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SMARTAN 427

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About SMARTAN 427

  • Birthday 04/27/1994

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  1. I know that everyone is thinking of the H3 Regen when it is brought up, but I still think that the H4 Regen was perfect (armor ability aside). You could use it to anchor a position (specifically behind cover) by allowing players to near-instantly kickstart shield regeneration. However, it had a split second delay to do so after being shot, which meant that it didn't out-heal damage and therefore you could directly challenge players using it normally. This version would have absolutely nothing wrong with it as a single use pickup, IMO. And yes, a Fusion Cutter for vehicles please if they just have to have this crappy Reach health system. Side note: H3 activating equipment before the animation was even finished was stupid. The Bubble Shield was only a panic button partially because it instantly started blocking damage before it was actually deployed. THAT is most certainly dumb, making it similar to Armor Lock in that sense.
  2. Wow, it has been a while, hasn't it? I'm glad you appreciated that initial support back then. I remember those gameplay reviews you did for me fondly. It has been great playing games with you since, and after hearing back then that you were from the same state, it was awesome to finally meet you in person too, man. The LAN certainly helped cement in my mind all of the previously mentioned flaws with MCC CE. I'm still speechless at just how effective the stun is on the Plasma Rifle. That was a whole new experience lol. I was wondering the same thing until we switched up the teams so that I could fight at least one person who actually strafed. Lucky moments can still be memorable highlights. And... IMO it is a lot easier to be better at a game that I fundamentally enjoy vs one that I don't.
  3. Fixed it for you. This man speaks the truth. The original cartoons bridge episode 2 and 3 way better IMO, but dude... they were worth it for the clone trooper fight scenes alone. More credible in my eyes IMO. The movie isn't without it's flaws, but I love this one for some reason.
  4. Here we have an official screenshot of the in-game coding for the H5 Magnum. Well of course, this is a given. Just letting him know too lol. As well as why I think the launch H5 SMG had issues.
  5. I never got to play the beta, but I have always wished that they had kept proper, controllable, perfectly vertical recoil instead of bloom. Would have been much better received IMO. And as long as the DMR and Magnum continued to both be 5sk instead of them nerfing the rapid-fire version of the latter in later incarnations, I think that it would have been a great contrast between the two in the sandbox. In Destiny, 150 RPM Scout Rifles(DMRs) and the Last Word 225 RPM Handcannon are both 3sk in that game and are a great visual representation of how it could have worked in Reach, IMO. https://gamerdvr.com/gamer/smartan-427/video/73891410
  6. Binkymagnum for real lol. Perfect name for it haha. Anyway I could get behind the H5 SMG in CE. It is pretty much already there in the form of the AR anyway. Both have 60 round mags, fire 15 rounds a second, and kill in that same number of bullets and time, and have similar reload speeds. The big reason the SMG was so OP in H5 at launch was because not only did it kill pretty fast against a weak-ass Magnum, but also it didn't have anywhere near enough bloom to keep it in check. You could just full auto spray it almost all the way up to mid range because it was just accurate enough to not need to burst-fire it. The H5 Launch SMG/CE AR would be perfect as long as they bloom fast like the CE AR but the bloom also resets fast with perfect tap-fire accuracy to let it reach out and touch things without being too overbearing at mid range. Trust me, I would absolutely love a good auto secondary for Halo, but it needs to be done right, IMO.
  7. Aside from the CE SMG, H4 Turbo AR FTW. Love that 13sk in CQC.
  8. That basically sounds like BR vs AR starts. Please no. Say what you will about wether universal settings should be a thing or not, but all base gametypes should have a strong but difficult utility weapon. Maybe a weaker or short range auto secondary for at least social but that is it for differences if there are any to the spawning loadout. If the utility weapon is difficult enough even niche pickups could 'seem' like upgrades for low-skill players, anyway, IMO.
  9. This is a somewhat of a good point, although Halo has had plenty of weak-non-power weapons diluting the sandbox in the past, so it wouldn't be anything new. Especially from Bungie. Unless you compare to H4 or 5, of course.
  10. I had to go back and check to see for myself, and I am astonished to find out that this was actually a thing in that game. Another ding against Reach. On the other hand, did you know that H4 actually does have Descope? Just only on well, weapons without any scopes on them...
  11. You make a damn good point about PC. And I am willing to believe that it can mess up some people's aim if it can be accepted that others can outright benefit from the gimmick without being negatively affected by it. My big question is, how can you tell if it actually messes with aiming? As far as improving by removing it, I've always been fairly confident with my aim and honestly it isn't even something that I think I even need to really focus on. Instead mostly more like stuff such as positioning, decision making, and team communication. I think that it goes without saying that visual/audio feedback should be the priority though. I can live without vibration if necessary, but don't mind it while its there.
  12. I'll admit that I did exaggerate a tad. And I can see how that post may have come off as somewhat ignorant. But I wouldn't consider myself so, because I can kinda see where you guys are coming from. I just believe that the actual effects are negligible. However, thanks for going into detail about the specific details of how you aim and how that would be more likely to affect you. This helps add a lot of context to make it much more believable and even got me thinking a bit more about how I myself aim, as well. I generally don't abruptly flick the sticks, as I am definitely just not a twitch-aiming player. I do like some deadzones, but not too much. Just enough to keep the thumbstick from being excessively sensitive, but I play with max aim acceleration on a fairly low sensitivity (4-5) to compensate just fine. I can only describe how I aim as being slow, steady, and methodical. I typically aim best by 'pacing' my shots to make sure that I am on target before I fire, instead of just trying to shoot as fast as possible and make aim adjustments from there. Kinda like rowing a boat or painting with a brush. And then yeah, I often help line it up with the left stick movement. I wonder how much someone's aim control settings might have to do with it. As for a sturdy grip? IDK, I don't think that I do, lol. The rumbling just seems to affect my fingers most and apparently dissipates by the time the kinetic energy travels down from my fingers to my palm and then around to my thumb. So I don't have it really shake the whole hand, haha. And the analog sticks don't seem to otherwise budge in the process. Not with modern controllers, anyway. I know it probably sounds stupid but that is what makes sense to me lol.
  13. Eh, ish? I mean sound investment is a bigger advantage for those that can afford better stuff, which isn't exactly wrong with how loud most devs make sounds, and especially footsteps, these days. I could see how one could argue that the above definitely matters more for game performance than of vibration. Of which I agree that the(if any) advantage it holds can't necessarily be measured. Part of why I believe that it is a non-issue, at worst.
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