Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Posts posted by Gobias

  1. 1 hour ago, _Synapse said:

    It is but I don't want people to abuse the fuck out of it to "thrust" out of shots

    Think you're playing Pit, and you start BRing some guy who's in Long Hall, only for him to completely fuck your aim by jumping off the wall. 

    In a game that has a significant playerbase on console, players should never be able to break the opposing player's aim assist simply with the push of a button. It's completely undeserved. 

    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.

    • Like (+1) 1

  2. 2 hours ago, RatherSilentMr said:

    Are they just gonna release the whole soundtrack a year before the game releases?  I keep seeing new tracks posted.  WTF?

    I want to experience the songs for the first time in game. I don't understand why they are releasing the tracks. 

    You could try not listening to the tracks beforehand.

    • Upvote (+1) 1

  3. 2 hours ago, ShmaltzyLatkes said:

    Is this really unpopular? Or, did you mean it in the inverse: "H3's BR is just as detrimental to Halo's gameplay as Sprint."?


    1 hour ago, Aphex Twin said:

    Yeah, that's a better way to word it.

    I disagree. H3 BR is more detrimental than any iteration of sprint. I don’t like sprint, but at least it isn’t random.

    • Like (+1) 2
    • Salt (-1) 1

  4. 2 hours ago, Reamis25 said:

    4 days s and we will know if infinite has POTENTIAL. 
     Now let’s be real chances of no sprint no ability halo are 5–10%


    mythic style 25-30%


    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.

    • Like (+1) 5
    • Fire (+1) 1

  5. 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.

    • Like (+1) 1

  6. 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.

    • Like (+1) 3
    • Upvote (+1) 2

  7. 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.

    • Like (+1) 2
    • Simms (+1) 1
    • Toxic (+1) 1

  8. 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

  9. 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

  10. 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”


  11. 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

  12. 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.

    • Like (+1) 1
    • Upvote (+1) 1
  • Create New...

Important Information

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