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  1. There's a small but fun community of folks who still play MCC pretty seriously, and watching the twitch streams from a single POV is always a blast. I agree that split screen is too much for a casual viewer to process. But on the other hand, H1 has a much cleaner and simpler look, feel and set of gameplay mechanics. I think by confining the broadcast to one view at a time, H1 goes from the hardest Halo to spectate to the easiest. And the thing is, even if it were a little harder to follow, H1 is entirely worth it for the plays that get made. 3 shots, double melees and fast snipes look and feel so powerful. Fancy grenade tricks are also very easy to call out, and are great for ooh's and ah's. It's just really hard to match the raw feeling of 'god damn, this guy is in _control_ of this game' that you get in H1. Honestly, I think the only places where we've even come close were H2 2007 Final Boss vs Carbon, and the way some of the current H5 gods can poop on you (Tox, Shotzzy, Renegod, etc.). Even if you take all the heady bs about competitiveness away, the reason people really come to spectate people playing FPS's is to get that feeling of owning people vicariously. That's what you want to optimize for.
  2. Hahaha it's deffffinitely not that, MNIVET is impossible to hit. I've definitely been extremely frustrated with MCC as of late though; feels like my pistol is shooting popcorn. My gameplay is usually very pistol-centric, but it's so difficult to get a three to register that the only way I can be consistent is to do way more sniping. I literally feel safer walking around Chilly with a sniper out these days, it's wild. I dunno, Twisted and Mont- er, the power rangers still seem to be fucking my day up though, so I guess it's possible to find advantages in ways that I'm not. I'm getting smoked by RxUntouchable and Sea of Threeves too, but they are _extra_ bullshit to hit.
  3. Eh, Sanctuary would play wayy differently with H5 movement mechanics. Ring 3 would be way too accessible, and you just know it would be cake to get up to the car's from down inside courtyard, screwing up a major piece of the map flow. Inside ring would be a giant grenade spartan-charge clusterfuck. Seriously, I love Sanctuary, and I am also apparently an H5 apologist compared to much of these forums, but I still don't see it working that well. I'd say H5 has a few really good maps already, and what makes them work well seems to be a combination of high verticality and claustrophobic design. This seems to encourage the type of super technical Frosty/Shottzy-esque gameplay the best. The Rig, Plaza and Coliseum are what I'm thinking of here mostly. If you wanted to bring an older design back, you'd want to look for something with those traits. Lockout springs to mind.
  4. This is the correct answer. Who's still wasting words trying to defend the fact that H1 is GOAT? You know it, I know it, and at this point, anybody who matters knows it. Just love the game and don't let ignoramuses muddy the water. As an aside, one of the big issues with eSports is that there will always be another game with better graphics or the shiniest new whatever. The turnover in gameplay and look and feel is insanely high. Compare it to a real sport - nobody is considering upgrading to the latest and greatest version of Soccer. H:CE is a beautiful, perfect game that doesn't need to be changed. It now looks so old that it doesn't even look "old", it just looks simple and clean. This is a good thing - H1 is much farther down the road of becoming a time-honored sport than most other games (Quake, Starcraft and CS are the others I'd think of that are going that way). I'd say the only thing it really _needs_ is a consistent way to play it that is actually future-proof. OG xboxes won't be around forever. MCC is a temporary holdover but obviously has other problems. But besides that issue, just keep loving the game and don't let people tell you different. Focus on the people who _do_ get it and encourage them to get more into the scene, rather than trying to convert the unconvertible who are just going to play the next big shiny thing anyway.
  5. I really wish we had gotten to see a team with Mikwen, Shotzzy, Saiyan and Sparty on it. How scary would that be
  6. If you're bothering with MCC, why on Earth are you trying anything besides the CE 2's playlist??
  7. I've been out of it for months - what's the team drama cliff notes?
  8. I really don't think we were but whatever. I'm just saying that Lockout standoffs were a feature, not a bug. The sneaky, careful, slow style that it promoted was an excellent change of pace from, say, Warlock, which exercised a completely different type of team coherence. It reminds me a lot of close games on Damnation where each camo is heavily contested. Winning damnation is as much about coordinating unpredictable pushes and using unconventional angles to challenge the powerups as it is about running and gunning. In my opinion, part of what makes Halo great is that the game fluidly moves between many different paces. Sometimes it makes sense to slow it down, sometimes it makes sense to speed it up. A huge part of what defines a team's style of gameplay is how they modulate between these two extremes to play their advantages. Fast-paced gameplay with constant spawn-nading and very aggressive pushes can be really difficult to overcome, but sometimes discipline and carefully choosing your battles can win the day. Maps which can support both styles are my favorite - where else can you have a fast and furious game suddenly freeze at 49-49? The best, most dramatic Halo moments in history are made here. Think about epic standoffs between TDT and StK on Chill Out, or FB coming back by 13 kills on Beaver Creek. Those maps -can- be played ferociously, but it's also possible to camp pink room. And once you do, the counter-play (jump into the window from the rafters in side-room?) can be a fascinating piece of the meta.
  9. True, it did reward skills antithetical to the essence of Halo. That's why scrubs like the Ogres and Walshy were able to succeed so consistently. Remember their famous green room oddball strategy, which _every_ other team did because they were mandated to?
  10. Digging this up from a while ago - just because the map played slow didn't make it bad. Lockout reminded me a lot of Assault from Unreal Tournament, or Counterstrike. One team has an advantage (Sniper, or BR control), and the other team is forced to play against it. Because the ingress was so constricted, you had to play a very technical game, which involved precise coordination and positioning. Remember grenading window from elbow so that somebody could push to BR1 from bottom center? Or boosting up into library? The meta revolving around lifting to top Blue to push people off front Library door? It was a different style compared to playing ring-around-the-rosie on Chill Out, but it was still cool. Lockout was one place where you got to see actual strategy play out, rather than just team chemistry.
  11. Thanks for being such enduring content-creator, the scene could do with ten more like you Ryan. If I could offer a little constructive criticism: I think you should spend some time looking at what Ninja does so right. You have the brains, the insight, and the patience to do great stuff like helping regular players learn to be better. That's an amazing thing that people should be clamoring over, and I think you're doing a lot of the hard stuff right. However, in my opinion, the reason that your numbers remain stagnant is that your YT videos don't feel like... the place to be. When you tune in to Ninja's Twitch channel, you subconsciously notice a lot of things: - Well-lit player cam, doesn't feel like it's in a cave - Good production value that makes it feel like a legitimate event. He has stuff like a "Stream is starting soon" logo, Ninja emojis, well-dressed Twitch page with a completed bio, etc. Each one of these things by themselves is stupid, but together they spell out "This space is well taken care of, effort has gone into this, this is where the party is". Think about showing up to a music show - is there a line outside? Do you get a wristband? Are there banners and decorations? Is this the most interesting thing happening tonight? People like to think they're where all the cool people are - Good audio from other people beside himself. It's never a one-sided conversation between Ninja and the chat. Nothing feels like you're wasting your life more than listening to somebody have half of a conversation. In contrast, if the presenter's attention is always, foremost, on the people he's playing with, it feels more naturalistic. This person has a life, you the viewer are just the audience. For whatever reason it just feels more fun - Most important: you feel like you're seeing nasty gameplay with top players. Nobody wants to watch amateurs suck at the game. If you want to help amateurs analyze their gameplay, you have to figure out a way to keep it in the context of playing with top-level players. One idea: pick amateur players and put them with 3 other pros against another pro team. Trial by fire. Then we can tolerate re-watching their gameplay a bit. Plus who wouldn't be champing at the bit for that type of opportunity? What makes YT/Twitch interesting is that you feel like you're getting a window into the pro-gamer lifestyle. If you try and make it too cerebral and end up featuring mediocre gameplay, it's going to be no fun. All the best, hope you find some of this helpful.
  12. Hard to compare apples to apples for me as it has been so long since I've played on LAN - it may well be true that you're missing more spawn opportunities in MCC. Nowadays I personally keep a very close eye on the kill feed, which I think is a habit you develop playing single screen all the time. I'm never in a position where I'm thinking 'oh, you're spawning?' If my teammate gets a bad spawn, it's because I was stuck out of position and couldn't get him anything safe. (Either that or the game is jew'ing me out of a red random spawn on Hang 'em :/ ). I often ask my teammate to count down his spawn if I'm trying to do something tricky like jumping off the tombstone at back red, but you develop a rhythm for it. I definitely get a certain sense of satisfaction out of getting really hard randoms like back shotty on Chilly, since it requires better coordination. You're making a great point about split screen play though. I think playing with low information (single screen) takes a type of skill and awareness, but playing with high information takes even more. The latter elevates the average level of play across both teams, and so I'd rather be good at playing split. That's part of what makes LAN the better format - you want to see the absolute best that people can play. I grew up going to the same school as Chris Smith, i.e. Shockwav3, and before he became captain of Team Carbon he was a filthy h1 player under the name RedAlert. I was the best player in my crew and it was humbling to play some 1v1s against him for the first time and get utterly stomped. But I remember being somewhat proud that when he came over to my house and we played a split screen 1v1 where we could see each other's screen (dumb format, I know), he ended up super frustrated at how well I was screen watching him, and I did much better. Screen watching is 100% a skill that can be cultivated. Anyway, I don't think you're offending anyone by suggesting the gap is bigger on LAN - Twisted himself confirms the same. I just wanted to make sure he wasn't being too humble. As an avid MCC player, I think the top players deserve some credit as being absolute beasts on their own turf, even if it is a slightly neutered version of the game.
  13. But in the larger scope, the current route is the transition from Halo 4 to Halo 5, which was a massive improvement. So you don't want to see the competitive scene crumble relative to that. Even if there's a long way to go, the message we want them to take away is that "the increased competitiveness in H5 improved the scene. Let's do more of that." Sorry to drudge up an old post, I'm catching up.
  14. Interesting, I guess that speaks to just how deep the skill curve is on LAN. Still, I bet you're just used to the latency and aiming of MCC, and if you lanned a lot in a row you'd rise pretty fast. The rest of the fundamentals - positioning, spawns, nades - are all there. It's definitely news to me that MCC sound effects travel farther. It makes sense now that I know, but I just could never put my finger on it before. I play without headphones and I think it's a major disadvantage in MCC because of the amount of spawn information transmitted by sound, esp. on maps like Damnation and Chilly, is so critical.
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