Leyasu
Banned
Titanfall has worldwide servers yeah, even in countries such as Japan where the Xbox One isn't out yet
But have these been confirmed for halo yet? Because I haven't seen confirmation anywhere
Titanfall has worldwide servers yeah, even in countries such as Japan where the Xbox One isn't out yet
I really think, judging from all the developer quotes throughout the years, that the Halo CE multiplayer suite was kind of an afterthought and the fact that it was so amazing was more or less a very serendipitous event that Bungie never really appreciated as much as its hardcore fans did. They seemed to spend the rest of their time on the series changing it to fit their actual vision of what it should / should have been.
I have mixed feelings on this, because I also feel like having players rush to the same area on each map every time the match starts creates a moshpit of chaos, just running to the same power weapons every time, resulting in both teams chucking grenades, spraying and waiting for the end result.Yes please get rid of ordnance, kills the idea of knowing where all the key weapons are and having to fight / protect them.
I have mixed feelings on this, because I also feel like having players rush to the same area on each map every time the match starts creates a moshpit of chaos, just running to the same power weapons every time, resulting in both teams chucking grenades, spraying and waiting for the end result.
I feel like getting ordinances mixes up the gameplay a little, bringing in unpredictability into each match, which I do like...
I'd love to meet the map designers of Halo CE, specifically the ones who made Hang'em High, Damnation, and Chillout. Can't deny those map makers had to have been Quake fans. The ones who made those maps knew exactly what they were doing.
The OS on top of the platform in Hang'em high was put there for a reason. The sniper spawn on Hang'em high...another reason...it wasn't just put there by random, that sniper is tough to get to on purpose. Damn I miss that game.
Glad you asked.
The crew who made Halo CE created something console gamers probably NEVER got to experience which was PC FPS of Quake, Quake 2 and Quake 3. Halo CE was the console arena shooter, no other console FPS could even fathom to stand up to its multiplayer offering on console.
I do, battling it out with an opponent, chasing after them, turning the corner and seeing a rail gun in their hands out of nowhere gave me a lot of "oh shit!" moments. I liked it.You like unpredictability? Play action sack.
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Just saying... ;-)
I always though Halo single-player and multi-player played more like Marathon than Quake, but whatever.
And this is what helped me to "accept" that CE was the mistake Halo fans were still craving after so many years, whether they were aware of it or not. Everything we fight for, everything we argue about in terms of gameplay, it was right there, right in front of us to play over a decade ago. Halo 2 should have brought tighter controls and more additions with similar philosophies to CE. For example, the plasma stun never returning and Bungie trying their hardest to remove the vitality of a utility weapon.I really think, judging from all the developer quotes throughout the years, that the Halo CE multiplayer suite was kind of an afterthought and the fact that it was so amazing was more or less a very serendipitous event that Bungie never really appreciated as much as its hardcore fans did. They seemed to spend the rest of their time on the series changing it to fit their actual vision of what it should / should have been.
I do, battling it out with an opponent, chasing after them, turning the corner and seeing a rail gun in their hands out of nowhere gave me a lot of "oh shit!" moments. I liked it.
I have mixed feelings on this, because I also feel like having players rush to the same area on each map every time the match starts creates a moshpit of chaos, just running to the same power weapons every time, resulting in both teams chucking grenades, spraying and waiting for the end result.
I feel like getting ordinances mixes up the gameplay a little, bringing in unpredictability into each match, which I do like...
Yeah, that sick one analog stick gameplay.
I feel that playing well by killing other players and continuing to survive is as much a risk as getting to a weapon in an area on a map, for me at least.Yeah, he didn't earn that railgun (I guess technically it was earned through killing other players, but there wasn't much risked involved in it). It was given to him because he had a string of kills. It's a COD-killstreak. Kill three players, get a railgun. Kill some more, get some more weapons...no risk involved!
I never really felt that too much when playing. The vast majority of matches ended up the same way, match starts, everyone runs to the power weapons, grenades go flying, everyone's running into the same pit, most die, one person gets the weapon, rinse and repeat. I still enjoyed it all the same. You could say the same for Halo 4 I think, everyone has the opportunity to perform well and earn their weapons.It literally destroyed the concepts of team work and map control.
There is a reason why chess is still played to this day after centuries... It isn't because of random chaos, it is precise, methodical, calculating... It is about out thinking your opponent, thinking ahead not just in the moment, and controlling the board...
A good game of Halo 1-3 is a lot like a game of Chess. There are moves, countermoves, attacks, defenses that good teams utilize... They control the map and use it to their advantage. They don't just pray the game randomly gives them a rocket launcher to turn the tide. THEY are the tide.
The best way to play Halo is an even playing field. One where every one has the same pieces, the same opportunities as the other team. It is up to the individuals (and combined a team) and their skill to win.
Not rock/paper/scissors gameplay with random armor abilities and weapon drops but honest to god skill.
And this is what helped me to "accept" that CE was the mistake Halo fans were still craving after so many years, whether they were aware of it or not. Everything we fight for, everything we argue about in terms of gameplay, it was right there, right in front of us to play over a decade ago. Halo 2 should have brought tighter controls and more additions with similar philosophies to CE. For example, the plasma stun never returning and Bungie trying their hardest to remove the vitality of a utility weapon.
random BR spread in Halo 3
I liked this. It led to better shooting strategy and skill. Three body shots and then a head shot.
Wow.......
I....cant....even....begin....
I won't....
Achronos' logic there wasn't entirely representative of the entire Bungie team, but I'm willing to bet many of the Bungie team, specifically the lead MP designer felt the same way. I'm sure Stinkles could chime in on this if he's brave enough. I'm sure he saw it on a daily basis as he was working there at Bungie during Halo 2.
I liked this. It led to better shooting strategy and skill. Three body shots and then a head shot.
Wow.......
I....cant....even....begin....
I won't....
How does using only a single datacenter ensure that player number are kept high?I have the feeling that it will be on one datacenter to ensure the player numbers are high, and a fuck you to the quality of the experience for large numbers of players.
A decent BR or Halo CE-style pistol coupled with a reasonable variant of the AR would be fine. I prefer the BR (Halo 2-style) over the pistol, personally, but I could do with either, so long as I'm not forced to start with only an auto weapon like AR or SMG - you're pretty much screwed over into tunnel vision to pick up a precision weapon in almost every case when you have to spawn with them...
Oh, stop. If you're going to react so extremely to stuff at least provide clarification. It's not healthy to discussion to reach a crescendo with your anecdotes in all-caps triple-exclamation-pointed run-ons or all lowercase with shittons of ellipses.
Restricting a weapon to a particular range of combat was bad design? Or specifically doing it by way of bullet spread?The random BR spread was put there intentionally to make restrict the weapon to a specific range of combat. That is not good design.
Restricting a weapon to a particular range of combat was bad design? Or specifically doing it by way of bullet spread?
Due to the lack of a response from stinkles, I think that we are going to have to accept that just like every other halo, it is going to be the shaft for players outside of north america. ..
Quake 3's Aerowalk:
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http://www.youtube.com/watch?v=IxwsOOIqiMQ#t=94 (Top Halo CE players duking it out 2v2, probably the best HCE players)
Watch this. Tell me this isn't core Halo. Then after you watch it...tell me how this is still available in all the Halos.
My most recent sandbox consolidation kept loadouts, but kept them simple - you start with a Firearm and a Sidearm. BR / Magnum are Firearms, AR / Plasma Rifle are Sidearms. Firearms have identical kill times, kill-per-clip capacity and (relatively) identical ammo counts, with the only difference being between the burst-fire and single-shot firemodes. Sidearms also have near-equivalent killing potential: AR deals 2:1 health:shield damage, while Plasma Rifle deals 1:2. AR has more ammo while Plasma Rifle stuns shielded targets to a degree. I think if you get rid of the AAs / different grenade types on spawn / tac-pacs / sup-ups loadouts quit trying to push the whole class-based system and actually allow for slight customization while still keeping the variables at spawn minimal enough to keep track of in combat.
Restricting a weapon to a particular range of combat was bad design? Or specifically doing it by way of bullet spread?
I'm sorry my batsignal is set to vibrate.
I don't know the answer at this time. Or I'd answer it. The "current" answer would be whatever is in place for first party server stuff, but that could change between now and November for MCC, and certainly now and 2015.
There's nothing wrong with comparing the games, and every game takes inspiration from every previous game, but Quake wasn't even the first iD game to do this, and the example you're showing from Halo is roughly the way power ups are located in Pac-Man and every other game where power ups feature prominently. They are ALWAYS situated in risk/reward spots, and they are always (or usually) situated so that once you have them, you get some utility and satisfaction, without being able to dominate or create an unstoppable advantage.
Not arguing, just conversing.
It's more than just the powerup placement though. In HCE, the timed powerups being on constant timers...that's taken from Quake...though in Quake, the pickup of the powerup triggers the respawn timer of it coming back. As the Halo series progressed, this concept disappeared, as did many other things.
I never understand what the huge problem was with Halo 2's Battle Rifle in the first place. Was anyone complaining about the way it worked? The change always seemed like a solution in search of a problem to me.
I have mixed feelings on this, because I also feel like having players rush to the same area on each map every time the match starts creates a moshpit of chaos, just running to the same power weapons every time, resulting in both teams chucking grenades, spraying and waiting for the end result.
I feel like getting ordinances mixes up the gameplay a little, bringing in unpredictability into each match, which I do like...
I'm saying that a giant majority of games with respawning power ups, hundreds of which predate Quake, have them on a timer to reduce convenience and increase risk/control. Not even limited to shooters, as Pac-Man example was intended to demonstrate.
It's like, basic game design.
I get that. However, again, as Halo progressed post-HCE, that "basic game design" went out the window.
That's one way to see it, I also see it in a different light: "There's the team again, waiting in the same spot again, exciting..."But that also creates strategic points that need to be held whilst waiting for weapons to respawn and the prize for the team that manages to wait it out. Random weapon spawns was top of my list of things wrong with halo 4 multiplayer.
You're luring him into strawmen at this point.
That's one way to see it, I also see it in a different light: "There's the team again, waiting in the same spot again, exciting..."
That's the hard job with Halo really, not every fan sees something the same.
This part I bolded because I don't think you understand the importance of teleporters in map flow.
There's nothing wrong with comparing the games, and every game takes inspiration from every previous game, but Quake wasn't even the first iD game to do this, and the example you're showing from Halo is roughly the way power ups are located in Pac-Man and every other game where power ups feature prominently. They are ALWAYS situated in risk/reward spots, and they are always (or usually) situated so that once you have them, you get some utility and satisfaction, without being able to dominate or create an unstoppable advantage.
Not arguing, just conversing.
I'm saying that a giant majority of games with respawning power ups, hundreds of which predate Quake, have them on a timer to reduce convenience and increase risk/control. Not even limited to shooters, as Pac-Man example was intended to demonstrate.
It's like, basic game design.
It literally destroyed the concepts of team work and map control.
There is a reason why chess is still played to this day after centuries... It isn't because of random chaos, it is precise, methodical, calculating... It is about out thinking your opponent, thinking ahead not just in the moment, and controlling the board...
A good game of Halo 1-3 is a lot like a game of Chess. There are moves, countermoves, attacks, defenses that good teams utilize... They control the map and use it to their advantage. They don't just pray the game randomly gives them a rocket launcher to turn the tide. THEY are the tide.
The best way to play Halo is an even playing field. One where every one has the same pieces, the same opportunities as the other team. It is up to the individuals (and combined a team) and their skill to win.
Not rock/paper/scissors gameplay with random armor abilities and weapon drops but honest to god skill.
Personal ordnance doesn't literally destroy the concepts of team work and map control, as if power weapon spawns are the only way to achieve both.It literally destroyed the concepts of team work and map control.
Personal ordnance doesn't literally destroy the concepts of team work and map control, as if power weapon spawns are the only way to achieve both.
Without power weapon spawns in particular locations, map control becomes about taking control of the most tactical ground. High ground, cover, good sight lines, and the geometry that allows you to best use your weaponry or that provides the most advantages.
Working as a team allows you to take and hold that ground, as it shifts. It also lets you feint and lure and focus your fires.
Halo 4 was a different type of Halo, and I can empathize with the criticisms but I still think so much of what I read mistakes different for dysfunctional.