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SMARTAN 427

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Everything posted by SMARTAN 427

  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.
  16. Well, having to keep grinding for literal reskins of the exact same meh weapons is not 'worth' it either. Sunsetting only makes it artificially so by literally requiring you to just grind for a new one. And they haven't even done that right since people are already doing it for Gnawing Hunger, for example. All literally just so that a single number is bigger. So arbitrary. I mean, leveling up and stuff IS supposed to make you at least FEEL more powerful anyway. But that has traditionally been a bust since in Destiny level 1 patrol enemies still hit you for about the same amount. The only thing you are grinding for is to not be underleveled in the Endgame. And Bungie has always had a big problem with balance. They don't think much about things when they first design them. And then the only way they know how to get people to stop using something is gut the very soul from it. The pinnacles, such as Mountaintop and Recluse, have actually been reasonably balanced now without being completely gutted. The former is so unique it could have just been changed to an Exotic and be fine if it were still that bad as of this time. Spare Rations wouldn't be the only HC if they didn't gut the range on the overall weapon type so damn much. Before that there were plenty of options. Not to mention they refuse to give other guns similar sets of good perks to make other things worth getting and using instead. Mindbender's? For one, shotties just plain shouldn't have Quickdraw, period, IMO. ESPECIALLY the slow firing aggressive frames that now have no drawback thanks to that perk. Similar deal for Snipers. No one likes the long zooms if they have the option to choose shorter ones. And Revoker was a complete mistake to begin with. They should have learned from D1 year 3 not to break the PvP ammo economy after Icebreaker and Invective. As for Exotics? Once again, Bungie typically gets WAY too overzealous when they nerf something. And if 80% of them weren't lame, gimmicky garbage people might actually use more of them.
  17. I still blame the Xbox One controller tap-fire spread issue more than anything. I swear that I have always had to pace the shots so much slower as if it is the damn Reach DMR.
  18. B-but, they now have you perpetually starting over again and again with the sunsetting garbage. For the same. Exact. Crap. Ugh, it would be awesome if it TRULY WAS an all-encompassing collection of all the content they ever had. And I would agree with them dropping the 2 and just going back to calling plain old Destiny. Just completely turned off by the all-in MMO route. Drip fed stuff, excessively grindy, and requires a marital commitment to be able to keep up with it. Don't have that kind of time. And then now completely rendering previous grind efforts %100 guaranteed to be obsolete in Endgame. Just nah man. Before, at least without trying to get everything, I still had something. Kept me playing even a little for things I actually liked and wanted. VoG was awesome. And with how both it and Crota's End can be currently played/were once played in D1, they could easily be slightly tweaked to become 3-man dungeons like Shattered Throne or The Pit of Heresy in D2. Would be awesome. But, kinda sucks that the return of anything means literally deleting stuff from D2. EP on Mars or the Menagerie are fun activities to blast things in. Not to mention Nessus is just one of my favorite places to roam, if only for the atmosphere. If I could have that all in one game no ifs, ands, or buts then sure. By all means. Ugh. I've been ranting too much about this game lately. Haven't played in 4 months, and don't feel the desire, or that it is worth it, to waste time again. Been burnt too many times.
  19. And, back on topic again, it is still amazing how easy it is find MCC matches in social, as opposed to the apparently dead ranked playlists. For literally any of the games. It is kinda funny how that all works. At least for me, anyway. Edit: Although to be honest, aside from some superior settings, don't really see the appeal of ranked at this point. Yay... could get a high rank in a game franchise that people don't quite care about anymore. Been having a blast in the variety of social lately. Edit again: not to mention finally being able to play the old DLC maps on the regular, let alone at all.
  20. Excellent description. Predatory, and them farming your time along with the money, is certainly the best way to put it. Addicting for very often the wrong reasons. Particularly unhealthy and binding in a way I've never seen before in any genre I've tried. MMOs are the worst. The thing that sucks, is that Destiny wasn't so awful like this in the beginning. But unfortunately, the 'consumer friendly' approach they tried in D2's launch flopped, although truly in part due to other bad decisions. So, they have unfortunately learned that they can get away with what they have been doing. Doesn't help that D3 is no longer a thing and D2 is now on life support as a games-as-a-service cash machine to farm while they work on a new IP. So at this point there is no hope for a franchise that had so much potential. I skipped out on D2 year 1. Glad I did, because the fixes made in year 2 as a result were awesome to come back to. But with the road they have gone down since... I'll have no problem skipping out on the rest of D2 otherwise.
  21. Yeah, MMO design philosophy is extremely garbage with such treadmill mechanics. It is why I just couldn't bring myself to even try WoW back in like 2008 when people attempted to pressure me into playing it. Destiny has traditionally been much more of a looter shooter to the community, from what I know (don't usually play that genre either). There was always still a grind (albeit with unforgiving RNG much of the time for the exact loot you want to drop), but at least from the old quarterly DLC expansion model from the past, you could grind a bit the first few weeks and then actually be temporarily 'done' within reason until the next DLC. Now, there is new stuff slowly drip-fed literally weekly. You miss a week or two, hell sometimes now even just a few days, and you immediately start to fall behind. There is no such thing as 'catching up' now. Complete with added Fear-Of-Missing-Out baked in due to story/PvE content being rotated in and out. And I'm not talking about holiday events either. Added with Bungie's history of perpetually disempowering the player via constant nerfs (a trait they carried from their handling of Halo), the sunsetting mechanic is a way of keeping some of the more unique gear pieces from being relevant for too long, via essentially baked in nerfing. It is kinda clever in a way, because now they don't have to even bother to attempt to 'balance' some things out of the box anymore. What is worse, is that they essentially patched a form of sunsetting out of the game multiple times in D1 due to negative feedback, only to now go back on it after promising not to do that again. I already work for a living, I don't need to come home to another job via D2. Thankfully more people have woken up to it, but anyone who ever says that Bungie would do a better job than 343I with Halo is extremely ignorant, IMO. Speaking of getting back on topic... I can't speak for anyone else, but I personally have had a much easier time landing 3sks on players since the change. IMO it is much more intuitive to naturally try to center my shots on people instead of aiming with the edge of the reticule, and helps make transitioning between different Halo games much easier for me on MCC. This is coming from someone who doesn't have as much established aiming practice in CE PvP to begin with, and I imagine that I can’t be the only 'noob' that might think that. I am well aware that your muscle memory has been hardened via lots of playtime since the OG HCE, so I can still sympathize with the struggle. I'm sure that at the next LAN I attend, the classic edge-of-reticule aiming would certainly mess ME up again. I still get outshot and miss plenty, but what mostly messes me up is the whole Xbox One controller issue where it thinks you are holding the trigger to spread wildly a bunch, despite tapping the trigger like usual. Also, I really wish that they would significantly shorten the shield flicker time so that I could better tell wether or not I'm hitting shots after the first hit. Along with the fact that projectile bullets in Halo have not been traditionally easy to see where they go IMO as opposed to Plasma. The bullets travel just fast enough that I didn't have any idea about leading shots for HCE or H3 until 2013 when first browsing this site forum. Perhaps if you manage to figure out the new MCC reticule placement, you could make another video on it? I would be willing to help if need be
  22. Yep. Played all of D1 since November 2014. Well aware of what Bungie did in D1. Which is why I am so jaded after so long. The initial idea to have endgame gear be perpetually worse than whatever came out next was garbage, and the community hated it as soon as the very first DLC, The Dark Below (Crota raid) was released. Where suddenly the awesome VoG gear wasn't and couldn't be max level anymore. The entire reason that Etheric Light was added as an endgame resource in the very second and next DLC, House of Wolves, was to make all gear potentially relevant in endgame by being able to bring gear to max level. That was the first time in Destiny that people could even where different armor, let alone weapons, instead of just raid stuff. Community loved it. Then, in the next and otherwise well loved The Taken King DLC which which started D1 year 2, they completed overhauled the gear leveling system to allow players to perpetually Infuse higher level gear into their favorite gear pieces, so that they would never have to become obsolete. Complete with a quote from Bungie that said never again would you have to say goodbye to your favorite gear as you outleveled it. The community absolutely loved this, aside from the fact that in order to complete said overhaul it HAD to leave all Year 1 gear behind. Which was loathed by the community. Yeah they brought most of it back later but that is just insult to injury. The sunsetting plans they have now are basically going back on everything they tried to fix in House of Wolves and The Taken King way back in D1. Now with a built in method to make stuff obsolete in endgame after just a few seasons. Which means no longer can you have a decent favorite and consider yourself finished with a certain part of the grind, you now literally have to do the same damn thing over and over again as time goes on, for a reskin of the exact same gear, nothing different. Destiny already tries to make itself a second job with how grindy it has become, this sunsetting crap is the nail in the coffin for me. Sure, the free to play part can still be fun, such as 6-player Rumble FFA and 6v6 Control 'territories', and running around derping about on Patrol world zones (which is why I'll miss vaulted locations). But at that point it isn't worth playing the game. I guess good thing it is free then, lol. Ogre 2 played Destiny at some point?
  23. I will say that EVERYTHING in Halo 3 feels slow. Not just the movement, which is mainly hindered by the FoV. But also the entire sandbox. The guns kill slow. The fire rates are slow. The BR's 3 shot burst is itself slow. The bullets move slow. The reload is slow. The melee, swap speed, and the rest of the animations are slow. Even the vehicles feel slow. The enemies in campaign are all slow. Hell, even the grav lifts are slow, come to think of it. All in comparison to literally every other Halo game on one thing or another. The level of impotence I feel my Spartan has in Halo 3 is extremely jarring compared to everything else in MCC, for better or worse. It is astonishing. Fast, reactive, responsive, and aggressive gameplay is NOT something I think of when talking about Halo 3. Rather, slow, and Methodical. Which to it's credit, is what people also typically like about it, I think. But if we are trying to speed up the game or at least just make it FEEL faster, Halo 3 is definitely the worst template to base classic Halo gameplay speed on, IMO. Granted, I'm sure that a good portion of Halo 3's perceived slowness can be attributed to the narrow FoV, sound design, and choice of animations, instead of the literal speed of the game. But the overall weak sandbox on top of it certainly does it no favors. H2 is feels so good in comparison.
  24. Agreed on the BS stuff being part of what makes it fun. Bungie legit tried a much more 'balanced' approach when the game (D2) launched and it practically flopped. As someone who had a ton of fun with H4 as an unwitting casual back when it launched, Destiny PvP satisfies that ability-based-but-still-Halo-like gameplay loop that I've managed to have fun with in the past. That game could be much better, but it is still hella fun as long as it isn't taken too seriously. With that said, screw the damn sunsetting gear crap that they are introducing, the grind was already getting bad enough. And I still don't buy the necessity to vault content. The game just isn't worth even trying to keep up with anymore.
  25. I've never played Bioshock. And I keep thinking to older MGS games (which are not shooters so not quite valid in this argument). Along with maybe looter-shooter/RPGs where you can just switch out your loadout at will. Doom 2016 once again is the most recent and relevant experience for me (007: Nightfire from back in the day also comes to mind). I guess it is just a different kind of experience. Having everything easily on hand for when you need it really exacerbates 'press Y to win' type of gameplay with no repercussions or trade-offs IMO. Which I guess is good or bad depending on preference, but IMO it is kinda not the best. I'm sure simply being out of ammo can present a similar situation, but not having access to the quick and easy weapon for a situation can help breed creativity using what you do have. You don't have a sniper, so you are going to have to weave your way through fire and cover to close enough to use something else. You don't have a shotgun, so you will have to be extra passive and on the run from enemies chasing you. I really like vehicle hijacking being added since H2. While not always implemented into an encounter well, this adds another way to deal with vehicles when you don't have designated Anti-Armor weapons. You can do so anytime, but you have to risk getting close, and know the vehicle movements to get close enough. You are also then rewarded with a vehicle to turn the tide if so. Instead of just always boringly shooting it to death over time with only small-arms. Also keep in mind that Halo also has hotkeys for melee and grenades, instead of having to switch to them, often when out of everything else. The melee is an infinite ammo shotgun-esqe sudden burst damage tool in CQC to compliment whatever ranged weapon you have. Grenades are your anti-crowd nuke weapon, or supplemental anti-hard target arcing rocket launcher. Especially in CE. Bringing up the Golden Triangle of Halo, with your gun, grenade, and melee (gun, shotgun, and grenade launcher), you are already generally equipped to potentially handle any enemy type. The variety of guns only helps to augment how you play Halo and use or enhance the above. Also, having to make trade-offs adds to replayability IMO. Because of the limiting playstyle associated with each weapon, it is like playing a psuedo-class-based game where everytime you switch weapons, you switch classes or even a mix thereof. Which changes the experience completely for the same encounters. As opposed to having everything like in Doom 2016 or similar games, where you simply 'press Y' in any situation that you need it, and you don't really feel the need to do any differently the next time. Let's not forget that Halo is/was it's own unique hybrid.
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