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Three Six Xero

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About Three Six Xero

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    Remember when Halo was good?
  • Birthday August 23
  1. If you're suggesting that I should look elsewhere, I won't debase myself by reading through the pit of general morons that Waypoint has been infamous for. I don't care if a bunch of thumbless ******* crave weapon starts that only serve to put them at an even greater disadvantage once the better players in the match pick up the DMR's and NR's and proceed to destroy them with arguably superior weaponry that they can't counter with their starting loadout. The worse part is that even with skill-based matchmaking in social (if that were a thing) it would just corrupt higher level gameplay with the same shit, only it will merely depend on who picks up and holds the DMR's at the general start. Turning matches into a crapshoot like that are the reason why listening to people who have no understanding of how Halo functions and people who request AR starts for BTB which will only serve to make vehicles even more powerful will only negatively affect Halo in the long term.
  2. They weighted AR starts to be 3x that of DMR starts? Without vote or veto? Guess I'm never leaving ranked. The fuck were they thinking...
  3. That sounds a lot more personal that you probably meant as it's written, but I can probably assume otherwise. And maybe it's time someone tries to support why something should be in the game with reasoning instead of just throwing it in and waiting for people to either state why it was a poor decision to include (which is split between hindsight and "we've been saying this stuff for years") or waiting for it to take its toll on the game's gameplay and population.
  4. Just as compelling as many of your assertions. The difference is that I've talked about my reasoning plenty enough and the general consensus here is that Halo 5's SA's were a poor decision. You can support your own claim first if you'd like.
  5. Considering Halo 5's "advanced" movement is stupid, Imma go with no.
  6. We can at least agree that CE's "arena" gameplay, on purpose or not, works best in 2's. 3's might be pushing it, but 4's is generally just too many for many maps.
  7. Wat, no. CE has never sucked for BTB ever, especially when they added the PC maps. There's maybe one BTB size map that's probably too large and shouldn't be taken too seriously, but the rest of them have a lot of depth that complement how CE plays.
  8. Wizard Seems like a lot of Sym maps in MCC Reach have awkward dynamic spawns that put players all over the place on Slayer variants also, which makes such maps terribly annoying to play.
  9. @Hard Way I guess your thread just doesn't exist, huh?
  10. The fact of the matter is that the balance of Reach was effectively broken from the start regardless of whether or not the DMR was the starting weapon. Most of the weapons in the sandbox that aren't on the level of or above the Conc Rifle are glorified bash weapons that can barely stand up to anything outside of their category. Meanwhile, aside from my and others' prowess with the Magnum with Bloom settings, the Magnum's spread, small magazine, and small reserve size make it a poor substitute for the utility weapon especially since a large part of its use relies on luck rather than gunskill given its absurd amount of spread even at a reset reticule. The Needle Rifle isn't so bad in the same regard, however its ease of use against unshielded targets make it a weapon that shouldn't reward body shots over headshots and its ineffectiveness against vehicles make it a poor choice as a BTB weapon start since not even teamshooting can really affect airborne targets or targets at any distance. Bloom is also a poor mechanism for controlling accuracy since it also injects unnecessary and frustrating random chance in the neutral game that shouldn't exist in a competitive shooter. And I'm not going to argue why a utility weapon is necessary in the first place since its been explained ad nauseam by people like myself and several others in the past. The reality is that unless Reach is overhauled to bring the other weapons of the sandbox at the same level as a bloomless DMR and other mechanics were considered for managing its use at range that don't affect its neutral game use, the best option is to balance what can be balanced around it with the understanding that even at 100% bloom the sandbox was poorly balanced and still required buffs to several of the other contenders.
  11. I think the counter argument is that granting a veteran status when it comes to unlocks would potentially demean the game's replayability since there isn't much of an ulterior goal beyond the game itself, but to be frank I'm not playing to level up the season pass anyhow (especially since I dislike it in the first place) and instead play to simply play Halo. I don't need a pointless unlock system to tell me to play the game that I was going to play anyway.
  12. When people having been saying the same things for years about how simplicity is Halo's greatest strength, how the sandbox design with balance around a utility weapon, how multi-facted aspects of gametypes options are required for Halo to retain variety, and how random elements, abilities like sprint, and the overall negative effect that changes like AA's or Spartan abilities or whatever it is today have on map design aren't conducive to a great Halo experience, and they still don't get it when they go ahead with shit that subverts the Halo formula, you can imagine how frustrating it is when everything we're trying to explain comes to pass and Halo remains in the dead zone that it's been in since Halo 4 released.
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