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Vyrst

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Posts posted by Vyrst


  1. The only real way you'd ever be able to balance the AR and make it feel good for casuals at all is if you give and take a little. You can't just structure an automatic weapon "Wel Itz a sHit gun for sHit Nuubz" People WONT play your game. The best thing to do here is to make the AR absolutely Nasty in CQB and have horrible range. literally unviable range. make it loud and feel impactful like the H1 AR. its like lesser to the shotgun at that point. and it won't interrupt your precious 4 shot bursts as easily. Alternatively to that would be to make the AR a pebble shooter with some suppression purpose. let that thing scrape and grate away at shields like the joke that it is, but let it be nearly cross small map. and make it projectile. and make it feel impactfull still like the H1 AR. none of the H3 Airsoft sponge impact shit. let Fucks and Kids poke at you with their little ratatatata from a least a respectable distance and people won't even at least be as peeved when you still blast the fuck out of them with your precious 4 shot burst. When i was small kid i didn't even really care that the H2 Smg H3 AR wasn't very powerful because its a starting tool. but the fact that it feels like it actually has almost Zero effect anywhere any distance anytime at all. the Perfect Airsoft gun to make Competition Porn addicts feel right safe at home with their BR. And that's just not Fun. Rapid fire guns are some of the most entertaining kinetic feedback in general for people.

    Maybe that's why extreme Low TTK is so much more popular

    there will always be a striking friction between people who Play games for pick up and play gratification and those who treat said software as their skill progressive entertainment career. its never going away. What skill gap is acceptable to you is grotesque to someone else. And I'll still get stared at weird for suggesting alternate Guns even tho Halo Online has this and it kind of works out. 

    Make 2 fucking Assault Rifles. For heavens. One that's a Campaign starting weapon so you're not op, the other that ends up being a campaign upgrade pick up weapon. One that's in Social playlists default. The other that substitutes in a comp environment and takes skill gap seriously. 

    Remember, there are JUST as many people who don't care about skill gap, as there are who do. a Real problem i see here with people thinking that Competitive Skill gap is Backwards compatible. its really not. people will either submit themselves to the skewed methodologies of competition or they will play or complain around your meta, or worse, avoid your game. You have to deeply care about skill gap to endulge skill gap. You may have grown up in the atmosphere of literally wanting to do good and progress in Halo, but that Contrast has always been there. the Starker it is the more popular the series gets.

    im honestly posting this garbage because i've recently had some Dudes VICIOUSLY Defend Halo 5 meta to me, down to the H1 Pistol. down to like a fucking calculative science, defensive. it was very shocking. they get that theater doesnt work and 343 are incompetent and shit, but my god were they plugged in. and I was just like... You fucking know what? perspectives man.

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  2. 5 hours ago, My Namez BEAST said:

    Look in sorry to disregard everything you said but you just stated that color preference isn't subjective. No offense like honestly I don't want to sound rude but there is no reason to ever argue with you on anything. If you genuinely believe that colors have objective truth. But yes thank you for saying that about the CE pistol as well. Because I know now that it's a waste of time to argue. Because you're soooooo far in the opposite direction of beliefs from me. 

    I have to agree with you beast. that post was erroneous. there is literally zero way in hell ragnarok and valhalla are even that different to imply objectivity whatsoever. ragnarok literally follows the same basic structure. I actually like to sit and admire the art differences between the two styles and i was going to honestly say that ragnarok was subjectively inferior for having a limer green which i dont prefer and having muddier textures but this guy literally fucking goes 60 year old French Food critic from ratatouille mode on me. Big Yikes.

    i will say one thing

    its perfectly subjectively okay for him to believe that valhalla is objectively superior to ragnarok, but that's still just his subjective perspective. so LockOn, you're not right but you're not wrong but you're not right. have a piece of toast.

    844f5d2394279ac40aeea386af4abbad.jpg


  3. 7 hours ago, Arlong said:

    Story missions, side quest, loot to gain. Good examples of this are Spider-Man, god of war, and any open world game. 

    What does externally motivated mean? 

    Overbloated Checklist Crap that makes the Experience Consumably inflated with Noise compared to the refined and cohesive set pieces and enriched spectacle provided by a more linear product. you seem like who needs hours of immersive padding to justify your product. i lost this mentality years ago. I'd rather play a game that is enriched and finite than a game that mechanically dwells for the sake of time sync consumption and fake digital material worth. non essential activities are an occasion at best. Open world Service crap has mediocrity in the recipe and was better executed back in the day with limitations and ambition but even then every single open world game ever made has had complete excess crap that it doesnt need to a fault. You know how I unlocked all those Spider Man Costumes back on the Ps1 I played throught the main stage missions various times various difficulties and doing alternate things to get unlocks which then encouraged replaying it even further with the unlocks. Now i have to take fucking selfies and play as mary jane and stand and help a Fake spiderman not get graped by crooks for 10 minutes and then sit on the bus with everyone and take more selfies. a Spider Man Simulator is a Spider Man Simulator and Maybe the Former sounds redundant to you but to me anymore finite Quality isn't redundant, Quantity is.

    I didn't even mention the Super Man 64 Ring dwelling. But i'll stop picking on insomniac 
     

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  4. 4 hours ago, TeeJaY said:

    The SMG was OP in the context of H5 because magnum users had no room to outplay it even if they hit their shots. What Larry is suggesting (I think?) is that the SMG's power is not unreasonable if it were in a more balanced sandbox. So instead of nerfing the SMG like 343 did, he would buff everything else (which I agree with). Faster kill times across the board are always preferable.

     

    If that's not what you meant @Larry Sizemore, then I have no fucking clue what you're saying.

     

    You condescendingly say that like He wasn't making Perfectly Clear Fucking sense from the complete get go. Plot Twist he was 


    9956e72a1c0e37721387fc030f443d0caa7d6a8b

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  5. 5 hours ago, My Namez BEAST said:

    We were done the second you mentioned the smg as a positive. Keep spraying tho brother you'll get to gold one day. 

    Yeah lets Literally remove any Projectile Variance Period whatsoever you know the very factor that makes the recreation of guns fun in the first place and yeah you know just replace any of that with literally one constant mechanical equipped utilization that pew pews to indefinitesy and its a fucking Hand gun the size of a Chap Stick and you literally just run around each map going pew pew and wondering just when oh when the next person around any corner will pew pew you next and each map is literally just Reskins of warlock. Dozens and fucking Dozens of Texture dirt reskins of Warlock.

    Yeah thats Fun Fun Halo lets play the Pew Pew Halo where everyone Jumps and Pew Pews and its Safe and Balanced and Safe and Fair and predictable and Safe and forever Comforting. Oh But do nOt worry eveneryone. the Pew Pew meta is now intact

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  6. 16 hours ago, Boyo said:

    The difference in killtimes between the starting weapon in Pro gametypes and the starting weapon in Social gametypes changes the rest of the sandbox.  In Pro gametypes, mid level weapon pick ups are niche weapons, kept in the back pocket until an appropriate situation arises.  In Social gametypes, these same weapon pick up are direct upgrades to the starting weapon; they kill faster, they have unique effects.

     

    With a properly designed Pro Utility Weapon, Social Utility Weapon, and mid tier weapon pick ups, two sandboxes can be created, using mostly the same weapons but functioning completely differently.

    yeet 


  7. 8 hours ago, Mythik Nick said:

    Because it's role is easy-to-use spray weapon for noobs who can't aim yet and that's really all it needs to be. I don't think it makes sense for it to have damage that's close to on par with the utility weapon when it requires a fraction of the aiming ability even at close range because that ruins what makes CQC interesting and fun.

    A rapid fire weapon will always be more fun than a boring lame single shot pea gun. And i like the dmr. I dont care where or what. Welcome to perspective. Single fit noob role shit for weapons that dont perform the way you like may enhance your personal competition factor but will overall greatly delute the general fun factor for many the community. Skewing gameplay into a niche. Gambling the population. This is why its more important now than ever for 343 to nail the server system and custom settings on individual guns because halo has become too much of a sandbox nebula to not have such modularity for gametypes anymore. What becomes liked can funnel its way to the ranked spots. As long as 343 doesnt force feed what they think the community wants and lets the competitive community do the talking then a top pro playlist gametype should always be what it needs to be on every level and what you want it to be, while everyone else also gets to have their guns play the way they want to in other settings online. The one set combat setting mindset is not healthy for halo. It just isnt. many people complaining about what they want and how anything contradicts anything because someone wants it some way. The game needs diversity to live. But not forced. So its like not a big deal. it shouldnt be so global where you cant tell autos to fuck off in a few playlists. But Halo doesnt get to be skewed without failure. Halo 3 and Halo Reach were too Creatively Bombastic and Liberating to turn back. Like if they bring back Firefight in Infinite but its EXACTLY like the odst version with zero customization i will literally Laugh my ass out the door and lock it. Bungie backed this series into that kind of corner.


  8. 23 hours ago, SMARTAN 427 said:

     

    Unless you have a nervous shaky hand condition (which I could understand), vibration literally physically throwing off your aim just seems like a myth to me, assuming you have fresh equipment and can stay calm. I can totally understand vibration just being outright obnoxiously distracting though, or even startling people and causing them to jump/flinch from it. But then that is a personal preference that extends to a lot of things.

    Exaggeratingly Ignorant assumption tho. Do you block Flick your stick around all abruptly? Like do you play with high Stick deadzone and make twitchy movements? because i dont. Legit nah dog i play on 0 deadzone on any game that allows me to. I constantly leave my thumb on stick gliding and surfing it around in weird angles and positions almost like a thumb moving a mouse pointer. Constantly diagonally aiming and whatnot. I dont grid aim at all and i dont even necessarily use movement stick to adjust accuracy either. I just twitch my right thumb. Absolute micro movements. If you do what i do then vibration DOES impact my aim. Unless you have some sturdy metal mitts there

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  9. 5 hours ago, MultiLockOn said:

    What people think about vibration is irrelevant to me, I downvoted your past posts because like this current one I'm responding to - they reek of ignorance if I'm going to be perfectly honest with you. You're making insanely bold claims based on past precedent that are pretty easily disregarded with even the smallest amount of imagination.

     

    Vibration is nothing but an additional sense being added to your roster.  Otherwise you're relying on sight, and sound.  Obviously smell and taste are basically guaranteed to never play a role in gaming but touch absolutely can.  I don't care what people currently think about vibration because it's historically been done in a pretty poor way. Why wouldn't you welcome any additional sensory input into the realm of possibility? Off the top of my head (quite literally 10 seconds of thought) the spring jump in Halo is something that is horribly misunderstood and underutilized because there is literally no additional information beyond word of mouth as to how it functions, let alone exists.  You could probably tie a single rumble to the moment the un-crouch frame passes when you need to press jump so you can begin to learn muscle memory as to when to hit jump for the correct spring jump. Halo 5 already ties a single rumble to the moment the weapon refills the magazine refills the reload animation so you know when to YY, that's a huge step in the right direction.  A rumble tied to the exact moment when you have achieved max sprint velocity for slide would be helpful.  Or when ground-pound is done queuing in the air so you can release it for an early activation.  Military shooters could probably do pulses in line with an increasing heartbeat when you're moments from dying.  Gears of war has always had issues with the active reload...

    main-qimg-43dbc4939e060307ac31095da23543

     

    ... in that the image you need to stare at to perfect the active-reload is at the top right corner of your screen.  While this obviously should probably relocated to the reticle in the center, a rumble when the hash passes the activation mark would go a long way for teaching players when exactly they need to his the reload button again for the active. There's probably a hundred more examples I could come up with if I sat here but I rest my case.

     

    Yes you can rely on sight and sound for these things but by that same reasoning you and iceprincess both presented, I could easily just cut out sound.  Why introduce sound to distract me when I have eyes? I can see can't I? In the same way you're disregarding vibration as a viable sensory input I could just as easily disregard audio, because in a parallel universe there's about a hundred games that have never implemented audio correctly and it's just as expendable and superfluous as you think vibration is now.  I recently interviewed someone for the position of UI/UX artist at the studio I'm at and one of the questions I've asked is, describe a game you think has done UI remarkably well. His answer, was Halo.  In which he said when Bungie made Halo CE they made the health state not just tied to visual, but audio cues.  In that without ever glancing at the corner of the screen to see your health bar flashing red you know  because the audio state implies it with the beep-beep-beep that is infinitely more recognizable. Also every action in Halo is met with a unique sound if the button is pressed but the action isn't possible - reloading with ammo, shooting without reserves is met with a soft click... his only suggestion was to add an additional sound when throwing grenades on an empty reserved is toggled because there's no current feedback for that.  Is it possible to always recognize what your health state is at without audio? Absolutely.  Is it infinitely improved with additional sensory input? Absolutely, and that applies to vibration the same way.  I'm willing to bet if you took a wide study on console-players for apex vs. pc players, the former would have a better understanding of when to slide for maximum momentum vs the latter strictly because the vibration is the single and only que to tell you that you've hit the cap.

     

    The fact that historically vibration has been tied to *when shooting, rumble * is of no consequence to me because I can easily see the potential something like vibration has. There's a huge difference between something being fundamental wrong (sprint) and something never have been utilized in the correct way (vibration), and the latter just takes the smallest bit of imagination instead of just clearly brushing it off the table.  You making the claims of " I know you don’t like the fact vibration is bad, it just is man." falls in the latter and reeks of ignorance.  The worst possible case scenario in this is that, you disable vibration.  But when done right that would happen just as often as people decide to play on mute because, audio is just distracting.  They have eyes right? Why do you need sound?

     

    Literally like nah dog that shit fucks with thumbstick accuracy bad. You'd never even notice either if you always leave it on. Ive literally clutched headshots that would else Fuck right off while having a bunch if hand rattling nonsense going on. Your feedbacks are your feedbacks whatever but i go out of my way to tear out those shit controller motors for the double benefit of both, a lighter controller and not having it act like a dildo while i play. 

    Dual Shock 1 and 2 Vibration was so ridiculous and asstarded and obstructive I'll literally fucking never look at someone with a straight face while they tell me Rumble benefits their performance. Perception is whatever 

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  10. 5 hours ago, arglactable said:

    A significant percentage of people on this forum confuse not being able to consistently hit your target with difficulty and by extension think weapons that DO consistently hit where you aim are just "easy." These same people very often get shit on in gun fights by players who think weapons that consistently hit what you aim at are a good thing in a competitive game.

    Literally everyone "misses" all the time? Holy FUCK, the skill ceiling must be INSANE! Halo CE is so sick.

    :walshy:

    This is the most correct statement on this Forum. Correct Yesterday, Correct Today, Correct Tomorrow. Just end the Thread Now


  11. 6 hours ago, Fixaimingsorry said:

    Anyone ever think of consistency is a bad thing? At least regarding shots? I look at ice and beasts reasons for hits can because it makes ranged fights consistent. But is this kind of consistency a good thing? Is it actually needed? Projectile makes ranged fights a guessing game, but I look at reach (TU & v7) and it’s clear hitscan didn’t help in ranged fights all the time. The bullet mag clearly wasn’t that high in reach but still retained amazing hit reg.

    Play FortNite if you have an infatuated fascination with dice roll bullets that literally fly sideways. Its video game world. Theres no attributal wind or anything that should effect my trajectory other than the placement of my reticle. I like straight physical bullets that have travel time but actually go to the spot theyre supposed to. Travel time and reticle position and player position are good enough variables of shit. Not guessing game dogshit. Like I Literally find Zero challenge or euphoria or intrigue in constantly retaining the dysphoric engagement anxiety of wondering bullet performance. Guns serving the actual purpose of consistently hitting target does Not dull gameplay. If the kill time is too compromised from gun accuracy. Theres Player Health, Damage Drop off, Hit Box size, bullet speed, rate of fire, etc that can all be adjusted to make fighting meaningful 

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  12. 6 hours ago, Fixaimingsorry said:

    Anyone ever think of consistency is a bad thing? At least regarding shots? I look at ice and beasts reasons for hits can because it makes ranged fights consistent. But is this kind of consistency a good thing? Is it actually needed? Projectile makes ranged fights a guessing game, but I look at reach (TU & v7) and it’s clear hitscan didn’t help in ranged fights all the time. The bullet mag clearly wasn’t that high in reach but still retained amazing hit reg.

    Literally fucking No

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  13. Movement enhancement should be a setting in custom menu. It should be relegated and excluded to Action Sack tier matches and custom games. Make alpha zombies have it in infection and shit. Dont try to force ERRYthing into the MAIN sandbox. There can literally just be side shit that you play with alternatively outside of the "oH my gOd balance this ShIt" recreation. Dont force feed everything into the main loop. Thats what they fucking did for 5. Here we are. Maps need to be utility. There cant be main maps that are conditioned for weird obscure niches. Thats what forge is for.

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  14. 7 hours ago, Fixaimingsorry said:

    It’s not like bloom is entirely bad. I understand this dislike for needing to pace your shots. Yes there’s instances where not pacing will benefit, but that isn’t the case every time. Bloom is a lot more effective in longer ranged battles. I found 85% bloom was far more forgiving and you wouldn’t need to pace as much as you would on vanilla. 

    What is wrong with you. You reside in a void of credibility over your fucking Foaming perpetual Apologism over bad mechanics. There is skill nuance to most bad design implementations. THAT DOESNT MEAN IT SHOULD BE THERE. 

    Reach is my favorite Halo game i dont care. Forge World and Custom Firefight literally fucks on the rest of this franchise.

    BUT I WILL STILL smack 343 in the face if they dont make v7 global. Fucking flip switch difficulty 

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  15. If 343 had a fucking single clue then they would give the game Universal v7 bullets and Not even say a fucking word. There should be zero nuance to it. If you have entirely No problem completely changing (ruining) Halo 1's bullets globally you should have literally zero conceived issue or strain globally changing (fixing) Reaches. with code that was already fucking there. 

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  16. On 4/11/2019 at 5:54 PM, JordanB said:

    I think blatant disrespect shouldn't be allowed either, but I also know that there are lines that shouldn't be crossed. You can add family as a big no no as well. 

    Yes in general all of those are being a dick, but there's a big difference in what people say and to what level of being a dick they are. Maybe it's just how I was grown up, but basically family politics and religion you don't talk about. You can make fun of me but don't you dare talk about my family. 

    Literally fucking No. Welcome to Reality. The internet isn't your safe space. The entire planet isnt your dinner table. People are going to contest your disposition and belief system throughout life. Understand the nuance as well. Someone isnt going to just barge in front of your face in the grocery store. But you LITERALLY reside on a information system melting pot of people's thoughts and impulses. You're literally on the Internet right now. the Internet is Humanity Uncut. Get used to it. A book club might be more your speed 

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  17. 16 hours ago, Fixaimingsorry said:

    Idk not really. Like considering how skilled apex is, clearly a long TTK isn’t the issue with being able to defeat two opponents by yourself, which is usually the basis of the reason for a low perfect ttk. One of you stated you like this enough because it’s fast enough to kill two opponents(or one of them) before they could react. With a higher ttk this isn’t completely possible. I think h5 ttk was fast enough, but then someone mentions the moment someone is shot they thrust, which is why if thruster stays in halo it honestly needs a NeRf. Like a small side step on Nerf. That way thruster isn’t a running away mechanic, isn’t a melee noob mechanic, is strafe dependent only, would please the idiots who say halo needs to change.

    Halo 5 Universal movement should've used Breakout's health settings. the gun fights played really well that way with the really platform cluttered levels. just less ammo in guns so less spam. but now Halo has this bad stature stigma of being long ttk and thats what makes it "skillfull" even though ce isnt very long. but so people would see Low health in the game and cry that its CoD its Gay. without real context to the game flow. so we get generic blanket slate "lots of health" just because halo is known for "lots of health". and its snowball crap. an auto can gun down faster than a launch pistol considering average map engagement which is kind of wrong i think and breakout health equalizes that greatly.

    halo 2 coined the longness and that wasnt even fun without br meta. 

    i dare say breakout health wouldve kept machine gun users suppressed and lurking instead of spraying and dashing everywhere like they do. And the 3 shot normal magnum was actually really fun. im even thinking btb maps would rely on vehicle utility more and less power ranger dragon ball gun fighting. 

    the 2 shot br would have to be a Single place power weapon  mini sniper or turned into something else but whatever

    only thing actually hard contrived for the bloated health is the bloated hallway map design. get rid of it.

    But whatever the fuck

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  18. On 3/21/2019 at 1:35 PM, Mr Grim said:

    You know, I just realized that whenever I'm playing default reach (which is almost always invasion btw due to population reasons), I really lean hard into the autos and abuse certain AAs a lot. Like, maybe I Dont hate bloom that much because I'm not using the guns ruined the most by it all the time. I'm using guns that are already innacurate like the AR. I use the pistol too but not like a utility really.

     

    Basically I'm saying I like reach because I play that game like a total asshole lol.

    God fucking Bless You

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