Still amazed you did that. I mean most of my overkill and up medals come from a wraith or banshee.You have as much chance of getting hired as I do hitting an Overkill on the mongoose.
Still amazed you did that. I mean most of my overkill and up medals come from a wraith or banshee.You have as much chance of getting hired as I do hitting an Overkill on the mongoose.
I'd say the reason acceleration and momentum exist are for two reasons:
acceleration to change direction lends weight to movement, and solves an issue where if you just control the player via raw inputs, you'll end with what's called the "floating gun" problem. It'll suddenly become very apparent that you're a floating gun being pasted over a camera view. Lending weight to movement, much like you would have in real life, has a better feel to it and makes you feel like you're in the world instead of looking at it. Now, you can fine tune this to be faster. You can have acceleration and momentum that's fast.
I don't think you get what I meant. I was talking about the fact that game code only allows 30 spartan movements in a second to match the ideal frame rate of 30 fps. Refer to my man cannon example which is to be done on your local console, getting rid of networking factors. I'm not talking about the frame rates we're getting on our TVs. So even if my console chugs at 20 fps during a million explosions, the game code itself is nonetheless running at 30 fps and thus the Spartans are still moving at 30 movements per second. Switching over to 60 fps means they'll have to make it so that there are (at least) at most 60 Spartan movements in a second.
Think of it like a camera pointing at a clock. The camera being our video output and the clock being the game code running. Sometimes our camera drops some frames but this does not affect the clock. I'm saying we need to make the clock tick in a less jerky fashion by making the second hand perhaps move every 0.5 seconds instead of 1 second. This will come naturally if they design the entire game to be 60 fps.
I was just pointing out a minor problem with 30 fps in Halo. I 100% agree that input latency is the biggest problem.
Still amazed you did that. I mean most of my overkill and up medals come from a wraith or banshee.
I've played games like Quake that have instant strafing (as I perceive) and I do not recall any "floating gun" problem. Is this problem 100% guaranteed with instant movement?
The stuff with the mongoose, suppressor and pulse grenades probably means you're ludicrously lucky.Paging Woorloog. He thought I was already lucky![]()
The stuff with the mongoose, suppressor and pulse grenades probably means you're ludicrously lucky.
*Fusschdgh gets a pass for working in animation and therefore having certain framerates seared into his brain.
60fps and dedicated servers are both good things I think. 60fps is noticeably different in a game and can be a little strange at first but I think even weirdo hipsters* will forget about it after a while. Going from 50+fps Crysis 2/3 on my PC to the powerpoint slideshow that is Halo 4 was far more jarring than the reverse.
*Fusschdgh gets a pass for working in animation and therefore having certain framerates seared into his brain.
Doesn't have to be. In a game where you have fast kill times and everything feels incredibly responsive, sprint becomes less important. Take CE for example, if that game has sprint and people used it during a firefight to run away, they'd be dead. If you're engaged in that game, your best option is to fight back unless you were aware enough to set up in a position that has cover nearby.
In this setting, sprint is simply a way to get from point A to point B. In a game with a shield+health system where you have that risk/reward (Reach, Halo 4), we see it being used as a means to escape/run away from fights more often than not. I think players have developed in such a way that if they start a sprint, then they have to commit to it because of how long the transition takes. Sometimes you'll start a sprint, get shot and want to fight back but in that moment it feels like an eternity to begin shooting again. I think if we had a more responsive sprint, you'd see less people using it in ways that stales gameplay and prolongs fights, but more as a tool for traversal on larger maps. Also, I know the opposite can be argued in the sense that "well sprint + any game with shields means people will run away after getting shot first," but I don't think that'll be the case if Halo were to have shooting mechanics similar to CE. Again, take Murder Miners for example.(compare this feeling to equipping the Sword or Gravity Hammer in Halo 3; you better have that shit equipped already before getting close to someone or else you're going to be dead because of how long it takes -- this led to players having the Sword/Hammer equipped already whereas in Halo 2 they could just take it out and slice people rather quickly (the way it should be IMO))
Note: I should throw out there that I too want sprint removed, but if it is to return then this is the only way I'd like it.
bububu prinz you draw static pictures! thats not just 1 frame per second, thats 1 frame forever!
halo am need 60FPS badly. Give me 720p, locked 60FPS and a relative generational equivalent to Halo 3's lighting engine and I'll be a happy man.
So does a 60 fps Halo game mean double the hitbox information is being sent back and forth? Maybe you or FyreWulff can answer this.
eg a {Player, Location} packet 60 times a second for every player? Or does it not even work like that at all?
btw Ozzy I originally meant to say "I encourage any critics of 60 fps instead" of "30 fps" in my original post. IDK if that caused any confusion.
I doubt this will happen. Isn't that whole risk/reward aspect of sprint? Burst of speed but can't do anything else?
I know it doesn't have to be, I just can't see it happening is all.Doesn't have to be. In a game where you have fast kill times and everything feels incredibly responsive, sprint becomes less important. Take CE for example, if that game has sprint and people used it during a firefight to run away, they'd be dead. If you're engaged in that game, your best option is to fight back unless you were aware enough to set up in a position that has cover nearby.
I feel terribly behind in all this, but what does our friend Eugn draw?
Getting Mass Effect vibes.
I don't use them because they are the weakest choices to pick and seem like a waste. In btb I could punch them or pick up an AR from a body if I'm really going for close quarters stuff. Plus there's few places I can think to use them on maps really not enough for constant use.I can consistently get Suppressor and Pulse Grenade kills. For some reason all the Promethean starting weapons (Boltshot notwithstanding) click with me more than the others.
The Suppressor and Pulse Grenades also work wonderfully well accordingly as long as you have a finisher in mind. Hoping to chuck a space pineapple at a Spartan and Reaching them to death isn't going to happen. Using them together, though, they can become surprisingly aggressive tools for anti-zoning and closing distance.
Maybe a bit OP to start with two?As a little aside why do you spawn with one pulse grenade instead of two?
Paging Woorloog. He thought I was already lucky![]()
This is a great idea. I can see this working really well. I just hope they figure out a great movement speed and great gameplay. I'm kinda on the fence about between keeping sprint or not. I enjoy the faster movement speed but I do hate the running away from the battle scenario.
Still waiting on my halo 5 forge beta.
whens the next halogaf customs, I havent been paying much attention since we lost our OT
The Pit seems to come up a bit in CTF actually. I actually got the rocket launcher achievement a few days ago
So is there a playlist where you can still get the last set of achievements? I've fine most of the ricochet stuff, but I can't seem to get the pit or the other map in any list.
I actually joined a match several minutes in, picked up the rockets as they respawned and still got the achievement. Must be bugged, I think. As the match was way past the initial rush *shrugs*Got the rocket launcher achievement first game I popped into the DLC playlist. I didn't bother heading towards rockets as I was slow out the gate so wandered about a bit and then two minutes later realized no one had bothered picking up them.
God bless remake DLC--for a few matches even a mediocre player such as I can be king
Also, your voice MTAF freaked me out. So good on that.
There are two cheevos that do require specific actions on specific maps. The other achievements can be done in standard matchmaking.A lot of the new achievements don't require a specific map. We could get a GAF party together and go into TS.
This is actually relevant to Halo 4, since these are my take on what these particular guns should have looked like in it:
Light Rifle:
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Battle Rifle (designed with assistance from HaloGAF):
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Huh, not to scale apparently.
Other random art, yay me.
I would LOVE for this to be a thing.I do like the BR, but at the same time I liked Halo 4's BR. It would have been cool to get a classic model BR along the new one as an unlock.
The FOV being improved would help with this. That's one of the reasons I love the CE Magnum; it was a small weapon that was powerful and didn't take up a good portion of the screen.While those design are really ace, it's all about the first person view. It needs to be clean and not be a hindrance in the POV.
This is actually relevant to Halo 4, since these are my take on what these particular guns should have looked like in it:
Light Rifle:
![]()
Battle Rifle (designed with assistance from HaloGAF):
![]()
Huh, not to scale apparently.
Other random art, yay me.
Might have something to do with a jungle/terrain vibe I get from it, which reminds me of CE because of the exploration in those environments; a lot of land. It also looks like a weapon you'd see in Jurassic Park.Oh yes, I do remember the Battle Rifle design.
And yes, I still emphatically think that is what the official BR should look like. Seriously, I love the design.
Kind of gives me Reach/CE (I have no idea why CE, it just does) vibes.
I would like for some Promethean weapon designs to look as though they attach to the arm, similar to Samus's cannons in appearance but as actual weapons to be picked up:
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Promethean weapons "mold" to the user, no? That's why the Prometheans never appear to be holding them, but rather look like an extension of their body.
I really think that his armor in 4 is ugly irregardless of the medium it is portrayed but the figure itself looks alright.Neca just tweeted out a cool pic of their Master Chief figure:
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Halo 2 armor is the best armor, Halo CE armor close runner up.
Is Spartan Assault on X1 worth $10?