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Gobias

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Everything posted by Gobias

  1. If the game has to favor one or the other, I would rather it favor people with good internet connections. The last thing you want is for people to prefer playing over wifi because it’s easier to land shots. Yeah, that would be pretty crazy...
  2. One reason I didn’t give Halo 5 a chance is that I didn’t want to buy an expensive paperweight (xbox) to play it. If I got Halo 6 for PC and didn’t enjoy it, I would only be wasting $60 instead of hundreds.
  3. That’s the way it goes with these Quake-lite games. Twitter account dead for over a year. But don’t worry, dozens have risen up to take its place. This was one of the more original projects, actually.
  4. Aim assist has always functioned like that, the difference being that starting in Halo 2 (probably) headshots are prioritized. You can see in that clip exactly when the corrected bullet path snaps onto the head. This avoids pulling bullets down to result in a bodyshot when you were aiming for the head like in Halo 1. One solution, barring total removal of bullet magnetism, is to remove the vertical component of the correction. Next, the bullet magnetism needs to be a lot lower at close range. That fixes the problems Halo has always had with various aim assist systems.
  5. Yeah I'm kinda disappointed that DOOM 2016 had an adjustable field of view on console. They could have just locked it and optimized the game for my 8k TV.
  6. Yo @Boyo I have an idea to run past you. Spartans are able to decrease their field of view using Smart Link. Shouldn't there be a way to increase the field of view, perhaps to increase awareness? I call it Spartan Reticle Increasing Telemetry, or SPRINT for short. What do you want to crunch, nugget blubber?
  7. Who needs Promethean vision when you can crouch in a corner and hear every other Spartan TM crunching around on the map? I think movement sound cues work when movement is really fast and hard to predict, e.g. how Quake balances strafe jumping with more noise. Not really an issue if you're just walking in Halo. Unfortunately, as I was reading in an employee spotlight, the audio lead on H5 admitted to enjoying hiding and listening for enemy movement before attacking, in games such as Apex Legends. Strafing should be crispy, not crunchy.
  8. I think I mentioned it a long time ago, but it would be cool if you could see the spawn system in game. Halo 4’s spawn system (and probably others’) had a negative influence on spawn probability if a teammate was looking at that spawn, not just the enemy, because devs think that seeing players spawn takes away from immersion. So what if you brought attention to the system and instead showed a hologram where your teammate was most likely to spawn? I think this would teach a lot of players how the game works regardless of the exact math behind the system. It would be a toggle in custom settings just in case it became too distracting—maybe it could be a player preference. I don’t think many people would opt out.
  9. FFA in general shouldn’t have power weapons or powerups anyway. It should just be about pure gunskill averaged over tons of encounters. Maybe if other weapons took more skill to use it would be fine.
  10. H5 is a little harsh on my ears, particularly the weapons and the constant sound of the armor. I’m not sure what’s more the culprit, the sounds themselves or the rate at which they occur. Definitely an improvement from the beta though—I couldn’t stand all the beeping.
  11. There are two sides to this coin. Power weapons are very useful for controlling how a map plays, increasing map movement and making more layouts viable. At the same time, Halo has a real problem with low individual empowerment. This debate is like an ethics argument on utilitarianism, i.e. the ends justifying the means. We know that the best thing about Halo, perhaps the thing that defines Halo multiplayer, is 1v1 fights with a skillful precision weapon on a level playing field. We also know that there are two extremes when no advantage can be taken: pure chaos (Octagon) or a complete standoff (Standoff). So things like power positions can promote structure, creating interesting gameplay while also hopefully allowing some form of counterplay, else the map is bad. There is a point where everyone can agree that the power weapons have too much effect on the game and that the necessary evil for promoting movement/structure has been exceeded. So maybe the answer is to focus on intrinsically balancing interactions with the utility weapon. Imagine that the rocket launcher had the same radius of effect along the ground, but a steep damage falloff vertically so that a player could survive a rocket jump (which is cool on its own). By extension, an enemy player could survive your rocket by jumping at the precise time. This alone adds so much counterplay. A truly skilled player can have a decent chance challenging rockets, promoting aggression and giving a sense of fairness. But there are still plenty of strategies to beat a jumping player: delaying the rocket, firing at the wall or ceiling, aiming for a direct hit, or anticipating the jump and quickly switching to a headshot capable weapon to finish off the opponent launched on a high trajectory. The rocket launcher is still super useful for initiating pushes since it takes out unaware opponents instantly, but challenging a rocket launcher player in a 1v1 is now shifted closer to a 50/50.
  12. It also defeats the purpose of watching the video since the title apparently gives all the information. Low tier clickbait.
  13. Extra jump height would be a great powerup in a game with otherwise restricted movement. It’s the element of surprise in its purest form, with no real combat advantages. Maybe it would be best to lower the gravity instead so you could get way more distance from grenade jumps, and also have the tradeoff of a more easily punished jump in firefights. I can imagine this being really cool on 1v1 maps specifically. Another pretty tame powerup would be the Battlesuit from Quake. It gives you a medium amount of extra armor but more importantly makes you immune to splash damage. Again, this would be useful for grenade jumps, but also for challenging players in power positions and even vehicles. The main problem is how to convey the function of this powerup. It would have to be done in campaign in order to teach people effectively.
  14. I believe someone posted a list about 4 pages ago or you can find it on Waypoint I’m sure, but aim assist was removed on the rocket launcher to mirror the OG xbox version.
  15. I think H2 just has the catchiest music because the beats and the guitar are addictive.
  16. The GOAT has been making these videos revealing how he composed Halo's music. It's a must watch for anyone interested in music composition. He also has a playlist for the development of Music of the Spheres from Destiny.
  17. The goal of a game is to make people have fun by encouraging action. The three main ways to accomplish this are map design, incentive items, and objectives. Obviously base player capabilities have a huge effect, but these generally stay constant. On some maps like The Pit in the absence of an objective, no one would ever move if not for powerful incentive items. But that should not be an excuse to have bad map design and the lackluster counterplay potential with incentive items.
  18. Idk man, tell that to the millions of Warzone players who watched HCS.
  19. If you want to get a good deal, you have to be willing to walk away from it.
  20. A simpler idea would be to introduce an optional charging time for the hammer during which it would pull objects and players in. Good visual and audio cues would be key. Not that it needs to be a balanced weapon since it’s for casuals, but this would introduce some counterplay if you knew a hammer user (MP or campaign) were trying to pull you closer, since you could hold forward and get a melee off with the added speed. Also makes it not functionally identical to the sword (ignoring partial damage).
  21. Strongsiding is a skill just like knowing when to sprint away from a losing battle is a skill. Sure, some people are really good at staying alive, e.g. Pistola, but I have no idea why you would want to encourage that in a game with recharging shields. This isn’t Quake where speed is a skill and you have to worry about weapon knockback messing up your escape. H5 is the first game after H1 where there’s literally no point in ducking your head but that’s just because the headshot hitbox and magnetism are ridiculous—it was quite common in H4.
  22. Maybe the UNSC is phasing in composites
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