedicated Spartan vs Elite mode also has some of the worst covenant vs human sandbox balance? Invasion in H2, 3,4 or  even 5 would be so much more enjoyable. I appreciate that the Focus and Plasma Launcher aren't just copy pastes of rockets and sniper but god damn are they fucking useless. The plasma repeater is also one of the worst guns I've ever seen in a video game especially as a starting weapon.



    • Like (+1) 2

  2. 2 hours ago, Boyo said:

    Maps and settings aren’t two mutually exclusive elements that don’t affect each other.  If new settings make a map play poorly then that map is no longer a good map (for that game).  

    If settings make it so I can jump from my base to top mid then Midship is no longer a good map for that game.  

    You're not wrong, I guess it's just a matter of perspective. It makes sense in the context of creating a competitive map rotation for that specific game, but on the other hand this logic could give you the impression that the maps we've been given ever since Reach are bad only because the settings suck, which is obviously not true. You can absolutely rate maps independent of the game they are featured in, at least to an extent.

    • Upvote (+1) 1

  3. 10 hours ago, _Synapse said:

    Question: Do people really like NBNS Reach that much? I can see NBNS FFA maybe being fun, but 4v4 Reach is some of the most teamshot-focused garbage I've played. I swear to god, playing with anything less than a 3-person party and being in setup 24/7 gets you obliterated in a millisecond. 

    It doesn't help that the maps are actual trash and most play specifically around the hyper-teamshot oriented meta. Countdown is torture to play anything on, Zealot is extremely difficult to make a comeback on if you get pinned under your base, Sanc is too teamshot-based and it's impossible to retake ring without rockets and at least one communicating teammate, Pit is decent but once again too setup-oriented. 

    Why the fuck is saturation and contrast so low, and why is visual clutter so high? It's incredibly irritating to get shot by someone you can't see despite them being IN FRONT of you on Battle Canyon. How do you go from the HCE/H2 version, to this? 

    Why's movement so un-fucking believably bad that even hardcore settings feel like your Spartan has a 200-Kilogram weight strapped to his back? , but the times that you'll actually be able to get into a DMR 1v1 are extremely far and few in between, because of the meta in Reach. 

    Why are grenades shallow hand-nukes again? They're not even that versatile or full of utility, they just have a ******edly huge blast radius and long throw arc that encourages people to toss 50 of these into an area without being punished for it. It makes red and blue landing, the supposed power positions on Zealot, an absolute death trap if someone spawns behind you.


    Rant over

    Generally agree. 1.6s perfect kill time is a complete joke. Idk why MLG decided to go with the 5sk DMR for v7 because that think might as well be called the designated teamshot rifle. Probably to appeal to statters and montage kids who love to sit at health pack on Sanc with sniper, imagine getting shot by a four shot kill rifle halfway across the map! Broken! Granted this isn't much faster than the "golden age" of H2/3 with the BR at 1.4s TTK, but why stick to what's broken if you can easily fix it? Dumbass play by MLG.

    Reach nades have always been a joke. They're probably balanced solely around armor lock, evade and jetpack. Bungie never imagined people might be running around the map at BMS. MLG even uses 120% movement but grenades are still your most powerful tool, then melee and then the DMR. Lol.
    Generally agree about Reach's map pool being a huge pile of steaming shit but this:


    Battle Canyon and Penance got mistakenly put into the rotation by some visually-challenged employee at 343,

    made me physically recoil though. WHAT? MLG put these maps in my dude. They are also good maps, it's just that the weapon layout, pathetic starting weapon and useless movement just make them play much worse than they should. Up BMS and strafe accel, use a 4sk DMR. Then on BC put 1 minute camo in blue cave, remove the red sniper, put rockets where they used to be. Penance: 1 minute camo in red, rockets in pit, improve visibility in green.

    Either way the map is likely getting removed soon because "asyms bad".


    Strafe is oddly good

    What game are you playing?

  4. 51 minutes ago, Arlong said:

    Do you always need to  bring a sarcastic remark regarding these topics?   

    I'm not even sarcastic lol. AR starts is just a half-assed 343-esque solution to the "problem" of not enough weapon variety. Stuff like Team Fiesta is an actual solution. I'd imagine Team Scavenger would be as well. It's better to separate gametypes by "serious" and "fun" instead of making a shitty compromise that everyone ends up hating anyways. Same goes for map design btw.


  5. 11 minutes ago, Boyo said:

    You know I mean that when the user strikes an enemy, the user’s shields begin recharging.  You think that’s too OP?  

    Ok I thought it works like a regen/syringe that makes your shields recharge. That's actually kinda cool. 

    • Upvote (+1) 1

  6. 44 minutes ago, Boyo said:

    Redefining Close Quarters Combat 


    The Shotgun is the only real CQC power weapon (the Tractor Beam can launch crates to splatter enemies and the Mauler can fire-melee for the kill).  The Energy Sword and Gravity Hammer have been removed and replaced with “Melee Weapons”.  

    Picking up a Melee Weapon enhances the standard melee attack for a limited number of strikes.  The Energy Gauntlet (Sword) lunges.  The Gravity Fist knocks back.  The Lightblade begins shield recharge.  

    The Shotgun fires a center slug surround by two rings of pellets.  The slug alone is a 4 shot kill (1.5 seconds) and it is accurate to long range.  The spread of the outer ring stays tight till close range.  The spread of the inner ring stays tight until medium range.  An accurate slug and a tighter spread increase the Shotgun’s effective range but its short red reticle range leaves it up to the user to land ranged shots.  

    The Boltshot can charge then fire a single bolt that kills with a headshot.  

    The Conduit is a grenade type that, instead of being thrown, fires a short range beam that vampires an enemy’s shields.  

    And, as always, when in doubt, panic Sticky. 

    This actually sounds damn solid aside from the lightblade. 

    • Like (+1) 2

  7. 6 hours ago, Sitri said:

    People want to pick a single on-map item(DMR, rockets, sniper, warthog, etc.) and get a free Frenzy against people who can't fight back. I've seen people go as far to say that Reach's sniper is useless because DMR users can fight back against it.

    The most popular alt-fact on r/halo right now is that the Reach Banshee is useless because DMRs can shoot it. I kid you not, people are saying it's more balanced in Elite Slayer where literally nothing on the map can damage it. 


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  8. 6 minutes ago, Silos said:

    In regards to AR starts, Halo for better or for worse has always appealed to like fifty different ways to play the game. Every game introduces ten new ways to play it and it gets harder and harder to appeal to each audience.

    I imagine the people who want AR starts enjoy playing Halo by holding forward the entire time to move as fast as possible into a giant cluster of people around the middle of the map and holding triggers down, having a giant colorful explosion fest in the middle of the map. While it's not my ideal way to play Halo, it is a different experience that some people feel is the "correct way to play".

    What I don't get, is why they don't want it taken one step further and just make every weapon on the map a spammy colorful weapon? No joke, remove all snipers, DMRs, beam rifles, etc. and only have things like fuel rod, AR, needler, plasma repeater, whatever. Basically make it team duals from Halo 2. I feel like that appeals to the demographic of "hold forward guns blazing" and it doesn't have the issue of a team getting the precision weapons and sitting back the whole time.

    I honestly didn't hate team duals in H3 social slayer. It was something different, only showed up rarely and it was stupid enough to actually be fun. Same goes for team fiesta, shotgun ctf and team rockets.

    AR starts is just a shitty version of proper Halo. There are still snipers and the rifles. It's balanced-ish but it's also handicapped garbage. Much like H5's "let's compromise on everything" approach it ends up pleasing pretty much no one.

    • Like (+1) 4

  9. 15 minutes ago, Larry Sizemore said:

    See I remember reading way back when that H5 was supposed to be on a new engine. Might have been the same info dump pastebin that teased halo: arena and halo: battlefield.

    Every Halo game has been on a "new engine" when it's convenient for marketing. Unless they need an excuse to not add more weapon skins or slots for local files then it's "a legacy engine limitation".

    • Like (+1) 4
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  10. 1 minute ago, Sitri said:

    I don't think they ever "promised" mod support, just that they would look the other way as long as they're kept out of matchmaking.



    "Hi! We’re still working to improve this down the road, but for now you will have an option when you launch to bypass anticheat. This will allow you to play around with campaign and customs but not allow you to play any match made games." said employee 343_farn.

    "We are working closely with the members of the modding community (including some friends on the ElDewrito team) to explore our options for 'official' mod support, but we won't have this at launch. Our #1 priority for launch is ensuring we get each of these core games 'right' for PC and security/anti-cheat is a big focus. As we've stated, this entire offering will grow and evolve over time."


    Typical 343 non-statements, but they definitely said more stuff (beyond launching without anticheat) was supposed to happen post-launch.

  11. 7 minutes ago, Arlong said:

    You do know there’s several groups of players, and it’s just social dude. You act like you’ve been cheated or something.

    "It's just social" shouldn't mean the settings have to be shit. These "groups of players" are going to quit in a few weeks when they get slapped by Banshees and ranged weapons all day.

    • Like (+1) 2

  12. Every update they have pushed for Reach so far has been for the worse. The fact they are even listening to the absolute clowns who think AR starts in BTB will work shows that this franchise is FUCKED and all but confirms that Infinite will be more of the same bullshit. Also hey they're finally adding the Anniversary settings but it will rotational for one week only and is getting delayed so AR start BTB can be added to the rotation first. Lol.

    Meanwhile the game still has dogshit optimization, audio is fucked, mouse input isn't where it should be, no word on updating the hardcore settings, no word on the promised "mod support", not even an announcement of an announcement when forge and theater are coming to PC. WE STILL CAN'T UPLOAD TO OUR FILE SHARES ON PC and there is a limit of 50 local maps and gametypes across all of MCC.

    • Like (+1) 2

  13. 16 minutes ago, Cursed Lemon said:

    A grenade's primary use will always be as an anti-camping device, but there's no reason that they can't be incorporated more regularly into the game as a risk-reward option for gaining the upper hand in a gun battle. Landing a grenade right under a strafing opponent or sticking them mid-battle is something that should never be discouraged, because at least in all iterations of Halo thus far those tactics have been either "last resort" plays or extremely high-skill maneuvers.

    I gotta draw the line at AOE grenades, however. If we want Halo maps to be smaller, thus cutting down on available avenues of attack (at least the specific spot where you want to go) AOE grenades would be a completely skill-less denial weapon that would make objective games a living nightmare. There's also very little that goes into the conceivable strategy, it's very much a "durr, throw AOE grenade behind flag carrier" kind of thing.

    As far as BTB, if the utility weapon is going to continue to be fucking useless against vehicles, grenades are a must.

    I mean I'm not super hung up on the AOE grenades. I'd imagine you could jump over them and take less damage, but that puts you on a predictable path. They obviously also shouldn't last fucking forever like the splinters do. If they're tuned right I think they might work and it's a shame H3's firebombs never saw serious gameplay because of the frame drops, but oh well. Could at least be tested.

    On the topic of mid-battle nades, I don't think it's 100% a bad thing, but in recent games and Reach especially it's just completely stupid how you can turn around and nade someone to reset or just outright win a gunfight. Obviously also has to do with the piss-poor utilities but I think the instant timers/airburst are definitely not ideal. If nades are supposed to be decently strong damage wise (so they can actually fulfill their anti-camper role) they can't ALSO be on an instant fuse. Otherwise you have to either make the utility super strong or the base player speed super fast that it potentially causes other issues.

  14. Grenades are such an underrated aspect of Halo. All those big brain posts how they're "OP" and you shouldn't spawn with them, yet they are one of the coolest aspects of the game and allow for insanely creative gameplay. Ideally I'd like to see something like

    • Strong frags that detonate on rest so you can't just cheese them during a gunfight
    • Stickies that can be instasploded like H3.
    • Firebomb/incendiary for AOE. The H5 splinters are complete cancer but an AOE grenade could be very interesting especially on room-based maps.
    • For BTB and vehicle gameplay maybe something like an EMP grenade that acts like the powerdrain from H3, but nerf the shield drain rate massively. I always enjoyed how you could take a Banshee out of the sky with that thing.
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  15. Her use of the word inconsistent might be gramatically correct, but I can't help but laugh every time I see that projectile is "inconsistent". What a weird concept.

    Much better arguments against projectile would be things like Halo's wack netcode and 343's shit-tier servers. Or that it clashes with the aim-assist mechanics, because your reticle is dragged towards oppenents while leading requires you to aim ahead of them.

    • Like (+1) 3

  16. 7 hours ago, Snipe Three said:

    Thats the thing though they aren't protecting that queue time. Its the larger teams that won't find games if people start using that not the smaller ones. All of the poor MM parameters based around team size exist simply to make sure they can get games at a decent rate at the expense of everyone else

    "i JuSt WaNt To PLaY wiTh My FriEnDs". Idk why we've been catering to to4 who want to stomp ever since 2010.

    • Downvote (-1) 1

  17. 16 minutes ago, Obnokshus said:

    1's need a rumble hopper dude. It's a complete waste of time to be searching and thrown into a to3 at all. 

    You mean a soloq playlist? That's totally redundant if you can just have (working) party restrictions. Maybe they could add an option to tick "solos only", but given that 343 is really damn great at running populations into the ground I don't think this could work long-term.

    • Upvote (+1) 1

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