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xxcloud7xx

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  1. Yeah I find the terminology to be a bit confusing and inconsistent. I decided to use the terminology that Sean Cooper AKA kornman00 used so that when I quoted him from that halowaypoint post that it wouldn't be as confusing. To clarify, the only thing that 343 removed from MCC Halo 1's rockets is the auto-aim/red reticle AKA bullet magnetism. MCC's Halo 1's rockets still has target magnetism AKA reticle friction because rockets on the original Xbox version of Halo 1 also has target magnetism AKA reticle friction. My friend sent me that clip. When I first watched that clip I laughed hysterically. Not only did Gearbox manage to mess up Halo 1's rockets by putting auto-aim/red reticle AKA bullet magnetism on them, 343 somehow managed to mess up the portals. I assume that 343 messed up the portals by attempting to fix portal bumping but I'm not too sure so please take what I said with a grain of salt.
  2. I think that you might be confusing auto-aim/red reticle with target magnetism. 343 removed auto-aim/red reticle from MCC Halo 1's rockets, they didn't remove target magnetism from MCC Halo 1's rockets. Halo 1's rockets on the MCC had auto-aim/red reticle enabled because Halo PC's rockets also has it enabled. Auto-aim/red reticle on MCC Halo 1's rockets would sometimes cause the rocket projectile to be slightly guided/pulled towards your opponent. For example this would sometimes cause instances of your rocket projectile to be guided/pulled towards the top portal on Derelict because you shot your rocket at your opponent right before he used the bottom portal. Normally the rocket should of been a miss because your opponent used the portal right before your rocket could of hit him but due to rockets on MCC Halo 1 having auto-aim/red reticle it caused your rocket to still hit him regardless. https://gamerdvr.com/gamer/dj-haida-style/video/76307884 343 didn't remove target magnetism from MCC Halo 1's rockets because rockets on the original Xbox version of Halo 1 also has target magnetism. Target magnetism causes your reticle to stick or feel magnetized when aiming at an opponent. I dislike target magnetism on Halo 1's rockets because it makes it difficult to aim rockets at your opponents feet or aim rockets away from your opponent. That being said I don't expect 343 to remove target magnetism from MCC Halo 1's rockets because rockets on the original Xbox version of Halo 1 also has target magnetism and Halo 1 NHE doesn't even remove target magnetism from Halo 1's rockets. https://www.halowaypoint.com/en-us/forums/84ad72a8b51847978545f685f651fc15/topics/mcc-game-playlist-update---6-11-2019/cae54c51-dd71-4538-b447-4c410defa540/posts
  3. Halo 1's pistol without it's bullet spread is pretty consistent and accurate. Here's proof that Halo 1's pistol without it's bullet spread is pretty consistent and accurate. Not being able to acknowlede the proof that Halo 1's pistol without it's bullet spread is pretty consistent and accurate because you're an ideologue that is bias against projectile weapons will most likely result in you being ignored and ostracized. People that are unwilling to yield themselves to reason and evidence aren't worth having conversations/arguments with and should probably be ignored and ostracized. If you're going to claim that Halo 1 NHE 1.0's pistol is still inconsistent and inaccurate even though the spread from the pistol was removed then the burden is on you to prove it.
  4. If you can't acknowledge the fact that Halo 1's pistol empowers players to be more potentially lethal than other Halo utility weapons do then you're either ill-informed or you're being disingenuous. Halo 1's pistol empowers competent players to potentially be able to kill four of their opponents in a quick succession with only one clip because it's minimum TTK is 0.6 seconds and it has 12 bullets in it's clip. Halo 1's pistol empowers competent players to potentially be able to outshoot an opponent that has a full OS with only nine shots which isn't even a full clip which means you have enough ammo left afterwards to 3SK another opponent. The potential lethality of Halo 1's pistol can only be matched by team-shooting, button glitches/combos such as double/quad shooting in Halo 2 and double melee in Halo 1, noob combo, grenades, and power weapons. Halo 5's magnum isn't lethal enough to empower competent players to potentially be able to kill four of their opponents in a quick succession with only one clip. Halo 5's magnum is only lethal enough to empower competent players to potentially kill two of their opponents with only one clip and it's minimum TTK is 1.2 seconds. Halo 5's magnum isn't lethal enough to empower players to potentially be able to outshoot an opponent that has a full OS and then have enough ammo left in their clip afterwards to 5SK another opponent. In order for competent players in Halo 5 to be able to kill multiple opponents in a timely manner they either have to team-shoot, use grenades, use the noob combo, or use other weapons besides their magnum such as rockets and snipe. Halo 1's pistol only has a 0.2 degrees spread which isn't as bad as Halo 3's BR spread nor is it as bad as Halo Reach's DMR bloom. Halo 1 NHE 1.0 removes the 0.2 degrees spread from Halo 1's pistol and also removes the spread from Halo 1's sniper when no scoping. http://halo1nhe.com/ If you still consider Halo 1's pistol to be completely random even with the removal of the spread from the pistol then you're an ideologue that will never be pleased with Halo 1's pistol because you're bias against projectile weapons. The only time that Halo 1's pistol is random in Halo 1 NHE 1.0 is when you're fully holding down the trigger or you're experiencing the 180/turn glitch which isn't exclusive to Halo 1's pistol. I'm not an ideologue that is bias against hitscan weapons. I don't dislike Halo 5's magnum because it's hitscan, I dislike Halo 5's magnum because it's not as lethal or as difficult as I would like it to be. If Halo 5's magnum had a faster minimum TTK(0.6-0.9 seconds) and was a little bit more difficult to use then I would have a more difficult time choosing between Halo 5's utility weapon which has no spread and Halo 1 NHE 1.0's utility weapon which also has no spread. If the MCC version of Halo 1 was viable for LANning and played 1:1 with the original Xbox version of Halo 1 do you honestly think that the Halo 1 community would resort to LANning the original Xbox version of Halo 1/Halo 1 NHE on archaic and dying hardware(original Xboxes and CRT TVs) instead of using MCC? As soon as it becomes viable to emulate the original Xbox version of Halo 1/Halo 1 NHE most of the Halo 1 community will probably switch to using emulation for LANs. To answer your question yes people such as Vinny Mendoza and stunt_man have tested Halo 1 MCC on LAN and they have said that it doesn't play like the original Xbox version of Halo 1. Halo 1 on the MCC is plagued with a ton of bugs/issues because 343i decided to use the PC version of Halo 1 for Halo 1 on the MCC instead of the original Xbox version of Halo 1. Gearbox botched the PC version of Halo 1 and 343i botched the MCC version of Halo 1 by using the PC version of Halo 1. You want proof that the MCC version of Halo 1 is plagued with a ton of bugs/issues and isn't an accurate representation of how the original Xbox version of Halo 1 plays on LAN or online via XBC, XLAN, and XLink Kai? Here's the proof. http://www.halobugs.com/ https://cdn.discordapp.com/attachments/487240502505111552/567371824648945678/updated_mcc_bugs_list.txt https://www.halowaypoint.com/en-us/forums/84ad72a8b51847978545f685f651fc15/topics/halo-ce-pc-port-issues-masterlist/2b908f00-c2e5-4927-8649-9fa999de417e/posts?page=1#post5
  5. You perceived his post as him legitimately criticising the flaws of Halo 1's camo and I perceived his post as him projecting his own inadequacies of not being able to predict and outplay his opponents in Halo 1 when his opponents have control of camo. Calling my post Waypoint logic is a pejorative and only detracts from your argument. I would like to further discuss Halo 1's camo with him but he hasn't responded to my other post. He hasn't answered what constitutes skill, what constitutes competence, and what constitutes balance. He also hasn't answered my question of how isn't camo balanced in Halo 1. I'm going to ask this question again since it seems to me that you have ignored my other post. What constitutes balance? How is camo unbalanced in Halo 1? Just because you assert that Halo 1's camo is unbalanced doesn't make the statement true. Have you ever considered that maybe the imbalance of Halo 1's camo that you perceive could actually be an inadequacy of you not being able to predict and outplay your opponents in Halo 1 when your opponents have control of camo instead of a legitimate inadequacy of camo in Halo 1?
  6. What constitutes skill? What constitutes competence? What constitutes balance? The assertion that there's absolutely no aspect of skill involved in the part of the montage that I linked and it all comes down to luck isn't necessarily true. In order for a player to consistently get cookouts on competent opponents in Halo 1 that player must also be competent at Halo 1. While it's rare to see cookouts happen in high level gameplay between two competent teams in Halo 1 it's even more rare to see an incompetent player get a cookout on a competent opponent in Halo 1. I guarantee you that all of those Halo 1 players featured in that montage that I linked in my other post are higher on the Halo 1 competence hierarchy than me and you. How isn't camo balanced in Halo 1? The camo duration in Halo 1 only last 45 seconds. In order to quick camo in Halo 1 with rockets or snipe you have to trade out your pistol for either a AR, plasma rifle, plasma pistol, or shotgun. It's risky to drop your pistol so that you can quick camo with rockets on maps with long lines of sight such as Hang 'Em High and Derelict. Quick camoing with rockets or snipe in Halo 1 is a high risk high reward. Choosing to not use or carry a weapon that enables you to quick camo (AR, plasma rifle, plasma pistol, and shotgun) when using camo in Halo 1 is also a high risk high reward. It requires skill to be able to unpredictably maneuver around the map with camo in Halo 1. It also requires skill to know when it's the appropriate time to shoot with camo and give away information of your position on the map to your opponents. If you pick up camo and shoot your AR or pistol immediately afterwards you are most likely going to alert your opponents and give away the information to your opponents that you just obtained camo. https://youtu.be/bLUP7qo6TCw?t=13 Getting cookouts on your opponents in Halo 1 is just a flashy way of predicting and outplaying your opponents when your opponents have control of camo. While the pistol and snipe are useful tools to counter camo players with in Halo 1 the AR, plasma rifle, shotgun, rockets, and grenades are also useful tools to counter camo players with. There are various ways in Halo 1 that you can predict and outplay your opponents when your opponents have control of camo. There are limited pathways that your opponents can take in Halo 1 after obtaining camo so being aware of what time camo is spawning at and being aware of where your opponents obtained camo at on the map will help you narrow down the pathways your opponents can take after obtaining camo. Being aware of when your opponent's camo duration is going to run out also helps. You can get information on the camo player's whereabouts in Halo 1 based on where the camo player spawns his teammate at. https://youtu.be/f4VEMK0jl40?t=560 My post isn't ironic. I don't mind people scrutinizing the flaws of camo in Halo 1 however whining/complaining about Halo 1's camo and making excuses for your poor performance will only hinder you from improving at the game. It's easier to whine/complain about the flaws of camo in Halo 1 and make excuses for your own poor performance than it is to do some introspection and examine your own inadequacies because doing so requires some humility. It would be unwise of me to whine and complain about the map inbalance of Derelict due to all of the power items spawning up top after immediately losing a 2v2 team slayer match on Derelict because it would only hinder me from improving at the game. Instead it would be more wise of me to do some introspection and examine my own inadequacies so I can improve at playing 2v2 team slayer on Derelict. It's important to analyze and distinguish your own inadequacies as a player from the game's inadequacies.
  7. How about instead of complaining about camo in Halo 1 you decide to try to git gud at the game and learn how to predict and outplay your opponents even when your opponents have control of camo? Getting cookouts on your opponents is one of the most satisfying things that you can do in Halo 1. https://youtu.be/n6eZF7518-w?t=814
  8. Sorry I'm just now seeing this post because I don't use teambeyond as frequently as I used to, gg's those were some fun Halo 1 4v4 custom games. Nice flank with camo and triple kill, my awareness was pretty bad that game lol.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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/
  14. 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
  15. 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.
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