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Posts posted by bunniesz23

  1. In my point of view, developers shouldn't break their own game to have button glitches to enhance the skill gap, that's just silly. I remember people before the launch of halo 4 and halo 5 asking 343 to PURPOSEFULLY break their game so they can have button glitches


    However, if a button glitch is discovered and it doesn't break the sandbox of halo, and it has good tradeoffs and it requires a good amount of practice to execute, the developers shouldn't patch it.


    Once you release a game, its not your game anymore, its the community's. As long as we abide by the original rules, there is no reason why this should be patched.


    Imagine if fighting game developers had followed this mindset. All of the awesome combos you see in those games came originally from very similar animation canceling glitches.


    It's not breaking the game if they are put there intentionally and balanced around.

    • Upvote (+1) 4

  2. We technically already have variable jumping with spring jumps. It even makes sense from a physics perspective to jump higher out of a crouch. The set-up of jumping into it and landing crouched probably does seem a bit arbitrary, though.


    Personally if replacing clamber is the goal I'd like to see a wall-jump that's limited to 1 or 2 jumps before hitting the ground and resetting the timer. In most situations that currently need clamber, wall-jumps would function almost exactly the same with the bonus of keeping your gun up.

    • Upvote (+1) 4

  3. That seems fair enough doesn't it?


    A pro shouldn't be allowed to temporarily join a team to help them through the open then go back to the pro team. Unless that pro intended on leaving the pro team to join the AM team.


    Someone tell me if I'm misunderstanding stuff here...


    I understand both sides. The only reason it's an issue is because the rules weren't enforced the same way at OC.

  4. Pardon my ignorance on this but Daytona is going to be my first Halo/competitive gaming event and I purchased my pass about a month ago now and have expected to get something in the mail but haven't gotten anything yet... Are passes something they typically handle at the door or what?


    Yes, they'll be handed out at the door.

    • Upvote (+1) 1

  5. I haven't liked Slayer for a long time, but I think it still has a place. IMO we only need 4 slayer maps (OBJ/OBJ/TS/OBJ/TS for Bo5 and OBJ/OBJ/OBJ/TS/OBJ/OBJ/TS for Bo7, that way you don't have to replay TS maps in a Bo7 reset, you play TS for elimination games, and you can't finish a series without a TS), and we need a new objective mode to fill out the remaining gametypes.


    We can get really close to Extraction with scripting, but either you'd have your gun up the entire time (implementing with Strongholds hills) or you'd have to hold an objective the entire time (implementing using the assault bomb or the flagnum).


    Oddball and KOTH both have problems with the combination of faster re-spawns and faster movement. Leading to lower scoring games than in the past. I don't think that's inherently bad, but there is probably some adjusting that needs to be done with score-to-win unless 343 becomes open to slower re-spawns in OBJ.

    • Upvote (+1) 1

  6. I mean in an ideal world I'd have the AR basically only have aim assist in melee range and do away with the spread all together.


    I've always thought it was odd why FPS developers insist on introducing randomness in every gunfight.


    Removing headshots past a certain level of spread is just a patch for reducing the delta for the randomness (Instead of 3 possibilities: Headshot, Body Shot, and Miss occurring due to spread, now you only have Hit or Miss) without reducing the ability to kill faster by aiming better.


    I keep trying to pull it back to the original topic of "How do you increase the skill gap of the AR without decreasing the overall effectiveness?"


    By that premise, removing the headshots would have to be, in some way, accompanied with an equivalent buff. Same thing goes for increases in spread, decreases in aim assist, decreases in base damage, etc. It also has to be a roughly equivalent change across all skill levels according to what was said in the article (nerfing aim assist alone doesn't accomplish this, as ease-of-use nerfs impact lower levels significantly more).

    • Upvote (+1) 5

  7. Group play means matches will be played on a schedule. There's going to be downtime between pro matches. It's inevitable.


    I'm not saying they should "shoehorn" AM matches. I'm saying they should do live look ins and updates from the floor. Iirc the unsactioned UGC did this, and it was very well received.


    While few in the Stream are interest in seeing Unknown AM A vs Unknown B, I'm sure people would like to know which AMs are on a roll, or see the crowd getting hyped around some play Ryanoob made while Pros get ready in the main stage. And I'm sure viewers would rather see this stuff than commercials.


    We really need to start taking advantage of observer mode for things like this as well. Most people don't want to see AM matches because they tend to be more lopsided and, earlier in the bracket at least, lower quality gameplay. Also TOs don't usually know the AM scene well enough to reliably pick good matches for mainstage (I've had 3 game 5 series at H5 LANs, and none were on stream). Using observer mode we can jump into matches like this mid-series to fill the downtime with what is essentially "The best games of the AM bracket" should please everyone I would think.

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  8. So feedback on the new settings, this is going on Waypoint as well since that's where the feedback thread is to begin with.




    - Emphasis on precision weapons.

    - BMS w/ some sprinting in certain situations.




    - Radar is too large, at 24m. Should go back down to 18m.

    - Can't YY nade anymore off spawn.

    - Rifles are really showing just how much stronger they are than the magnum, especially on maps like Truth. 

    - Magnum ammo should exist on maps. This is a given.

    - Individual strength has been effectively cleaved in half, teamshot is too strong at the moment with little options around that, as seen in pro scrims so far.


    I'm split on other topics too, like whether we should rotate to the Extended Mag or just spawn with extra mags for the magnum.


    I feel that if we're going to keep magnum only starts, there needs to be more power-ups on map spawning either more frequently or staggered spawns.


    Rifles at the moment act like minor power weapons compared to everything else on map/off spawn. I don't think that these weapons should be given for free in certain locations like the LRs on Fathom, the DMRs on Coli, the BRs on Eden, the BRs on Plaza, etc.. While I'm not promoting purely the placement of these weapons exclusively on the 50 yard line like on Truth, they either need to be placed in positions not advantageous to them (move BR on Truth to bottom mid as an extreme example) or heavily, heavily limited in their usage.


    I think most would agree that 15 shots in the magnum clip would be ideal, but given that that isn't an option, I would really like to see extended mag pistol. 1 extra clip would also be an improvement. At the very least, there should be 2-3 pistols on every map placed in transitional areas to make sure players who move around the map always have pistol ammo available (Tbh this should probably go along with either of the other options).


    On the topic of "free" rifles, I feel like they are often necessary to help prevent snowballing. If I spawn in Blue on Plaza while the other team has full control in a Slayer, my push is going to succeed like 1/10 times without that BR. I think the neutral rifles in power positions are the big problem. It's like leader traits where the leader gets bonus aim assist and range.

    • Upvote (+1) 1

  9. By what metric


    Just from having played with and against them both a fair bit and keeping up with all the major tournaments. Being fast and pressing your advantages is just so important in Halo (and more important than ever in H5) and there are a handful of really good players from previous games that seem to struggle to do that with the pace of H5. Maniac and, to a lesser extent, Cloud are the biggest examples of this.

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  10. If 343 wants to use waypoints for the tier 3 power weapons such as rockets and the sniper then they need to make the weapon pads not give away information of when the item is picked up or naded off of the weapon pad. 343 should take some notes from the NHE team, in the training mode of Halo 1 NHEv7 there are waypoints for power-ups and power weapons but unlike weapon pads in Halo 5 they don't give away information of when the power item is picked up or moved by grenades.



    IIRC someone suggested this to 343 and they liked the idea a while back. Wouldn't be surprised to see it in the future. Basically have the waypoint go away after a set period of time like 10 seconds.

    • Upvote (+1) 4

  11. The only thing Halo ever really had in common with arena shooters were map pickups.


    Thank you.


    Also @Larry Sizemore weapon pads are a net improvement for the game. I've said this in the past, but the impact they have on high-level games is almost non-existant (good players all know the times, so it was already very rare for power weapons to go uncontested) and they improve the experience significantly for lower level players by introducing them to the strategy around obtaining a contested pickup (a problem they never would have had to solve in previous games).


    They aren't necessary, by any means, but it's always struck me as an odd thing for people to pick on. Basically only hurts the experience for pub-stompers and the "betray for sniper" types, both groups who usually negatively influence the experience of other players anyways.

    • Upvote (+1) 5
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