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Everything posted by potetr

  1. They look very good in a vacuum, but art direction -what is it? New map too! Turf remake.
  2. Shoutout to everyone not quoting nonsense
  3. If you have no standards for how you spend your time I recommend https://www.halowaypoint.com/en-us/forums or https://www.reddit.com/r/halo/
  4. Please use the ignore feature if there's something you consistently don't want to read, instead of asking for it to stop, or quoting it, making more people read it.
  5. Same. I feel the Pulse Carbine could fill this role if it didn't have tracking and the projectiles were also faster, maybe. It's perfect because it's burst, which limits the power a full auto high damage weapon would have in close quarters.
  6. It's really annoying. I felt like a short little boy in the flight. Clamber should only be a horizontal thing, for missed jumps, activating after the peak of a jump.
  7. Thats very fair, I'm not thrilled by the execution needed for strafe jumping either. I mostly dislike chess, to me it's a concentration test. Not much room for fun.
  8. I don't think many disagree, this places seems to dislike the "Hey can you also do this?"-skill tests like shot pacing to counter bloom, recoil control, sprintslidejumpthruststabilizemashcrouchclamber, or button combos without risk. Shit you'd rather practice in an empty server.
  9. The new HUD is a few steps forward, a few back. Infinite's HUD has condensed info to be in four areas instead of five, this means you take in more info with less looks. It'll be better when you get used to it. Shield bar hiding the health bar is nice for that classic look, while still being useful. I think numerical ammo counts are more useful in the long run, as they are more precise and can be used to check if you have enough ammo to kill someone. They also got rid of the 0 having a bar in it, which made it look like an 8 at a glance (if you have shitty eyes like me atleast). There's some really bad stuff. Halo 5 HUD for comparison. To see if you have a secondary grenade type, you have to chech if there is a tiny little second line that is faded next to the one that always is there. You also can't know what the second type is by looking. This adds to the annoying management of three nade types in two slots (why?). The radar is far less clean than in Halo 5. The little compass chevron could be nice for navigation and communication though. There is no powerup duration element. The shield refresh fullscreen effect is annoying. So are OS and Camo edge effects imo. Personal score feed is annoying, useless and not satisfying. Medals are tiny, and carry no weight by virtue of being common and visually unappealing. Weapon numerical designations on pickup, not just names, adds visual noise at no value (P.S. a sniper is a person, not a weapon. It should be S7 Sniper Rifle, or preferably, just Sniper Rifle). Personally I dislike everything being so glowy/shaded. Especially the shield bar feels over-animated. Of course, options are always welcome.
  10. This forum needs a "despair" reaction, it would be very useful.
  11. Seems they added the wrong description to the Heatwave.
  12. lmao they actually went for the placebo sprint
  13. The current map (Live Fire) makes The Pit look like a Quake map. ---- You can shoot through the drop wall. Thoughts on that? Rewarding a defensive position is pretty much the antithesis of Halo design, but it's quickly destroyable so idk
  14. Agreed. A good razor for eliminating mechanics that will be a hassle for most players is wether or not they are best practised outside playing the game normally. Because most people want to play the game, not practise to play it. ----- I'm taking issue with the in general high rates of fire and bullets to kill, hope they get feedback on that. 7 shot kill pistol with 12 round mag and 1s time to kill? Why can't it be 5 shots to kill with 1/4s between shots instead of 7 shots with 1/6s intervals? Same for Commando and Heatwave. Slower firing, heavier hitting weapons feel better, and create deeper gameplay. Requiring high clicks per minute is just macro bait too.
  15. I want my spartan to have a prosthetic leg with a real foot
  16. The test is only vs bots right? I didnt include that because you can't really do much to evaluate strafe from a first person perspective, other than "feels nice/slow". But maybe we can look at the bots.
  17. I'm interested in: Sprint multiplier (run a long distance with and without sprint) Shield stun time. 5-6s? Vertical reach of clamber. Weapon stats (60 FPS recordings of a kill with every weapon would be nice) Weapon swap speeds. Fast! How is grenade jumping? It works, you lose shield, but not health. Grenade fuses (method of activation, fuse time). H2 onwards style, pretty long fuse, like a second? Speed inheritance on grenade throws? Didn't get to test much, but didn't seem like it. Slide mechanics (length, speed, profile, weapon usage while sliding?). Fast! Can shoot. Everything about equipment. Special weapon mechanics, thinking specifically about the Heatwave. Does its stronger tracking activate after a bounce like the scattershot? No extra tracking. Grenade blast radii, lethal and max. Esp. differences between plasma/frag. How effective the spike blast of the spike grenade is. Seems inconsistent. Instasplode? Yes seems like it. Do grenades pass through the drop wall? Only out. Shield regen during sprint?? Yes. Is there some difference between outer/inner minimap circle? Doesnt seem like it, just a bit of noisy design. How many shots+beatdown to kill with available weapons. Item spawn mechanics. Edit: added some answers.
  18. "Spammy" weapons typically don't penalize a miss as much as weapons not considered spammy. That's why they are considered less interesting too; they are't as risky. Spam is a high amount of something sent out without discretion. It's typically the lack of discretion required that makes a weapon (or other mechanics) feel annoying, not the amount. You could have a 1200 RPM, 18 bullets to kill machine pistol with an 18 round mag. It wouldn't feel very spammy because all bullets need to hit. A miss would hinder you more than a miss with the Halo CE magnum.
  19. What if: Plasma Pistol Overcharged shot Can be deflected with a well timed melee (100ms / 6 frame parry window) This would make head-on or predictable usage of the PP riskier, while trying to parry also has a cost, as you'll be left recovering from the melee. Yes, this is what the repulse equipment seems to do, but I really think the PP needs some more inherent counters. This would be a really hype reversal opportunity if the parry window is the right size. Anyone know how what the window for a sword block was in reach?
  20. Are you an idiot? Pinging will ruin the game 343 is going to design the gunplay around it. They wont let you finish kills, only damage enemies. If you could kill enemies alone, what would be the point of a ping system? Do you concede that not being able to kill enemies alone would make the ping system more useful? (Be aware that by replying "yes" to this you make what I claim true). Also, movement is going to be super slow. Do you really think 343 would make the ping system obsolete by letting players quickly move away from a ping location?
  21. It's pointless to claim alt fires are good or bad in general, just like a charged shot or passive weapon trait isn't good or bad in general. It's just another tool for creating fun weapons. Personally, I'm partial to alt fires that help you set up kills without being lethal themselves, while having an opportunity cost of lethality. Such as movement options or physics based abilities that cost ammo or time you could be shooting. In the end it's about the specifics of the weapon though, and a lot of things can work. Why would you want a "toggle" instead of "fire secondary"? Two button presses where one would do. Also, do you actually prefer aim on right stick? I like having it on LT and would swap grenade/scope if possible on MCC. Pressing LT doesn't interfer with aiming with the joystick. Edit: I guess I can: https://www.windowscentral.com/how-remap-xbox-one-controller-buttons-windows-10
  22. I think that'd be nice actually: you'd be taking a risk keeping the gun at a very high heat level, as you might not have enough heat to finish a kill if you don't pay attention, but you potentially kill much faster. You'd get a feel for it with practice. Also, red is the by far the angrier color, hence, it deals more damage.
  23. I think it's a great concept. It'similar to the fire rate accelerating while shooting, which I've wanted, but I like incorporating heat for longer term resource management. Successful implementation would only require good tuning. However, because time to kill/weaken for a melee kill is a stepwise function of damage, I'm more partial to heat increasing rate of fire instead of damage. It would be easier to tune the weapon and understand as a player.
  24. Melee is just a nice way to dress up an attack that has different use cases than most guns. Just like brawlers and fighting games have light and heavy attacks It doesnt have to be dressed as melee if that's what you're getting at, but having something like it is good because it's so different from most other attacks
  25. It is a high-risk (long recovery where you can't attack) high-reward (high burst damage) attack. This is an interesting and exciting option in cqb. As for the next question, as long at its high damage and long recovery its interesting down to like 200-300ms ttks, at which point melee starts being pointless in the face of reaction times and melee wind up
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