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Halo: The Master Chief Collection Discussion

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43 minutes ago, Hard Way said:

You sir are not wrong. I have serious trust issues about other people driving. The thing I learned most from Rocket Hog Race was how to land on your wheels most of the time. I learned that when you're rolling, gas makes you roll more, reverse slows your roll, and L trigger makes your wheels "stick". I had a group of 3 that we played with a lot to try for a Halotracker 50, and by the time I got it, we hardly ever had to bail out of the hog.  The ones I always hated were Elite Slayer bc the gameplay is molten shit, and KotH because if you wanted to win you had to die a lot. We always voted Slayer unless there was some 3 Ball or Headhunter available. 3 Ball was our shit.

Since Reach really didn’t have a (good) ranked playlist, I really only played to stomp trash bags in matchmaking. So I loved KoTH, especially for evade. 

I always voted for Headhunter specifically for DMR starts. Reach definitely had the best multi team minus Rocket Hog Race. 

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6 hours ago, darkstar said:

I always voted for Headhunter specifically for DMR starts. Reach definitely had the best multi team minus Rocket Hog Race. 

Nah, Halo 5's 2015/16-era multi-team beats it. No real dud gametypes and a good weapon to just shoot shit with.

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I remember hating Headhunter when I first played reach. Wasn't until a couple of years later that I realized how fun it is.

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18 minutes ago, Mr Grim said:

I remember hating Headhunter when I first played reach. Wasn't until a couple of years later that I realized how fun it is.

I hate how you can pick up your teammates skulls. And someone getting a lucky spawn next a pool of skulls on the floor close the delivery zones was sometimes just game-breakingly stupid. It's an alright casual gametype but I found it largely forgettable and mostly infuriating.

Stockpile on the other hand, damn that shit was fun.

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6 minutes ago, Basu said:

I hate how you can pick up your teammates skulls. And someone getting a lucky spawn next a pool of skulls on the floor close the delivery zones was sometimes just game-breakingly stupid. It's an alright casual gametype but I found it largely forgettable and mostly infuriating.

Stockpile on the other hand, damn that shit was fun.

Most underrated gametype for sure. I really hope Infinite brings back all the gametypes we have ever had, like Headhunter, VIP, Stockpile, One Flag, etc. etc. 

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1 minute ago, darkstar said:

Most underrated gametype for sure. I really hope Infinite brings back all the gametypes we have ever had, like Headhunter, VIP, Stockpile, One Flag, etc. etc.  

Yeah some of them were damn fun (fuck VIP tho) and I'd also like to see Extermination back. Most importantly, what happened to Extraction? The one redeeming quality H4 had was that gametype. I guess it wouldn't work too well with all the movement gimmicks in H5, but it's a damn shame we lost so many gametypes just because 343 forgot to test their abilities outside of the same old TS/SH/CTF setting. 

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VIP is a victim of settings, just like Ricochet. It’s a fantastic gametype that was burdened with garbage settings in MM. VIP and Ricochet could both be so great.

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Imagine if there was no delay between grenade throws

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12 minutes ago, Shekkles said:

Imagine if there was no delay between grenade throws

There’s an animation before the grenade is thrown and a cooldown after.  You want to get rid of the cooldown?  Why?

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3 hours ago, Shekkles said:

Imagine if there was no delay between grenade throws

Like in Halo 5 where you could duo toss nades on a laggy server and just insta-nuke people? Whew.

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7 hours ago, Hard Way said:

VIP is a victim of settings, just like Ricochet. It’s a fantastic gametype that was burdened with garbage settings in MM. VIP and Ricochet could both be so great.

The more I think about it, my issues with VIP stem mostly from spawning with an Magnum on Last Resort and fighting other dudes that have OS with maybe an AR or SMG. I guess they got a bit too inspired by CS and thought giving the VIP the same double armor + pistol setup would make for good gameplay but that didn't exactly work out as intended. How would you design VIP?

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6 hours ago, Boyo said:

There’s an animation before the grenade is thrown and a cooldown after.  You want to get rid of the cooldown?  Why?

I don't, just imagine how shit it would be.

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1 hour ago, Shekkles said:

I don't, just imagine how shit it would be.

Don't have to imagine that shit happens on H3 MCC all the time accidentally to the point that you turn a corner and the world explodes and you know that it just randomly happened for the dude nading you. Its not even confusing anymore just frustrating. A few months back I won a 2s game against Danoxide because at 24-23 he tries to throw a sticky and it double nades and sticks to him then we push and get 2 kills to win. I love the game and everything but mad amounts of bs happens with MCC and grenades

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2 hours ago, Shekkles said:

I don't, just imagine how shit it would be.

Reach’s Plasma Launcher could rapidly fire multiple grenades.

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5 hours ago, Basu said:

How would you design VIP?

The VIP has a radius of influence.  Players within that radius have 125% damage resistance.  Each player within the radius lowers the VIP’s damage resistance by 12.5%.

Your options are stay together, stay apart, or split.  Staying together gives the greatest increase in the team’s total damage resistance.  Staying apart gives the greatest chance of securing power weapons from different areas of the map and power weapons are a great way to counter tight packs of enemies.  Splitting, where only one player stays with the VIP, is a unique case where the player can choose when and where to stay with the VIP, strafing in and out of the radius when necessary.

It’s the ultimate linear aggression gametype if you want it to be.  A team can form a flying-v in front of their vip and roll around the map together, team shotting with increased damage resistance.

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25 minutes ago, Boyo said:

The VIP has a radius of influence.  Players within that radius have 125% damage resistance.  Each player within the radius lowers the VIP’s damage resistance by 12.5%.

Your options are stay together, stay apart, or split.  Staying together gives the greatest increase in the team’s total damage resistance.  Staying apart gives the greatest chance of securing power weapons from different areas of the map and power weapons are a great way to counter tight packs of enemies.  Splitting, where only one player stays with the VIP, is a unique case where the player can choose when and where to stay with the VIP, strafing in and out of the radius when necessary.

It’s the ultimate linear aggression gametype if you want it to be.  A team can form a flying-v in front of their vip and roll around the map together, team shotting with increased damage resistance.

Cool concept and I would definitely prefer this over the H3 implementation. I can see this working well if the map has enough power items to incentivize movement so camping will get you screwed, but on something like Lockout this would be pure cancer.

Also would you have a visual indicator of this zone? I'm thinking of something like Lucio's healing aura:

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The thing with VIP is you can do so many things with it, and Bungie just used it for that hot garbage attack/defend crap that always ended in a tie. Even that could have worked with BR starts, a 2 minute time limit, base spawning instead of standard spawning, and shield settings for the VIP that weren’t dumb as hell.

You could make a mode like Team Regicide or Marked for Death from Titanfall with any number of traits for the VIP. You could also make super creative escort missions. Or you could mix them into a hybrid mode with 2 VIP’s and have their kills worth 2, any nav markers they reach worth 5, and any deaths they take cost 7, or something like that.

The mode had crazy potential, but Bungie was as bad at making settings as they were good at making games.

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1 hour ago, Basu said:

Also would you have a visual indicator of this zone?

Probably not a visual circle like in the picture but maybe something like a unique shield flare so you can tell if you are shooting at a VIP’s posse (first shot is green shield flare because the player has a 25% Overshield).

34 minutes ago, Hard Way said:

The mode had crazy potential

Allow the VIP to activate scripted map events.

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12 minutes ago, Boyo said:

Probably not a visual circle like in the picture but maybe something like a unique shield flare so you can tell if you are shooting at a VIP’s posse (first shot is green shield flare because the player has a 25% Overshield).

Allow the VIP to activate scripted map events.

I want to know how much health someone has before I shoot at him. I’d give their shield a visible effect as soon as he’s affected.

And as fun as that could potentially be, that’s a lot to ask for a single mode. I think that sort of thing should be possible, but realistically it’s probably better left to forgers. We get like 12 maps at launch and we can’t really expect them to dedicate that many resources of one or more maps to VIP, a mode historically despised (even if it was cleaned up). People tend to hold negative opinions about certain modes well beyond the period on which they were bad.

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1 hour ago, Hard Way said:

I want to know how much health someone has before I shoot at him. I’d give their shield a visible effect as soon as he’s affected.

If the VIP has a waypoint, you would know a teammate near him has 0.25 OS.  If the VIP doesn’t have a waypoint, I wouldn’t want to give away his position by a glowing teammate being spotted.  Plus, it’s like one extra shot to kill, not a full overshield.

1 hour ago, Hard Way said:

And as fun as that could potentially be, that’s a lot to ask for a single mode. I think that sort of thing should be possible, but realistically it’s probably better left to forgers. We get like 12 maps at launch and we can’t really expect them to dedicate that many resources of one or more maps to VIP, a mode historically despised (even if it was cleaned up). People tend to hold negative opinions about certain modes well beyond the period on which they were bad.

The ability to activate scripted map events is given to a piece of Equipment.  The VIP just spawns with it.  This way, the scripted map events can also be used outside of the VIP game type.

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14 hours ago, Boyo said:

There’s an animation before the grenade is thrown and a cooldown after.  You want to get rid of the cooldown?  Why?

I think hes meming because this a glitch specific to mcc h3. U can throw 2-6 nades at once lol

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Apparently Reach flighting has begun? 

TFW you're not one of the 1,000 chosen for the initial flight ;( 

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2 hours ago, Cursed Lemon said:

Apparently Reach flighting has begun? 

TFW you're not one of the 1,000 chosen for the initial flight ;( 

Seems like its mostly streamers and pro's getting the invites. Simms, Goldenboy, and a few others I saw on twitter getting into it.

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Gotta say, the new progression isn’t exactly what I wanted but it is looking pretty crispy and is leaps and bounds better than what we have now. 

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