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xxcloud7xx

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  1. People that assert that rockets and other power items in Halo 1 don't require enough arbitrary skill to be able to properly utilize to be able to justify their existence within Halo 1's weapon sandbox are mostly likely not capable of doing similar things like this when playing against competent Halo 1 opponents. https://www.youtube.com/watch?v=PpPwvAjM-n8&feature=youtu.be&t=6m28s Most competent Halo 1 players are not going to be against the concept of power items because they are competent enough with the tools in Halo 1's weapon sandbox to be able to contest and outplay their opponents even when their opponents have control of rockets, camo, and OS. It doesn't matter that much if you're at a disadvantage due to your opponents having control of the power items or due to your oppnents having control of the power postions as long as the Halo game has a competent utility weapon and other competent tools within the weapon sandbox. Halo 1's weapon sandbox is a decent example of this. The pistol, sniper, grenades, AR, shotgun, plasma rilfe, and plasma pistol are all competent enough tools that are capable of contesting rockets, camo, and OS if utilized properly. The pistol and sniper in Halo 1 have enough utility to them to be able to contest rockets at close, medium, and long range. The AR, shotgun, plasma rifle, and plasma pistol are competent enough niche situational weapons in Halo 1 to be able to contest rockets at close range. Grenades in Halo 1 have enough utilty to them to be able to contest rockets, camo, and OS. Not only are rockets in Halo 1 balanced due to the other tools in Halo 1's sandbox they are also balanced due to them spawning every two min on most maps, only spawning with 4 rounds in them, having a slow rate of fire, having a slow reload speed, having a slow projectile velocity, and the 180(turn) glitch. Rockets are also balanced in Halo 1 due to only being able to get two extra rounds when trying to stack a new rocket with an old rocket. While rockets in Halo 1 are pretty useful at medium range they are pretty risky to use at close range because you can end up accidentally killing yourself with them. Rockets in Halo 1 aren't as useful at long range as they are at close and medium range due to their slow projectile velocity. The roles of the rocket launcher and sniper rifle in Halo 1 kind of swap on BTB maps due to the long lines of sight. For an example on Blood Gulch the sniper spawns every to 2 min instead of every 30 seconds and the rockets spawn every 90 seconds instead of every 2 min. Rockets in Halo 1 are usually placed in vulnerable positions on the map such as the rocket pit on Damnation and the rocket pillar on Chill Out. In order to obtain rockets in Halo 1 you need to either put yourself in a vulnerable position on the map or nade the rockets to yourself. Even if your goal is not to obtain rockets but to use them as bait instead you still have to be able to put yourself in a postion to be able to contest your opponents for rocket control.
  2. If you really want to see what a utility weapon with a fast minimum TTK but a long average TTK would look like in a 4v4 format in Halo then I highly recommend watching the two 4v4 Halo 1 videos that I linked earlier. Despite Halo 1's pistol having a fast minimum TTK, team-shooting isn't really an issue when playing Halo 1 in a 4v4 format. The issues with 4v4 in Halo 1 is the game not having a spawn system that is specifically tailored for 4v4 and the map/game type limitaions. If team-shooting isn't an issue in 4v4 Halo 1 then it is possible for a different Halo game to have a utility weapon that has a fast minimum TTK and long average TTK and still not have an issue with team-shooting in 4v4 and other higher player formats. While room-based maps in Halo 1 such as Chill Out and Exhibit help alleviate team-shooting, Halo 1's pistol is still balanced when playing on open-air maps with long lines of sight such as Hang 'Em High and Imminent. Halo 1's pistol is also balanced on BTB maps such as Blood Gulch and Sidewinder. The main reason why Halo 1's pistol is balanced on maps with long lines of sight is due to Halo 1's pistol projectile velocity being 10 world units per tick (3000 feet per second or 914.4 meters per second). Halo 1's pistol is also balanced at long range due to its maximum range being 40 world units (400 feet or 121.92 meters). Halo 1's pistol's effectiveness at long range is hindered due to Halo 1's 0.2 degrees pistol spread. http://teambeyond.net/forum/topic/5443-halo-5-guardians-discussion/page-4304?do=findComment&comment=698707 Even with the removal of Halo 1's 0.2 degrees pistol spread in the new version of Halo 1 NHE, Halo 1's pistol is sill balanced at long range distances due to Halo 1's pistol slow projectile velocity and due to it having a maximum range of 40 world units (400 feet or 121.92 meters). Here is some game play from the new version of Halo 1 NHE(NSE). http://teambeyond.net/forum/topic/17787-va-beach-lan-2018-halo-ce-tournament-may-24th-28th/?do=findComment&comment=1028771 The key to balancing a utility weapon that has a fast minimum TTK on open-air 4v4 maps and BTB maps that have long lines of sight is to make sure that the utility weapon has a slow projectile velocity and to make sure that it has a limited maximum range just like Halo 1's pistol.
  3. https://mobile.twitter.com/343Postums/status/1018968838375796736 https://www.halowaypoint.com/en-us/forums/84ad72a8b51847978545f685f651fc15/topics/mcc-insider-build-462-update/47ee0d58-b3a4-49b3-977f-a0ed5baf8ae9/posts
  4. I think that a utility weapon that has a similar minimum TTK to Halo 1's pistol can work well in a 4v4 format in Halo. I don't think that a Halo game with a utility weapon that has a similar minimum TTK to Halo 1's pistol increases the skill floor, I just think that it only increases the skill ceiling and skill gap. I think that if Halo 1 had a spawn system that was optimized for a 4v4 format and the game didn't have map and gametype limitations that it would have one of the best 4v4 experiences in the entire Halo series. While a 4v4 format allows for team-shooting to be more prevalent than a 2v2 format does it can be alleviated through map design. Making maps more room-based similar to room-based maps such as Chill Out and Exhibit but scaling the maps appropriately for a 4v4 format would really help alleviate team-shooting in 4v4 Halo. https://youtu.be/CxJKxWPgfjc?t=6m44s While 4v4 being the main competitive format for Halo is most likely here to stay going forward, I think that there's still room for other formats such as 2v2 and FFA. While I wish that the $10,000 2v2 tournament side tournament was for Halo 1 NHE instead of Halo 3 MCC, it still gives me hope that 343 might actually focus on other formats besides 4v4 for competitive play in the future. I'm hoping that they eventually also have a 2v2 tournament for Halo 1 NHE and have a 4v4 tournament for Halo 2/Halo 3 in the near future.
  5. Halo's utility weapon having a 0.6 second minimum TTK > Halo's utility weapon having a 1.2 second minimum TTK. http://teambeyond.net/forum/topic/12361-why-kill-times-matter/ https://youtu.be/KoxcQ9-UNc8?t=1s Playing Halo 1 competitively in a 2v2 format > playing Halo 2, Halo 3, Halo Reach, Halo 4, and Halo 5 competitively in a 4v4 format. http://teambeyond.net/forum/topic/5443-halo-5-guardians-discussion/page-5394?do=findComment&comment=886656 That being said Halo 1 pistol's 0.6 second minimum TTK isn't really what is holding back 4v4 in Halo 1. Like @@Hard Way said in a post that he made a while back, what's really holding back 4v4 in Halo 1 is map/gametype limitations. Limitations such as: http://teambeyond.net/forum/topic/4946-halo-the-master-chief-collection-discussion/page-2722?do=findComment&comment=1022432 Despite 4v4 in Halo 1 not being the ideal format for competitive play, 4v4 in Halo 1 can still be pretty fun to play when using the right maps and game types. https://youtu.be/Xq0WMIzofWc?t=1s https://youtu.be/bT3qfD05h4k?t=1s http://teambeyond.net/forum/topic/17811-my-proposal-for-the-halo-ce-4v4-playlist/
  6. I don't think that the concept of power weapons/power items is dumb. The purpose of power weapons/power items is to incentivize players to move around the map. I think a crucial aspect to balancing power weapons and power-ups is to have an adequate utility weapon that has a fast minimum TTK similar to Halo 1's pistol and for the sandbox to have niche situational weapons that complements the utility weapon and power items. Not all power weapons in Halo's sandbox need to be difficult to use in order for them to be balanced. Halo 1's sniper rifle is pretty difficult to use and has a really fast minimum TTK but it isn't really considered a power weapon because it can easily be contested by Halo 1's pistol at close and medium range and it spawns every 30 seconds on most maps. Halo 1's sniper doesn't really incentivize players to go out of their way to contest their opponent for control of it unlike other items such as camo, OS, and rockets do. The rocket launcher in Halo 1 is considered a power weapon and is pretty easy to use but it is also balanced. Halo 1's rockets are balanced because Halo 1's pistol is adequate enough to be able to empower players to be able to contest their opponents even when their opponents have control of power items such as rockets, camo, and OS. Halo 1's rockets are also balanced due to them spawning every two min on most maps, only spawning with 4 rounds in them, having a slow rate of fire, having a slow reload speed, having a slow projectile velocity, and the 180 glitch. Rockets are also balanced in Halo 1 due to only being able to get two extra rounds when trying to stack a new rocket with an old rocket. While rockets in Halo 1 are pretty useful at medium range they are pretty risky to use at close range because you can end up accidentally killing yourself with them. Rockets in Halo 1 aren't as useful at long range as they are at close and medium range due to their slow projectile velocity. The roles of the rocket launcher and sniper rifle in Halo 1 kind of swap on BTB maps due to the long lines of sight. For an example on Blood Gulch the sniper spawns every to 2 min instead of every 30 seconds and the rockets spawn every 90 seconds instead of every 2 min. Rockets in Halo 1 are pretty balanced despite being an easy to use power weapon. I have seen some instances in Halo 1 of players 3 shooting rocket players with their pistol at close, medium, and long range. I have seen some instances in Halo 1 of players sniping rocket players at close, medium, and long range. I have seen some instances in Halo 1 of players taking out rocket players at close range with the plasma rilfe and plasma pistol stun effect by getting the rocket player to kill himself. I have seen some instances in Halo 1 of players killing rocket players at close range with the shotgun. I have seen some instances in Halo 1 of players throwing grenades at rocket players causing the rocket player to misfire his rocket due to the 180 glitch. I have seen some instances in Halo 1 of players baiting rocket players by sitting next to OS and then grabbing OS as soon as the rocket player shoots a rocket at them. I have also seen some instances in Halo 1 of players killing rocket players at close range by double meleeing them with their AR. https://youtu.be/hlFkkAd2ZL8?t=4m55s
  7. The main reason why I said that you have a scrub mentality is because you want to make the game more one-dimensional for the sake of putting more emphasis on gunskill. I don't mind that people dislike power-ups and advocate for the removal of them as long as they have solid alternatives for map movement incentives to fill the role of power-ups. The reason why I said that you have a scrub mentality is because you're advocating for the removal of power-ups without offering any solid alternatives to power-ups. You might not like Halo 1 but Halo 1 arguably has the most solid gunplay in the entire Halo series and the game puts a huge emphasis on gunskill while still having maps that have multiple power items on them. Like I said in my other post, it is possible for maps to have multiple power items on them without having to compromise gunskill, Halo 1 is a good example of that.
  8. Yes but if @My Namez BEAST were to ever go to Beach LAN I guarantee you that he would be getting pumped for a week straight while constantly getting yelled at by his teammate for not controlling the power items and not preventing his opponents from obtaining the power items. He has that scrub mentality. http://www.sirlin.net/articles/playing-to-win
  9. Sacrificing power items and other alternative movement incentives for the benefit of putting a huge emphasis on gunskill is a pretty dumb thing to do IMO. As long as the game has an adequate utility weapon, a difficult sniper, and a well rounded weapon sandbox similar to Halo 1's weapon sandbox then there will always be room for a huge emphasis on gunskill regardless if there are multiple power items on maps or not. Having no power items and no alternative movement incentives on the map at all makes the game more one-dimensional. It is possible for maps to have multiple power items on them while still allowing for there to be a huge emphasis on gunskill. For an example, on maps such as Damnation, Chill Out, and Prisoner there's still a huge emphasis on gunskill but there is also a huge emphasis on controlling the power items and preventing your opponents from obtaining the power items. Maps such as Damnation, Chill Out, and Prisoner allows for there to be more depth than maps such as Midship, Heretic, Amplified, and Onslaught. Octagon is considered a great map for warm ups but isn't considered a great 1v1 map because the map is one-dimensional and lacks depth. Maps such as Prisoner and Guardian are considered better maps for 1v1s than Octagon because they allow for more depth and have power items on them. https://youtu.be/bLUP7qo6TCw?t=1s https://youtu.be/FFsHdFD6eeQ?t=1s
  10. No power-ups means less movement incentives on the map. If you're going to advocate for the removal of power-ups then you need to also come up with some movement incentives to replace the role of power-ups. For an exmaple the key from @@MultiLockOn's Arcanum map. I personally find maps such as Midship, Heretic, Amplified, and Onslaught to be bland and boring to play because there are no power items on those maps. I personally prefer playing maps such as Damnation, Chill Out, and Prisoner because there are two power-ups and one main power weapon(rockets) on those maps.
  11. I thought that @@Frostbite XV2 was talking about Halo 1's spawn system in the context of 2v2 team slayer because before that people were talking about what is currently holding Halo 1 back from being a viewer friendly game for esports/competitive play. Not only do people rarely play FFA, 3v3, 4v4, and 8v8 at Halo 1 LAN's due to those formats not being as competitively viable as 2v2 team slayer but also because it's not as logistically easy to play those formats at Halo 1 LANs as it is to play 2v2 at Halo 1 LANs. While Halo 1's spawn system isn't ideal for FFA, 3v3, 4v4, and BTB I can still tolerate playing Halo 1 in those formats. What allows me to tolerate playing Halo 1 in formats outside of 2v2 is it's weapon sandbox, power-ups, melee mechanics, grenade mechanics, grenade tricks, static item spawn system, button glitches, being able to quick camo, and maps. To me those aspects of Halo 1 that I listed greatly outweighs any flaws that Halo 1's spawn system has when playing the game in formats outside of 2v2 team slayer.
  12. It's hard for me to take your criticism of Halo 1's spawn system seriously when you most likely don't have a nuanced understanding of how Halo 1's spawn system functions and your criticism is coming from a place of ignorance. I'm going to post some informative links for Halo 1's spawn system that I highly recommend for you to utilize as learning tools so that you can make a more informed opinion on Halo 1's spawn system. https://www.halospawns.com/ https://docs.google.com/document/d/1XkpqbwZ9EbR0AEnZIztx2X6cKely-MV4ihclExF4aaw/edit#heading=h.itd6iclfr7re http://teambeyond.net/forum/topic/9497-halo-ce-spawn-system-incomplete/ https://youtu.be/yTGF98uNY98?t=1s https://youtu.be/TGFSk5SX0sc?t=1s https://youtu.be/7YpUeMStMrM?t=1s https://youtu.be/zpDd0fIXzs8?t=1s https://youtu.be/WPa08VqYXIU?t=1s https://youtu.be/dQBoKH3cmWw?t=1s https://youtu.be/UK-J3S4fUas?t=1s https://youtu.be/uJbiY0f-prQ?t=1s https://youtu.be/6MJpsVBXhhs?t=1s https://youtu.be/vJduMBBvVdA?t=1s Also Halo 1 takes the cake when analyzing the original trilogy from a competitive merit perspective. https://youtu.be/ocyYwLCDyCU?t=1s https://youtu.be/cFN9Sv2fumI?t=1s https://youtu.be/zTLI6rAY9I4?t=1s https://youtu.be/YNo-WyMbGHs?t=1s https://youtu.be/zNtv7ey2Cy8?t=1s
  13. Playing to 30 kills instead of 50 kills when playing 2v2 team slayer in Halo 1 would eliminate the possibility for momentum shifts and comebacks especially on a fast pace map like Derelict. I have seen some 2v2 team slayer games on Derelict end in under 7 min. While 15-20 min games is the norm when playing 2v2 team slayer on a map like Damnation it is still possible for 2v2 team slayer games on Damnation to end in under 10 min.
  14. I know that 8 POV's on one screen can be a bit too much to watch but those two videos that I linked illustrated the point that I was making that 4v4 in Halo 1 can be fun to play, it just requires for you to use the right combination of maps and game types. 4v4 Odd Ball on Downrush and 4v4 King of the Hill on Imminent seem like they are really fun game types. Too bad that you can't currently play those two maps on MCC Halo 1. https://youtu.be/Xq0WMIzofWc?t=18m53s https://youtu.be/Xq0WMIzofWc?t=38m20s Also at certain points in the first video that I linked they focused on one player's POV for a brief moment. https://youtu.be/Xq0WMIzofWc?t=42m34s https://youtu.be/Xq0WMIzofWc?t=43m55s https://youtu.be/Xq0WMIzofWc?t=41m1s
  15. 4v4 in Halo 1 can be pretty fun but it depends on the maps and game types that you're playing. http://teambeyond.net/forum/topic/4946-halo-the-master-chief-collection-discussion/page-2722?do=findComment&comment=1022432 http://teambeyond.net/forum/topic/17811-my-proposal-for-the-halo-ce-4v4-playlist/ That being said I prefer to play 2v2 and 3v3 when playing Halo 1.
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