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BigShow36

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  1. Why should we sacrifice the viability of a game on the alter of the "Sandbox?" In basketball, do they force the players to dribble with a baseball glove on once they get past half court? In soccer, do we force players to suddenly walk on their hands when they get in the keeper box? Boy that would be some variety, am I right? The purpose of the sandbox is not to be the gameplay variety, but to support it. Give the individual player the tools necessary to be creative and skillful and improvisational. You don't do that by giving them a vast array of niche weapons, because then their entire strategic opportunity set is reduced to the parameters of their current weapon. In a game where you are forced to react to different encounters across different geographic locations in rapid and often unpredictable succession, it's not "strategic" to limit a player to only being effective from a certain range or a certain situation. You would be throwing out the influence of a player in exchange for "weapon variety". We want strategic variety, player variety, team variety. That will only come from giving individual players the ability to influence the outcome of encounters through their individual skill and strategy, not by forcing them to limit their effectiveness to a niche.
  2. It's overlapping perfectly with the Pistol, so you just can't see it.
  3. At this point, I'm more curious/enthusiastic about Infinite with a 120% damage modifier, Pistol starts and no ARs.
  4. If they don't change the burst spread and aim assists, I don't think I want a faster TTK on the BR. I'd much rather have a more powerful pistol with a larger magazine.
  5. The pistol feels like a paintball gun. That needs to be a 6 shot kill with a 14 round magazine.
  6. That's great, in theory. The problem is that playing the ball is rarely "strategic", it just means you're the last man standing and you're in a bad spot. This could be remedied other ways, like better map design, but the decision to play ball is rarely a super involved strategic masterpiece.
  7. Why not just make "play ball" add 20 seconds to the opposing team? Like a delay of game penalty in Hockey. Ideally it would remove 20 seconds from the team that tossed the ball off the map, but then we would get teams stretching games out to pad their stats. Maybe -10 for the team that played the ball and +10 for the opposing team.
  8. Yes, but give the sword a 10 use charge. If you use it as a movement enhancer, fine, but you're losing a charge. Also make the lunge more responsive. There, you just made the sword skillful and unique without making it a cheap kill.
  9. You've shattered my dreams and my day is now ruined.
  10. You could also make it do minimal damage but slow a player's movement speed with each shard. Similar to the Plasma Rifle, but it is cumulative and lasts for a few seconds. Another alternative would be to have the supercombine on a delayed trigger (or trigger when you switch weapons). This could create some interesting scenarios, but they may end up being more cheese than anything.
  11. I'm fine with it being a humiliation weapon in MP, because it's really a campaign weapon. The issue is that you literally can't balance a weapon like that for MP. The core functionality is that it's a homing projectile that explodes; it's either going to be too weak, where it doesn't track well enough, or way too overpowered.
  12. The real problem is that their "Designing the Halo Esports Ecosystem" series didn't start with this article: "Making the base gameplay actually skillful."
  13. I would argue that map design is only one component that makes Slayer "work." The base gameplay needs to something other than team-shot-or-die and powerups/weapons need to be on static timers. Slayer has been shit for a long time, not because it's 4v4, but because the base gameplay does not adequately reward individual skill.
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