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Halo 5: Guardians Arena Gameplay Settings Thread

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343i made the pistol to not be the primary weapon in Halo 5, and it won't change from that. It's meant to be a weak piece of shit compared to the DMR, BR, LR, Stormrifle, SMG, AR, Rocket, Railgun, Suppressor, Boltshot, Needler. Plasma Pistol, Air, Saw, Plasma caster, Dirt, Rock, Flagnum, Ball, Bomb, and Water.

 

I've given up on giving feedback. There's literally no communication between its fans other than them continuing on the Soon, and we are left in the dark speculating on if they are going to do anything at all. By the end of this year, or even before Halo 5 is done. There's going to be much better games coming out, and no one is going to be left and continue playing a game that is half finished. I will continue to play Warzone because that's the only thing I enjoy left in Halo, and the only thing 343i have actually tried. Maybe Halo 6 will be better.

Yeah it's sad when a substantial number of professional players and members of this competitive forum are okay with radar and general noobification of settings or at least they don't complain because they "want halo to grow". Then they'll be complaining (or maybe not) when halo 6 arena has scorestreaks and claymores

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Yeah it's sad when a substantial number of professional players and members of this competitive forum are okay with radar and general noobification of settings or at least they don't complain because they "want halo to grow". Then they'll be complaining (or maybe not) when halo 6 arena has scorestreaks and claymores

 

Maybe Halo 6 will be better. 

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Maybe Halo 6 will be better.

 

Hard to be optimistic about the competitive side if pros and a decent part of the competitive community are sending the signal in this game that they're ok with radars and spawning with autos
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Hard to be optimistic about the competitive side if pros and a decent part of the competitive community are sending the signal in this game that they're ok with radars and spawning with autos

 

Well, we will find out in 2-3 years.

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There may actually be hope for h6. If unreal and lawbreakers do well. If doom does well. If the industry starts to move in that direction, h6 could be good.

 

I've lost hope that 343 will ever be a trendsetter but their tendency do mindlessly follow industry trends could work out well if the trends start going in a good direction.

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There may actually be hope for h6. If unreal and lawbreakers do well. If doom does well. If the industry starts to move in that direction, h6 could be good.

 

I've lost hope that 343 will ever be a trendsetter but their tendency do mindlessly follow industry trends could work out well if the trends start going in a good direction.

If call of duty remains as successful as it has been I don't see those other games having as much of an impact on 343's ideas for h6.

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If call of duty remains as successful as it has been I don't see those other games having as much of an impact on 343's ideas for h6.

 

It still stands that Halo is radically different from CoD unless you want to commit the old "It has regenerating shields/health, Halo clone!" error of the 2000s.

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It still stands that Halo is radically different from CoD unless you want to commit the old "It has regenerating shields/health, Halo clone!" error of the 2000s.

Yes, but halo is taking inspiration from call of duty. Halo reach introduced loadouts and sprint, halo 4 had scorestreaks, halo 5 has mantling and ads. Don't be surprised if halo 6 has specialists.

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It still stands that Halo is radically different from CoD

The difference between the two is much smaller now than it once was.

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I think out of all the Tier 1 vs. Pistol (Utility) arguments, the case against the DMR is probably the most compelling but is still overstated. I'll almost always take the Pistol over the DMR because it doesn't suit my play style, I prefer being able to shoot out of Sprint, I prefer the reload/ready times of the Pistol, and the less obstructive view.

 

I'd definitely say that the DMR is the most gimmicky "upgrade" of the bunch but there are still preferential reasons to use the Pistol

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The difference between the two is much smaller now than it once was.

 

I don't struggle with the aiming in CoD though. :(

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I just thought of a way to solve all of sprint's issues. Bump up the base movement speed, but have a 0% speed increase for sprint.

 

It provides an indirect nerf to charge and weakens sprint's defensive uses, all while preserving the game's higher-level movement mechanics.

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I made a very extensive post on the Halo 5 General Discussion thread talking about the current weapon "3-tier system" Halo 5 uses and how it could be improved. Since this tread literally is all about Arena Settings, I figured my post would fit here (sorry if I seem spammy, I'm just trying to get as much feedback as possible):

 

http://teambeyond.net/forum/topic/5443-halo-5-guardians-discussion/page-4701?do=findComment&comment=749345

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I made a very extensive post on the Halo 5 General Discussion thread talking about the current weapon "3-tier system" Halo 5 uses and how it could be improved. Since this tread literally is all about Arena Settings, I figured my post would fit here (sorry if I seem spammy, I'm just trying to get as much feedback as possible):

 

http://teambeyond.net/forum/topic/5443-halo-5-guardians-discussion/page-4701?do=findComment&comment=749345

Dual wielding? Really?

 

Imo dual weidling has the same core issue sprint has in that it presents a one or the other choice. You can either use nades and melee or have two guns. I think fluid, choiceless gameplay is integral to Halo gameplay.

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Dual wielding? Really?

 

Imo dual weidling has the same core issue sprint has in that it presents a one or the other choice. You can either use nades and melee or have two guns. I think fluid, choiceless gameplay is integral to Halo gameplay.

 

I'd argue that that is probably one of the LEAST core issues sprint has.

And just because it has a small similarity with sprint, even though it couldn't be more different (promotes aggressive movement), doesn't make it a bad idea. Fluid gameplay sounds nice, but choiceless? That doesn't even make sense. You're always making choices, moreso in CE than most Halo games. It's the opposite of integral.

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I'd argue that that is probably one of the LEAST core issues sprint has.

The segregation of movement and combat is the smallest issue with sprint?

 

Lol, k.

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The segregation of movement and combat is the smallest issue with sprint?

 

Lol, k.

 

I'm saying it's impact on map design/rewarding defensive play/lower base speed/spartan charge/sprint 2-melee are much bigger issues at hand for me.

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There is stopping power though so it is not like its halo 4 where if you are getting shot at you can continue to run forever

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I'm saying it's impact on map design/rewarding defensive play/lower base speed/spartan charge/sprint 2-melee are much bigger issues at hand for me.

Those are all bad but changing the fundamental base of the game from being about the merging of movement and combat to combat and movement being separate is much bigger deal imo. Mainly because you just cannot fix that. No amount of tweaking can change it. Only removal. 

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Pistol start is great and having no radar in halo 5 would be terrible imo. My biggest issue with Halo 5 is the fact that i can't jump and melee without a delay. Would be cool if 343 could separate melee from ground pound. 

 

 

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Pistol start is great and having no radar in halo 5 would be terrible imo. My biggest issue with Halo 5 is the fact that i can't jump and melee without a delay. Would be cool if 343 could separate melee from ground pound. 

The best solution is to add an option to disable ground pound entirely, similar to auto-stabilize. 

 

Turning ground pound off in customs removes the melee delay entirely.

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The best solution is to add an option to disable ground pound entirely, similar to auto-stabilize. 

 

Turning ground pound off in customs removes the melee delay entirely.

I'd like to see them make it so you have to hold your jump and melee buttons to ground pound. That should remove the current melee delay since GP won't be active until you hold jump + melee.

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I see a lot of comments calling for the nerf of automatics. Thing is, you don't even need a sandbox update from the developer to accomplish this. We can nerf autos while maintaining the overall integrity of the sandbox by making 2 small changes: setting health to 150%, and setting melee to 140%. Try a couple games with it, you might be surprised how much enjoyable it becomes.

 

This change does the following:

AR goes from a 12/14 bullet kill to 15/18

Storm Rifle takes significantly longer to kill after dropping shields.

BR goes from a 6 body shot kill to 7.

DMR goes from a 6 body shot kill to 7.

 

Yet, all your usual shot/nade/beat down combos still work the way they did before.

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The best solution is to add an option to disable ground pound entirely, similar to auto-stabilize. 

 

Turning ground pound off in customs removes the melee delay entirely.

Wait, you're purple again?

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