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SMARTAN 427

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About SMARTAN 427

  • Birthday 04/27/1994

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  1. Lol maybe but not gonna lie I'm still a bit jaded from trying to do that in H5. @S0UL FLAME sure will though, lol. Anyway, on topic: I don't understand the appeal of Battle Royale modes. That is not a trend that I ever thought would be a thing. Granted I've not played any of them, but from what I understand it is basically Big Team FFA with 1 life on huge maps. Never been a fan of 1-life game modes in almost any game (save Destiny Trials). And after playing some stupid-ass Hunger Games minigames while in a clan back during my H4 days, never again. Even as an unwitting casual I despised the mode. But perhaps I am missing something. I think not, though. Don't really care.
  2. I'll never understand why H3 players call the H3 BR's mechanics 'lead'. Like, lead, as in the heavy metal that was commonly used in paint before being banned in 1978 because it was discovered to be poisonous? Lead, as in what is commonly associated to be what bullets were made of? OOHHHH.... you mean TO lead as in what what you DO(verb) with your PROJECTILE bullets. So that is what they mean... alright. I think that I am starting to understand now. So the better and more clear way to describe H3's mechanics is that it has projectile bullets (not lead WTF lol). And that how you get your projectile shots to hit against moving targets is to then lead* your shots ahead of where the target is moving. (* proper word application here as a verb). It all makes sense now. LMAO I have always thought the H3 term was funny.
  3. Agreed. I thought that I was going to enjoy H5 when it first came out. I'm thinking the same for Infinite. Hopefully, unlike 5, I can actually have some fun this time around.
  4. I'm pretty hyped for ODST Firefight on updated hardware and with extra custom options. Still should have been in MCC when the campaign was first added but oh well.
  5. All this talk about just trying to enjoy the new game if possible, and not waste energy hating on it all the time? Well, I can say this. Halo 4 was my first big online Halo experience (had been a fan since 05 but never had XBL or a 360 until 2012). I gotta say, the ignorant bliss of being an unwitting casual back then was awesome. Don't know if I have ever had THAT much fun since. It absolutely SUCKED when I started to git gud, tried to get better at the game, only to look it up and find out that the (especially competitive) community frickin HATED the game and just absolutely detested everything about it. Not going to lie, I sometimes wonder if my H5 experience and on was possibly poisoned by that. Never again will I care as much what the competitive community collectively thinks. It can't even decide on anything barring 'REMOVE IT' anyway. So I am a bit cautiously optimistic for Infinite. It looks like it will play similar to H4's Legendary BRs gametype, with added equipment pickups. And I could honestly be pretty cool with that.
  6. I could never claw. Too uncomfortable. Xbox Accessories is great for when I need it. Also, if we are talking about controls, screw the keyboard in its entirety when trying to play anything on PC. Never learned to type, and the mouse has it's merits, but I feel like I am getting carpal tunnel by the minute anytime I attempt to try out a keyboard. As for the map discussion? I think that H4's version of The Pit (Pitfall) plays way better than in H3. Kinda funny, it is the one remake that doesn't get stretched by sprint since the hallways are already long. Also, helps having a utility weapon that can actually reach out and touch the sniper a bit. I will say that I think some maps that may be traditionally less popular are way more enjoyable in FFA. H4 Adrift for instance. The map is segmented enough to allow for more isolated 1v1 fights without as much cleanups. I also like Desolation in H2C FFA for a similar reason. Warlock and it's various iterations are awesome, but WAY too small for 8-player FFA regarding spawns, the teleporters aren't necessary IMO, and such a 4-way map should have had the walls completely painted the appropriate colors exactly like Elongation is, just so that callouts are easier in team games. But, not going to lie, bad maps or not, it is actually pretty damn cool to finally get to play on previously called DLC maps that I never got to otherwise.
  7. 90% of H3's sandbox is so weak that the best way to get kills with them is finish your opponent with a melee instead of the actual weapon. Which unfortunately a lot of casuals would call 'strategic' instead of 'Cross-Mapping with the OP BR/Pistol'. Speaking of cross-mapping with the BR, I am sure that many higher level players LOVE H3's sandbox because of how uselessly weak it is. Because then they can just continue to use only the utility weapon without any second thoughts as to how they engage even the 'power' weapons. Such single-minded, one-dimensional gameplay of BR teamshot and that is it. It is a big reason why I stopped taking competitive Halo seriously a long time ago. I'm down for being able to avoid rockets, but not if the long spawn timer and location is made to pretend like it has any real influence.
  8. IMO even the Sniper feels clunky and unfun to use, itself. So 'hard' to use against a utility weapon than can neither reach out and touch it nor kill fast enough to put proper pressure on it.
  9. Not going to lie I really like the Mantis, specifically. I'm biased a bit because mechs are cool. And I find it fun to walk around in a giant version of a Spartan. IMO it is/was one of the less easy vehicles to get kills with, due to the short range it has/had and the fact that it can't really chase much. Much better balanced IMO than getting blasted by the large AoE on a Scorpion and Wraith, sniped by the damn Gauss Hog (H2A's charge-up version sounded better balanced for the Gauss), or chased down by the Ghost or Banshee. The Mantis relies on the rest of the team for support more than other vehicles, IMO. Unlike many others where they wreak havoc by themselves. Hard to kill, sure, but I don't think it is that bad. Just like 8 DMR shots and the shield is gone, then it doesn't have much more health than a Warthog. Easily dies to the Splaser just like anything else otherwise. And Warthogs themselves can easily outrange it on fairly open ground. This is all mostly speaking from the H4 version. Where you had to charge up the rockets to unleash multiple at once. And they didn't track anything either. In MP at least. Requiring the operator to lead the rockets at range. IMO wouldn't need shields on things if vehicles weren't squishy paper mache deathtraps since Reach. IMO they aren't worth it a lot of the time. If I do get one, I pretty much anticipate a guaranteed respawn. Been playing a bit more MCC BTB with a friend lately so all this stuff has been more apparent to me.
  10. Great rant vid. I think that I can agree with just about all the points. The reticule change seems like a really roundabout way to address an issue that PREVENTS the legacy feel of gameplay in the first place. IMO I like center reticule aiming in itself. But I think that I have started to notice your precise issue myself. Trying to hit moving targets that are actively strafing back and forth has been particularly difficult coming back to it. And while I may just be bad or rusty, I haven't much noticed my skill improving that inconsistency, like a warm up normally seems like it would. So yeah, I can see how the adjusted magnetism means that you can't quite force the shots to stick to where you want them, and then the fact that the shots don't shoot straight means that you can't even just try to consistently lead shots. Having to pace shots in CE while other people get the lucky faster hits is aggrevating for sure. The whole thing about 'preserving the legacy feel' is such a crap excuse from them, and even the community at times. The premise of it even hinders actual improvements. Things like Bumper Jumper and Elite controllers for smoother input methods now exist for the first two games, making some people more agile and reactive just from that. FoV sliders in the future would change the gameplay for games too, when suddenly people are able to be a LOT more naturally aware than before, making some methods of juking possibly less effective. Removing spread to improve online shot consistency in a game where in OG, spread was previously never anywhere as big of a factor should just come automatically fixed. And they shouldn't be scared of 'bringing hardcore stuff to social'. They already added the clock to the screen, and removed radar completely from CE in all formats but FFA, as far as I can tell. It is ALREADY 'hardcore' in a sense because of all that. Removing spread entirely from the Pistol should be a no-brainer. It is amazing how this kind of legacy-only mentality just removes all semblance of possible QoL improvements to the games. From (especially Forge) map and gametype selections, in-game-UI options, and what should be reasonable online consistency improvements, all the games could be SO much better and more fun to enjoy without really changing the unique core experience of each game. It just makes me wonder how much more things would be 'allowed' to be fixed if these old games were instead brand new 2020 releases still getting gameplay-affecting changes and support.
  11. Yeah see I personally play for the fun factor of the actual gameplay itself, not the chase for loot. That is a driving factor in my heavy criticism of the game right now. The thing that sucks is that Destiny IMO actually has a pretty fun gameplay loop in PvE of slaughtering huge armies of squishy adds, followed by melting a boss as fast as you can. Often best exemplified in Escalation Protocol, Menagerie type activities, and Altars of Sorrow. Forges and Reckoning are fun as well. With a little bit of extra mechanics here and there to keep it interesting. A lot of the Dungeons are great fun as well. Is traditional MMO gameplay and content (not the gear grind), actually that much better? A lot of my time in Destiny has often been experimenting, learning, and optimizing different builds and styles, having a ton of fun and replayability in the process. I can't do that when the grind is so agonizing and the RNG so stingy that I have to keep using the best tried and true farming loadouts just stay at a relevant power level, and can't get the interesting perk combos to drop so that I can finally try new things that sound good and cool. Of course, THEN that gets stale during the grinding process, as I'm burnt out by the time I finally get what I want. Because it takes so long to get to the point of messing around. As far as the mentioned weapons still being in the top handful of weapons used, I am generally kinda glad it is like that. Because then it means that even after getting nerfed, they are still relevant. Instead of fading into obscurity after being nerfed into the ground like other things. It always sounds like people simply see the same name after a while and then just want it nerfed so bad that nobody cares anymore, just so they can never see it again. I absolutely detest that. And all sunsetting will do is occasionally change the names. The gear being used will often essentially be the same in the end. Also, another reason pinnacles are used so much? Because after doing something, however difficult that something is, they are a still good, consistent roll that is 100% guaranteed to drop once you complete that something. As opposed to the RNG that mercilessly leaves you hanging more often than not. I agree on how fairly good the sandbox balance otherwise currently is. Never in D1 were so many things viable at once, until everything eventually became 'equally' garbage after all the nerfs. To the point that the meme guns became meta. With the awesome pace of Destiny's PvP killtimes and gameplay, I do have a fun time playing that part still whenever I jump on. IMO I could maybe be on board with sunsetting if infusing stuff just started to get more and more expensive as time went on. Have it cost Ascendant Shards after a while or something. I would already have to use something different in the meantime maybe, as long as I can have solace knowing that if I don't like anything, I can go back to my favorites in the end. Hell, make me infuse the new version of the thing into the well-rolled old one. Just as long as I don't have to find a new favorite and grind for it, AGAIN. I'm all down for potentially finding new favorites along the the way. But taking away the reliable options indefinitely, only to resell them back to me later AND have the audacity to make me grind for the specific roll or whatever again, just feels extremely off-putting and completely disregards all time previously spent. And I don't usually have as much time these days. I want to at least be able to enjoy what I have. And for the content vaulting, for me it really is a matter of not even having the option to fall back on old content if I'm not up for the new. For better or worse. Getting Forsaken a season late but still being able to catch up on Vanilla D2, Curse of Osiris, Warmind, THEN Forsaken was exhausting, but I could then still talk to my friends about it and feel caught up. It wasn't anywhere near as grindy then. Now even the content will be/is FOMO. Impossible to take a break now. Anyway, thanks for continuing to read and respond even if from a different perspective. It has made all this venting easier. I apologize for the text walls lol.
  12. LMAO that is EXACTLY what I think too when I hear the same thing lol.
  13. Now if people can just mod out the spread and increase the velocity so that we can lead shots with accuracy and peace.
  14. The infusion system was the most ingenious thing they came up with in The Taken King, IMO. I mean, once you find a gun that you are happy with, why should you be forced to arbitrarily put it down due to leveling? Especially when the replacements don't have the same feel, look, sights, perks and role functions. It isn't my fault that they are awful at giving me interesting things to go for. Hell, with the way they have been designing MOST Exotic weapons to be super situational and unique, I feel like the limit on how many Exotics you can use at once itself hinders how mixed a loadout can be. And I guess that I just think from a Halo perspective too much. Which is Ironic considering part of the reason I enjoyed playing Destiny is that it reminded me of everything I liked about Halo 4 (which is just about everything traditional Halo fans hate about it). I'm all for having as many things be viable as possible in PvE. But I feel that the ridiculous grindiness and notoriously unforgiving RNG on drops is a big part of why people just resort to maximum meta stuff. Because people want to get something to drop/be completed ASAP, so they figure out the fastest and most efficient way to farm the game possible. The game design doesn't help itself with this. As far as Mountaintop goes, I didn't realize that it went back to literally being on top again. Last time I checked, it was good for it's versatility along with ammo sustain, but wasn't the best for actual max DPS. And for Recluse, when I last played I was starting to lean an awful lot more to other crowd control options such as various Exotics, and many SMGs along with the then newly buffed Auto Rifles, all with better range and larger mag sizes. The whole Champion perk thing has been interesting but so pourly implemented. The ways that you have to defeat them could be integrated into the overall sandbox design, instead of being tacked on via certain perks that only apply to certain weapons. As for Spare Rations and PvP, there was a time when 140s were a popular choice, such as Ace of Spades, and even 180s such as Trust. That was all in the same sandbox as SR. What really killed HC diversity was the severe range nerf that all archetypes indiscriminately had. So of course, people will just gravitate towards the most constistent HC where it has both the most range AND fastest killtime, Last Word and damage buff perks notwithstanding. They have refused to address that issue since. Sunsetting does nothing to fix the underlying problem IMO. Just artificially and arbitrarily force people to use newer stuff. I've been having to slowly come to expect that Destiny has fully embraced a genre and design philosophy that I just don't enjoy. Yeah, I am still pissed about it, especially with the previous time and money already previously spent. And on top of it, with content vaulting, I won't even be able to go back and play the stuff that I still liked all this time. Nope. Not allowed to have even that, either. Not much reason for me to stay, then.
  15. Really? I get the impression that it would be have a more consistently uniform aiming feel across all games. I have a hard time believing that it is supposed to fix an issue between new hardware and old code. If they just completely removed the spread entirely I feel like that would pretty much fix it. I haven't been able to try the ranked playlist to see if it is any better with zero spread. Thanks complete lack of population.
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