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AlphaBenson

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Everything posted by AlphaBenson

  1. My thinking is is that if 343 is going to half-ass the progression system, like they did, then it's better to just ditch it. Especially since we did the grind back in 2010. And we've been playing MCC for years before this current system, and I honestly never felt like what MCC was missing was an EXP bar.
  2. If it was up to me, I’d just let everyone have every single unlock. That way, your appearance is purely the result of self-expression, rather than just equipping the highest level thing as a status symbol.
  3. You weren’t gonna finish your master chief cosplay anytime soon, sure. But you had a lot more options a lot sooner compared to now, where the system thinks its good pacing to hand you like a dozen helmets and a firefight voice before you get any shoulders or chest pieces.
  4. That wasnt his complaint. His complaint was that in order to actually have his custom character in Campaign, which again, is a big selling point, he is forced to play the part he does not enjoy. And this restriction did not exist in the original version.
  5. I mean, when one of the biggest selling points of Reach is having your custom spartan as the main character in campaign, it’s no wonder that people want to actually customize said character. Not to mention how the original version of Reach gave you credits for every possible activity in the game.
  6. To be honest, I always thought the main reason people wanted a PC port was so they could either avoid buying an xbox one, or throw the console they already bought in the trash and never think about it again. But at the moment, you just can't do that because the MCC on PC is only like 1/5 (or 1/6 if you count ODST and H2A multiplayer) of the content. And its not even people's favorite part of the content.
  7. My issue with the idea of ditching controllers entirely on PC is how, at the moment, the PC version of MCC is the far superior one by pure virtue of giving the player some choice in their visuals. Like, I can't center the reticule on xbox, or up my FOV settings. Or have access to an FPS counter so I can see directly how well the game is performing. That, and mods of course. And I know this is just super specific to me, but I broke my right arm growing up, and as a result, I find it extremely uncomfortable to play with a mouse for any extended period of time. That being said, I don't think you CAN'T have an environment where controller and KB+M are both being used. My friend and I perform about as well as each other in both MCC and Destiny 2, and he's always using a mouse while I'm obviously on controller. And this doesn't really change if he happens to be using a controller either.
  8. There's something to be said about how annoying it is to play BTB, and never NOT be getting cross-mapped. But that's more of an issue of map design than anything else. For example, I feel like I never get team-shotted into oblivion in something like Breakneck, where all the fighting is divided between a bunch of different buildings, rather than just the massive flatlands of Hemorrhage. I once played a game of Headhunter on Ridgeline, and it was an absolute nightmare. Anytime someone tried to collect the skulls of a person they just killed, they were lit up by the enemy team, chilling on their favorite hill. People only ever got points from picking up the skulls of the teammates who died next to them.
  9. It blows my mind that when 343 designed the armor unlock system for Reach, they decided that the player should get a firefight voice before they're allowed to receive any shoulder pads or chest pieces. Honestly, if you HAD to revamp Reach's unlock system, I almost wish they just gave us like three random pieces of gear every level up. At least then, low level players would end up looking different to each other. With a healthy amount of armor you can only unlock from completing certain tasks as well, of course.
  10. Probably not that weird given how there's technically 4 versions of Reach. Vanilla, TU, Anniversary, and ZBNS. I'm really hoping that when H2A drops on PC, its competitive scene gets a second chance. I always felt like H2A multiplayer is what a next-gen Halo should have been, with the only real big blemish I know of being how piss easy it was to aim. But hey, if every one uses mouse and keyboard, that doesn't have to be an issue anymore.
  11. I only played two matches of Reach MCC multiplayer, and I already want to never touch it again.
  12. What's baffling is how there are people who AREN'T worried about Infinite. Like, nearly 4 years after Halo 5 with barely anything to show for it doesn't instill me with confidence. If anything, it suggests that the game has gone through so many scrapped iterations that there's no time to slap together any sort of gameplay demonstration for the most recent build. Because we all know that if Microsoft had anything impressive to show for its flagship franchise, it would have been there.
  13. I honestly don't give a damn about graphical fidelity anymore. At this point, just give me a game that looks like Halo CE, but takes all that modern processing power and puts it towards enhancing the actual gameplay and making sure it runs at a stable framerate.
  14. Remember how the 360 had three mainline entries, ODST, and Wars? And now all Xbox One has is ONE mainline entry, an HD collection, and Wars 2.
  15. In the case of Valhalla, isn't the reason why both bases have several Mongooses assumingly so players can traverse the map quickly off spawn? Or even in past games, why we have man cannons or teleporters? Sprint in BTB sorta undermines the idea that players have to either take a predictable route to traverse the map faster, or need to take a limited resource like a vehicle that has no offensive capabilities.
  16. I mean, we all know that ODST is essentially a superior Reach. Both are about a team of six elite soldiers trying to survive an alien invasion, which ultimately ends up with said team delving underground in order to extract some information that is critical to humanity. I believe its been mentioned that since both games were in development at the same time, there were a lot of cross-pollination when it came to ideas. Difference though is that ODST, perhaps because it had to be more humble than a mainline entry, benefited greatly from its smaller, but more focused scope. As a result, it's probably my favorite story of any of the games. But Reach, I feel like, is more preoccupied with striking imagery and situations, even if there is hardly any narrative throughline. For example, it would be the easiest thing in the world to make Winter Contingency flow neatly into Sword Base. All you would have to do is move the briefing with Dr Halsey from the END of the level to the beginning. We come after the aftermath of a peculiar event at the end of Winter Contingency, and move to the characters discussing said event at the start of Sword Base. That's how you make things flow. But the thing is, Reach is far too liberal with its use of time-skips, and as a result, the first half of the story jumps all over the place with no logic. It's not until Six has been chucked out of a space ship that levels and their placement start making sense to some degree. I also still hold that, since Reach wants us to remain purely in the shoes of Noble Six, that Noble Team should have been shortened to only 4 members. Really, only 3 since the player is more or less just a window that allows the audience to witness the team. Combine Jorge and Carter into the same character. That way the charismatic, compassionate giant is also the stalwart leader. Keep Kat more or less the same, but actually allude to her and NewCarter's previous relationship. You have datapads. Use them to flesh out the characters that exist. Not introduce a side story that has does nothing to inform us of THIS story, or its characters. Instead of Noble Six being stated to be as awesome as the Chief, and totally having a nine inch pecker, what if the reason why Six was forced to join a team after being a lone operator for years was because they had messed up in the past in some way? How exactly would ideally be left up to the player's imagination. Have Emile be the same as well, but have his beef be primarily with the PLAYER character. He's supposed to be a bit crazy after all. Let us experience that intensity first hand. Let us watch his mental state deteriorate when the Leader, assumingly the only one who's been reigning him in, bites the dust halfway through. Remember that scene where we saw a first-person perspective of Six trying to avoid being stabbed by that Elite. Imagine something like that, but its Emile trying to choke the life out of you. Because the minute you showed up, all his friends died. But then, have him ultimately redeem himself when he chooses to stay on the gun, and protect the player. Oh, and just remove Jun outright. No one cares about Jun.
  17. I actually always thought that Breakout had some potential. And I’d say the closest it ever got to achieving said potential came in the form of Elimination. Having to constantly reform your opening strategy based on what your opponent did in prior rounds, as well as predicting how your opponent will react based on YOUR previous actions is pretty interesting.
  18. I could imagine people doing this just for the sake of effectively playing without AAs at all.
  19. But could you use the AA disruptor to disrupt someone's AA disrupting?
  20. Who pays attention to what the enemy player is holding? I imagine any one who plays the game.
  21. The Halo 5 magnum is black by default. As is the Halo 2 magnum. Not that anyone actually used it, of course.
  22. My only issue with the idea of just having one utility weapon that could appear as whatever the player wants it to is that the design of a weapon is meant to be unique so that its easily distinguishable at a glance. For example, I've always thought that the Magnum works better as a utility weapon because the stance the player takes when they wield one is entirely different from any long gun. I can't be the only guy who's spotted an enemy with a long black rectangle in hand, and been unable to tell whether it was a Battle Rifle or Shotgun in the heat of the moment. Or even if the person has a sniper rifle, if I see them head on from a decent distance. Which I imagine is partly why the Shotgun and Sniper have a flashlight/lens flare in Halo 5. But I think if the Magnum was the norm, I'd be able to tell regardless because the stance is so different. Since in the standard long gun stance, the right arm is tucked inward, and is hardly visible from head on. But whenever the player wields a pistol, both arms are held out equally.
  23. The issue may be that it gave players TOO much agency. Boltshot wasnt just an annoyance because it was a pocket shotgun, but specifically because anyone could choose to spawn with it. And I have to wonder if BTB is truly made better when everyone has the ability to spawn with a Plasma Pistol to counter vehicles, or a DMR that allows them to crossmap players and vehicles just as easily. And I'd say some perks can be a pretty big game changer. Ammo could allow people to sit back more often and pick other players off with their DMR in BTB, and faster reload is always a considerable benefit. Weapons tend to be balanced around how long it takes for them to be usable after expending the entire magazine, after all. But I can agree that map pick ups that are just starting weapons but better aren't a worthwhile inclusion. The entire point of people wanting BR/DMR starts over AR/SMG was supposed to prevent newly spawning players from getting destroyed because the enemy team had a far superior utility weapon. And even though the Magnum in Halo 5 is plenty strong, it's simply just easier to get perfect kills with the BR and DMR.
  24. I think no matter what the developer intention is, it is simply aggravating to be unable to secure kills. Pretty much the same reason people dislike thrusters in Halo 5, especially when they're combined with the very fast shield regen rate.
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