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Posts posted by bunniesz23

  1. I'm working on a vid right now on this. Ran the numbers on Fathom flag. It's not just that there's a lot of standoffs. There's actually FEWER standoffs per match. It's more about the length of standoffs combined with their low "success" rate. It's the futility that's frustrating. Crazy, prolonged, intense battles resulting in...neither team scoring. That's the big problem right now.


    This. So much this. Spend 5 minutes babying a flag standoff just to end up with a double return because the timing has to be perfect to push in without leaving room for the other team to OE and trade it off.

  2. Changes 343 might actually be willing to implement:


    - Change magnum to 4sk.  Same perfect kill time, still 7 body shots to kill - 343 has stated that the magnum is now OP.  While we can all agree that sentiment is ridiculous, it also means that making its perfect kill time faster is frankly not an option.  At least by doing this misses are punished more so it doesn't "feel" so "OP" if you aren't getting headshotted.  It also increases the delta between perfect, max and average kill times.


    - Reduce Sniper magnetism/hitboxes whatever the fuck it is that give out headshots like candy.  The main issue with the sniper isn't that it hits shot easily, its that it hit headshots easily and is the easiest sniper to get no-scopes with in the history of the franchise.  by far.  At least, for the love of god, make it so you actually have to aim at the head to get a headshot.  If longer range requires you to lead a little bit, thats not a bad thing either.


    - Caster.... just stop using it.  When it actually powerful enough to not be embarrassed by the other power weapons its basically an "oh shit stare at the floor and spam" weapon.  When its radius is smaller and so it actually needs to be aimed, its too slow and avoidable because of advanced movement.  Just stop using it, i don't see a way to have this thing work properly as long as sprint and thrust are a thing.


    - Nade Launcher - Unlike caster, this thing actually has 1sk potential, so even with thrust and slide its useful.  Make it actually function like the Reach launcher and add it to maps straight away.


    - Weapon placement - I will have to think a little more about this but in general power weapons shouldn't also be place in power positions.  Place them in lesser used areas of the maps.


    - Stasis - Up to a point, i actually like this map but the higher levels you go, the more apparent that the non-symmetrical parts of the geometry give one side an advantage.  Edit the map so its actually properly symmetrical and it could be a fine flag map.


    - Oddball and Assault.  it goes without saying really.  Both of these gametypes need to be added to the rotation. Hopefully the spawn blocking of the oddball fixes that gametype.  Assault may take more work.


    - Forge maps.  Pick a good forge map.  If we can get one new map and 2 new gametypes that would help A LOT.


    - Combine the HCS and Team Arena playlists. and NO this does NOT mean coming to some sort of "compromise" with the settings.  The settings should absolutely be HCS settings however, i would like to see this playlist have say 30 gametypes in it to give it more variety.  While everything in this list should be competition-ready, they don't all necessarily need to be in the current competitive rotation.


    I pretty much agree with all of this. 4sk magnum with the same perfect kill time and the same body shots to kill as now is something I've wanted for a while. It's technically a slight nerf, but gives the benefit of rewarding proper thrust timing a little more. I'd be ok with lowering the unscoped magnetism on sniper to H3 levels or removing it entirely, but I don't think it's absolutely necessary unless we go back to 2 spare clips (In which case I'm all for it).


    Nade Launcher needs a lot of work, but if it get's fixed I'd love to see it used over Caster. It provides a timing skill requirement that you basically don't see anywhere else in Halo and I'm all for it.


    Stasis is at this point a lost cause, IMO. Without overhauling the geometry of the map it's not going to play well, and I really doubt we'll see something like that happening.


    Oddball I'm sure will be tested, and I imagine it will be a lot better with the spawn changes, but we'll have to wait and see if it holds up. Bomb I think requires similar adjustments to really work, and I don't think it's going to get that attention (regrettable considering how good it can be if it's properly tuned)


    As far as forge maps go, I'd love to see CTF on this get tested: https://www.forgehub.com/maps/russet.6203/ I've been trying to get some games on this since it came out, but I think it has a lot of potential.


    And yeah I think it's a pretty clear cut issue that the competitive settings should be used in arena. Maybe along side 3 or 4 new maps/gametypes that could potentially get used. The playlist is a pretty good testing ground despite the fact that the past few times, the maps/gametypes being tested haven't been good.

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  3. Many (some) pros actually like thrusters though and mention it as being one of the few things worth keeping. I know Mikwen and Spartan have said as much, others have as well but i can't remember.


    That's kinda how I feel as well. Even if I put myself in the mindset of, "Sprint is inherently bad. Slower more methodical gameplay is better" I still think Thrust and Stabilize add more than they take away. I like Slide as well, but it's pretty well tied to sprint.

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  4. Yeah, you're right. Every single fighter AM I've met has been super humble and accommodating. Then again, I have experienced the same from some AMs in the FPS world too. Maybe it's just the fact we are actually INSIDE the Halo AM community that distorts our perspective?


    I'm kinda not digging using the AM title anymore. I'm going to use "Competitors-With-Not-Enough-PP".


    TBH I think it's just team games. I have a lot of friends with fighting game backgrounds who dabbled in H5 competitively and it was ultimately the stress of finding teams, inevitably getting dropped or having the team breakup, and then starting over from square one that pushed them out of it. You have to have quite a bit of confidence in yourself to not see losing a team as a sign that you aren't good enough.

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  5. Thing is, people bitch if they don't have all these playlists. It's literally impossible to do anything on this front when it comes to the Halo fanbase as whole. Even Halo 3 had playlists with extremely low populations.


    (PS I agree)


    IMO voting in Reach helped with this immensely. Gametypes that were similar enough to have a significant overlap in players who liked them could be grouped into one social playlist. For example Swat/Snipers/Social Slayer could occupy the three different voting slots in a Quick-play style playlist.


    You'd still want to keep ranked playlists pretty much the way they are (Or at the most allow 1 veto to help with broken gametypes that haven't been taken out yet) since players shouldn't really be able to just dodge maps/gametypes they aren't good at.

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  6. Yeah slide boosting was fun on all but come on lol that shit was ridiculous. There's literally no way to design around it because you could do it on EVERY elevation change in some fashion and you slingshot yourself across entire maps.


    IMO it was just too easy. If you had to thrust-slide-jump all with 1 frame in between, it would be like spring jumping where you can reasonably assume most players wont be doing it consistently.

  7. Spectator mode or is the Sniper really this generous with its bullet magnetism? (Batchford's Overkill)


    Because of this is just the way the sniper works its h*cking ridiculous. 




    That's spectator mode. Hit detection in H5 is client side(at least for hitscan weapons), but spectator mode shows the server version of events. This likely just means that Batchford is playing with a noticeable delay. The sniper after they updated the unscoped magnetism isn't the super forgiving no-scope machine it once was.

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  8. Its weird that only the NA pros seem to hate it where as the EU pros seem to be willing to give it a try.


    Has any pro made a lengthy comment about why it doesn't work?


    I'm not a pro, but it's easy to tell why Oddball doesn't work. The Ball has little to no extra spawn influence. If your team has the ball Red Bubble on Truth for example, the other team can spawn in Red flag. This creates a ton of extra chaos and makes it significantly harder to defend. Traditionally, the defending team has the added advantage of forcing more predictable spawns for their opponent to balance the fact that they are playing 3v4.

  9. I just have this looming sense that Halo 6 will be Battle Rifle starts.


    Would love to see a hybrid BR/Magnum (4sk w/ BR RoF, Single Shot) Rifle or Magnum skin, I'd love to see Halo 5's Magnum live on but I fear the worst.


    For H6 I'd be ok if we had BR/Magnum starts for the most part. As long as the BR isn't too much easier/stronger than the Magnum and the kill times of each match up well with its ease of use.

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  10. The best part about that post is mentioning splinters. They're equally as bad now as they were before. They seriously don't understand what a nerf is. You can weaken something WITHOUT buffing another aspect of that thing. It's something they REALLY struggle with balancing wise.


    Yeah I have a hard time noticing a difference sometimes. Every once in a while someone will survive a splinter, but it's not near enough to actually make people use it for AoD. It's still just an easier plasma nade in 90% of situations.

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  11. i haven't touched this game since march when i played a few games with @@ssbChad and my aimer felt like it was in molasses. before that i hadnt played for almost 3 months. basically a year without halo. it sucks hoping that something will change that will want to pull me back in but if 343 keeps on in this direction, i wont have any reason to reinstall. i used to spend all day playing halo and watching it implode because of horrible dev decisions is painful


    For the record I haven't felt like I had heavy aim since the patch for it at the end of the summer. If the precision weapon changes get rolled back and we have pistol starts, the game will be in a better state than when you played last. Not that I'm holding out hope for that.

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  12. H2A and H5 are pretty even to me. H2A had momentum melees and weapon melee weights, both things I really like, and despite the lack of content we still had a decent map/gametype rotation (Even if Shrine Bomb/Warlord KOTH weren't the best). It also had IMO the best aiming system out of any Halo game. But on the downside it had dynamic weapon timers and pretty easy to use weapons


    H5 has a pretty wide movement skill gap and the pistol is nice even though the rest of the sandbox is too easy. Also static weapon timers, a better map pool (Even though none of the individual maps besides maybe Truth are as good as the H2A maps) and IMO a better ranking system.

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  13. Does anybody know of any good 4v4 forge maps? I went through forgehub two days ago for like an hour and legit only found one map I thought could work for HCS, it was called Divided. I'd like to see if anything could be put in for the future.


    Hangar 9 is one I made. I like TS and Oddball on it, but I worry it could be too small.



  14. I don’t think he’s saying that the map highlights gunskill.


    He’s saying that gunskill is the only possible way for one team to differentiate from the other, because all other skills are nullified by the map’s design.


    The map boils down to nade, Melee, occasionally shoot people. The first two are essentially skilless actions.


    Thank you. Exactly what I meant.

  15. In what way is it gun skill reliant? It's a map where grenades and melee (i.e. the braindead corners of the "golden triangle") are the most dominant by far, because it's all tight quarters, hallways, short sightlines, and sharp turns. It's a map that doesn't seem to have been scaled properly for ANY element of Halo 5. Which means that it's very easy for the genius crouching with the ball to get one hit melees on pushing players and I would wager money that if you looked at a tard charge heat map, top mid hotter than any area of any other map in the game.


    And then on top of that you have buffed camo, which is god-awful and does anything but encourage firing your weapon and they swapped the rail (which already dominated the map) for the grenade launcher (i.e. extra cancerous nAIDS). I know you're not saying the map is good, but gun skill is the LAST thing I would associate with blovergrowth. I guess you mean that team shot is harder because all of the sightlines are so isolated and linear?


    ​I really want to forget this map ever existed.


    When you segment the map enough to make positioning no longer important, limit movement skill, and reduce teamwork and strategy to "You watch this door and I'll watch that one, and rotate the ball towards the other if one of us dies" gunskill is pretty much all that is left.

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