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Silos

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About Silos

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    Resident Speed Runner
  • Birthday 03/26/1995

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  1. I almost went to university in Vancouver but backed out due to the very very high cost of living and that was several years ago now. Can't imagine how bad it is in the present.
  2. I found a solid apartment that almost has me hooked for $1275. The one issue is I'm one of seven people in the world still hosting Halo LANs (well, before COVID I was at least) and I'd be giving up a lot of space to move to it from the house I'm currently in.
  3. I'd prefer the screen watching approach. If my teammate and I are top blue on Hang 'em High and he starts shooting at somebody I don't have an easy way of seeing where that person is. The opponent won't necessarily show up on a radar of any size unless the opponent fires back, and even then unless I'm close I won't know where they are. Also maybe this is the LAN kid in me, but I think screen watching is cool as a mechanic. I'm not sure if in a tournament setting how many of these ideas I would like. I'm not sure if a camera would be valuable enough to try to pursue it assuming you don't get access to it by default. Seeing an opponent's screen especially in slayer I think might be valuable. Let's say as a hypothetical you get access to one opponent's screen until they die, I wonder if knowing where they are and potentially seeing your other opponents through it would be valuable where you'd purposefully run away from this guy to keep him alive longer. For fun custom games though, I think this could be interesting. Some sort of hide and seek where only one player has access to the cameras maybe? Some sort of asymmetric gametype where one team is hunting the other but one person on the hunters team has access to these cameras put around the map? If they were cameras, what if you could trigger something in different rooms. Kind of like the buttons on whatever the Ascension remake was called in H2A that activated the shield. Maybe you could change rooms or change where portals will lead you when looking at them through this supposed camera.
  4. I always thought a cool way to replace radar would being able to select one of your teammates screens to put in that little window instead. It might be too small in which case that would suck. But I'm imagining a small window in the bottom corner of your screen and if they shoot or take damage there's a little red border that goes around it. Warsoup was going to do something like this when that was getting developed.
  5. The ping system doesn't have to be incredibly accurate. In Valorant if I see somebody dip through a doorway into a separate room of the map, I'll just ping through the doorway they walked through. Unless I'm using voice to specifically say "hard right around this ping" or something like that, I'd guess most people are using pings as a general "here's roughly where they are". So for Chill Out you can't ping through walls, but if you saw somebody port to camo room from main room, you could still ping camo room by looking through the doorway. If you're dark hall (underneath camo room) and somebody walks towards port, you're right pinging right above you isn't incredibly clear and that's a limitation of the ping system. But I'd say 90% of the time pings are pretty helpful since you're generally making call outs based on visual information. I think pings are still better than no communication whatsoever. And depending on the level you play at, pings might be better than mic communication if some people don't know call outs.
  6. For the lazy: "the Mark System, which is a feature where players can mark a spot in the world that lets their teammates know vital information, like an enemy position or weapon location."
  7. I will say that melees are kind of boring in most Halos. Halo 1 and 2 being exceptions, especially H1 where it wasn't uncommon to miss a melee (I have a great clip of two of my friends missing like four melees on each other, and when neither of them know how to double melee this exchange lasted several seconds). H5 I think kind of brought this back because at least with thruster you could kind of juke out your opponent after the first attack hit. The general Halo "get close and melee to end fight... or melee again if one wasn't enough" doesn't do much for me. I don't necessarily have a great alternative in mind though unless we are going to remove lunge or re-introduce button combos. Removing lunge is probably the least janky way to handle this.
  8. I agree with this. The existence of the needler was what initially led me to thinking that not every gun needs to be competitively viable. Whether it's for goofy stuff like Grifball, or just a joke weapon where it's existence leads to funny moments like the needler. Nothing is scarier than being significantly down in a Creek game and a guy jumps off the top of the arch spraying needles at you and you just hope you don't get destroyed.
  9. Hm, I've never thought of it like this before. For Valorant and Dusk technically the movement options are available in virtually any direction. But I do think the movement options generally only working while holding forward could definitely play a part in a game like Call of Duty, or for the general population in Halo. Honestly I say I hold forward and shoot, I do play with more nuance than that, but the point is I'm not "try harding" like I am in Halo in any other game. I'm not sure how much general multiplayer audiences think about the type of experience they have, or how getting better effects that. But for me I find it really important and I think about it a lot. So if you're playing on auto pilot, yes I definitely think the movement options could play a part now that you bring it up and I think about it more. For me though I think about what getting better will do to my experience. I play Smash Bros almost exclusively with local friends, if I get significantly better than them I will win more but it'll probably make the game less fun unless they're willing to put in work to get better, and therefore I don't care to get better. For Halo, I thought the high level games looked more fun than any low level games I was playing so I wanted to get better until I started playing at a higher level. I don't think anybody would call me outstanding, but I'm playing at a level I enjoy now. So for a game like Dusk or Valorant, it's not necessarily the game teaching me one way or another. It's more that the experience I currently get from them at the low level I'm playing at is an experience I'm enjoying, and I don't feel like getting better at them, at least for now, will make me enjoy the games more. For what it's worth, just to close it off. I think this is where the competitive Halo community can struggle to bring in new people. Let's just split this off as "casual" Halo and "competitive" Halo although I think it's fair to say there's more subgroups. I don't know if there's been a bad casual Halo game, I mean if you just want to hold forward and shoot weird alien guns all of the games are okay. A casual player is curious about the competitive experience, which is basically a completely different game, checks with the competitive crowd to see if they like the game, and they're hit with a lot of negativity. This casual player has a choice, get better at the game and risk the game turning into something they hate, or stay casual which is less work and lets them continue to enjoy the game. To me, the answer is obvious. Maybe it's "bad kid mentality", but it could be more fun regardless. I can definitely agree to what you said about the lethality of some games compared to Halo. I also think the reality of large chunks of Halo not being that great is also an issue. I think a lot of people remember playing in the "glory days" of Halo where them and seven friends would all agree to "not camp" in a custom game and hold forward with whatever crumby starting weapon they had. That style falls apart pretty quickly though when one team chooses to hold effective positions with effective weapons. So even Halo veterans are playing the game poorly because that's the way they always played, only back then it was more effective when there was significantly more people playing other than the hardcore so getting into a match with several other "camping is unfair" players wasn't unheard of.
  10. I can't relate to this at all. Maybe you're better at Halo compared to other games so you don't notice it when people play poorly in other games? I've said this before, other than Halo almost every shooter I play I just hold forward and shoot, I mean arguably if you ask really good Halo players they would suggest I do the same thing in Halo as well. But from the most popular games like Warzone and Valorant, to the games where you have to look in Discord servers for matches like Dusk, there's always people who are just holding forward and shooting.
  11. That video is similar to something I've suggested before. Most Halo players want to hold forward while shooting as many different types of guns as possible. This isn't meant as an attack since it's basically the way I played Diabotical, I'd go into some sort of "for fun" playlist and just jump around while switching up weapons to whatever I felt like shooting. This is why I think fiesta is so popular. You are guaranteed to shoot a ton of different weapons throughout the match, there's times you'll feel powerful and hold forward, and also times where you'll feel weak and want to hide around a corner. Or if you're impatient like I am, jump out and challenge anyway and get blasted away hoping for better luck next time. And yeah, spawning with a precision weapon that's better than 90% of the sandbox kind of ruins your chance to play with a ton of different weapons. This doesn't necessarily mean it's great for competitive play even if by some definitions the game is better without BR starts. Playing Starwhal with friends several years ago, we preferred the "last man standing" gametype to make your last life more intense. But one guy refused to move until only one opponent was left, which was the best way to win but the rest of us were playing "with honor" to make the experience more "enjoyable" by our definition. We eventually switched to "most kills wins" which nobody liked as much, but was the only way to make sure everyone moved. This is all a long winded way of saying I think Halo suffers a similar dilemma. Tournaments will have people trying to win no matter what, so you can't account for teams playing "with honor" to make sure the game stays fun, and I wouldn't want people in tournaments to stoop to that anyway, so we have to make sure the game plays well when everybody is trying to win. However, the game will become more boring as a result to the majority of Halo fans because their favorite part, holding forward and shooting twenty different guns, will be removed. I don't know how you pull those people in or if you accept them as lost causes.
  12. Let's start with what we agree on. I feel like "seeing a weapon on somebody's back" is so rare. If you told me their weapon that's not equipped didn't show up on the spartan I would believe you, like I've never paid attention to it. So I agree that having a weapon in your back pocket isn't readable. Meanwhile in a game like Valorant or Team Fortress 2 I generally know what character I see. I don't think these situations are 1 to 1 though. If I bring you to one shot, you duck behind cover, then jump out with rockets I have a chance to put the last bullet into you, it's not like my progress in damaging you is erased if you do kill me you are still in a vulnerable state. You could argue that by attacking somebody you may force them to pop their powerup. But I feel like it's fair to say there's a difference between "I make somebody weak, they hide and pull out their better weapon, they jump out and I have a chance to clean them up" compared to "I make somebody weak, they hide and use their OS, now they jump out and I've done virtually nothing".
  13. This conversation reminds me of an old Missingno video. Now to be fair, he was talking about Call of Duty 4 Remastered so this isn't the same talking about a new game. But basically the remastered version came out and he felt the spawns worked differently and he was just showing it in a video. In it he said something I thought was interesting though, something along the lines of "Is this change better, is it worse, I don't know. But it's not the same." I feel like we're kind of having the same conversation here. I've suggested before that when we argue skill gap we're not necessarily arguing for the most skillful game, but rather which Halo game uses the skills that we enjoy the most. Look I know everybody says Halo 5 is easy, but I can guarantee very few people on this forum can move like Shotzzy can in H5. But if you don't care about needing to press several buttons to move effectively, then it doesn't matter. It's the same reason I can't get into games like Guilty Gear because despite the high amounts of skill it takes, I really don't care about learning combos. Anyway as for the powerups. If Halo 1 started with being able to hold on to the powerups until you choose to activate them, I agree that we probably wouldn't be complaining about it or we'd complain if it was changed to an instant pickup. It does change the way the multiplayer is played and in the words of Missingno "Is this change better, is it worse, I don't know. But it's not the same." While I think it'll be annoying, increasing the getaway factor, I think there is hope. Like they have some really good players there who are playtesting a lot, I assume if it was abused frequently that it'll at least be taken out of competitive play, or it doesn't really matter and then I don't care. I know autos, radar, and splinter nades made it through H5; and there's a lot of hoops figuring out which community you listen to. So there's definitely a chance the mechanic bites and makes it through anyway. But I don't know, hopefully not. I think the bigger shame is that it looks like only weapon pad things are able to be launched by plasma grenades. Basically the same issue I had from H5, it's super situational when you'll be able to do it, and it doesn't launch very far so it's not very useful, and finally I want to be able to launch power ups as well.
  14. Congrats on the reveal! I assume the pro team deals with multiplayer 99% of the time so I'm sure it's nice finally having your part of the game shown off.
  15. The commando is that other automatic weapon right? 20 round clip, shoots at the guy crossing the bridge before the promethean vision dart is shot? I'm kind of mixed on that gun if so. I feel like it'll feel significantly better to shoot with that on a M/KB compared to a gun you have to click multiple times for so in a sense it wouldn't surprise me. At the same time, it would be really weird to have the primary weapon an automatic. Mow I hear what you're saying, I'll have to think on it more to decide my thoughts. I'm wondering if the shield thing is just a modern day visual change, but you could definitely be right that it's to reward shooting certain parts of an opponent.
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