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Silos

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About Silos

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  1. This is the best news I've heard all week. When do you think you'll find out for sure?
  2. Two ranked playlists, one is Invasion with vanilla settings, one is MLG V7 settings including no sprint and zero bloom. Social stuff is set to TU settings which is 85% bloom.
  3. I'm a little mixed on strongsiding. I like when as much of the skill somehow effects aiming or looking where you're going. Like I enjoy moving around waterfalls on Damnation while fighting somebody top snipe or snipe perch. Moving around those platforms while looking where you're going is easy, looking away to engage in a fight makes movement harder. Strongsiding takes away your ability to look where you're going tying movement to aim in a sense, which I like. However the long kill times and fairly easy maps to navigate in H3 makes me not like it as much. Add some narrow catwalks or gaps you have to junp across or else you fall to your death and I would like it a little more.
  4. Great, now I just want to play more Dusk. That game was so sick.
  5. I feel kind of weird with grassroots. To me, a tournament with $50k prizing is not grassroots. I've pitched this before, but I wouldn't mind seeing Halo take an FGC approach. Have local tournaments (Microsoft store tournaments), regional tournaments (grassroots), and major tournaments (HCS events). While stream quality is important, I feel the live event experience should always be the best way to spectate an event, and it seems like Dreamhack messed up in this aspect unless you were also interested in some of their offerings outside of Halo.
  6. I ran some tests on OG, MCC, and NHE recently comparing spread at close range and long range. I only did five kills at long range (roughly across Hang 'em High, it wasn't consistent by any means). In original, it was 3, 3, 4, 4, 5 so four bullets lost to spread. In MCC it was 3, 3, 5, 6, 7 so nine bullets lost to spread. I can run more tests tonight and make the distance more consistent (top open to red pistol maybe?) But right now I would say the sample size isn't large enough to know for sure.
  7. I feel that when playing with a team, having the color change would be almost useless other than somebody potentially second guessing themselves, it would be really cool in social. Giving a longer respawn time to certain weapons, or by killing in a certain way is interesting. I know the victim of the posession technically isn't killed immediately, and they get a lot of information to communicate, but knocking out a player for up to 25 seconds (assuming objective is 10s respawn) is incredibly valuable.
  8. Are you really posessing the target or are you just giving them a longer respawn? Like do I keep the target's color? What about aim assist when pointing at a supposed ally if I keep the color?
  9. Microsoft stores are creating events to watch the E3 conference in their store, the description says a closed beta version of Reach for PC will be available to play there. We may be getting close to the flighting program launching.
  10. Maybe I explained myself poorly, I'm not expecting them to change gun balance per playlist. But use the existing sandbox to do the things I describe. Like the DMR kills in three shots instead of five, has low aim assist, and it's like this in every playlist. It just happens to be the primary weapon in competitive, and is an on map pickup in social. The pistol on the other hand kills in four bullets, has more aim assist, it's like this in every playlist, and it does not appear in the competitive playlist because we already have the DMR. And that's interesting regarding your take on niche weapons. I don't know if we'll ever agree there, I like when weapons aren't upgrades, but I'd compromise for social. I appreciate your explanation, thanks.
  11. Rewind a bit, are pros advocates for keeing thrust in or are they indifferent to it? I always interpreted it as the latter, like they don't care too much either way. Not that it necessarily matters what pros think, I'm just curious if public opinion has changed.
  12. I don't feel too strongly about which weapon is primary or secondary jn your starting loadout. Let's keep tweaking my suggestion, but I do want to touch on other things you said. H5 AR primary and pistol secondary but the pistol is changed to four shots for social playlists, DMR and SMG take H1 pistol and AR properties and are pickups on map. Competitive playlist is DMR primary and SMG seconday starts. Social players have used those weapons as pickups, and while they may think the SMG is useless especially compared to the DMR, they definitely understand that the DMR should be used. Is this better or worse than my other suggsstion? I hope it doesn't sound like I'm dismissing your point about casual players liking strong autos, it's definitely not my intention. I just like exploring ideas. Speaming of exploring ideas, what do you not like about niche weapons?
  13. I like autos with niche uses. Just last night I was watching the VA LAN. I believe it was O4 or Nacho who had camo rockets on Prisoner on the bottom floor by back wall, Mudbone walked down a ramp with his AR out while Devilman was about to spawn. This spawned Devilman up one floor while Mudbone lit up the camo player with the AR. The rocket player could either kill Devilman off spawn, giving Mudbone enough time to kill camo rockets, or kill Mudbone leaving Devilman time to finish off camo rockets with a pistol. This was a super niche situation, and I thought it was cool the way it played out. Maybe we have enough variations of weapons where we can all get roughly what we want. Let's say casual matchmaking is roughly H5 AR and H1 pistol. Competitive matchmaking is H1 AR (in the form of an SMG) and H1 pistol. Obviously these can be changed around. Maybe everyone decides we would rather just remove autos from competitive play completely despite niche uses. Maybe the H5 AR is too weak with the H1 pistol. Point is, instead of "We have AR, PR, storm rifle, SMG, and suppressor and they all kill fast at close range", perhaps it's possible to create a little more nuance and have "AR kills fast at close range, PR stuns you, SMG will definitely hit people but you might not do a lot of damage, storm rifle drains shields very fast, suppressor is great against vehicles". Does anybody lose in this scenario assuming weapons are removed if they're not working out?
  14. To win the event, basically those two. For other interesting teams, there's a squad of Ace/Neighbor/Frosty/Eco, also we have Nfinite which is Shotzzy/Bubu/Tusk/Falcated. ------- Regarding the Infinite leaks, I doubt it's true but it's fun to think about. I'm curious what the controls will look like for the new game with all of those abilities removed. If thrust is removed we have an available button, maybe it's dedicated to grenade switching instead of the d-pad?
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