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Halo 5: Guardians Discussion

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@@MultiLockOn what do you know about the upcoming Warpath playlist? Is it gonna be like KOTH where you have to stand in the zone or like DOOM's Warpath in that you have to capture and hold the zone like a Domination Flag? And also, in DOOM there is a demon rune spawning on the opposite side of the zone, will there be anything similar in the H5 version of Warpath?

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What exactly does a CE 2v2 tournament have anything to do with Halo 5?

Believe it or not, there are people who visit the Halo 5 thread who might be interested in a Halo C.E. LAN.

 

The post was for people who visit this thread only who may not see it other places. You would have got that if you actually read my post. But go ahead and neg rep it just because it's not related to H5. 

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Believe it or not, there are people who visit the Halo 5 thread who might be interested in a Halo C.E. LAN.

 

The post was for people who visit this thread only who may not see it other places. You would have got that if you actually read my post. But go ahead and down vote it just because it's not related to H5. 

 

What's next? Are you going to visit the Arena thread? Then the Meta thread? Then the Gaming thread?

 

If you're going to self-promote, then don't whine about downvotes after making the exact same post in four different threads.

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I can understand why you like Eden and the viability of any 2 cap... I like it for the same reason. But I think that just makes it different, not better. I think there's room for maps that play differently and encourage varied strategies. There SHOULD be more maps with Eden's philosophy, but there is no need to get rid of Rig or Plaza, they play very well.

 

I don't share your opinion that all strongholds on a map need to be "interoperable" in order for the map to be good. (I'm guessing by that you are referring to line of sight).

 

The lack of interoperability is what makes a yard + nest cap a pivotal moment, for example. It leaves both teams with some very interesting decisions to make. Neither one is in a great situation. 1 is scoring, but are in a hard to defend position. The other is not scoring, but are In possession of the most difficult hill to cap. Both teams simultaneously have their backs against the wall, and that's exciting imo. And I think it's a type of excitement you don't get when any 2cap is as good as the next. Also this scenario isn't 1-dimensional. It would be if the obvious solution was for the team with mid to push nest, and for the scoring team to push mid. But often you'll see action kick off towards yard as one team tries to stop the bleeding and the other tries to counter that play and turn a trip cap. It's a complete mind game.

 

I dont really understand comparing any current stronghold map to Lockout Slayer, because Strongholds already encourages more map movement than any other gametype in the game. We've seen Slayer slow to a standstill, we've seen flag standoffs that take FOREVER. we've never seen a game of strongholds stagnate because each team ALWAYS has a reason to push or pull.

 

Hmm...

 

You have some good points, I will admit that I really like the Yard + Nest example.

 

When I talk about the interplay between Strongholds, I don't necessarily mean just line of sight, I also mean pathing between them. For example, Red Nest and Blue base on Eden don't have a direct line of sight on each other at all, but are directly connected via both the low catwalk and the entirety of Outside. Controlling both allows for easy Rocket pickups, but is counteracted by the fact that Catwalk, although seemingly more isolated, overlooks both.

 

While Yard and Nest on Plaza are technically connected through simple pathing by just following the perimeter of the map, Yard still has that isolated boxed in feeling that promotes the super strong Nest+Mid setup.

 

I can understand having a different Strongholds experience per map from the usual, but I think that Eden should be the rule and not the exception. If Rig and Plaza were perhaps the exception to the rule, I imagine Strongholds as a gametype would be received much better than it currently already is.

 

And the Lockout Slayer comparison was me trying to use an example of a map making a gametype look particularly bad, just like Rig and Plaza do for Strongholds IMO.

 

And yeah, I know that Strongholds promotes constant movement, it is one of the reasons why I really like this take on the popular 3-plot FPS gametype and would like to see better maps for it.

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The word I would use, really, is "convoluted." H5 is one of the few games on Xbox that practically requires a controller with paddles (or playing claw) to function properly. It's actually ridiculous and doesn't really do much for the overall skill gap, especially compared to games like Quake and Reflex, in which high level movement involves precision character and mouse control and... jump (no context-sensitive ledge-grabbing). GoW4 is similar. High movement skill gap built around character and camera movement and one button (two on alternate controls). H5 has a bunch of discrete and/or context-sensitive abilities and animations that make it seem way more complicated than it really is and most of the shit that requires any particular amount of execution skill isn't really that useful.

Convoluted is a great word to describe "advanced movement" shooters.

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@@MultiLockOn what do you know about the upcoming Warpath playlist? Is it gonna be like KOTH where you have to stand in the zone or like DOOM's Warpath in that you have to capture and hold the zone like a Domination Flag? And also, in DOOM there is a demon rune spawning on the opposite side of the zone, will there be anything similar in the H5 version of Warpath?

I can actually answer that for you. Had done some testing.

 

The Hill functions like a Stronghold; once you stay in it and it turns your color, you can leave it and protect it at your leisure. Power-Ups and Weapon Pads will be the focus of control alongside it.

 

I believe there are a few names that we're skimming through for the Warpath gametype. Battle Path, Blood Run, Get in the Zone, etc. Make a suggestion if you feel like you have a good name.

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Convoluted is a great word to describe "advanced movement" shooters.

Yeah. Its just annoying. They could have added depth to movement without requiring a bunch of different button inputs.

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I can actually answer that for you. Had done some testing.

 

The Hill functions like a Stronghold; once you stay in it and it turns your color, you can leave it and protect it at your leisure. Power-Ups and Weapon Pads will be the focus of control alongside it.

 

I believe there are a few names that we're skimming through for the Warpath gametype. Battle Path, Blood Run, Get in the Zone, etc. Make a suggestion if you feel like you have a good name.

 

Warpath really is the best name for it. Doom nailed it.  But if the new name must be different..."Killbox"?

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Depends on what you find difficult, and where you draw the line for what is considered competent. I think it's hard to argue against H3 as having the lowest barrier to entry (As it is basically H2 without the mechanical difficulty of button glitches and setup-centric gameplay of H2).

 

If you are someone who finds memorizing spawn points and nade tricks tedious or difficult, H1 might turn you off before you get very far. If you find mechanical difficulty like H5's movement or H2's button glitches to be difficult, then yes H5 is going to be tough to get into.

 

Edit: To clarify, I think it's around the same point in a players development that they'd start needing random spawns in H1 as they would start needing advanced movement or button glitches to keep up with the competition.

I mean in the non-competitive way. H1 has the least amount of things to learn to get kills. The AR is plenty strong and unless playing system link/xbc most people figure out how the pistol works (not master) in a game or two.

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I can actually answer that for you. Had done some testing.

 

The Hill functions like a Stronghold; once you stay in it and it turns your color, you can leave it and protect it at your leisure. Power-Ups and Weapon Pads will be the focus of control alongside it.

 

I believe there are a few names that we're skimming through for the Warpath gametype. Battle Path, Blood Run, Get in the Zone, etc. Make a suggestion if you feel like you have a good name.

I'd much prefer the hill to function like in KoTH with stacked scoring. But I could see why this system would be implemented with such a team-shot oriented game.

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Customs browser is full of porn.

 

I'm crying.

Dang why didn't I try to play some customs.. /s

 

In other news, I'm (ranked plat 4 because of this terrible ranking system) am getting matched with teams of diamonds and onyxes who are on fireteams, while the preferences are on focused.

Hard to rank up any if I'm not getting placed with my "skill level"

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How? The only sexual thing in this game is the spartan booty.

oh please, the last Spartan to have REAL booty was kat.
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How? The only sexual thing in this game is the spartan booty.

 

You can put images from your computer into the browser as a preview image.

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