xSociety Posted November 23, 2015 You know what sucks? Standoff Slayer in Halo 5. I love having people spawn behind me at my own base. 12 Quote Share this post Link to post
Killmachine Posted November 23, 2015 Bruh, sad thing is, I have more balls than you do for accepting, and subsequently destroying your ass in this world tourney. Did you see the connection i was playing on lmaooo Quote Share this post Link to post
TheIcePrincess Posted November 23, 2015 Did you see the connection i was playing on lmaooo Were you playing on an Antarctican connection? Christ you were lagging horribly. Quote Share this post Link to post
Cursed Lemon Posted November 23, 2015 You know what sucks? Standoff Slayer in Halo 5. I love having people spawn behind me at my own base. BTB without a full party in this game is one of the worst experiences I've ever had playing Halo. Quote Share this post Link to post
TheIcePrincess Posted November 23, 2015 @ and I just played with @@Deez, in Warzone. Hyyyyyyype. Quote Share this post Link to post
Killmachine Posted November 23, 2015 Were you playing on an Antarctican connection? Christ you were lagging horribly. I live in Michigan i have no clue why my internet is shit Quote Share this post Link to post
Gobias Posted November 23, 2015 I am not completely opposed to introducing new movement mechanics to the Halo series, but... I have yet to see an instance in Halo where the ability to travel faster than base speed adds more to the game than it subtracts. 343's map designers will have already have a difficult time designing a map for one speed, so do people really want to tempt fate and It is already a difficult task to design a great map for just one movement speed, for anyone, so do we really want 343 to design for two or three speeds (base, sprint, thrust)? How great are Halo 5's best maps again, compared to the greats in Halo CE and Halo 2 Have the best developer maps in Halo 4 and Halo 5 been that impressive, or have they merely been "good enough" even after so many pains taken to make them work? I simply believe that having multiple maximum speed limits will never be optimal in a game with regenerating health and battles with kill times that exceed human reaction time. According to Josh Holmes, 343 felt that Halo's movement was "underdeveloped," or something like that. But they have to realize that there needs to be a universal speed limit, and that's the base speed. It's a little early to be thinking about Halo 6, but I believe that there are far better alternatives to advancing Halo than Thruster, Sprint, or the like. Any new addition needs to be very restricted and situational; I can only think of three new movement options that would work well in Halo. 1) Wall Kick. This propels you perpendicular to the surface so that your horizontal movement speed equals the base speed. Like Thruster, a Wall Kick can throw off your opponent's aim and keep him wondering about when you'll do it, but unlike Thruster, it is limited in where it can be performed: you have to be next to a wall in midair instead of just... anywhere. It would be impractical to use the Wall Kick to escape most scenarios, as the fastest escape routes usually run parallel to walls, not perpendicular. There would also be a increased possibility space (meta) in situations where you are near a wall: when you jump into the wall, you could rebound off of it, or you could just slide down it, making for some interesting battles. 2) Crouching and Ducking. There could be a difference in the height of your player model while holding crouch depending on your movement speed. If you are holding the left stick down all the way to the side, your crouch height will be normal, like Halo 3, for instance. This allows you to slide into a decent crouch, a cool strafing technique that was added in Halo 4. But if you are barely moving while crouching, your player model will decrease even further to Halo CE crouch levels--this would be called ducking. This could be very useful at extremely close range, but the tradeoff is that you are pretty much standing (crouching) still, so a player with quick reactions or a plasma grenade could get the kill. 3) Improved Air Control. This could open up some skillful jump routes, the kind that require you to sacrifice significant height, not like those smartscope/clamber tricks. Also, apart from using Jetpack and Thruster, jumping in a battle past Halo CE (when it was a death sentence) has been fairly constant; you know exactly where they will land. Increasing the magnitude of air control could add a slight variance that would require you to pay a bit more attention if your opponent jumps, as well as give more agency to your opponent in that situation. Noticeable air control is also just a fun mechanic that would set Halo apart from most console shooters. 4) Momentum Projectiles. This is technically a movement trait, not an ability, but it actually adds a ton of depth to gunfights. Projectiles will inherit the speed of the player. If you are moving to the right with speed v and aiming at your opponent who is not moving (maybe he is ducking!), you will miss; on the flip side, if he is shooting at you, he will also need to lead his shots to your movement. This is what Halo CE has, and it is a huge component of the shooting skill curve in conjunction with bullet magnetism that goes to zero at close range. Combined with ducking and wall kicking, duels could have the most depth in the entire series. Imagine strafing to your right, parallel to an opponent strafing to your left; you're both missing a bunch of shots because of having to lead, but then you jump into a nearby wall, wall kick, and reverse your velocity so that your bullet's speed lines up perfectly with that of your opponent's face. To me, that scenario sounds far more exciting than an ability that just gives you a speed boost in any direction whenever you want. After all, restrictions breed creativity. I still believe that the best way to "evolve combat" in Halo would be to build an incredible sandbox of niche weapons (all complementing a strong, skillful utility weapon similar to CE's Pistol) that would each add a different skillfulness to the game, with a few exceptions; it would be like Halo had a baby with Unreal Tournament. But isn't that what everyone wants, casual and competitive alike? Crazy, unique weapons that feel good to use and don't feel cheap to fight against--that sounds like heaven. I think the few movement abilities I mentioned wouldn't be bad at all, but they also could be done without, and that makes sense because Halo was never really missing anything, at least in the beginning. Apologies for the long post, but it's not like there's a ton of new stuff to talk about these days anyway, so... you're welcome? TDLR: I simply believe that having multiple maximum speed limits will never be optimal in a game with regenerating health and battles with kill times that exceed human reaction time. (first paragraph) Edit: working to improve the post experience for mobile users. 24 Quote Share this post Link to post
Mr Grim Posted November 23, 2015 I have yet to see an instance in Halo where the ability to travel faster than base speed adds more to the game than it subtracts. 343's map designers will have already have a difficult time designing a map for one speed, so do people really want to tempt fate and have them design for two or three speeds (base, sprint, thrust)? How great are Halo 5's best maps again, compared to the greats in Halo CE and Halo 2? I simply believe that having multiple maximum speed limits will never be optimal in a game with regenerating health and battles with kill times that exceed human reaction time. According to Josh Holmes, 343 felt that Halo's movement was "underdeveloped," or something like that. But they have to realize that there needs to be a universal speed limit, and that's the base speed. It's a little early to be thinking about Halo 6, but I believe that there are far better alternatives to advancing Halo than Thruster, Sprint, or the like. Any new addition needs to be very restricted and situational; I can only think of three new movement options that would work well in Halo. 1) Wall Kick. This propels you perpendicular to the surface so that your horizontal movement speed equals the base speed. Like Thruster, a Wall Kick can throw off your opponent's aim and keep him wondering about when you'll do it, but unlike Thruster, it is limited in where it can be performed: you have to be next to a wall in midair instead of just... anywhere. It would be impractical to use the Wall Kick to escape most scenarios, as the fastest escape routes usually run parallel to walls, not perpendicular. There would also be a increased possibility space (meta) in situations where you are near a wall: when you jump into the wall, you could rebound off of it, or you could just slide down it, making for some interesting battles. 2) Crouching and Ducking. There could be a difference in the height of your player model while holding crouch depending on your movement speed. If you are holding the left stick down all the way to the side, your crouch height will be normal, like Halo 3, for instance. This allows you to slide into a decent crouch, a cool strafing technique that was added in Halo 4. But if you are barely moving while crouching, your player model will decrease even further to Halo CE crouch levels--this would be called ducking. This could be very useful at extremely close range, but the tradeoff is that you are pretty much standing (crouching) still, so a player with quick reactions or a plasma grenade could get the kill. 3) Improved Air Control. This could open up some skillful jump routes, the kind that require you to sacrifice significant height, not like those smartscope/clamber tricks. Also, apart from using Jetpack and Thruster, jumping in a battle past Halo CE (when it was a death sentence) has been fairly constant; you know exactly where they will land. Increasing the magnitude of air control could add a slight variance that would require you to pay a bit more attention if your opponent jumps, as well as give more agency to your opponent in that situation. Noticeable air control is also just a fun mechanic that would set Halo apart from most console shooters. 4) Momentum Projectiles. This is technically a movement trait, not an ability, but it actually adds a ton of depth to gunfights. Projectiles will inherit the speed of the player. If you are moving to the right with speed v and aiming at your opponent who is not moving (maybe he is ducking!), you will miss; on the flip side, if he is shooting at you, he will also need to lead his shots to your movement. This is what Halo CE has, and it is a huge component of the shooting skill curve in conjunction with bullet magnetism that goes to zero at close range. Combined with ducking and wall kicking, duels could have the most depth in the entire series. Imagine strafing to your right, parallel to an opponent strafing to your left; you're both missing a bunch of shots because of having to lead, but then you jump into a nearby wall, wall kick, and reverse your velocity so that your bullet's speed lines up perfectly with that of your opponent's face. To me, that scenario sounds far more exciting than an ability that just gives you a speed boost in any direction whenever you want. After all, restrictions breed creativity. I still believe that the best way to "evolve combat" in Halo would be to build an incredible sandbox of niche weapons (all complementing a strong, skillful utility weapon similar to CE's Pistol) that would each add a different skillfulness to the game, with a few exceptions; it would be like Halo had a baby with Unreal Tournament. But isn't that what everyone wants, casual and competitive alike? Crazy, unique weapons that feel good to use and don't feel cheap to fight against--that sounds like heaven. I think the few movement abilities I mentioned wouldn't be bad at all, but they also could be done without, and that makes sense because Halo was never really missing anything, at least in the beginning. Apologies for the long post, but it's not like there's a ton of new stuff to talk about these days anyway, so... you're welcome? TDLR: I simply believe that having multiple maximum speed limits will never be optimal in a game with regenerating health and battles with kill times that exceed human reaction time. (first paragraph) Edit: working to improve the post experience for mobile users. id actually like all of these things, they add to the game, are simple, can't be abused, great suggestions all around, especially air control and wall kick, that combo sounds like it would really be a cool combo, better than thrust and wall kicking actually. 1 Quote Share this post Link to post
SuperORANGE Posted November 23, 2015 Any word on rank resets? i have a friend whos super serious about his rank and hes about to hit onyx, id kill for him not to get it. Quote Share this post Link to post
2pro4show Posted November 23, 2015 Well that was new... 27-24 in a Slayer match and the dedicated server just died and kicked everyone out of the game. Got penalized in rank too lol Quote Share this post Link to post
TheIcePrincess Posted November 23, 2015 Any word on rank resets? i have a friend whos super serious about his rank and hes about to hit onyx, id kill for him not to get it. I think you should take control of his account and just put him into a bunch of games, AFK. c: Quote Share this post Link to post
Mr Grim Posted November 23, 2015 BTB without a full party in this game is one of the worst experiences I've ever had playing Halo. I don't get this complaint, like I'm not saying it's invalid or anything, but I play halo alone 100% of the time and it doesn't bother me. Quote Share this post Link to post
SuperORANGE Posted November 23, 2015 Well that was new... 27-24 in a Slayer match and the dedicated server just died and kicked everyone out of the game. Got penalized in rank too lol same just happened to me... having MCC flashbacks on host "end games" Quote Share this post Link to post
MrGreenWithAGun Posted November 23, 2015 I don't know how you got that from what I wrote. I'm saying we should try to see the logic behind the aspects of the game we don't like, and then criticize that logic, instead of just saying they suck over and over. What does "declare across the board incompetence" even mean? And if we did that, what would it change? I mean, if this is your way of saying that every 343 game will be terrible, fine, I can understand your opinion. No I am trying to say people keep giving them a pass way too often. When will it end? When will they be recognized as out of their league? They simply don't operate like any AAA studio should. That is all. I am done discussing this point. 2 2 Quote Share this post Link to post
Cursed Lemon Posted November 23, 2015 I don't get this complaint, like I'm not saying it's invalid or anything, but I play halo alone 100% of the time and it doesn't bother me. Getting spawn-splattered five times in a row, and then on the sixth and seventh times getting sniped from I don't even know where, bothers me. Quote Share this post Link to post
Bdog Posted November 23, 2015 So I don't know if it was mentioned already but you guys should look at the "most played" section in the xbl store for a good laugh. I'm so glad they kept sprint in for all the people who stopped playing after a week. 6 6 Quote Share this post Link to post
Zeus The Dino Posted November 23, 2015 Don't want to derail the thread again but I completely change my mind about this game. It felt like shit for 3 weeks but now that they fixed the aiming I feel this game has a lot of potential. >Make the BR less easy >Remove Grenade Hitmarkers >Reduce Melee Lunge >Reduce Spartan Charge length >Slightly decrease the damage/range of the AR (SLIGHTLY) >Nerf the shit out of the Storm Rifle >Overhaul the lobby UI Hell once they make these change I don't even think we'll need to buff the pistol. This game has worlds of potential. Honestly I am pretty excited for the future. Hopefully 343 can act competent from this point out and not under deliver or do any stupid shit. What fixed aiming? Quote Share this post Link to post
GunFiiree Posted November 23, 2015 You know what sucks? Standoff Slayer in Halo 5. I love having people spawn behind me at my own base. Thats one thing i miss most from past halos. I hate how in halo 5 and H2a you could spawn on either base in slayer it makes map controlling near impossible unless you have a god squad lol 1 Quote Share this post Link to post
TheIcePrincess Posted November 23, 2015 @@Vetoed. I challenge you to a set of 1v1's. @ is kill (And we had tons of fun. XP), so you're next. >:3 (If you accept, that is. Please don't hurt me if you do.) Quote Share this post Link to post
Gazorpazorp Posted November 23, 2015 What fixed aiming? The fixed the "slow-turn" bug. If you tried to diagonally in any direction you would get massive reticule slowdown. Quote Share this post Link to post
Infinity Posted November 23, 2015 Thats one thing i miss most from past halos. I hate how in halo 5 and H2a you could spawn on either base in slayer it makes map controlling near impossible unless you have a god squad lol I'm pretty sure this happened in every single Halo's Slayer outside of MLG settings 1 1 Quote Share this post Link to post
GunFiiree Posted November 23, 2015 I'm pretty sure this happened in every single Halo's Slayer outside of MLG settings Well maybe I've just played too much mlg in the past games lol never really enjoyed casual slayer playlists or casual playlists in general Quote Share this post Link to post
WIIZZZAARD Posted November 23, 2015 There's a dude sitting across from me in a dining hall wearing a halo 5 HCS shirt checking his phone. I wonder if he is on Beyond. 4 Quote Share this post Link to post
Vetoed Posted November 23, 2015 @@Vetoed. I challenge you to a set of 1v1's. @ is kill (And we had tons of fun. XP), so you're next. >:3 (If you accept, that is. Please don't hurt me if you do.) Quote Share this post Link to post
Spartan0S36 Posted November 23, 2015 There's a dude sitting across from me in a dining hall wearing a halo 5 HCS shirt checking his phone. I wonder if he is on Beyond. Approach him with caution, observe his behavior further. Quote Share this post Link to post