Jump to content
Hard Way

What changes should be made to Reach's competitive settings going forward?

Recommended Posts

Just now, flawlesscowboy said:

?

Construct has never been fun to actually play, and Guardian's a variable festival of fuckery. Maybe fun in social. Preeeeeeeeeeetty meh and lopsided for any competitive game.

 

  • Upvote (+1) 4
  • Downvote (-1) 1

Share this post


Link to post
32 minutes ago, TheIcePrincess said:

Construct has never been fun to actually play, and Guardian's a variable festival of fuckery. Maybe fun in social. Preeeeeeeeeeetty meh and lopsided for any competitive game.

 

Alright. I don't agree, especially about construct. Haven't had a bad game on it yet even in losses

  • Like (+1) 1

Share this post


Link to post
37 minutes ago, TheIcePrincess said:

Construct has never been fun to actually play, and Guardian's a variable festival of fuckery. Maybe fun in social. Preeeeeeeeeeetty meh and lopsided for any competitive game.

 

Construct is great, but to each his own.

Share this post


Link to post
6 minutes ago, flawlesscowboy said:

Alright. I don't agree, especially about construct. Haven't had a bad game on it yet even in losses

That's fine. It's not about having bad games, though, lol. The map in general is meh. Poor layout. Gametypes suck for it. And in general it's snowbally.

 

Share this post


Link to post
1 minute ago, TheIcePrincess said:

That's fine. It's not about having bad games, though, lol. The map in general is meh. Poor layout. Gametypes suck for it. And in general it's snowbally.

 

That's not what I meant. The gameplay has been up to par with the rest of the rotation. Portals instead of lifts in the purples make a big difference, and it was already better in H3 than you are making out in my opinion. Hill is the best gametype for it and forces players to use the whole map. I enjoy it much more than BC Hill for example

Share this post


Link to post
1 minute ago, flawlesscowboy said:

That's not what I meant. The gameplay has been up to par with the rest of the rotation. Portals instead of lifts in the purples make a big difference, and it was already better in H3 than you are making out in my opinion. Hill is the best gametype for it and forces players to use the whole map. I enjoy it much more than BC Hill for example

It's also top-heavy. Making setups supremely snowbally at higher levels. And power weapons spawn in power positions, even regardless of hill position. Likewise, Hill could be done better on other maps. It's subpar at the "most" if you're generous on Construct. Map's one of the worst in comp Halo 3, only rivaled by Narrows. Because Narrows is that bad. 

 

Share this post


Link to post
29 minutes ago, TheIcePrincess said:

And power weapons spawn in power positions

 

sniper spawn is a power position? idk...

Share this post


Link to post
2 minutes ago, znot said:

sniper spawn is a power position? idk...

More so referring to our pleasant boi, rockies. Sniper's problem is, teehee. The map's design. So you can camp a wide ramp with long lines of sight. With enemies possessing a BR that doesn't work at range.

Share this post


Link to post

im sure construct plays better on reach than h3 but i'd rather play a non-remake than play just remakes. we got pit and sanc. and if u watch any pros play the most complained about gametype is construct in general and guaridan ball, mainly because they always go to time though that's not the sole reason. 

same goes for a wizard remake. 

enjoyment doesnt make a gametype good. many people enjoy no shields shotty chiron. that doesn't make it a fit for competitive play. Just because one enjoys a bad map, doesn't give it merit. 

We don't have any DMR domes like we had in ce/h2/h3/h2a so there's room there. 

Bomb and oddball are amazing gametypes that should be utilized. 

Share this post


Link to post
42 minutes ago, Riddler said:

im sure construct plays better on reach than h3 but i'd rather play a non-remake than play just remakes. we got pit and sanc. and if u watch any pros play the most complained about gametype is construct in general and guaridan ball, mainly because they always go to time though that's not the sole reason. 

same goes for a wizard remake. 

enjoyment doesnt make a gametype good. many people enjoy no shields shotty chiron. that doesn't make it a fit for competitive play. Just because one enjoys a bad map, doesn't give it merit. 

We don't have any DMR domes like we had in ce/h2/h3/h2a so there's room there. 

Bomb and oddball are amazing gametypes that should be utilized. 

Honestly I'd say the ONLY reason some h3 maps works was because the BR just didn't work half the time. In reach it's a bit different since the DMR has more range. Meaning a map like narrows is a bit harder to play when ppl can basically 5 you from their spawn. Unlike h3 where it's literally impossible to even hit someone from spawn basically.

But I'm not against making the game faster, if anything this should just increase the pace like H2 hopefully. Meaning less dumb plays like H3

  • Like (+1) 2

Share this post


Link to post
2 hours ago, TheIcePrincess said:

It's also top-heavy. Making setups supremely snowbally at higher levels. And power weapons spawn in power positions, even regardless of hill position. Likewise, Hill could be done better on other maps. It's subpar at the "most" if you're generous on Construct. Map's one of the worst in comp Halo 3, only rivaled by Narrows. Because Narrows is that bad. 

 

You think Narrows flag is bad? Or TS. Because I think Narrows CTF is one of the most solid experiences in Halo as a franchise. 

  • Upvote (+1) 1

Share this post


Link to post
5 minutes ago, MultiLockOn said:

You think Narrows flag is bad? Or TS. Because I think Narrows CTF is one of the most solid experiences in Halo as a franchise

Anything Narrows. How do you think Narrows CTF is solid? It has snipe, the entire map is free snipe range, rockets spawn in the one area that is the rocket's range, with a BR that doesn't work fully. On top of the infamous spawns where you can predictably spawn into someone's reticle. It's far from it.

Share this post


Link to post

Please no more remakes. We don't need them. We have a chance to be creative and we should use it.

Edit:  Pretend for a second that we could institute normal gravity outside on Anchor 9. How would you forge that area?

  • Like (+1) 1
  • Upvote (+1) 1

Share this post


Link to post
1 hour ago, znot said:

 

Had to show you. Got some time for the Reach flinch stuff. It's bad. The example here's a tad extreme, but it's mostly just showing how far out you can be and your reticle will still level out with someone's head, and get closer if they fire to you. Flinch affects you when you're 180'ed, so, you know, could very well 180 level out on you, too. Obviously it's unrealistic, here. But what I'm saying is, you could literally stand still and have a person strafe and fire bullets to you to push your reticle to them without aiming. EVEN if it's not a killshot, the sniper is sooooo bad, lmao.

Beep.

Boop.

 

Share this post


Link to post
2 hours ago, MultiLockOn said:

You think Narrows flag is bad? Or TS. Because I think Narrows CTF is one of the most solid experiences in Halo as a franchise. 

Have forgers gotten over their collective distaste for “linear aggression” maps like Narrows?  I just see it as one design style among many.  

Share this post


Link to post
2 hours ago, TheIcePrincess said:

Anything Narrows. How do you think Narrows CTF is solid? It has snipe, the entire map is free snipe range, rockets spawn in the one area that is the rocket's range, with a BR that doesn't work fully. On top of the infamous spawns where you can predictably spawn into someone's reticle. It's far from it.

you seem to think only on paper and not in practice. in practice it's fine.

 

though I agree on paper it's a pretty dumb map. It's just a line... Idk how they expected anyone to be able to push up. Oh wait, h3 BR. Solved that issue.

48 minutes ago, Boyo said:

Have forgers gotten over their collective distaste for “linear aggression” maps like Narrows?  I just see it as one design style among many.  

No, same for midship style 2 base 2 tower maps. They despise how overused it is! Too bad it works!

1 hour ago, TheIcePrincess said:

Had to show you. Got some time for the Reach flinch stuff. It's bad. The example here's a tad extreme, but it's mostly just showing how far out you can be and your reticle will still level out with someone's head, and get closer if they fire to you. Flinch affects you when you're 180'ed, so, you know, could very well 180 level out on you, too. Obviously it's unrealistic, here. But what I'm saying is, you could literally stand still and have a person strafe and fire bullets to you to push your reticle to them without aiming. EVEN if it's not a killshot, the sniper is sooooo bad, lmao.

Beep.

Boop.

 

Ahh seems like it reacts to the damage indicator. A noob friendly way of showing the player where they're getting shot from and helping them in that direction. So now all those times those kids stand still before they blained me makes sense. /s

Awesome more reasons to hate reach

Share this post


Link to post
2 hours ago, Hard Way said:

Please no more remakes. We don't need them. We have a chance to be creative and we should use it.

Edit:  Pretend for a second that we could institute normal gravity outside on Anchor 9. How would you forge that area?

Ramps to get up to "sword". Maybe block off that ledge outside so people don't hide behind the glass, I always hated glass you can't shoot through. 

  • Like (+1) 2

Share this post


Link to post
3 hours ago, Hard Way said:

Please no more remakes. We don't need them. We have a chance to be creative and we should use it.

Edit:  Pretend for a second that we could institute normal gravity outside on Anchor 9. How would you forge that area?

I agree with no additional remakes, but I am not sure why A9 is such a big topic still. Even if the space area was normal gravity the map just doesn't have a good layout and Pit would probably be way better for CTF which would be A9's strongest gametype while Bomb would just be broken on it.

1 hour ago, Basu said:

Ramps to get up to "sword". Maybe block off that ledge outside so people don't hide behind the glass, I always hated glass you can't shoot through. 

Just remember how the bases look on that map, there is no way you can magically make the map work for Bomb with a few ramps or bridges, we would have to cut the bases into pieces and redesign them to even think about Bomb.

Pretty sure on paper Zealot is the strongest Bomb map in our hands, it makes the closed side of the map more useful, the grenade launcher is better if you have to push into their base and defend it and most spawns have good potential to contest the bomb - even the basement spawns have the potential to jump right up to the flag area.

Share this post


Link to post
8 minutes ago, Warlord Wossman said:

I agree with no additional remakes, but I am not sure why A9 is such a big topic still. Even if the space area was normal gravity the map just doesn't have a good layout and Pit would probably be way better for CTF which would be A9's strongest gametype while Bomb would just be broken on it.

Just remember how the bases look on that map, there is no way you can magically make the map work for Bomb with a few ramps or bridges, we would have to cut the bases into pieces and redesign them to even think about Bomb.

Pretty sure on paper Zealot is the strongest Bomb map in our hands, it makes the closed side of the map more useful, the grenade launcher is better if you have to push into their base and defend it and most spawns have good potential to contest the bomb - even the basement spawns have the potential to jump right up to the flag area.

Pretty much this. I will say though, that Warlock was played in comp settings in Reach and Warlord Bomb was considered by several pros to be the best gametype in H2A. Only thing really holding it back in Reach was the teleporters and that seems like the type of thing 343 might fix considering it would be helpful for forge in general.

Also I've talked to some comp players that competed in Reach, and there's a lot of resistance to Ball because of how far it rolls, iirc that was why it wasn't used in v7. Hoping that can be adjusted so we can have Element/Android/Zealot/Warlord Ball as options (we'd probably only use one of those, though) and we can try to dig for a good setup-style ball map to go with it.

Share this post


Link to post
3 hours ago, Warlord Wossman said:

I agree with no additional remakes, but I am not sure why A9 is such a big topic still. Even if the space area was normal gravity the map just doesn't have a good layout and Pit would probably be way better for CTF which would be A9's strongest gametype while Bomb would just be broken on it.

Just remember how the bases look on that map, there is no way you can magically make the map work for Bomb with a few ramps or bridges, we would have to cut the bases into pieces and redesign them to even think about Bomb.

Can you elaborate on why it wouldn't work? I've played a 3v3 neutral bomb with TU settings on default Anchor 9 in the last 6 months and I quite enjoyed it.

Share this post


Link to post
43 minutes ago, Hard Way said:

Can you elaborate on why it wouldn't work? I've played a 3v3 neutral bomb with TU settings on default Anchor 9 in the last 6 months and I quite enjoyed it.

Concerns were mostly about spawns and how closed off the bases are while the space between the bases aside from sword/top mid is just complete no man's land.

The map was tested a quite lot for MLG back in the day but they just couldn't make it work. That said, we should definitely test it for bomb and maybe CTF although we already have a surplus of flag maps.

Share this post


Link to post

The halo 3 Br is pretty inaccurate to a point where it difficult to judge how it’d play in a game like reach especially v7. 

Share this post


Link to post
8 hours ago, znot said:

you seem to think only on paper and not in practice. in practice it's fine.

 

though I agree on paper it's a pretty dumb map. It's just a line... Idk how they expected anyone to be able to push up. Oh wait, h3 BR. Solved that issue.

Nah, I've played more than enough Halo 3 in comp to grasp it in practice and I do not like it in the least. 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use.