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Posts posted by Gobias

  1. 13 hours ago, Rick said:

    Has anyone else had the problem where they cannot pickup weapons in CE, and zooming and switching weapons is glitchy as heck?


    On 3/17/2020 at 8:29 PM, Gobias said:

    Is H1 singleplayer on PC supposed to be decent? I’m getting visual glitches when scoping and can’t pick up weapons. Didn’t see a repository of known bugs for PC specifically, but I didn’t look that hard either. 

    I had the same issues. Great to hear it’s not fixed yet. Could be a hardware specific bug since it doesn’t seem too common. I got through 1.5 campaign levels before calling it quits.

    EDIT: @Rick I just tried again after that first time a few months ago, and the issues appear to be fixed for me. My keyboard bindings were all reset, though. You might want to check if there's an update available.

  2. I have no idea who the Created or Banished are. Can someone tell me if I need to watch Halo 5's cutscenes, or would that be the equivalent of watching The Last Jedi?
    - - -
    If Halo Infinite keeps the current broken weapon sandbox with brainlessly good weapons everywhere, the two gun limit has merit. If you have one rocket left, there is no risk to keeping the launcher in your back pocket if you can hold more than two guns. And Quinn's "random rocket" argument starts to make sense. People throw in comparisons to Quake without realizing that just about everything in those games requires more skill than just about anything in Halo and is simply designed better, and it all falls apart above 2v2 because of the chaos. I can guarantee the same people who complain about not being able to anticipate someone's armor ability would also complain about this.

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  3. Here’s a thought. 343 announces they’ve uncovered the source of hit registration errors and are “working hard” to progressively eliminate all issues. Instead, they just decrease the spread angles of the BR by 50% each time over a few patches until the “registration” issues are magically reduced. Everyone praises 343 like they’re gods for making the game play better than ever.

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  4. 2 hours ago, Boyo said:

    In a game like Halo with space magic, you wouldn’t even need to display the “rope”.  The Gravity Grapple grenade could just pull the user to its point of impact through an invisible force.  

    I imagine there would need to be some kind of energy tether to give visual feedback and make it less unpredictable for opponents. The best part of tying it to a falling projectile is that the range is limited naturally and predictably. No need for crosshairs showing what surfaces can and can’t be tethered.

    • Upvote (+1) 1

  5. 2 minutes ago, Boyo said:

    I feel like that’s too many pre requisites.  You need to find this specific pick up AND it can only be used in approved locations?  Doesn’t seem very useful.  Either make the Grapple a pick up that can be used anywhere or make it a base trait that can only be used in approved locations (not that I think this is the way to go).  

    If the Grapple can only be used in locations that the map designer approves, why not just put a gravity lift or man cannon there instead?  

    I meant that it would take more skill to aim an arcing grappling hook to hit the desired spot on any surface than the typical straight-line shot in games like Lawbreakers. That way you wouldn’t need to balance it with contrived grapple points. 

    • Upvote (+1) 1

  6. Imagine not having to design the main precision weapon used in competitive play around garbage maps with needlessly long sightlines.

    Bungie devs while developing Halo 3: “Hey look, I made this super sick map with tons of open areas for our sick sandbox. But during playtesting I’m scared of getting melted from across the map by that laser beam BR.”

    Dev 2: “No problem m8, how about  I just increase the random spread so you can only ping snipers with 1 out of every 3 bullets, we’ll have your map working right in no time”


  7. If 343 made a game with gameplay identical to Halo 2 with killer graphics, a classic artstyle, and all the legacy features, it still wouldn’t take off like some people think it might. This might be an unpopular opinion. Replace “Halo 2” with any other game in series and it’s the same. All the games got something right. But there’s room for some serious polish.

    • Like (+1) 4

  8. 16 hours ago, Shekkles said:


    I just don't like they way grenades work on it. You can go on about how they block spawns and can be used tactically, but that doesn't stop it being uninteresting to spawn into 75 perfectly placed frag grenades. Additionally, you spawn with an AR and you can't fire the magnum immediately off spawn as you need to switch weapon and have the animation play, further making it uninteresting as a mid-low tier player like myself. You just get clocked off spawn and they can get 1-2 shots off before you are physically capable of firing your weapon. Also the jump delay adds unnecessary thought to each jump that all other Halo's don't have.

    Again, keep in mind I said I am a mid-low tier player in Halo 1 (I rate myself based on my performance against Ogre 1 in MCC matchmaking where the score usually ends 50 to 15/20).

    For a kasual kid like me, Chill Out is uninteresting and a chore.

    I like Chill Out, but rockets/camo is ridiculously powerful on that map and can be tough to deal with. I’d say it’s still one of the most interesting maps in the franchise. My main experience with competitive CE is stunt_man’s PC mod, and I’ve had good and bad games on that map. When I play with my friends on LAN, I prefer FFA so we don’t have to worry about spawns since I’m the only one who knows them.

    Grenades feel OP against spawners, but on the flip side they’re an asset for players trying to regain control if the in-control team is too predictable. I would prefer H1’s grenade mechanics because airbursted grenades are frankly unreactable, and I think you should be punished for trying to throw a grenade in a lot more situations. For me, the ideal frag grenade would have its timer start when it slides to a stop, a fairly small blast radius, and a damage falloff from full shields to half shields. If you land a nade that deals 1/4 shield damage, the nade shouldn’t hit in my opinion and you should have just used your gun. 1/2 shields is at the boundary where you’re also better off having spent the time shooting.

    Praying for removal of hitmarkers in Halo 6 as well as nades that can be dodged sans thruster pack.

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  9. 27 minutes ago, Boyo said:

    If an enemy is about to cap a flag and I fire a rocket at him, I don’t care if I damage a teammate too, I want that enemy dead.


    So why can’t you use some other weapon? Your team is being punished because you were careless and hit your teammate. It takes more skill to avoid that. My point is that the consequences for friendly fire change, but are no less severe or rewarding lower skill.

    There is also some cool stuff that could come from damage reflection. You could give your teammate a grenade jump with no shield disadvantage. It would blow my mind to see that play in a tournament.

    • Like (+1) 1

  10. On 8/6/2019 at 1:03 PM, Gobias said:

    Another solution is to nullify all damage done by explosives if a teammate is involved, so nading indiscriminately is not useful. You could inflict damage on the grenade thrower if the wasted grenade/opportunity for damage isn’t enough punishment. 

    Not trying to boost a bad idea, but wouldn’t this kind of solve a lot of the concerns about substituting damage reflection for friendly fire? For example if one of your teammates is positioned “too aggressively” and you threw a nade that hit him and an opponent, you get punished more than with simple friendly fire because [hypothetically] the two who were hit by the grenade still have identical shield health while you are made one shot.

    In other scenarios, it changes what can be considered a “well calculated play”. For example, instead of rocketing two opponents and one teammate and coming out +1, you either kill yourself or just waste a rocket depending if damage is reflected. Best of all, the potentially cheesy strategies in objective modes are avoided.

    I find it interesting that people think friendly fire is really that important to Halo’s identity—I’ve seen people be more lenient about having random spread on the utility weapon.

  11. 43 minutes ago, L377UC3 said:

    I think it's funny that they just accepted that fucking nobody was going to stick around long enough to master Halo 4.

    Mostly I think they felt bad/frustrated because people weren’t experimenting with the new weapons and opting for the human/covenant weapons that made more sense. Basically, why allocate design time for something that people just walk over? This is probably also the line of thinking behind making every weapon easy/powerful in Halo 5. Then you get the opposite reasoning with stuff like Spartan Ops, a pretty big development time sink for something that a lot of players probably didn’t touch.

    I think the failure of more abstract weapons like a gravity gun in playtests is a result of level design. You can’t have traditional Halo encounters and expect players to pick up a weapon that doesn’t output damage as efficiently as a normal gun. That being said, most people who buy a Halo game probably aren’t expecting to have to use their brains in puzzle-like levels. Maybe adding gravity volumes you can turn on to mix up gameplay would work.


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