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Halo 5: Guardians |OT4| You picked a helluva week to join up

Miker

Member
I think I'm done with Halo 5 MP. I started out in mid-gold, and I hit my skill ceiling when I entered platinum, and it's at the point where I'm getting carried in my wins and easily the worst player on my team in losses. That said, I still somehow manage to win more than I lose, so the matchmaking keeps on promoting me - up to Platinum 5, which is way higher than I deserve. I've "only" put in 1d7 hours into arena (which is a /ton/ of time for me), and I swear everybody else has put in 3+ days at the minimum.

Part of the frustration comes from seemingly getting worse. I used to be able to pull off perfects with the pistol with some sort of consistency, but now everybody strafes back and forth, and for whatever reason, that throws my aim way off, and I can't just can't make those small adjustments, so I now lose most of my pistol duels. It just feels awful to know you're one shot away from the kill in most fights, and you just keep screwing it up.

My game history, if anybody is curious: http://halotracker.com/h5/games/Mikerrrrr/arena
 

grease.gif
 

Tawpgun

Member
Playing Doom makes me appreciate how simple and clean and responsive Halo 5 is.


Doom MP is like 343 doubling down on Halo 4
 
Personally, I feel the aiming is smoother in DOOM than it is in Halo 5. It feels as smooth as most Halo games without the crazy axes differences and dead zones of H5 (ie: Go back to CE or H4, for example, and you'll immediately notice how smooth it feels compared to H5, imo at least). I doubt it'll ever happen because the Halo community probably forgot this was said, but I really want those axes settings that were mentioned before the aiming update released.

DOOM's movement is alright, but it reminds me of that first time playing Halo 3 where it felt like there was an artificial wall holding my momentum back. Jumping in DOOM feels too limiting and restricting than I feel it should be. Clamber isn't that bad, but I want to be jumping and shooting at people all around me in DOOM, not this more one-dimensional gameplay. Overall, I enjoyed what I played and I'm willing to give it a fair chance despite the loadouts and perks. The perks are dumb as hell, but the loadouts weren't as bad as I thought they would be.

Also, DOOM doesn't have R A D A R, and NOTE HOW PEOPLE AREN'T COMPLAINING ABOUT IT.
 
U mean autoaim and aimassist?
Nah, just moving the aiming reticle feels smooth and consistent in DOOM. In Halo 5, I feel players don't realize that they overcompensate by moving the reticle too far past the enemy, resulting in this adjustment session of whipping the reticle left and right as they try to land their shots.

It's a balance between the aim acceleration, dead zones and horizontal/vertical/diagonal axes that I feel Halo 5 changed too much.
 

J_Viper

Member
Is there a chance of a Mercenary/Solo playlist coming?

Nothing is more frustrating than getting matched against a party and not being able to leave because of the fucking penalties.
 

witness

Member
Finally got to play firefight, absolutely loved it! It's exactly what the game was missing for me, gonna be bummed when it goes away.
 

Dice

Pokémon Parentage Conspiracy Theorist
I cannot stress enough how little anyone seems to understand the garage challenge. It is failed almost every single time, and you can always tell immediately whether you have an aware team or not. In the game I just played we even had someone spawn a wraith, but instead of using it to kill like 30 enemies packed into one side of the bottom level so we could move in (or simply finishing the challenge by kill count), he kept trying to lob shots into the phaeton.
 

Trup1aya

Member
Personally, I feel the aiming is smoother in DOOM than it is in Halo 5. It feels as smooth as most Halo games without the crazy axes differences and dead zones of H5 (ie: Go back to CE or H4, for example, and you'll immediately notice how smooth it feels compared to H5, imo at least). I doubt it'll ever happen because the Halo community probably forgot this was said, but I really want those axes settings that were mentioned before the aiming update released.

DOOM's movement is alright, but it reminds me of that first time playing Halo 3 where it felt like there was an artificial wall holding my momentum back. Jumping in DOOM feels too limiting and restricting than I feel it should be. Clamber isn't that bad, but I want to be jumping and shooting at people all around me in DOOM, not this more one-dimensional gameplay. Overall, I enjoyed what I played and I'm willing to give it a fair chance despite the loadouts and perks. The perks are dumb as hell, but the loadouts weren't as bad as I thought they would be.

Also, DOOM doesn't have R A D A R, and NOTE HOW PEOPLE AREN'T COMPLAINING ABOUT IT.

To be fair, there are a plethora of other things people are complaining about.
 
Alright, a few more matches of WZFF under my belt, there are 2 standout objectives to me: Defend the Garage and kill the Knight Bannermen. The first is a tense, hectic effort, though it'd be better if the hordes spawned outside the garage so you could at least TRY to keep them out, and the second really creates the feeling of a massive assault on an entrenched fortress. The similar Hunter Elders one doesn't quite match it 'cause you're already right there when it starts, so you get inside before the enemies begin spawning so they can't really fortify themselves.

The "hunt X specific enemies" are the worst, easily. The generic boss fights are much much cooler.

Objectives I think they should add, assuming Frankie survives Costa Rica:

CTF. Retrieve a package (the flag) deep in enemy held territory. For this one, you'd need to avoid the mistake the Hunter Elders have; send your players across the map from their previous objective so the enemies have time to lock down the base.

Assault. Get the bomb to the core, hold there long enough for it to arm. Again, make sure the AI have time to get settled before the players show up.

Strongholds. A little like the Garage one, but with 2 points instead of 1. This could be done a couple of ways, either by having a points requirement (get X points every X seconds) or just by making it a requirement to be holding them when the time runs out. On ARC, you could easily drop a hold point in each tunnel.

Escort. A Warthog spawns complete with friendly AI passenger. You need to get them from one base to the other. Could be really obnoxious, though, enemies would have to be spawned in pretty carefully.

Sabotage. Enemies have fucked with the supply lines! No reqs 4 u until bosses are dead.
 

Dice

Pokémon Parentage Conspiracy Theorist
I'd say it would be best to have bosses that move around. Right now it feels like the method for doing them is becoming very similar, although it could be due to ARC having dogshit linear level design that is the worst in the game. Basically now when you get something like "Eliminate the soldier guard" or Tankmaster Rok and a couple other things, there is so much insta-death from an endless sea of lightbeam rifles and barely any way around that the best thing to do is stay at the far end and shoot with long range rifles, and that is certainly what happens the majority of the time. Even with other ones like the wardens or hunters, often tanks just park in one spot and keep lobbing away. The Banshee challenge has potential to be interesting, but they just end up flying to the end of the map and trying to escape, so again it's just standing in place and shooting from far away.

So yeah less linear levels would help some so there are multiple angles of approach, but what would help more is enemies that move around more. Wardens move a little bit but it generally isn't that drastic. I'm thinking maybe the mythic warden should do long jumps that fuck up one person, or sometimes fly to another area while raining down lightning on everyone or something. He seems like just a better armored normal warden right now, not something that would become mythos. Needs less watchers reviving him and just to be more badass in himself.

Escort. A Warthog spawns complete with friendly AI passenger. You need to get them from one base to the other. Could be really obnoxious, though, enemies would have to be spawned in pretty carefully.

Sabotage. Enemies have fucked with the supply lines! No reqs 4 u until bosses are dead.
Need to keep these on an "I hate fun" playlist.
 
To be fair, there are a plethora of other things people are complaining about.
No one was ever going to nor will they ever complain about the lack of radar, at least on any significant scale.

Giving players eyes behind their head and the ability to see through walls is not a good idea as a base trait. Remember this gif I posted not too long ago?

http://i.imgur.com/jlPi859.gif

I should have been dead, but I saw that little red dot on my radar, turned around and killed that poor sap who thought he had a chance. Imagine how mad they must have been lol. Now amplify this for serious competitive players in general matchmaking. It makes good players that much better, and worse players that much worse, especially when we see time and time again how those lesser skilled players aren't fully utilizing the benefits of motion tracker in the first place, aimlessly running around the map.

A change is needed.


EDIT: My bad Poodle, changed it to a link lol.
 
I'd say it would be best to have bosses that move around. Right now it feels like the method for doing them is becoming very similar, although it could be due to ARC having dogshit linear level design that is the worst in the game. Basically now when you get something like "Eliminate the soldier guard" or Tankmaster Rok and a couple other things, there is so much insta-death from an endless sea of lightbeam rifles and barely any way around that the best thing to do is stay at the far end and shoot with long range rifles, and that is certainly what happens the majority of the time. Even with other ones like the wardens or hunters, often tanks just park in one spot and keep lobbing away. The Banshee challenge has potential to be interesting, but they just end up flying to the end of the map and trying to escape, so again it's just standing in place and shooting from far away.

So yeah less linear levels would help some so there are multiple angles of approach, but what would help more is enemies that move around more. Wardens move a little bit but it generally isn't that drastic. I'm thinking maybe the mythic warden should do long jumps that fuck up one person, or sometimes fly to another area while raining down lightning on everyone or something. He seems like just a better armored normal warden right now, not something that would become mythos.

Need to keep these on an "I hate fun" playlist.

I love fun!

But WZFF is too easy atm. And fucking with the REQ system for one round could be hilarious/awesome.

Escort mission sounds worse and worse the more I think about it, though, that one's a loser.

And agreed on boss movement, to an extent. It's fine when you get them holed up somewhere defensible, without longass lines of sight, but if they're out in the open they should be mobile as hell. Vehicle bosses even more so.

edit: jesus christ Funk how huge is that damn gif.
 

BraXzy

Member
I doubt it'll ever happen because the Halo community probably forgot this was said, but I really want those axes settings that were mentioned before the aiming update released.

Don't worry, the north remembers. I'm not sure if its a matter of the devs just not getting round to it with whatever they're working on, or if its because the added deadzone settings are deemed complex enough for babby console players.

But yeah there's definitely been mention of the possibility of diagonal axis sens curves.

Costa Rica. Also found orange kneed tarantula in bathroom, even though they prefer the dry. STRANGELY CUTE!

Oooh nice! But I wasn't invited? Odd.
Be honest did you sneak the cute 8 legged creature back?
 
Without radar ppl would just spartan charge a lot more.

Without radar people would camp corners easier due to walking movement speed available instead of slow pace crouch. Our looove for the plasma repeater would go through the roof. Thats just one example.

Without radar the trade off might be that you will die more but you will also have more flanking opportunities. Idk if thats enough to remove it for this sandbox.

With halo i only see more people camping in locations they no longer need to crouch around and also have the ability to escape/leave much more easily.

Without radar, with these spartan abilities would be a hard task to implement true balance. Swat isnt a gametype taken into the hcs for a reason. And breakout was taken out. A playlist i think thry revolved around no radar and not just paintball.

I liked halo 2-3 without radar because i could catch people who were trying to camp easier. They could not escape or have an ability to run around the corner and spartan charge me popping my sheild. We had to have actual fights. With halo 5 its a new ball game and new rules are in place.

Id like to see how they would alter radar or remove it for pro play. But again, i bet itll be hard to balance.

Anway.. Yeah... G0SU is wrong and all that jazz coming right up. Lol
 

BraXzy

Member
Oh my!!! Im only on act 4. Just you waaaaiiit. >=D Dont you love/hate junctions cause you wanna see the other outcomes ?? lol

Cant wait to finish it
After i play some overwatch beta tonight

I'm terrible at making decisions I know will have an impact on the outcome of the story, I'm here umm'ing and ahh'ing for ages haha.

I'm mad jelly of everyone who got into the beta recently.
Looking at you strider <3
 
I'm terrible at making decisions I know will have an impact on the outcome of the story, I'm here umm'ing and ahh'ing for ages haha.

I'm mad jelly of everyone who got into the beta recently.
Looking at you strider <3

But he dont tell nobody else that got in cause he
hates the G0SU :(
 
I want to watch the world burn and see the reactions when it's revealed that the final Warzone map is none other than a direct port of Paradiso.
 

Trup1aya

Member
No one was ever going to nor will they ever complain about the lack of radar, at least on any significant scale.

Giving players eyes behind their head and the ability to see through walls is not a good idea as a base trait. Remember this gif I posted not too long ago?

http://i.imgur.com/jlPi859.gif

I should have been dead, but I saw that little red dot on my radar, turned around and killed that poor sap who thought he had a chance. Imagine how mad they must have been lol. Now amplify this for serious competitive players in general matchmaking. It makes good players that much better, and worse players that much worse, especially when we see time and time again how those lesser skilled players aren't fully utilizing the benefits of motion tracker in the first place, aimlessly running around the map.

A change is needed.


EDIT: My bad Poodle, changed it to a link lol.

Halo became a massive franchise WITH radar on by default. I think its removal will be noticed.

In terms of competitive halo, I think it's worth a shot to see how it plays out, but I'm almost certain it won't have the desired outcome. In previous Halo's there was no radar in competitive, but there clamber or Spartan abilities; there was a limited number of entry points to any area, so it was possible to predict your enemies next move. I feel like turning off radar will make halo 5 matches much more chaotic, to the detriment of flow. Several pros have expressed similar sentiments.

Still I would not be opposed to 343i testing it out there.

I don't see how it dampens a players ability to get good. Bad players are matched against bad players. They don't move up until they start kicking bad habits. Inefficient use of radar is one of thos habits. Serious competitive players in general matchmaking are up against other serious competitive players. They should all be equally accustomed to the existance of radar.
 

Dice

Pokémon Parentage Conspiracy Theorist
So we get the kill covenant bosses challenge and we're down to just the hunters. One is in the hallway so I grab a whiplash and have fired a couple shots at it quite effectively. After I reload the most curious thing happens. As my shot is charging up a spartan runs in front of me and gets vaporized when the shot releases. Now, standing between a whiplash and its target is dumb enough, but even if I didn't have a whiplash, did they think they were going to melee a mythic hunter from the front? I can't understand why they'd be rushing in so close, as I was only about 10-15 feet away with a corner to duck around if the hunter fired. But get this: It happened not once, but 3 TIMES IN A ROW. 2 shots in succession, then another after I reloaded. I could have easily killed the hunter were it not for those dimwits absorbing my shots. Thankfully we had someone with a wraith coming around, but seriously man it's amazing how dumb people can get.

Of course, I generally have a policy that if I am actively firing and you move in front of me, I'm just going to shoot you.
 
Ok, so I'm not crazy, at least.

I was going to say that this is particularly irritating since this is the longest kill commendation to get, but just right now it counted the two I just got. I don't know what's causing this, sometimes they're added, sometimes not.
You have to actually be the person that kills the warden. Like, last shot.
 
Halo became a massive franchise WITH radar on by default. I think its removal will be noticed.
I agree, it will certainly be noticed lol, but that's not really the argument :b
In terms of competitive halo, I think it's worth a shot to see how it plays out, but I'm almost certain it won't have the desired outcome. In previous Halo's there was no radar in competitive, but there clamber or Spartan abilities; there was a limited number of entry points to any area, so it was possible to predict your enemies next move. I feel like turning off radar will make halo 5 matches much more chaotic, to the detriment of flow. Several pros have expressed similar sentiments.

Still I would not be opposed to 343i testing it out there.
I hear ya on that, but that's why I think a fair compromise would be sprint/shooting based radar. There's no reason to pop up on the radar just for walking; it gimps movement and slows gameplay to a crawl many times.
I don't see how it dampens a players ability to get good. Bad players are matched against bad players. They don't move up until they start kicking bad habits. Inefficient use of radar is one of thos habits. Serious competitive players in general matchmaking are up against other serious competitive players. They should all be equally accustomed to the existance of radar.
You would think this is the case, but how often do we see Silvers, Golds and Platinum players matching against several tiers higher than them? People complain about that very thing daily in this thread. And who wants to play all ranked, all the time? So that's part of the issue too, there's no true "social" experience, even with the supposed looser skill matching. It's not a perfect system, and not all players in a tier are created equal. Just because someone is an Onyx does not mean they know how to use radar to its fullest potential or are trying to play defensive-heavy Halo every game, which is what radar lends itself to.

Defense in Halo 5 is farrrrr too strong, and radar should be first on the chopping block as opposed to adjusting other things like sprint, thrust or kill times. Surviving and running from encounters is way too easy and leads to much frustration. Shoot a player 4 times, they thrust away, and you have to condition yourself to let it go, or you can chase them into a potentially easy trap/counter. It's grating after a while, but our love for Halo is what keeps us coming back.
 

Welfare

Member
https://www.halowaypoint.com/en-us/community/blog-posts/campaign-relief

teams across the studio are hard at work on a variety of updates, including many that come straight from feedback you&#8217;ve given us. Modes and playlists like Infection, matchmaking preference options, more Forge goodness, UI updates and post-game medals,

"post-game medals"

!

Campaign/AI updates as well.

Map updates

COLISEUM
Removed Binary Rifles

Swapped Sniper Rifle and Rocket Launcher weapon pads (Sniper to &#8220;Yellow Tower&#8221; / Rocket Launcher to &#8220;Green Tower&#8221;)

Suppressor moved to bottom of the Grav Lift

FATHOM
SAW weapon pad modified

Max ammo reduced to one magazine total (no reloading)

Respawn time reduced from 3 min to 2 min

EMPIRE
Shotgun moved back to Tower One

Plasma Pistol moved to &#8220;Mid&#8221; the small street in between &#8220;Tower&#8221; and &#8220;Pit&#8221;
 

Madness

Member
I would think even shooting showing up on radar is too much unless you were actively getting hit with the bullets. One of the worst things about CoD radar is that you can pretty much have the map up and see anyone shooting on the map even if you aren't near them.

Sprint, Thrust, a power weapon like Rockets or if you're in someone's line of sight or firing at someone and they're getting hit should be the only ways to detect someone nearby.

But that won't happen. No radar playlists have long failed unless they're adopted across the board. And in the era of handholding in games and dumbed down FPS and quitters and people without mics to communicate with, would be tough. Halo already struggling against others with the perception it requires too much skill. Would be tough to get Johnny CoD-player to play Halo and without radar.
 
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