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Everything posted by Gobias

  1. If power weapon kills weren’t so free, the timers wouldn’t matter. It’s like debates about how many spare bullets the sniper should spawn with. That’s not the core issue.
  2. Except a wall kick would be telegraphed by an initial jump and proximity to a wall. It’d be more predictable than a normal, vertical jump. Maybe people who only use their left stick to aim couldn’t deal with it, but it’s not that hard in theory as long as the change in speed isn’t too high. Just having the option to instantly kick away from a wall at base movement speed or initial jump speed would add a lot. Option 1: opponent wall kicks. Their trajectory is predetermined until they touch the ground, just like a vertical jump. Option 2: opponent jumps into the wall without wall kicking, as a mixup. They’re screwed if you react to or read this.
  3. You could try not listening to the tracks beforehand.
  4. I disagree. H3 BR is more detrimental than any iteration of sprint. I don’t like sprint, but at least it isn’t random.
  5. So based on the 10-20% left in your calculation, there’s still a decent chance Halo Infinite will be a hero shooter. Never too late to jump on a trend.
  6. Would be sick if 343 restored bump mapping in Halo 1 campaign to its original functionality. More pressing matters unfortunately.
  7. 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.
  8. I guess Bungie never even considered having no spread on the main precision weapon. If anyone over there had accidentally removed the randomness, they would instantly know they had made a mistake. Ingenious.
  9. Doesn’t eliminating base spread making the reticle look weird? Something I sort of remember from GPMA conversations.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. I think a forerunner grapple grenade would be sick. Aiming to stick the right grapple point would take way more skill than the standard FPS grapple. Also way more interesting than the pulse and splinter grenades.
  15. 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.
  16. Halo 4 was shaping up to be a classic game until executives saw it and thought it honored the originals too much.
  17. 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” :halo:
  18. He’s probably racist against non-humans. Never forget #TheFutureIsOrange
  19. BTB Lite would be dope. Who knows, maybe people would eventually prefer it to Heavies, which has always been dumb imo.
  20. Nah man, this a forum, where people interact solely via text. Not reading posts would almost seem to invalidate the point of it all.
  21. 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.
  22. 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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