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  1. Sure, but two base/two tower aren't the only types of sym arenas. Citadel is there and it would at least give some variety. I'd say Cold Storage has a few other problems besides the H3 BR. The geometry is a massive downgrade in pretty much every room (what the hell is that mess going on in shotgun room?), H3's teleport mechanics are shit (no telefragging and you're locked into facing a single direction at the port destination regardless of how you enter it), and a general shift in mentality away from quick powerup timers yields campier play. It's also just a better doubles map than 4v4 imo. Potentially weird opinion, but I think the best H1 full asym (so not counting BC) for the 4v4 H2/H3/ReachV7 style play would be Rat Race, although it also would need working ports and good powerup timers. Too bad it never appeared again while other shit that obviously doesn't work sans pistol (looking at you, Hang 'Em) managed to get multiple remakes. Forever underrated
  2. Speaking of Amplified, why the heck are TWO forged two base-two tower maps in the game's tourney lineup after Midship was put into the game? Makes no damn sense.
  3. Does H3 not have garbage movement and terrible spawns? Funny, I seem to remember a sluggish game with enough inertia on direction changes to render strafes meaningless. MLG had to change the base movement speed of the game as a bandaid fix for how fucking slow it is. The spawn system's weighting gives dying players unearned flanks on the team in control and again had to be bandaged over in MLG settings with sided, CTF-style spawns even in Team Slayer. The spawn meta on most of the maps is boring and generally outside of player control, offering few interesting choices for making/breaking traps. 90% perfect ...
  4. Unable to find a game in CE and think to myself "well, maybe h2 isn't as bad as I remember," and then I get fuckin Backwash. In 2020. Why
  5. Nice Blood Gulch match going on in Ogre 2's stream now.
  6. Worked just fine in H1 with all competitive players using talking timers. And coaches nowadays keep up with them at tourneys anyway. What's the difference between those and the on-screen stuff for H5?
  7. I don't know that they should be "nerfed" per se, but they should be harder to use effectively. Bring back momentum based damage and make it so 2hks only happen when moving forward full speed or jumping. Also dramatic reduction in hitbox size so that you actually have to be aiming at your opponent to land a melee (this would also ideally create other close quarter options, like ducking an opponent's melee). I'm fine with them killing in 2 hits, but it needs to be harder and the system needs more depth.
  8. Weird that melees came up, cause I don't know if they're a notable element from any classic arena shooter. I think they should be less powerful fwiw, especially if they continue being so easy to land. Also I'd love it if momentum-based damage modifiers and the ability to crouch and jump out of a melee were brought back to lend some much needed depth to the system. I've always thought of the "niche" weapons as an element Halo really failed to make much use of. Through all 5 games, I'd say the that the H1 plasma rifle is the only interesting weapon that isn't a 1-hit kill power weapon or a utility weapon. One that could control space would definitely be pretty cool.
  9. In H1 the way they worked is you would get a random if the game couldn't find an unblocked spawn in the general vicinity of your teammate. You'd also get randoms if you were all down, or at least the first person to spawn in would get one. Anyways, I think player location based spawns are definitely the way to go, as the potential meta around that kind of system (see: H1) is far deeper than death location based spawns (see: every other Halo game).
  10. Probably Guardian and Pit slayer, due to their campy and standoffish gameplay. There were plenty of times where no team would get to 50 kills, which is just ridiculous.
  11. A better analogy would be a good tennis racket or set of golf clubs or whatever. Those could be considered "barriers" to competing in those respective sports. Hell, good headphones have been used by top players in FPS games for a while now. Should we be banning Astros?
  12. Besides the localization, another thing different with H1 is the specificity. On Midship for example, there's seemingly a callout for every inch of the map, and you could say the same for many maps post-H1 due to the need to precisely point out specific hiding spots for 1-shot players or whatever. There's been much less need for this in H1 due to screen-watching on LAN, and the callouts are therefore much more general. I wonder how much that'll change with MCC and online play.
  13. In theory, all the glitches should be harder to execute, at least optimally, at 60fps. Take the BXR: optimally you would press B > melee connects to opponent > X is pressed the frame after to cancel the animation (1/30second window on old H2, 1/60second on MCC) > R is pressed the frame after that. The differences between being too early, being perfect, and being too late will all be smaller with the game reading input quicker. Players with excellent reflexes will be rewarded much more. At least hopefully it works that way :>
  14. Nice commentary again. Rat Race games can move a little slow, but I've always considered the map to be a bit underrated. At the very least, it isn't as random as Hang 'Em High can be or as one-sided as Derelict can be. Also, I'd maybe say it's one of fewer H1 maps that could work well in a post-H1 4v4 environment. Shame it'll probably never see a remake.
  15. Released

    Monitor vs TVs?

    I play on a low response LCD monitor for newer games, and a CRT for older games. Most HDTVs are going to have input lag problems.
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