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timeforkoalas

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  1. Take a promethean weapon like the light rifle and let it shoot a temporary, small light platform that you could jump off of, and then the platform disappears.
  2. I'll hop on the Reach hate train. Reach made me quit playing Halo until MCC came out. The movement speed, jump height, and reticle bloom were unbearable. It felt like they did everything they could to slow down the game. I lasted a few weeks, but was long gone before any major title updates could come out. H5 at least felt something like a hybrid arena shooter that I could enjoy. Reach was totally unrecognizable to me.
  3. Does this make the assembled pro team Clutch, Mikwen, and Heinz so far?
  4. I agree with this 100%. We don't need dozens of weapons in the sandbox. Otherwise we'll just end up with a lot of duplication. DMR and BR can fill the same role as a primary. We don't need a long scope on the DMR and I'd prefer single shot over burst. I do think it's important for the utility weapon to look and feel powerful. It should have a fast perfect TTK with a longer average TTK because it shouldn't be easy to use to balance the fast TTK. Despite Halo 3's issues, I think projectile based weapons is part of that recipe. So building off what you said, I'd want low bullet magnetism but still plenty of aim assist with a red reticule. Guns should have some sort of tracer rounds and impact effects so it's obvious that they are projectile based and if you're missing, where your shots are going and what they are hitting. If people have to guess why they are missing in-game, they're going to blame the game and not how they're using the guns. I think this helps both competitive and casual big team play. No lasering people across big team battle maps with hitscan utility weapons with long RRR.
  5. Can someone clue me in on why the Buccaneers would tweet that? It seems super random unless Ryanoob lives in Tampa Bay.
  6. If developers can't be trusted to make good decisions with more information, then the game isn't going to be good either way. I think more information on how the game plays at varying levels would help good developers make good decisions.
  7. A lot of the people working on the game are not actually very skilled at the game. You might have some diamond level players, but I bet there's only a small handful actively playing Infinite that push into Onyx and Champion. This makes for some very lopsided play tests with a huge range of skill. I wouldn't trust a pro team to make fundamental gameplay decisions that shape the entire game, but I would want them actively playing Infinite during development and giving feedback so the developers can see how the game plays at a high level.
  8. A 30 second finals intro is all we need, just to send off H5 with the Goldenboy touch.
  9. 2 casters would be crazy unless there is zero budget. All 10 people in that tweet are not casters. Lottie is a host. Clutch is an analyst at the desk. Gaskin does interviews. Wonderboy is an observer. Let's say 5-6 casters rotating through. Maybe there will even be a Bravo stream...
  10. There is no game advantage in the grand finals at The International, which is exactly what I'm advocating. A double elimination bracket with no advantage in the grand finals. See http://www.dota2.com/international/rules/
  11. You keep trying to isolate one specific point I made by taking it out of context. I'm trying to talk about what's best for the event and the esport, not what's best for one team in the tournament. They had to go through the entire winners bracket... but the other team had a longer road through the losers bracket. The grand finals is the only game where both teams aren't on equal footing. One team is given a clear advantage. You could say they earned that advantage by not losing, but I think the tournament is better when both teams entering the series are on the same footing, just like in every other series of the tournament before the grand finals. Anyway, that's just like my opinion, man.
  12. A good viewing experience is what brings an audience, sponsors, and all that money they are playing for. It's called "professional" for a reason.
  13. I'm just going to throw out a random shower thought, so apologies in advance. I'm all for double elimination brackets, but I hate how the grand finals is double elimination. I get that it's consistent (you have to lose twice to be knocked out of the tournament), but I think it has a lot more going against it. Less hype. There's less chance of an upset because the supposedly better team has to lose twice in a row to the underdog. Upsets create good storylines and more excitement. I hate that the upper bracket team not taking the first series as seriously (see Splyce vs Tox last tournament) can even be an excuse, no matter if it happened in that specific instance. It's the grand finals! If you don't take it as seriously, you should lose. Less relatable to an unfamiliar audience. The team I was rooting for just won in the Grand Finals! Oh wait, what? They "reset the bracket" and have to play again? Back to back series felt super unnatural to me as a beginner. I expected that if you make it to the finals, you either win that series or you lose. There's no second chances. I don't have time for that shit. It's a Sunday. I have chores to do and errands to run. You're telling me I might have to watch consecutive back to back 7 game series on top of the usual peppering of earlier series throughout the day? Every time it's happened so far, I had to leave in the middle of the second series. Ok, back to the thread, just had to get that off my chest.
  14. I was thinking about my dream E3 announcement last night... - Halo 6 announced for both Xbox One and PC with optional cross-play. Release date is early 2019 with arena beta in December 2018. - Multiplayer is divided into two main experiences: Arena and Battleground. - Multiplayer is free-to-play with skins that can be individually purchased or earned through a variety of game progressions (like number of slayer kills). - Arena features "classic+" gameplay (spring jumps, auto-stabilize, clamber, and a new version of thrust that allows you to slightly vary the thrust amount all stay in the game; no sprint, ground pound, spartan charge, or slide). - Battle rifle returns as the utility weapon and has lower perfect time to kill than the H5 pistol with a slightly higher average time to kill. - Arena is split into two buckets of playlists: Ranked and Social. The ranked playlists only vary the number of players (ffa, doubles, 4v4) and feature the same settings except for maybe weapon / power up placements. All other playlists are social. - Battleground is large-scale social mayhem. 30v30 or 60 player last man standing. - The rest of the game (campaign, co-op, firefight, forge, etc) is $30. - This is more of a stretch, but a tournament experience is built into the game. Watch tournaments live with the ability to control observer mode yourself or watch a controlled broadcast. Promote official tournaments directly from the game with the ability to jump right into the broadcast. "Gamble" in game points on official tournaments that can be used to buy skins.
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