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II AdamanT II

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  1. Ooooof, misgivings like this make me cringe so hard. Most popular almost NEVER equals best. Is Big Bang Theory objectively better than Break Bad simply because it was more popular? Harry Potter better than Lolita or Anna Karenina? How many US residents would argue for American Football over Soccer? Avatar a better movie than Moonlight? Examples abound, but when it comes to mediums similar to games (forms of entertainment) the problems reliant on utilizing popularity is that you base your result around the middle of the bell curve for human intelligence. None of this is to say we cannot each enjoy to different degrees the Big Bangs or Harry Potters of the world, but it is simply foolish to assume they are the peak of their medium as a result of raw numbers.
  2. Maybe all of the pros inability to come up with a map/settings pool (see Lethul's stream from last night if you're not sure what I'm talking about)? H3 is surprisingly low on my preferred comp list, but I'll still put it above Reach (which isn't to say I haven't enjoyed this reprieve from H3 that Reach PC has brought).
  3. I agree both could (h4 no question, that thing is redic), but I'm of the camp that thinks neither should.
  4. I read things like this (and I could have pulled any number examples from recent posts), and think we all need to agree on what is considered close, medium, and long+ range. In my head I consider long range as S2 shooting someone in BR2 on Lockout. Medium range would be players at opposite corners of top mid lockout engaging. Close range would be two people inside of BR2 engaging. This is only my opinion, but I see no reason someone on training should expect an AR to do anything to someone on S2 in PIT. If it does, I say it's OP!
  5. It's bad because the majority could be 51% so now 49% of the population never gets to have what they enjoy (obviously it's not this black and white, but I'm choosing to pretend it is to make the point)? This is why the US two party system is such shit (opinion) and the diverse human population is better served by some of the systems in Europe that make up their parliaments based on percentage of votes cast. If I have to choose between no vote/veto on halo or the 51% always getting what they want, I pick the former. I'd rather play some occasionally shit maps/gametypes than lose the variety of the map/settings pool. That being said, I'm a predominately hardcore player, so my pool is already somewhat tailored to my tastes. So take all the above with that grain of salt in mind.
  6. Many on this forum disagree, believing weapons that are essentially upgrades to the starting gun should not exist.
  7. I recommended doing this for some of the better Forge creations from past halos as part of the Infinite map pool as a compromise for them NOT remaking lockout, midship, pit, for the 5th time. This way you get a "remake" of a known commodity so it will likely play well, but because it would be dev created for the first time it will definitely look fresh.
  8. The 5 second arm time plus a ?15? second period in which a team can disarm makes capping pretty tough, but it's possible some of this is adjustable within the settings.
  9. But they ARE wrong for that. If you walk around the middle of a medium to large sized map with an AR expecting to not get destroyed you are in need of education on the game dynamics.
  10. SMGs were designed around the concept of dual-wielding. I would be surprised if properly aimed dual-wielded combinations (Needle-rifle excluded) did not have a faster TTK than a BR in CQC.
  11. Movement/Aiming of H2A - BR/Button Combos of H2C - Spawn system of H3 with tweaks - Theater of H3 - Forge of H5 - Ranking 1-50 of H3 - Progression "rank" of Reach PC - Armor customability of Reach - Button Layout fully mappable - Powerups of HCE - Static weapon timers - New Maps
  12. https://www.halowaypoint.com/en-us/forums/84ad72a8b51847978545f685f651fc15/topics/mcc-patch-notes---12-18-19/d99b99bc-46d0-48ed-a47a-02b9d8d4136a/posts Interested to see what you guys think about the below part. I personally (based on experience and reading other's comments) do not believe it was actually equal weighting before. My only guess is the higher weighting toward Anniversary maps they mention in Social games was also being applied to HC. Halo: Reach Hardcore Retuned weighting based on player feedback. Previously, each map / gametype combination held equal weight. Zealot and Sanctuary CTF hold very high weight. Countdown and Pit CTF, Zealot and Sanctuary Slayer, and Nexus KotH hold high weight. Countdown and Battle Canyon Slayer hold medium weight. Battle Canyon KotH holds low weight. Penance Slayer holds very low weight.
  13. 100. Playing on a laptop on my TV and anything higher looks weird. Anything lower feels like a disadvantage. I turned mine down to 95. The higher levels made distances look strange to me and I kept floating my nades. This is a lifelong console player here so I'm not used to the higher FOVs I guess.
  14. Was sprint also removed? Wasn't sure if that was considered a Spartan Ability from the description I read.
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