Jump to content

insidi0us

Member
  • Content Count

    137
  • Joined

  • Last visited

Everything posted by insidi0us

  1. @beamimpact, really nice video, thanks for making it. i'll be sure the appropriate people see it. things have been way too quiet lately
  2. i've never been certain. i managed to explain it to myself both ways convincingly. either way, the values are different, and might be part of the problem?
  3. all this talk made me want to look at the rocket's magnetism and auto-aim values. i found something interesting... pistol and sniper values included for reference. i wonder why gearbox added some auto-aim for rocket launcher, especially since it was the only weapon to have none, and the game was played with a mouse. and furthermore, i wonder if 343 took it back out. i had found it in my original research last year (half way down this page: snapstarr.com/halomcc), but i was never informed if that was fixed. so what's causing the rocket to veer? nevermind the lag causing it to change course, should it even "lock" to a player like that? i guess rockets did have magnetism originally (i wouldn't have guessed). anyone ever see any projectile adjustments on rockets when playing og?
  4. been talking with phorce about this for probably two months now. to put it simply, we've noticed that just his presence in the game seems to make his teammate have a horrible time, even when he's not involved in a gunfight. we didn't want to believe it, but i'm glad you mentioned it here, thanks. i will formulate a best-guess explanation to send to 343. in the mean time, do you think you could somehow capture your findings? run a custom with some people across the pond and record maybe 3 minutes or so per host, possibly demonstrating the differences? that would be very helpful.
  5. i've reached my tolerance threshold with this game. the crazy code that resulted in this painfully annoying issue needs to get found and fixed. bullet redirection / wall interception is pissing me off as much as the psychotic removal of magnetism on april 21st. thanks for the help with the og footage @chumpp: https://www.reddit.com/r/halo/comments/3dn7ju/chumpp_and_i_made_a_comparison_video_between/
  6. i don't own a single apple product, but my company is issuing each pilot an ipad mini as part of our electronic flight bag in a couple days. hopefully they won't be locked out of basic web browsing and i'll be able to run some tests to fix that for ya. what's not working for you? i've had trouble in the past with apple products not registering click/tap events, but i thought i took care of it. i've added some "touch" listeners to the register buttons to see if that helps. let me know.
  7. or just see http://www.halobugs.com/#?b=124 it's been known, but i never capped it. thanks, i've added it to the list (http://www.halobugs.com/#?b=153)
  8. heard the other team a few days ago too, for the first time. kids in prisoner had comments almost every time they died. "oh yeah right he did that." "fuck this kid" "no way this kid knew i was there" "he throws a perfect grenade, okay" i mean... i'm not gonna say i never do it. it was just funny to hear. @@Teapot, i think it's actually a bug, because i was playing with nexy at the time, and he couldn't hear the other team, so it's not like they had the game chat set to "Everyone" or whatever it is. maybe something changed in this patch? further "improvements" by 343 intermittently breaks other things? would be par for the course if you ask me.
  9. on a separate note, there are still a bunch of registration issues. and bullets are curving and getting intercepted by walls A LOT for pistol. snipe too. i even had a rocket curve up after it was airborne, blatantly. all these discrepancies are 100% connection-dependent. my job literally IS travel so sometimes i bring my box and play from hotels... i see all sorts of different shit depending on my connection. sad that they can't get this right. some aspects i understand... lag compensation with pings that vary by the second has to be difficult. but curving rockets? wall-intercepted bullets? ping-dependent magnetism? why does that stuff happen? really frustrating.
  10. i do run out on hang em every once in a while. the problem is, i was running out all the time. in damnation, pris, chill out... didn't matter. to me, that's a good enough indicator that something is askew.
  11. same. unplayable IMO also, to me, MCC camo seems similar to og in terms of distance to true-invisible. with how totally crappy it was at launch, i can't really ask for more. it's a fine art getting that to represent og at all using halo PC's horrible shaders and modern 1080p clarity.
  12. that's what i've been trying to say. zero mag and too much mag for high pingers are both unacceptable. the game hasn't been properly emulated yet, so telling 343 they did a good job by removing magnetism is the most ass-backwards thing i've ever heard. i get it, the flow was partially restored, but at the expense of hilariously stupid looking shooting and empty pistol clips. i've never been that bad at halo that i run completely out of pistol ammo frequently.
  13. yeah, path correction is affecting pistol and snipe also, which is a big problem. i wasn't saying they fixed the game, i just don't think zero magnetism was a step in the right direction. yeah they made it harder, which it needed (and now needs again) but they did it the wrong way.
  14. don't we all want the same thing? unmolested halo 1. what's causing this huge difference of opinion among us? i don't get it.
  15. you fruitcakes are acting like three shot kills aren't supposed to happen. they're part of the game, remember? just because you never heard of KillerSniperBoy89 doesn't mean he can't aim, and just because you can three again doesn't mean they broke the game. THE ORIGNAL GAME HAD MAGNETISM YOU FUCKTARDS. you used to get TSKs. if you got three'd by a random in OG, you'd just say "well it's halo, and sometimes i get three'd" and then you'd try harder not to get three'd next time. stop being so goddamn negative. is the purpose of this thread not to restore the game to it's original state? because i thought it was. what needs to be focused on and fixed? curving bullets / wall interception. if you don't know what it is, here: http://www.halobugs.com/#?b=124 if you've never seen it or felt it, pay close attention to your snipes on host. it seems to be happening a little less with this patch, but still happens to snipe, and pistol too, according to relyx. what else? on-host magnetism as compared to off-host magnetism. let's all run some games, pay attention to whether you're hosting (use the zoom sounds, even if it's not 100%) and analyze the differences. if after a couple days of testing, the general consensus is that magnetism needs to be dialed back by 10% or 20%, then that's what we'll ask for. but stop saying scrubs shouldn't be threeing you, not everyone who can shoot has a name you recognize. some of you really seem to be forgetting that three shot kills were a part of this game, and they do happen. they're SUPPOSED to happen when you shoot someone from their six. let's not think about who should or shouldn't be threeing you, let's compare it to what halo 1 actually felt like. stop trying to make the game harder than what it was. if you're not here as a purist, kindly go play a different game.
  16. i'm betting everyone that loved this patch either has crap connections or is referring to the games where their ping sucked ass. hosting has been a load of shit on the past two patches, probably longer but my memory is hazy. there's nothing fun about zero magnetism, glad you're finally feeling it.
  17. the fact that you're even talking about playing with a mouse and keyboard...
  18. and by the way guys, this isn't just the pistol. i've started capping clips with the sniper because it feels off. i have countless red-reticle snipe misses while leading, not leading, straight-on, whatever. they're just missing. i'm not a wizard with the thing, but i've never been this bad. the precision required means only the robots among us are going to excel. also, i'm going to argue right now that the reticle magnetism has been reduced. i don't feel that friendly lock-on kinda stiction when my reticles are red. it's there, but it's faint. which scares me into thinking they've intentionally made some of these changes. but i guess that could be good... at least that means they are working on the right values, and maybe we can guide them to the happiest medium.
  19. i didn't say make it like MCC. i said make it like OG. you're saying this latest patch is the closest they've come. you can't turn magnetism off and call it similar to OG. OG's balance of spread and magnetism are why cross-map shooting in hang em was doable, why mid-range pistol battles were exciting, and why any range could be mastered. that is ludicrous man. you need the spread to apply some randomness, and you need the magnetism to bring bullets back for skilled players, to make shooting possible. you can't just delete both effects and get the same end result. removing spread and removing magnetism and calling it lag compensation, or some kind of effort towards improvement, is easily one of the craziest concepts i've ever heard. this has to have been an error that no one caught cuz no one's testing.
  20. you did tho, on the facebook MCC thread that's raging right now: VinXXXX XXXXXXX I don't care if it feels exactly like OG. I just played a matchmaking game against Walla Walla and it was HARD for both of us. And he's a good player. He kept trying to snipe me and I had no idea where he was but he was missing just because of my strafe. Pistol battles were taking full clips. It felt great.
  21. yea, just to clarify, in my little supercut of horridity, i was never holding the trigger down. to me, in today's update, i never once thought the spread was the thing that was messed up. the thing is, when your reticle is red (and even sometimes when it's still blue, but very close to a player's hitboxes) the game applies some bullet magnetism, to pull your bullets towards the guy you're shooting. we all know that. we all love that. even if some of us say that we want the shooting to be hard. magnetism is applied to a bullet's vector, whatever that vector happened to be when it left the barrel. the bullets are supposed to spread randomly, and have a minimum and maximum spread range (or "error angle", as it is referred to in the game's code). the magnetism helps you out a little bit (presumably because it just isn't easy to be pixel-precise with your thumbs) when your reticle is on or close to a guy. in the collection of clips i just posted, i wasn't doing anything differently than what i expected should work. are you telling me that i need to modify 13 years of muscle memory, while simultaneously getting more precise, just because you want the skill gap to be a larger one rather than smaller? it's not helpful to claim there are any positive elements to this gross oversight. magnetism was removed from the weapons. maybe even all weapons; sniper feels pretty fucked up too. the shots i do land are because the sniper rifle (correctly) has zero spread and the reticle was fully inside the confines of the opponent's hitbox. but that shouldn't be necessary. magnetism is supposed to pull on sniper rounds too. you KNOW you should be able to dangle the edge of your reticle on someone's body and still get that shot to connect. changing the magnetism and then changing the spread and then changing the compensation for on and off host is just fucking with the mechanics and the values will drift so far from the original that it becomes a totally different game. @@VinnyMendoza, for some reason you don't care if it feels like OG, but the rest of us do.
  22. played 3 games in a row on hang em. these are my bestest clips guys. i'm so good. look some of them even died. https://youtu.be/SWoE12kle0s how do you like my misstage?
  23. broken. 3 months of easier mcc shooting doesn't break 13 years of og halo experience. the pistol isn't right. at all.
  24. yeah i know he was quoting doodooshit, but old greg was wondering if it was me who said it would be difficult. i was responding to him (without quoting. my fault!) anyway, i did speak to dds, i told him doing it on OG box was going to be super hard because, if memory served correctly, the nade count was not in the map tags or gametype settings. no one has access to the default.xbe (halo executable file) source, otherwise lots and LOTS of things would already be done. the only guy who made any progress on hacking into that file has passed away. also, nope, that sounds crazy complicated to me. never heard of that mess. in summary, i think doodooshit has achieved the most in recent years, but nades are still proving difficult, on OG. for 343i to adjust MCC should be a cake-walk.
  25. i don't remember saying fixing grenade count would be hard. i've always assumed the original reduction (by Bungie) to 2 nades for 5+ players was to minimize chaos and maintain a decent framerate as number of players increased. we've all seen prisoner and damnation get laggy due to high polygon count (or maybe no portals [not what you think - different kind of portals that keep your screen only rendering map elements within field of view]). another assumption i made (again, never fact-checked) was that gearbox decided to keep the starting nades at 2 for all amounts of players because servers had the potential to fill up with more players than the game started with (is that true? or could you lock a game and keep joiners out?) otherwise i have no fucking idea why they would do it. why remove trench lip? why lower bc base ceilings? why shrink the windows? why move the tree? why uglify the teleports? why rotate weapons? why screw up the item spawn times? why move the chillout needler port exit? why did they think they had the right to fuck with the game AT ALL? either way, it can't be complicated for a 343i dev to fix the nades either in the executable file, if that's where it is, in the map tags if that's where it is, or with a server-side script as other fixes have been done. what i DON'T think is a good idea is hacking the spawn times and writing all sorts of weird work-around scripts only to get 3 nades and change how often they reappear on the map. to my knowledge, all gearbox did was reduce the nade count to 2 for everyone, no matter how many players. wherever that added script or value is, it should just be undone. can't be hard.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.