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Posts posted by stunt_man

  1. @@Devilman, does NHE support higher player counts?  When I lan with my buddies back home we tend to play 3's or 4's, and I'd love to have these perks for that.

    Yup it works with higher player counts. In earlier versions NHE would only engage for certain playercounts (ex: 5 players for 2v2, 9 players for 4v4, etc). I *believe* that now since we can toggle NHE modes in the gametype settings it can be forced on/off for any playercount.


    If you guys haven't seen/played training mode, you're in for a real treat. There's a new map called Atlas in v7. I watched people play on it for the first time during VA LAN and they were giving randoms and nading spawns thanks to the visual spawn points and "random" geometry. It's going to be great for speeding up the development of meta in these new maps, which is certainly the main reason that other new maps haven't been played widely.

    • Upvote (+1) 3

  2. I have an interesting project proposal.  Get h1 on OG xbox such that players can play online against each other and it feels like host box. :)

    They need to release the source code for CE. If it was still in Bungie's hands we'd have it already (see Marathon, one of their earlier games). The game is old AF and they clearly don't have plans to use the code to fix MCC or do another release. They could regain standing with a lot of players that they lost with this whole MCC debacle.

    • Upvote (+1) 6

  3. I hooked up an old Logitech controller (basically a PS2 controller) and it feels pretty good now that I've started returning player_magnetism 1 in the console. Also, it doesn't feel too weird having only four movement axes since I've mapped WASD to the d-pad. I'm still confused about leading shots with the pistol, though, since there are so many factors online. So I have a few questions:

    I haven't used a PS2 controller but you might want to look into a 3rd party utility to set deadzones for both sticks (XPadder works for left stick, but we use XBCD drivers + utility for the right stick, but it only works on OG and 360 controllers).


    1. Do bullets inherit player momentum like in OG, or is it like H3?

    There is some degree of this, but the amount you need to lead remains fairly consistent across servers because of the method used for lag compensation (aka the "no lead" mod, which doesn't really remove all leading, it just reduces the ridiculous amount of lead from vanilla Halo PC).


    2. Should I still aim above the head to get headshots more consistently exactly as I would in OG H1, or is that not effective? I also thought I saw someone say that in MCC CE you should aim a little higher than OG, which is why I'm asking.

    Maybe don't aim quite as high? It's not exactly like OG but there is still an element of bullet magnetism. Just gotta play games and you'll figure it out.


    3. True or false: the pistol has OG levels of spread. (thinking it's true)

    The pistol's characteristics are identical outside of player magnetism and to a lesser degree, bullet magnetism.


    4. I just have to lead based on my ping, not my opponent's, right? That's what I would do in most host-client type games, but I'm not sure because no player is the host on HPC yet the OG version based all interactions on what the host sees.

    Regardless of what your ping is, the amount you have to lead is approximately the same as another player, in any server. The method used for the "no lead" mod uses player latency to offset enemy player location. This is the same method used in most modern online shooters, but results in instances of getting shot after you've turned a corner (happens in MCC as well).


    5. Is eating shots pretty common, or am I going insane?

    I think I posted a description of the "effects sync fix" awhile back. This isn't yet present in the main servers (only in the testing server). Without the effect sync fix, your client reports false hits all the time. I suspect the same thing happens in MCC but can't be bothered to verify. Anyway since we got NHE beta v7 out the door I'll have more time to tie up some loose ends on PC. I haven't done an update in awhile because I'm juggling server issues, creation of a couple new maps, and some other stuff, but everything's looking up.


    It probably doesn't help that my ping is rarely under 100, but I'll have a good wired connection in about a week. And I know that there are more important things to focus on than aim, but I just want to know when I actually missed and when something was out of my control so that I don't get unnecessarily tilted.

    This is where the PC version really shines. On PC, unlike MCC, players on wifi and players with rocky connections are punished rather than rewarded. On MCC if you're on wifi you're harder to hit, whereas on PC if you're on wifi you're going to have trouble landing shots. Although PC suffers from warping problems, with the effect sync fix and a good dedicated server, it's the best way to play CE online in terms of even-playing-field.

    • Upvote (+1) 1

  4. A 4vs4 UMG COD4 tourney has 10k viewers right now on a Thursday night. Hopefully this sends a message to the video game world that everyone is starting to get tired of the direction of FPS games. 10k viewers is more than all of Infinite Warfare's viewers right now.


    I hope were on the verge of reversing the trend back to classic games.

    I wouldn't consider COD4 a "classic" game by any sense of the word.

  5. I understand where you're coming from, but 4 years to learn a map when you don't have a local LAN scene is absolutely nothing. I've maybe played halo 20-25 times in that span.  Back when xbc was jumping and I lived with other halo players, I was able to put thousands of hours into the original maps. I've reached the point in my halo "career" that playing a less evolved meta feels like a watered down experience. I've had fun on Downrush, don't get me wrong... but up to this point it's mostly felt like everyone is cruising around and trying to out shoot one another. It's checkers vs chess, and I'd just rather be playing chess.


    That's no fault of the maps or anyone in particular, it's just circumstance. My opportunity to play halo in 2016 is just vastly different than it was in 2005. The opportunity cost of really focusing on perfecting my DECIDIA game is that I could be having more fun playing what I already know at a much higher level. I think the other guys spending hundreds on plane tickets and taking time off of work might feel the same way. That's why the new maps are getting "ignored".


    I see what you mean about time constraints. A tournament setting is not ideal for introducing a bunch of new maps. A slow introduction (like adding Downrush as a veto map) is the best it'll get.


    However, what if it didn't take years for a map's meta to evolve? What if research and extensive testing were done prior to release, and they were released with all their spawns documented, nade tricks on video, etc.? I always hear people talking about how it's not worth their time to learn a new map, but what if it didn't take a long time?


    Obviously the map has to be good too, and some of the new ones are better than others, but I think people wouldn't be such strangers if there were a way for them to acquire knowledge of a map quickly, as opposed to letting meta evolve naturally and learning its tricks over a long period of time.

    • Upvote (+1) 1

  6. Beach LAN 5 FFA Finals were just posted to the Beach LAN youtube.


    The FFA tournament as a whole was awesome. Sometimes at MLG events you would hear about particular players and how that event was their event etc. The story here is about Doughboy's absolutely amazing FFA run throughout this tournament. I'll have to check through some pictures and notes but I believe he won the first 3 or 4 rounds finishing in 1st place, earning 9 points each round. I believe Legend was in every round too and never finished first. This game Doughboy/Words a great seed in the 2v2 tournament. This video is of the finals, where it was 2 heats with the totals added up. Pay attention to the last game in this video. Doughboy has roughly 34 kills when Legend reaches 45.. it's such a nail biter. 




    Great gameplay but there's a crazy echo on the commentary :/

  7. I really like to play CE in this game but I legitimately can't tell if the hit detection is that bad or people have overshield.


    That's actually a bug from PC that carried over to MCC (shocking, I know).


    So the major difference between Xbox version's LAN and PC/MCC's online netcode is that on Xbox, nothing is predicted. On Xbox everything is synced in real time (which is why, if you have high latency on XBC/XLink, everything feels delayed), and on PC/MCC the client tries to "guess" certain things in an attempt to mitigate that off-host delay you get from the Xbox version.


    One of the things that doesn't sync between client/server on PC/MCC are the impact effects. So when you shoot someone and land a hit, you see a spark. The problem is that the spark is playing on your client and isn't necessarily indicative of whether or not you landed a hit on the server (the server is the authority when it comes to hit reg; server = host in P2P).


    This bug is probably why the PC version needed hit sounds. It's yet another effect of Gearbox trying to optimize Halo PC's netcode for 56k dial-up connections at the turn of the century -_-


    Then I just get angry that there's no way of knowing if someone has the OS or not.

    The aforementioned bug, coupled with a bug that's actually present in the original version, accounts for that. When you land a hit, two effects are supposed to play. One is the material response for when a projectile hits your shield. This is the spark mentioned above. This will play 100% of the time you land a hit, but will also play sometimes even though you didn't land a hit in PC/MCC. The other effect is the shield flare (your target's shield will light up all over the body). The Xbox version's bug (which is also present in PC/MCC) is that the second effect won't play under certain conditions related to the player's shield state when he picks up the OS. I'm not sure of the specifics, but I think if your shield is charging while you're picking it up, the shield flare effect won't play but the sparks will. But since the sparks aren't even always indicative of a hit, it's really hard to tell whether you're landing shots on an OS guy.

    • Upvote (+1) 1

  8. Just wanna say that me and my group of friends really appreciate all of the work that was put into this project.  This revived Halo for us.  We had a LAN last night and had ten people there, it was a great time.  Most people were reluctant to play the new maps at first but now they're really starting to like them.  I'm getting started learning more about map making and modding and hopefully I can contribute in the future.  Any advice pointing me in the right direction is much appreciated  :) .  Keep up the good work guys!


    Join the Discord via the link in my signature, I got u fam

    • Upvote (+1) 1

  9. Halo is comprised of a small circle of people who will stop at nothing to play genuine good competitive halo matches, and millions of people who cant be bothered to spend 10 minutes setting up h1pc or cartographer and playing a game they actually enjoy. I would love to pretend that our community is as involved as the smash 64 or melee community, but thats simply not true. Most halo players just accepted that the game they loved is dead.

    Then they aren't part of the community. They're casual bystanders.


    The community is comprised of the passionate folk who find a way to play the best version of their favourite title. The rest of the playerbase are just, well, players.


    I've been working with the NHE team and I can assure you there is no shortage of passion or involvement where it matters.

    • Upvote (+1) 2

  10. On the topic of oddball, Damnation is one of those maps that I bet would have been great for oddball if it wasn't for the quality-of-life issues oddball has in H1. Indeed, a brief analysis of H1 Damnation oddball is a great way to show just how much small things such as oddball physics, default ball placement, and respawn time has on the playability of a map/gametype.


    Let's first dissect what is problematic with Damnation Oddball. Although the map may seem like a great oddball map from a pure level design perspective, with its many distinct areas and wide variety of potential strategies, similar to Chill Out and Lockout, small issues make it practically unplayable in a competitive settings.


    There are, in my opinion, three minor issues that together causes Damnation Oddball to be unplayable. First, the ball spawn point: in the middle of waterfall. It is very difficult, with the H1 kill times and effective range of the pistol, to grab and get the ball away from waterfall. You basically need to slay the entire enemy team, hope they get the worst possible spawn (bottom green?), and have great timing on the pickup. Failing that, the ball will go out of bounds. This leads to the second point, namely that the ball respawn time for the ball is way too long in H1. Don't remember how how long, but easily 30 seconds. The entire game thus stalls as soon as the ball falls off waterfall (which happens often). "Play ball" tactics, which are a calculated gamble in e.g. H2 Lockout due to the quick ball respawn instead become 30 second timeouts. Third, the ball physics makes the ball bounce wildly when hit by a grenade. This will often cause the ball to go out of bounds even if it is possible to get it away from waterfall, and then you are back to square one.


    Oddball Damnation would have played out completely different if these three things were different. Imagine the following: First, the ball is put in a more neutral position, where it is still open, but easier to move the ball into cover (in front of shotguns, perhaps?). Second, if the ball physics were H2 style, the ball wouldn't go out of bounds randomly as often as it does today. Third, a H2-style ball respawn time would make "play ball" tactics require much better time and have higher risk/reward factor than the "30 second timeout" effect present in H1 oddball today. Taken together, this could potentially have made H1 Oddball Damnation awesome. Indeed, the "Reverse Tag" gametype MLG used for damnation, which is kind of "oddball without a ball", gives us some indication that it could work.



    Yeah, the play ball time makes oddball a no-go on any map with an abyss.  We learned that playing Imminent. Oh my God, worst game ever. It quickly became apparent that one team would win, so the other team made it their goal to play ball as many times as possible.  I don't even think we finished the game.


    If you want to play ball on a map with an abyss, just play Reverse Tag. It's just as good.

    Do you think Oddball would play better on maps with an "abyss" if 1) the Oddball respawn time was reduced to 10 seconds, and 2) if the Oddball spawn point was randomized (think Crazy KOTH) ?

  11. I think we should also be more precise as to what we are comparing.


    Is it individual skill? If so, I think it is quite easy to argue that H1 was more skillful than H2 or H3 (or any later Halo game).


    Is it about which game is most difficult to master in team play? What team size (2on2/4on4)? And what game modes? Here I feel people are often comparing apples to oranges, implicitly measuring H1 2on2 slayer against H2 4on4 MLG style (slayer+obj). I think that is a bit like comparing apples and oranges.


    In my view, Halo 1 does FFA, 1on1, and 2on2 Team Slayer better than H2. However, when it comes to MLG style 4on4 gameplay, I think Halo 2 surpasses Halo 1. Most H1 maps were not well adapted to 4on4 objective play, and the spawn system does not shine like it does in 2on2. There are also a few of quality-of-life problems with H1 objective games, such as the missing game clock and weird oddball physics. H2 excelled by putting an emphasis on 4on4 teamplay, with a good pool of maps - also for objective play - and, due to more player, teams, and tournaments, a much more well-developed metagame.

    On a sidenote, isn't it weird that Halo maps are supposedly tailored for all gametypes? For example, all gametypes work on all maps, at least on paper, right? Meanwhile you have games like Unreal Tournament and Counter Strike that have maps tailored for one specific gametype rather than catering to all gametypes. With this in mind, and taking into consideration the CE's weak points when it comes to objective gametypes, it makes me want to make some objective-oriented maps. The maps are certainly CE's biggest problem when it comes to objective gametypes. Minor nuisances like missing ingame clock and oddball physics are far from gamebreaking, and some other stuff can actually be fixed (such as preventing flag carrier from entering a warthog, for example) - on PC, anyway.


    What maps work best for Oddball? H2/H3 suggestions welcome.

    • Upvote (+1) 1

  12. I completely agree that H1 is a more competitive game and has a much larger skill gap, but all I read in those posts were objective differences between Halo 1 and Halo 2 followed by speculation as to why those differences make Halo 1 a more competitive game. Nothing proving that Halo 1 is objectively more competitive.


    I think H1 has a near perfect balance, and that H2 falls short of that standard, but I still don't think that proves that all the new mechanics introduced in H2 are anti-competitive. As a counter argument to one of the things you mentioned in that thread, Melee Lunge is something I think has lots of potential as a mechanic, but was simply made too easy in H2 and especially H3. As far as I can tell, it's in the exact same category of gameplay mechanics as bullet magnetism in H1. It impacts gameplay by making some mechanic objectively less difficult to achieve. The degree with which a mechanic was made easier is what should be under scrutiny, not just the fact that something was made easier at all.

    Let's drop the word "competitive" and see if we can all agree on something.


    I would say that CE objectively has the largest skill gap, from what I've seen. It has a wealth of predictable, exploitable elements that need to be mastered to be able to compete at the highest levels. There's lots of below-the-surface depth in the metagame - stuff that isn't immediately obvious and may need to be learned from outside sources. There are probably other things factors that lend CE its large skill gap, but those are the main ones.


    To say that CE doesn't objectively have the most competitive merit is to say that a large skill gap does not correlate with a game's competitive merit.


    Doesn't it?

    • Upvote (+1) 4

  13. That is my plan at our next lan. Have 1  station with CRT tv and LCD-VGA setup. Play a few series on NHE and see how everyone feels about it. If games are split, we'll know there is little difference.


    If CRT screen wins disproportionally then we'll have some data to pull from. But you still have the skill issue. So we'll likely switch up teams on both set ups and compare.


    Also, if your monitor supports SOG then you don't need a vga cable just a $5 adapter. I'll test this on G-uint's RL2455HM and update this post.

    You should also consider the fact that off-host XBC or off-host on a bad LAN setup has a similar feel to a laggy TV. The point being that a good player might still win on the LCD setup just because he's better at playing off-host than the player(s) on the other team. So not necessarily proof that LCD and CRT are equal. You can get a more accurate result by doing a round-robin and making sure all players have played on both setups, I suppose.

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