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Halo 5: Guardians Arena Gameplay Settings Thread

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Let's talk Grenade Hitmarkers. I like them. It provides information that promotes offensive gameplay.

 

I'd like to hear the argument against them other than the fact that they weren't present in previous Halo's. Not saying that they are definitely a good addition, but I just want to hear the argument against them.

Throws grenade

Gets hit marker

Calls out enemy location

Throws more grenades

Teammates also throw grenades

Enemy gets bombarded with 10 grenades

Rinse and repeat

 

You shouldn't be fed information you did not earn. It's the same problem with the loud ass noise your spartan makes and radar.

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Let's talk Grenade Hitmarkers. I like them. It provides information that promotes offensive gameplay.

 

I'd like to hear the argument against them other than the fact that they weren't present in previous Halo's. Not saying that they are definitely a good addition, but I just want to hear the argument against them.

 

If you think nostalgia is the only reason you've got to be trolling.

 

At a base level, aside from what's been said already, is that grenade hitmarkers add yet another mechanic that dumb's down the skill gap. I had a list in here of all the things in Halo 5 that make it "noob-friendly" but honestly the further we go down the road of lowering the skill gap, there won't be very much that separates the good from the great.

 

That's not really where competitive Halo should be. I mean Halo 5 is way more skillful than 4, but imagine if we had no hitmarkers, no weapon timers on screen and no ground pound/spartan charge. Game would be so much better.

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Let's talk Grenade Hitmarkers. I like them. It provides information that promotes offensive gameplay.

 

I'd like to hear the argument against them other than the fact that they weren't present in previous Halo's. Not saying that they are definitely a good addition, but I just want to hear the argument against them.

Pros - they show when your grenade dealt damage in case the connection is shitty and you can't tell.

Cons - they show when your grenade dealt damage, even with random ass grenades. This lets you see where players are and if they're potentially weak. 

 

This was discussed to death with H2A, alongside grenade indicators.

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That's not really where competitive Halo should be. I mean Halo 5 is way more skillful than 4, but imagine if we had no hitmarkers, no weapon timers on screen and no ground pound/spartan charge. Game would be so much better.

 

How in the world is it skillful to just remember fixed times? I could understand your point if there were weapon timers for weapons/powerups that spawn every x seconds after pickup, but that's not the case with Halo 5.

 

Also, It's done by coaches at tournament level anyway.

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Well I originally had that at the high level it doesn't matter. My point is that it doesn't need to be there and it just makes the game less skillful for no real reason, even if it's just memorising times.

 

I guess you could argue that "winning" the fight for the weapons proves who's better though. Still don't like em.

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They feed you information that you didn't earn

You are earning information you didn't deserve.

You shouldn't be fed information you did not earn.

If you think nostalgia is the only reason you've got to be trolling.

 

 

You all have compelling arguments but are basing them off the repetitive statement that I've quoted above.

 

There is no definitive law as to establish what constitutes 'earning' information. Stating that information should only be earned via teammates or eyesight is strictly following a precedent set in previous Halo games, but when there are offensive tools presented to the player, I believe they should be experimented with and balanced accordingly.

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You all have compelling arguments but are basing them off the repetitive statement that I've quoted above.

 

There is no definitive law as to establish what constitutes 'earning' information. Stating that information should only be earned via teammates or eyesight is strictly following a precedent set in previous Halo games, but when there are offensive tools presented to the player, I believe they should be experimented with and balanced accordingly.

Lol so what if its repetitive? Thats matters little.

 

The defining law should be your awareness is what matters. Getting a hitmarker by throwing a random nade IS NOT awareness. Its promoting players to spam grenades and it gives away a players position that would otherwise have not been revealed.

 

Your sight should be the only determinating for where others are; that and risk vs reward sounds like quick camo, bottom line.

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We gave the first season of Halo 5 a shot with radar. Lets get back to basic's and remove it. @@Ninja just now says he was to remove it because it will bring a higher competitive level to Halo 5, and I agree. More pro's need to be more vocal about these things. Glad to hear him say he wants it removed. 

 

Everyone needs to hop on the No Radar bandwagon!

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Speaking of Radar, if they don't remove it, second best option would be to only show up on radar if sprinting, for a few reasons;

1) would remove the need for stupid crouch walking (should not be in any arena shooter)

2) would make players think twice about aimlessly sprinting

3) would allow radar to be put back to the normal 40m range to quicker pick up the idiots who only sprint around the map Spartan Charging.

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You all have compelling arguments but are basing them off the repetitive statement that I've quoted above.

 

There is no definitive law as to establish what constitutes 'earning' information. Stating that information should only be earned via teammates or eyesight is strictly following a precedent set in previous Halo games, but when there are offensive tools presented to the player, I believe they should be experimented with and balanced accordingly.

You say that grenade hitmarkers are an "offensive tool", but they can just as easily be a defensive tool that could promote camping. I can easily provide an example of that if you would like.

 

Regarding the concept of "earning information", it may be true that there isn't a definitive law of what that means. A player can get lucky and happen to see where someone is going without predicting the player or getting a callout, after all. There will always be some amount of dumb luck. After acknowledging that, it becomes a choice of whether you want to reduce dumb luck in competitive settings or not. Chucking safety grenades to random entrances when you don't know where the enemy is coming from and getting a hitmarker before they round the corner is promoting dumb luck.

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Speaking of Radar, if they don't remove it, second best option would be to only show up on radar if sprinting, for a few reasons;

1) would remove the need for stupid crouch walking (should not be in any arena shooter)

2) would make players think twice about aimlessly sprinting

3) would allow radar to be put back to the normal 40m range to quicker pick up the idiots who only sprint around the map Spartan Charging.

Having players show up on radar(motion tracker) when using the spartan abilities or when they're shooting would be just as bad as the current form of radar that we already have because it would still discourage aggressive play and promote passive play. Also radar that only shows players that are standing still or a radar that shows players at all times(regardless if they're moving or not) would still be horrible because it rewards players free information that they didn't earn. We shouldn't compromise and settle for radar(motion tracker) because any form of it is detrimental to competitive play.

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Grenade hitmarkers take away from the skill gap. You don't earn the knowledge by your awareness, the hitmarkers do it for you. It dumbs down the game for everyone, it isn't skillful because one random grenade can cause one callout and you could have 8 grenades thrown into your spot. 

 

You don't earn anything. Your pushes are easier with prenades. Their positioning is not rewarded.

 

I promote the free market, this is socialism. 

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After this weekend it's offseason. No Radar push!

I'm pretty sure, the new balance update is almost done and they are just waiting for next months update to ship it...

 

Edit. well never mind, I just realized radar is a more of a settings discussion for the next HWC  so maybe this decision is not set in stone yet...

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Hopefully professional players will push for no radar once this tournament is over. I do understand wanting to keep the (shitty) settings that they practiced for this one tournament but there's no reason to keep radar after tomorrow.

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you guys make make great points on both negatives and positives with hit indicators

has there been any word from 343 on an hsc playlist like in mcc with no radar?

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Let's talk Grenade Hitmarkers. I like them. It provides information that promotes offensive gameplay.

 

I'd like to hear the argument against them other than the fact that they weren't present in previous Halo's. Not saying that they are definitely a good addition, but I just want to hear the argument against them.

On top of the other arguments, they also promote defensive play.

 

Oh I just got hit by a grenade on my flank? Better not push because the enemy knows im there now. Also I better run away since the enemy might push now that he knows im weak.

 

Like someone said early on in this thread, it makes radar play better. However radar needs to be removed. Hitmarkers on grenades make it harder to be sneaky, especially when splinter grenades get two chances for hitmarkers.

 

You're already rewarded enough by hitting your grenades by making the enemy weak and giving you an advantage. You don't need any more than that.

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On top of the other arguments, they also promote defensive play.

 

Oh I just get hit by a grenade on my flank? Better not push because the enemy knows im there now. Also I better run away since the enemy might push now that he knows im weak.

 

Like someone said early on in this thread, it makes radar play better. However radar needs to be removed. Hitmarkers on grenades make it harder to be sneaky, especially when splinter grenades get two chances for hitmarkers.

just for team a and slayer or breakout too?

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just for team a and slayer or breakout too?

radar?

 

for any competitive gametype so stronghold, slayer, ctf, oddball (lol), assault (lol), you name it.

 

 

for hitmarkers on grenades? get rid of that cheese everywhere, even warzone.

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I feel like we're so close to making halo 5 a great game. In the past two main halo titles we've had an absolutely horid selection of maps and mechanics that needed to be hard patched.

 

In this game this is not the case. Radar is the root of most problems with this game. Let's make this happen for the next season.

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We are officially in off season!

 

Lets get this thread going for Season 2!

 

BYE BYE RADAR!

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I feel like we're so close to making halo 5 a great game. In the past two main halo titles we've had an absolutely horid selection of maps and mechanics that needed to be hard patched.

 

In this game this is not the case. Radar is the root of most problems with this game. Let's make this happen for the next season.

 

  • Buff the pistol to 4sk
  • Tweak the sniper to be more difficult to use reduce aim assist and bullet magnetism.
  • Increase switching weapon speed
  • Remove starting autos
  • Less autos on the maps. Like 2 per map.
  • Disable spartan charge
  • Remove hit markers from nades
  • Reduce nade blast radius
  • Switch up weapon layouts on some maps
  • Add more powerups to some maps.
  • Disable weapon timers for power weapons.
  • Powerups on static timers
  • Add Bomb and Oddball
  • Add 15 minute overtime to Flag and Bomb in the case of a tie score. No more fucking stupid replays
  • Add back a 2 minutes sudden death in the event a flag is still out.
  • Add teleporters to some maps
  • Increase strafe acceleration

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  • Buff the pistol to 4sk
  • Tweak the sniper to be more difficult to use reduce aim assist and bullet magnetism.
  • Increase switching weapon speed
  • Remove starting autos
  • Less autos on the maps. Like 2 per map.
  • Disable spartan charge
  • Remove hit markers from nades
  • Reduce nade blast radius
  • Switch up weapon layouts on some maps
  • Add more powerups to some maps.
  • Disable weapon timers for power weapons.
  • Powerups on static timers
  • Add Bomb and Oddball
  • Add 15 minute overtime to Flag and Bomb in the case of a tie score. No more fucking stupid replays
  • Add back a 2 minutes sudden death in the event a flag is still out.
  • Add teleporters to some maps
  • Increase strafe acceleration

 

Can you explain the bolded?

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