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Classic Halo Esports and HCS Grassroots 2019 Discussion Thread

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48 minutes ago, RVG E Nomini said:

Ah, so what does SR stand for?

It's technically called a "Spartan Rank", but it's purely tied to XP and not skill.  The ranked playlists are all 1-50 with the old school H2 icons as well. 

 

17 minutes ago, Hard Way said:

As for number of promotions, I guess it's just a different way of looking at things. I see it as an incentive to try/master new things. Nothing is being forced on you, especially since it's just for cosmetic unlocks. And even still, you can still get promoted by sticking to a couple things you like. It'll just take longer. Nothing about it forces the user to do anything.

I don't particularly enjoy Grifball, but if I could get an easy promotion towards an item I want with only 10 wins in it, I'd probably play it, and I'd probably get better at it.

I get what you're after, but to be balanced it would have to be relatively close in terms of how long it would take to rank up, with only a slight bonus for playing different modes. 


Using your example, since I love Grifball and the competitive side, if I play those two playlists exclusively I don't mind it taking me a bit longer to level up than someone who plays all the modes if it's balanced.  On the other hand if I have to win 100 games to level up vs 10, then you're effectively forcing a player to play those modes if they want to level up which is wrong.   Maybe something like a first win of the day bonus for the various modes?  That way if they want to play the different ones they get a slight bonus for doing so, but their progression isn't nerfed into the ground if they don't. 

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I really like the new update.  Not personally a fan of some of the game modes they added (although the rocket/sword ball mode on Midship is absolutely hilarious) but the loading screen update adding the server being played on is a big plus and obviously 60hz servers are great.

Really curious why they decided to not include CE in the server update.  Surely there's enough people playing it to justify it? (Maybe not, but I always seem to get a game pretty quickly when only searching CE). 

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2 minutes ago, Trespa5s said:

Really curious why they decided to not include CE in the server update. 

I believe their excuse was "The netcode is very unique compared to the other games" and they will give it its own patch sometime later

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Just now, S0UL FLAME said:

I believe their excuse was "The netcode is very unique compared to the other games" and they will give it its own patch sometime later

OK fair enough.  They basically had to build the CE netcode from close to scratch since it was never online originally.  As long as it gets updated soon-ish I'll be content. 

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25 minutes ago, Frostbite XV2 said:

I don't even...

 

Honestly thats just hitbox porn and i think its fine. Its weird that it disappears for a bit but it still ends up connecting. 

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Elevate and SQ breaking up or just available guys tryna earn qualifier points while other teammates are unavailable?

 

 

Shotzy coming back?!?!

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20 minutes ago, Noodle said:

Elevate and SQ breaking up or just available guys tryna earn qualifier points while other teammates are unavailable?

 

 

Shotzy coming back?!?!

he's been streaming H3 past few days. Safe to say so

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8 hours ago, Noodle said:

Elevate and SQ breaking up or just available guys tryna earn qualifier points while other teammates are unavailable?

I know before SXSW Flamesword had mentioned something about SQ almost dropping him but it seemed to be sorted out.  Wouldn't surprise me if they broke up but I'd be a sad panda for sure. 

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8 hours ago, Noodle said:

Elevate and SQ breaking up or just available guys tryna earn qualifier points while other teammates are unavailable?

 

 

Shotzy coming back?!?!

Image result for inconceivable

 

this will be awesome as long as cratos doesnt turn back up to steal bubu's seeding points

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As always I'm happy to see the MCC team making these changes but it's just crazy to me that the game came out in 2015 and they're just getting into to these really basic things now?  Like it didn't occur to them to fix the tick rate / 60hz / 60fps stuff back in 2013-14?  

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1 minute ago, valaea said:

As always I'm happy to see the MCC team making these changes but it's just crazy to me that the game came out in 2015 and they're just getting into to these really basic things now?  Like it didn't occur to them to fix the tick rate / 60hz / 60fps stuff back in 2013-14?  

Well they spent the first year (2014-15) trying to get the game to actually function, much less worry about server ticks.  Then H5 came out and MCC pretty much went fully on the back burner until mid-late last year. 

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SQ splitting up wouldn't be shocking as Flamesword and Assault were the two weak links in that squad.

Shotzzy is 100% back in Halo for now.

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17 hours ago, Trespa5s said:

Well they spent the first year (2014-15) trying to get the game to actually function, much less worry about server ticks.  Then H5 came out and MCC pretty much went fully on the back burner until mid-late last year. 

Went full back burner until they realize the hot piece of shit they produced that was H5. Damn shame because MCC could have been an absolute monster for them if it was executed even half decently from the beginning. People love the games they grew up on, regardless of whether it was MCC or COD4 or Contra/Time Crisis in the arcade. It's the emotional connection.

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13 hours ago, Too Much Tuna said:

 

Glad to see this.

 

Although wouldn't it make more sense to have an 8 man roster for the pro team so that way they could play against eachother 4v4 when testing betas and other pre-release builds of Infinite?  

I guess that would require twice the budget but still, who is the pro  team supposed to play in that studio to test what works and what's broken?  

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3 hours ago, Scuzzy said:

Went full back burner until they realize the hot piece of shit they produced that was H5. Damn shame because MCC could have been an absolute monster for them if it was executed even half decently from the beginning. People love the games they grew up on, regardless of whether it was MCC or COD4 or Contra/Time Crisis in the arcade. It's the emotional connection.

Never said it was a good thing or that it wouldn't have been better.  The fact is though that at launch it WAS a total clusterfuck and had to spend the year getting MM to work halfway not-garbage and then H5 came out. 

 

Obviously they're correcting course now but to say it's because they realized H5 was "a hot piece of shit" is incorrect because 1) The most recent update made to the competitive H5 settings last June actually made it fun to play and 2) if that was the case they would have corrected course WAY earlier than they did. 

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these tier 3 pros will save halo!

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45 minutes ago, TheSimms said:

We literally had Ghost and Neighbour on the last pro team - two of the most outspoken players in the scene (ghost literally helped design competitive settings through previous iterations of Halo since H2) and we still had things like sprint/ground pound/nade markers etc, hate to be that guy but it feels more like a QnA team than a pro team. I hope i'm completely wrong and way off the mark but the name feels more like a PR name as opposed to actually catering the game for pro level play. A relatively harsh and potentially completely wrong critique but that's just my feel (maybe we will see the team utilised more compered to 5), ether way i'm very happy for all those that get the opportunity to work on something they love. Good luck to them and i look forward to what Infinite has to bring.

There's an old post by one of the pro team members floating around that discussed a few things they had direct influence on. This included descope, spawn influence, strpngholds as a gametype, weapon balance, flag juggeling, and moving with the scoreboard up.

I doubt the pro team will have influence over a spartan ability or weapon being in the game. But it seems some of the smaller things, as well as launch settings and balance, are heavily influenced by pro team.

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10 minutes ago, Silos said:

There's an old post by one of the pro team members floating around that discussed a few things they had direct influence on. This included descope, spawn influence, strpngholds as a gametype, weapon balance, flag juggeling, and moving with the scoreboard up.

I doubt the pro team will have influence over a spartan ability or weapon being in the game. But it seems some of the smaller things, as well as launch settings and balance, are heavily influenced by pro team.

Thats fair, i just think Halo 5 was super unbalanced (literally took 16 months for a sniper nerf) and the aftercare was very poor to say we had a pro team in house helping with the design of it. For a studio that had some of the smartest pro players in the game on payroll the game didn’t feel or look that way for the first few years. Again - i hope i'm wrong and big changes are on way but the term pro team to me is just another name for QnA or testers. I really really hope they have power and a good say over the games direction in terms of gunplay/weapons/maps and movement.

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11 minutes ago, TheSimms said:

Thats fair, i just think Halo 5 was super unbalanced (literally took 16 months for a sniper nerf) and the aftercare was very poor to say we had a pro team in house helping with the design of it. For a studio that had some of the smartest pro players in the game on payroll the game didn’t feel or look that way for the first few years. Again - i hope i'm wrong and big changes are on way but the term pro team to me is just another name for QnA or testers. I really really hope they have power and a good say over the games direction in terms of gunplay/weapons/maps and movement.

You could also include not removing SC/GP for 2.5 years.  

I'm not expecting magic right out of the gate (Needn't we forget we're on the 7th version of competitive settings for H3), but there needs to be WAY more support for the scene and listening to feedback from the pro team/players.  

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