Mythik Nick Posted August 6, 2016 The Flag doesn't 1-hit melee because of the Flagnum. The 1-hit melee for Ball carriers is their only defense IMO, although I have recently thought about reduced movement speed with the Ball to be on par with the Flag. I didn't realize the Ball/Bomb carrier had completely normal movement speed, though I did think it seemed fast. A movement penalty would definitely help. Quote Share this post Link to post
soFireFly Posted August 6, 2016 Does anyone have a gameplay video of these settings? I'll be away from my xbox for a few days and won't be able to play it for myself. Quote Share this post Link to post
Mythik Nick Posted August 6, 2016 Does anyone have a gameplay video of these settings? I'll be away from my xbox for a few days and won't be able to play it for myself. @@-DeucEy- uploaded this gameplay on a Pit remake: 2 Quote Share this post Link to post
SMARTAN 427 Posted August 7, 2016 I didn't realize the Ball/Bomb carrier had completely normal movement speed, though I did think it seemed fast. A movement penalty would definitely help. Yeah I thought normal movement was fine for Oddball, but I was just thinking that Assault should have the carrier move as slow as the Flag carrier. Something for me to edit. Quote Share this post Link to post
My Namez BEAST Posted August 7, 2016 Yeah I thought normal movement was fine for Oddball, but I was just thinking that Assault should have the carrier move as slow as the Flag carrier. Something for me to edit. Did oddball always keep the same speed? Quote Share this post Link to post
SMARTAN 427 Posted August 7, 2016 Did oddball always keep the same speed? Honestly I don't remember. I don't recall being slow with the Oddball, but I DO remember being slow with the Bomb. Quote Share this post Link to post
My Namez BEAST Posted August 7, 2016 Honestly I don't remember. I don't recall being slow with the Oddball, but I DO remember being slow with the Bomb. I want to say they were slower since ball juggling has always been a thing. It also helps stop the ball carrier from out-restating everyone easily. I could be wrong though. Quote Share this post Link to post
SMARTAN 427 Posted August 7, 2016 I want to say they were slower since ball juggling has always been a thing. It also helps stop the ball carrier from out-restating everyone easily. I could be wrong though. Well, something to try out for possible updated Ball gametypes. I personally think that the 1-hit melee should stay as the carriers primary defense. But with possibly slower movement to help compensate. 1 Quote Share this post Link to post
My Namez BEAST Posted August 7, 2016 Well, something to try out for possible updated Ball gametypes. I personally think that the 1-hit melee should stay as the carriers primary defense. But with possibly slower movement to help compensate. Ball has always been a 1hk I'm cool with that. Quote Share this post Link to post
Apoll0 Posted August 8, 2016 I honestly like the feeling of manually switching to your Magnum, especially in HCE. It may or may not be a good thing, I just like it lol. I think it you switched it to pistol primary, i would be switching to the AR out of habit right off spawn and end up punching myself in the dick. Quote Share this post Link to post
NAK Posted August 8, 2016 Is there any way to make the camo work better at the new movement speed? Quote Share this post Link to post
Mythik Nick Posted August 8, 2016 Is there any way to make the camo work better at the new movement speed? No, unfortunately. 343 would have to change the way camo functions so that its effectiveness is no longer tied to movement speed. 1 Quote Share this post Link to post
Gobias Posted August 8, 2016 No, unfortunately. 343 would have to change the way camo functions so that its effectiveness is no longer tied to movement speed. Or make it even more tied to the movement speed, but not just vanilla H5 movement. Adding a camo speed option to the UI would probably take significant resources (more than five minutes) from multiple departments, but instead you could go into the code and make the camo threshold dependent on a variable that is actually variable, so that you are always invisible at max base speed no matter what that is. Not sure how big a patch this would require, given that they probably never optimized it for tweaking because their game was perfect at launch. 6 Quote Share this post Link to post
kidstandout Posted August 8, 2016 just asked snakebite, pros have little pull when it comes to setting so we'd have to pitch this directly to 343 for a playlist. question is how Quote Share this post Link to post
SMARTAN 427 Posted August 8, 2016 Alright, so after a week of off and on custom games, I would like to grab feedback for our Evolved map pool selection. I think that it is about time to discuss it, and that some issues are obvious with most of them. Quote Share this post Link to post
Hard Way Posted August 10, 2016 Oddball needs slower movement speed for the carrier. It's always been that way and for good reason. 3 Quote Share this post Link to post
Astronautic II Posted August 10, 2016 @@-DeucEy- uploaded this gameplay on a Pit remake: @@-DeucEy-'s gun skill is too strong, lol. I want to play this. Quote Share this post Link to post
Basu Posted August 10, 2016 I so want to play this, but I don't want to give 343 money and buy H5. Quote Share this post Link to post
Astronautic II Posted August 10, 2016 I so want to play this, but I don't want to give 343 money and buy H5. Buy it used at Gamestop? 1 Quote Share this post Link to post
-DeucEy- Posted August 10, 2016 @@-DeucEy-'s gun skill is too strong, lol. I want to play this. Ahh I'm alright at this game. Thanks man lol, you're definitely more than welcome to join! Feel free to add me and we can try to get you in a lobby. There's usually quite a few people trying to play every day. 1 Quote Share this post Link to post
ROB THE TURTLE Posted August 11, 2016 I'd like to list my gamer tag, I'm a competitive player and these settings really peaked my interest! Invite me for customs, just send me a message that it's for evolved settings. Gt: ROB THE TURTLE 1 Quote Share this post Link to post
VinnyMendoza Posted August 11, 2016 I think strafe needs to be even faster if possible. The pistols average ttk is too fast imo. You look at CE and people are usually wasting like 9-14 bullets in a duel. In h5 on these settings I've never used a full clip. Fucking thing has so much bullet magnetism. Quote Share this post Link to post
My Namez BEAST Posted August 11, 2016 I'd like to list my gamer tag, I'm a competitive player and these settings really peaked my interest! Invite me for customs, just send me a message that it's for evolved settings. Gt: ROB THE TURTLE Oh shit the Legend! We'll be sure to shoot you an invite man Quote Share this post Link to post
arglactable Posted August 11, 2016 I think strafe needs to be even faster if possible. The pistols average ttk is too fast imo. You look at CE and people are usually wasting like 9-14 bullets in a duel. In h5 on these settings I've never used a full clip. Fucking thing has so much bullet magnetism. The unfortunate reality is that fundamental elements of Halo 5's mechanics preclude ideal settings. H5's squirrely aim already makes close quarters fights enough of a pain in the ass. The goal with the movement and strafe was the mitigate the ease of use of the weapons, but not to make the game nearly impossible. Ideally, the game would have aiming that didn't feel like ass and weapons wouldn't have absolutely excessive amounts of bullet magnetism, but alas that is not the case. 120% movement with 130% forward and strafe acceleration is already pushing the boundaries of playable for plenty of people. We don't want to go completely overboard with it. 1 Quote Share this post Link to post
Mythik Nick Posted August 11, 2016 I think strafe needs to be even faster if possible. The pistols average ttk is too fast imo. You look at CE and people are usually wasting like 9-14 bullets in a duel. In h5 on these settings I've never used a full clip. Fucking thing has so much bullet magnetism. I feel the same way, but unfortunately, 130 is as high as the strafe goes. The only thing we could do to increase the difficulty would be to up the movement speed even further (and 120 is already pretty damn fast). Quote Share this post Link to post