Jump to content
CyReN

Halo 5: Guardians Discussion

Recommended Posts

CPUs and GPUs don't work in a load balancing relationship. I don't know where you even got that idea but it's straight up wrong.

 

 

Um... Yes they do. Bottlenecks on one card prevent the other from performing at its max potential. Optimization on console is about making sure that each is doing the most it can at all times, but not more. Dynamic resolution is an attempt to achieve this by occasionally sacrificing pixels instead of frames. It's all about maintaining a balance.

 

And yes, I do want you to address the fact that the responsiveness doesn't fluctuate depending on load, because your argument is that the dynamic res is stressing the system whereas before when it was locked at 720 the system ran just fine and allowed proper aiming.

No I can't address it because that ISN'T my argument. I've explicitly stated, several times, that the issue occurs even when the system isnt trying to down res. My argument is that changing to the dynamic resolution frame buffer introduced an issue that only presents itself on the weaker hardware.

 

The hardware didn't change between the beta and the full release. We know that proper aiming is possible on the inferior hardware of the XB1, ergo if dynamic res is the culprit, then when the system is not under load the aiming should be fine. That is absolutely not the case. They changed the aiming parameters in software.

The game runs on two platforms, soon to be 3. They all run the same code. The fluctuating input response is apparently only a problem one of these platforms- the weakest one.

 

And once again, it's not an issue of lag, so it's not even relevant to talk about the hardware.

If its not lag, what do you call it when the system fails to respond to inputs within the appropriate frame?

How is it not relevant to talk about hardware when better hardware remedies the issue?

 

You have absolutely no idea why the aiming changes, don't pretend like you're certain it's the increased specs. It could be an engine tweak or quirk that has nothing to do with high resource consumption.

I've literally been saying it's due to the engine tweak this the entire time- a tweak that coincided with the switch to a different framebuffer. At the end of the day, inputs are failing to be processed in a timely manor, but only when playing on Xbox1. It's certainly not the mechanics change- if it were, all platforms would have the same input response issue.

 

Again this is a separate issue from the bad aiming mechanics.

 

It was nice chatting about this, but i think we are dug in. I say we move along.

  • Upvote (+1) 4

Share this post


Link to post

Even if the input delay was completely fixed, Halo 5 would still have one of the worst aiming mechanics in any FPS game.

 

So I agree, lets move on.

  • Upvote (+1) 9
  • Downvote (-1) 1

Share this post


Link to post

Even if the input delay was completely fixed, Halo 5 would still have one of the worst aiming mechanics in any FPS game.

 

So I agree, lets move on.

Accidental neg. This is true.

  • Upvote (+1) 5

Share this post


Link to post

Random utterance of the day: Players in Team Arena at the same level as players in HCS, are noticably dumber and/or more selfish.

  • Upvote (+1) 3

Share this post


Link to post

Grenades have been complete cancer in every Halo game past CE and were only tolerable in H3 because they were pretty shit. They add nothing of worth to the game and now they're even worse with hit markers. The same is true for melee, another skill-free option for making people one shot, made extra cancerous with Tard Charge and Ground Pound. It should be CE's momentum-based, lunge free system or removed entirely. Quick band-aid fix would be 0% damage except for back smacks.

  • Upvote (+1) 3
  • Downvote (-1) 1

Share this post


Link to post

Grenades have been complete cancer in every Halo game past CE and were only tolerable in H3 because were pretty shit. They add nothing of worth to the game and now they're even worse with hit markers. The same is true for melee, another skill-free option for making people one shot, made extra cancerous with Tard Charge and Ground Pound. It should be CE's moment-based, lunge free system or removed entirely. Quick band-aid fix would be 0% damage except for back smacks.

0% Damage seems a little extreme for a successful Melee while standing still.

 

How would your ideal Grenades behave? Arcing or straight flight? Long or short fuse? Large or small damage radius? Heavy or light total damage? Bouncy or heavy physics?

  • Upvote (+1) 1

Share this post


Link to post

0% Damage seems a little extreme for a successful Melee while standing still.

 

How would your ideal Grenades behave? Arcing or straight flight? Long or short fuse? Large or small damage radius? Heavy or light total damage? Bouncy or heavy physics?

They'd come out of your arse like a giant fireball and leveloutionalize the map. Anybody who witnesses the rectal expulsion instantly gains "Ultra Promethean Vision" where upon anyone seen through the walls can be teleported to, except teleported directly above, in order to provide the optunity for the original witness to grounpound the victim so hard that, yet, another giant fireball is expelled from the groudpounded person's ass.

  • Upvote (+1) 4

Share this post


Link to post

0% Damage seems a little extreme for a successful Melee while standing still.

 

How would your ideal Grenades behave? Arcing or straight flight? Long or short fuse? Large or small damage radius? Heavy or light total damage? Bouncy or heavy physics?

 

CE:

-Mostly straight flight.

-Don't really bounce at all when they land.  Both of these things facilitate precise placement.

-Long fuse but also high power and radius to demand and reward precise placement.

  • Upvote (+1) 1

Share this post


Link to post

Grenades have been complete cancer in every Halo game past CE and were only tolerable in H3 because they were pretty shit. They add nothing of worth to the game and now they're even worse with hit markers. The same is true for melee, another skill-free option for making people one shot, made extra cancerous with Tard Charge and Ground Pound. It should be CE's moment-based, lunge free system or removed entirely. Quick band-aid fix would be 0% damage except for back smacks.

the concept of area denial specific grenades isn't great either. The fire bombs in 3 weren't great but then again they weren't in the main MP. The promethean grenades are all fucking dumb though.
  • Upvote (+1) 1

Share this post


Link to post

the concept of area denial specific grenades isn't great either. The fire bombs in 3 weren't great but then again they weren't in the main MP. The promethean grenades are all fucking dumb though.

 

Basically the only game that has a variety of grenades that aren't the gaming equivalent of throwing various STDs at each other is Counter-Strike. CE is the best in the Halo series, but that's because of the actual grenade utility, not so much the mini-nuke spam.

 

​Area denial? How about grenades that do little or no damage, but significantly slow the movement speed of anyone within the area of effect. Boom. Already 300% less obnoxious than puckered butthole panic nades that warp your screen.

  • Upvote (+1) 4

Share this post


Link to post

haha puckered buttholes and STDs. Good imagery Arg. On another note, really sad i missed your health advice. I was looking forward to reading it. :/

Share this post


Link to post

Grenades have been complete cancer in every Halo game past CE and were only tolerable in H3 because they were pretty shit. They add nothing of worth to the game and now they're even worse with hit markers. The same is true for melee, another skill-free option for making people one shot, made extra cancerous with Tard Charge and Ground Pound. It should be CE's moment-based, lunge free system or removed entirely. Quick band-aid fix would be 0% damage except for back smacks.

What?

 

It would be virtually impossible to engage multiple opponents or come back from.being down shots without nades.

 

The ways nades work is probably the best thing halo has.

  • Upvote (+1) 7

Share this post


Link to post

What?

 

It would be virtually impossible to engage multiple opponents or come back from.being down shots without nades.

 

The ways nades work is probably the best thing halo has.

 

1. Faster perfect kill times.

 

2. Higher gun skill requirement.

 

3. Better strafe.

 

4. Actually being able to turn around quickly (with a mouse).

 

5. Why should you be able to throw a nuke in the middle of a fight to turn it around? This takes little to no skill and I honestly don't understand how you could consider it to be a benefit. You're down shots, so instead of shooting back, you first chuck a nade with a huge blast radius to instantly make them one shot? Why should you be able to turn around a scenario in which you were outplayed and therefore down shots? And how often is this viable against players who aren't shit? The vast majority of the time this just means "OH FUCK PANIC NADE" for kids who suck who then get free kills from the grave because nades are overpowered. Do you feel the same way about super melee lunge?

 

6. Turning around 1v1s is such a small percentage of ACTUAL grenade use that this scenario hardly justifies them at all, even if I grant you that it's a positive. It's mostly constant spam and constantly being one shot from or cleaned up by lucky nades chucked across the map off spawn.

 

7. Engaging multiple opponents is a problem in most Halo games as a result of long kill times and low shooting skill requirement. A low skill nuke with far-reaching negative effects is not a good solution. It's a band-aid.

  • Upvote (+1) 2
  • Downvote (-1) 2

Share this post


Link to post

1. Faster perfect kill times.

 

2. Higher gun skill requirement.

 

3. Better strafe.

 

4. Actually being able to turn around quickly (with a mouse).

 

5. Why should you be able to throw a nuke in the middle of a fight to turn it around? This takes little to no skill and I honestly don't understand how you could consider it to be a benefit. You're down shots, so instead of shooting back, you first chuck a nade with a huge blast radius to instantly make them one shot? Why should you be able to turn around a scenario in which you were outplayed and therefore down shots? And how often is this viable against players who aren't shit? The vast majority of the time this just means "OH FUCK PANIC NADE" for kids who suck who then get free kills from the grave because nades are overpowered. Do you feel the same way about super melee lunge?

 

6. Turning around 1v1s is such a small percentage of ACTUAL grenade use that this scenario hardly justifies them at all, even if I grant you that it's a positive. It's mostly constant spam and constantly being one shot from or cleaned up by lucky nades chucked across the map off spawn.

 

7. Engaging multiple opponents is a problem in most Halo games as a result of long kill times and low shooting skill requirement. A low skill nuke with far-reaching negative effects is not a good solution. It's a band-aid.

Did you never play h2 or h3? It was constant. And there was a huuuge skill gap to bouncing nades to strip sheilds.

 

There wasnt a huge blast radius so you couldn't just throw it right at the guy. You'd have to find ways to bank them and get people by surprise.

Share this post


Link to post

Did you never play h2 or h3? It was constant. And there was a huuuge skill gap to bouncing nades to strip sheilds.

 

There wasnt a huge blast radius so you couldn't just throw it right at the guy. You'd have to find ways to bank them and get people by surprise.

 

Nades are definitely much more tolerable in those games, yes. H5 nades are the worst in the series by far, gigantic blast radius being the most obvious reason. Huuuge skill gap, though? Hardly.

Share this post


Link to post

There is quite obviously a skill to nade placement. Given the time it takes to recover from a grenade throw, and the need to account for its physics and fuse- it's often easier and less risky to shoot people than it is to rely on grenades.

 

Grenades also play well with the shield mechanic, which inturn provides a comeback mechanic in a game that is built around the controller. The argument that Halo shouldn't be played with a controller is so asinine that it isn't worth rebuttal.

 

There are problems with the way grenades have been implemented. The damage is fine, but the blast radius is too high and hitmarkers reward spam.

 

Im sure halo would be an excellent competitive game if it was just kb/m with 3 shot pistols, snipers, and no melee but no one would play it.

  • Upvote (+1) 6
  • Downvote (-1) 3

Share this post


Link to post

The problem with grenades and the reason why Halo CE grenades were so damn awesome has to do entirely with their fuse. In every game except CE, grenades will detonate a set time after contacting a surface. The problem is that throwing a grenade anywhere near someone usually leads to them getting hit by that grenade. You don't have to worry about angles, you don't have to worry about fuse timers, you just had to get the grenade to hit a surface near someone.

 

In CE, grenades will detonate at a set time after coming to rest. A poorly thrown grenade was very easy to avoid because it would bounce around a bit before coming to rest and you could jump away as long as you saw it coming. However, a well-thrown grenade was nearly impossible to avoid. There is a very clear spectrum between "avoidable" and "unavoidable," "well-placed" and "poorly-placed." Good players learned how to use the geometry to either speed up or delay grenade detonation; good players learned to land grenades at certain angles to detonate quickly. Despite being mini-nukes, the grenades in CE were incredibly well balanced.

 

In every other Halo game, landing angles and detonation manipulation are irrelevant, you just need to get the grenade to hit a surface in the proximity of the enemy and it it will detonate in the air.

  • Upvote (+1) 2

Share this post


Link to post

Nades are definitely much more tolerable in those games, yes. H5 nades are the worst in the series by far, gigantic blast radius being the most obvious reason. Huuuge skill gap, though? Hardly.

Ya. Its not as prevalent in h5. Nades have weird physics and its just not as big a part of the meta to bank nades for shield strips as it ws in h2/3.

Share this post


Link to post

The problem with grenades and the reason why Halo CE grenades were so damn awesome has to do entirely with their fuse. In every game except CE, grenades will detonate a set time after contacting a surface. The problem is that throwing a grenade anywhere near someone usually leads to them getting hit by that grenade. You don't have to worry about angles, you don't have to worry about fuse timers, you just had to get the grenade to hit a surface near someone.

 

In CE, grenades will detonate at a set time after coming to rest. A poorly thrown grenade was very easy to avoid because it would bounce around a bit before coming to rest and you could jump away as long as you saw it coming. However, a well-thrown grenade was nearly impossible to avoid. There is a very clear spectrum between "avoidable" and "unavoidable," "well-placed" and "poorly-placed." Good players learned how to use the geometry to either speed up or delay grenade detonation; good players learned to land grenades at certain angles to detonate quickly. Despite being mini-nukes, the grenades in CE were incredibly well balanced.

 

In every other Halo game, landing angles and detonation manipulation are irrelevant, you just need to get the grenade to hit a surface in the proximity of the enemy and it it will detonate in the air.

Eh. I don't see that as a positive. Banking nades and getting them to hit people mid air is a skill.

 

CE nades arent really used to aid weapons. They're used to straight up kill. They're also the most spammable due to their high damage and blast radius.

 

I also don't think even a well placed nade should be as lethal as ce nades are due to how easy they are to obtain.

  • Upvote (+1) 4

Share this post


Link to post

Eh. I don't see that as a positive. Banking nades and getting them to hit people mid air is a skill.

 

CE nades arent really used to aid weapons. They're used to straight up kill. They're also the most spammable due to their high damage and blast radius.

 

I also don't think even a well placed nade should be as lethal as ce nades are due to how easy they are to obtain.

 

Sure, there is some skill with banking grenades to certain areas, but that skill is also present in CE. In the context of the sandbox, CE nades aren't any more lethal than other games in the series; they put someone 1 shot, at most.

 

Share this post


Link to post

The problem with grenades and the reason why Halo CE grenades were so damn awesome has to do entirely with their fuse. In every game except CE, grenades will detonate a set time after contacting a surface. The problem is that throwing a grenade anywhere near someone usually leads to them getting hit by that grenade. You don't have to worry about angles, you don't have to worry about fuse timers, you just had to get the grenade to hit a surface near someone.

 

In CE, grenades will detonate at a set time after coming to rest. A poorly thrown grenade was very easy to avoid because it would bounce around a bit before coming to rest and you could jump away as long as you saw it coming. However, a well-thrown grenade was nearly impossible to avoid. There is a very clear spectrum between "avoidable" and "unavoidable," "well-placed" and "poorly-placed." Good players learned how to use the geometry to either speed up or delay grenade detonation; good players learned to land grenades at certain angles to detonate quickly. Despite being mini-nukes, the grenades in CE were incredibly well balanced.

 

In every other Halo game, landing angles and detonation manipulation are irrelevant, you just need to get the grenade to hit a surface in the proximity of the enemy and it it will detonate in the air.

Only floors start the fuse. Walls and ceilings do nothing to quicken the fuse. The only exception to this is gold hall on Zealot.

 

This description of airburst nades isn’t accurate. You need to use a floor to start your timer. The trick becomes trying to airburst it on the enemy to give them minimal time to react.

 

Both nades have their merit.

 

Also, the presence of health packs makes nades way more lethal in H1 because a nade will kill full shield yellow health.

  • Upvote (+1) 7

Share this post


Link to post

Please resist the urge to use ad hominems and just argue the topic. I’d like to keep this civil.

 

lmfao. Thanks, but I'll pass.

 

I don't use ad hominem arguments.

  • Downvote (-1) 5

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information

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