Jump to content

Gobias

Member
  • Content Count

    2,243
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Gobias

  1. He’s probably racist against non-humans. Never forget #TheFutureIsOrange
  2. BTB Lite would be dope. Who knows, maybe people would eventually prefer it to Heavies, which has always been dumb imo.
  3. Nah man, this a forum, where people interact solely via text. Not reading posts would almost seem to invalidate the point of it all.
  4. 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.
  5. 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.
  6. How dare you disrespect anything about Halo CE. Release the hounds.
  7. The same Hoberman who thought Chill Out was bad because it was “confusing.”
  8. 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.
  9. 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.
  10. 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.
  11. This here is why your idea will never work.
  12. 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.
  13. They wanted to have a promethean gravity gun but apparently their playtesters didn’t know how to use it so they turned all the promethean weapons into offshoots of existing weapons. Source: Josh Holmes in Halo 4 postmortem GDC presentation.
  14. It’s just not an elegant idea. Complexity instead of depth. One of my favorite ideas from Hardy LeBel (Halo CE designer) is design by subtraction. More of a focus on systems, e.g. how camo and grenades interact with weapons.
  15. Ever heard the phrase “restrictions breed creativity”?
  16. Or just make this an intrinsic function of a weapon/grenade. An explosive with a narrow radius of a effect that acts in a column perpendicular to a surface, like a spike grenade. For every needlessly complicated idea, there is a simpler one.
  17. I would say the sniper in the last few games has been more than overbearing.
  18. The fact of the matter is that if you get first shot in most Halo games, your opponent has little chance of surviving. I don’t think that’s interesting, but neither is escaping gunfights. Incidentally this was the main reason for the Evolved settings to exist. As was suggested, the root cause of easy weapons should be addressed, in addition to keeping the utility weapon kill time at or below Halo 5’s so people have no reason to run away from a fight. The problems were the inability to tune weapon difficulty and the unfun aiming system. Though thrust lets you dodge nades that are thrown constantly to probe with hitmarkers, if the explosion radius is increased because of this then you are screwed when you don’t have thrust available. The simple solution is making the explosive radius escapable with walking assuming classic movement. Bringing back Halo 1’s system where the timer only starts when the nade is still would help this, but it’s a departure from Halo 2/3 so it’s “controversial.” There’s no point in debating if Halo 5’s or 3’s movement takes more skill. Clearly Splyce proved there was a skill gap at a high level. But I think for many people at a high level and at an entry level, the abilities impede what you can do because most of them add no functional additions to what you can do while also handicapping your damage output. Compare this to being able to build 3x base speed in Quake in a few seconds, shoot and move at the same time, and get such a satisfying feeling from moving around that many people play “defrag” just to race around. So instead of arguing which takes more skill, argue whether the positives outweigh the negatives. I would argue they don’t in Halo 5, although some of the positives are really just bandaid fixes for Halo’s long lasting problems with easy weapons and bad strafing.
  19. Melees should be at least as hard as in Halo 1 because shooting is way more interesting and a better test of skill. It should be reserved for backsmacks primarily. Not having sprint would help this since players could backpeddle more effectively to counter someone charging. In no shooter have I ever thought, “I wish more kills resulted from melee interactions.” Not even in Quake where I’ve used the Gauntlet in one out of every 30 games probably. Melees in Halo are a prime example of the need to make the player “feel like a Spartan” when they aren’t skilled enough to land shots in close range. A single melee does the damage of 3-4 utility weapon bullets. The difficulty to payoff ratio is really out of whack. Want to give braindead, slow killing automatic weapons a purpose? Make melees way harder. Boom, risk vs reward.
  20. But why does Halo have to be like other games? Why can’t it go back to its roots?
  21. In the old version of this site, you could see just how it worked. Without spaces, [ quote ] paste text here [ / quote ] makes a quote box. You add name = “ Boyo” to get it to tag him, but I can’t remember. And there is also a timestamp value. Here is what it looks like for an old post I was responding to: [ quote name="Apoll0" post="1033441" timestamp="1532283330" ] blah blah blah [ / quote ]
  22. Frank O’Connor really likes SWAT. Just gonna put that out there.
  23. It would be kind of interesting if vehicles took a really long time to destroy, but just got progressively more terrible. Like the Warthog would lose all its armor and become slower, or the Ghost/Banshee would have a lower boost rate. Or weapon systems could be targeted and destroyed. Imagine the Ghosts guns were attached to those winglets and could be shot off independently. After going below a certain health threshold, a countdown would begin and the vehicle would eventually blow up (same sound effect as in Halo 2). Then you could use vehicles as bombs. Vehicles can be super oppressive so it would be nice to have more ways to take them down, while still being interesting to interact with.
  24. The main inherent problem with equipment is being unable to see what your opponent has. This isn't a huge problem when the items aren't frustrating, though. There is a huge difference between dropping a bubble shield versus deployable cover. Because bubble shield is really stupid. Maybe it would be less stupid if you could shoot the bubble shield to move it out of the way, but it's much better suited for campaign, imo. Overall I think there is huge potential in campaign and multiplayer (custom games at the very least) for reasonable equipment. There are plenty of noninvasive ideas that could work well in BTB and allow for emergent, non-stagnant gameplay. zero-g volume portal device legacy armor abilities custom equipment The best part is you can choose to leave some or most of these out of multiplayer or relegate them to BTB. Either way, it's not a big deal as long as the equipment isn't dumb and lacking counterplay (bubble shield, regen). And it's fine if the equipment is fairly useless in most situations, rather than lacking any negatives (regen), since it can be placed in uncontested areas to compensate. Just as with the weapon sandbox, I don't really care if a weapon is weak overall as long as it's somewhat interesting and doesn't feel cheap to use. If there aren't more than a couple types of equipment on any map, then a generic glowing equipment orb attached to the hip of the player model would probably be enough for people to predict the user's capabilities beforehand.
  25. It makes me feel like a supersoldier. You’re telling me a 10ft tall hunk of mech warrior can’t clamber up a simple ledge? I’ve been playing since Halo CE, and if there’s one thing that ever broke my immersion it was being stuck on the bottom of Prisoner. Why shouldn’t I be able to clamber to the top??
×

Important Information

By using this site, you agree to our Terms of Use.