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  1. Halo CE flood really were ahead of their time, it's truly staggering just how much fun they are to fight compared to their later counterparts. It may not seem like a huge thing but #2 and #3 are the biggest reasons as to why Halo 2 flood suck comparatively. You can't stun them but you can outrun them, so it turns into a dull backpedalling-while-spamming-shotgun-blanks contest. On top of that, their melees are worse than CE flood (even with their apparent 360 degree melee radius) because they shake the player's camera and affect the player's physics impulses, on top of spamming 2-3 spastic hits in quick succession. You can't stun them by firing (you can actually barely even touch them at all), you can't reliably dodge their melees in close quarters because several of them will spastically melee/leap-melee you in a row, and each of their hits almost stuns you. The only thing at all that H2 flood had that wasn't an extremely inferior version of their CE behaviors was the "dead" combat form reposession/body destruction mechanic. Even then, that's really minor.
  2. Unrelated but I've isolated what made Halo CE flood so much more fun and a "fair challenge" to fight compared to their later iterations (especially Halo 2 flood). 1) Halo CE flood have a distinct aggression pattern where they will walk slowly towards while while firing at the player, followed by chasing the player in a straight line at a very high speed (slightly more than the player's BMS) and attempting to get in a hit (whilst still firing, albeit much less accurately or frequently). When fighting hordes of combat forms, some will immediately give pursuit while others stand back and fire. Instead of chasing the player directly, they will occasionally leap from a distance towards the player. 2) Halo CE flood can be consistently stunned by weapon fire. Any weapon that isn't the needler can stun them if you fire at them, leaving them effectively locked in place for roughly 0.8-1 seconds. After being stunned, they resume their behavior. 3) Halo CE's flood are far more "relatively" frail individually than their later counterparts. Basically every weapon in CE's sandbox (aside from the sniper rifle) is usable against them, but the meat and potatoes of the sandbox - the pistol and the shotgun are both particularly good against them on top of the former being able to exploit headshots. Effectively, this renders combat against them viable all the way from the end of mid-range (as opposed to Halo 2, where every single weapon sucks against flood but especially ranged weaponry). 4) Halo CE's level design and encounter design with respect to flood has 2 things in common for nearly every instance - large, repeatedly spawning waves of flood along with a general abundance of space to fight them in. There are a few exceptions, such as the corridors on Keyes or Pillar of Autumn but these still preserve the former trait. All of these combine to provide a gameplay loop that focuses on quick reaction time, target prioritization, evasion, maintaining offensive pressure, and not walking into a no man's land of sorts where you'll get swarmed from every direction. I think this should be the standard template for designing flood enemies in the future.
  3. I've developed a taste for most of the H3 social maps after years of playing them. They're not good, but you can enjoy some of them after a while. Citadel and Ghost Town. In H2, Warlock and Turf. Ivory Tower can be chaotic fun sometimes.
  4. I'm really averse to giving Bungie credit for intentional design. These are the same people who designed the sandboxes from H2 - Reach and who thought AR starts were the ideal way to play the game. You're right about what you're saying, but your argument adresses something different than mine. I'm being a hypocrite by continuing to bring up TTK, but I disagree on it not being the biggest problem. Halo's an FPS, with shooting making up the bulk of gameplay. Everytime I mention TTK, I'm doing it with the implication of skill and minimum-average kill time delta. Yes, there is a delicate ratio of BMS:TTK that needs to be maintained internally or externally, but the absolute value of TTK is the principal factor in how gunfights feel. The ratio of BMS:TTK being constant doesn't tell us anything about their actual values, just their relative ones. The ratio we should really be factoring in is Average Reaction Time:BMS:TTK.
  5. Hey I know that TTK is probably the biggest reason that Halo's gameplay has been in the relative gutter in recent years, but can we please stop having the exact same argument for the 9000000000th time? Especially when there's a correct opinion. Going back to what I said about "too high" minimum-average TTK delta: let's assume that the accuracy distribution for an average player with a utility weapon (The H3 BR, for example) is a normal distribution that peaks at 5.5 bursts (roughly 1.9 seconds). Then, that means that roughly 12% of the average player's kills will be perfect 4SKs. Making the same assumption for a pro / semi-pro level, let's assume that the average aim distribution peaks at 5 bursts. This means that an average pro / semi-pro will earn perfect 4SKs almost 25% of the time. If an ideal utility weapon's minimum-average delta is too high, then the game will effectively revert into a crapshoot at both skill tiers (think people trying to play Pit Flag, except that their primary weapon is a sniper rifle that can only be noscoped with). Then again, this would facilitate tremendous player growth in the long run. The game's meta would evolve like none other with the passage of time. The main issue it causes then, is the fact that it would become far too unenjoyable at the average level and those players would drop the game before their skill improved. To be frank, I'm liking the idea of a skill intermediary utility weapon more and more.
  6. Low TTKs don't increase individual player directly strength by allowing them to take 2v1s, this is wrong. You're not encouraged to take a 2v1 any more in CE than in H3. What Low TTKs do is they directly affect the ability of skilled players to make plays by allowing them to exploit bad positioning /awareness much more. Low TTKs allow players to have far more strategic and tactical flexibility and choose dynamic strats that could never work with a longer TTK. Low TTKs increase the skillgap in gunfights. They don't make numbers disadvantages less significant, however. And yes, longer TTK sucks for team strategy as much as it does for individual strategy. A team is only as strong as it's individual members, and a team of gimped players will be less strong than that of empowered players. Team strategy is even more crucial in CE than it is in MLG H3, except that CE teams need their players to coordinate and make their own individual plays while dispersed whilst Halo 3 limits you to teamshot. That's why shorter TTKs are better. Your team coordination and strength gains depth, variety, and tests the ability of each player to make decisions quickly. A longer TTK doesn't increase the depth or complexity to a team game, it just causes individual skill to get squashed out of the equation altogether and team skill to devolve into "who can stack 2v1s and angles better".
  7. I disagree. I understand what you're saying: as we lower the number of shots required to kill, we reduce player focus on aim consistency in favor of instantaneous accuracy (the ability to be perfectly on-point with your reticle at the instant that you fire a shot). This is somewhat true (hence how it's possible to land a snipe out of your ass in H3 but not a 4 shot), but aim consistency is something that's been a factor in Halo's mechanical skillgap moreso because of the general ease to land shots with a BR/DMR and high TTKs, rather than anything else. I don't think this is a natural state of aim, and I really think that it would disappear if we tuned aim assist down and designed Halo around being a true MKB/Controller shooter rather than just a Controller shooter that can also be played with MKB. I agree and have felt similarly on the CE pistol. I don't know if it was just me, but CE's pistol is easily my best utility. Before the CE PC launch that fucked the game on XB1, close to a third of all my kills in CE against strafing opponents were 3SKs and around 50% were 4SKs. I don't know if this had to do with my aim settings (10 Vertical Sens, 10 Horizontal Sens, 0 Deadzones) but it felt way too easy and was the initial reason why I couldn't accept CE as being the most skillful Halo. Honestly, I don't think CE on MCC is anywhere near a representation of how difficult it truly should be to master the utility weapon. 60+FPS, modern aim, cleaner visuals, and high refresh rates have all made it significantly easier than I believe it should be. It's necessary to account for these factors when designing a modern Halo. I'm not necessarily opposed to a 4SK though I find a 3SK much more preferable due to the strategic and tactical flexibility it provides. My original question was moreso about the fact that raising the minimum-average TTK difference too much may end up practically the same as teamshot-heavy Halo.
  8. Somewhat Tough Discussion: While we can agree that the ideal minimum TTK should be as low as possible to prevent the game from being watered down, what should the average TTK be? Does raising the average TTK while keeping minimum TTK low have serious detrimental effects on the gameplay?
  9. A big component of why CE's enemies are fun to fight is because you have to actually aim at them
  10. Halo Infinite will probably do well because of Halo IP + F2P alone, the long-term health of the game almost solely depends on the matchmaking grindability and frequent content additions. The game will probably not be anywhere near peak competitive Halo and will likely be filled with dumb shit but it's not gonna be unsuccessful by any means. Unless they do something particularly stupid or leave the game unplayable for several months, they should do well. By my own forecast, it'll pull at least near-prime-H5-plus numbers for 1-2 years after launch. I have no fucking clue how they intend to maintain a playerbase after that, though.
  11. What if enemies were highlighted on a whole team's minimap only when in the FOV of any said team member? As in, said enemies would not be highlighted when moving at full speed or even when firing weapons, if they weren't in somebody's field of vision. I'm more and more lending myself to the idea of a minimap rather than the existing radar. The way that radar is set up (as a purely defensive mechanic rather than an aid for teams without comms) completely destroys game pacing. Highlighting players within an enemy's FOV on a global team minimap would not only serve to make team cohesion possible without comms, it would actively make people seek out angles on opponents to give their teams an information advantage. If the FOV quirk gives too much of an advantage to more powerful hardware, then we can narrow it to a set portion of FOV. Within a 70 degree FOV, whatever. Also, why not represent the map as a series of closed 2D polygons on the minimap? Instead of a red blip precisely placing an opponent at a specific spot on the map, why not higlight the whole polygon in red so as to limit the information advantage that radar gives?
  12. There's no way the Infinite BR is killing in under 1500ms. I'd make this myself and upload it to YT but I don't really have the time to invest into this. Maybe I will someday, once my PC is half competent.
  13. Halo really badly needs a video tutorial series that can quickly elevate the huge mass of clueless social players into something semi-intelligent. The fact that the average Halo player doesn't understand even the most basic of strategy is a much bigger issue than even 343i. Tutorial 0: Item timing, map callouts Tutorial 1: "Halo is a team game so don't put yourself in position where you're getting 2v1'ed and can't escape", demonstrating the relative strength of 1 player VS more than 1 player, what teamshot is and how to do it effectively Tutorial 2: Demonstrating the huge influence spawning has on a match, how to influence spawns and predict the general area enemies will spawn in Tutorial 3: Tying tutorials 0-2 together with the introduction of map-specific team setups and how to counter them, more advanced movement such as team rotations, flanking, individual decision making, and the importance of power position control in the context of spawn control Tutorial 4: Baiting items/positions, demonstrating more effective dynamic teamshot with overlapping lines of fire between teammates, when to be aggressive or passive with regards to how many teammates/enemies are alive Tutorial 5: Mode-specific strategic differences between 4v4 and 2v2 Slayer, Objective, Doubles, 1v1, FFA, BTB, etc. This is how I'd lay a tutorial out. It really does suck that most existing tutorials are either baby-level stuff, targeted towards people who already know how to play but have poor decision making, or just not specific enough.
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