I need to ADS with the sword more, watching Ninja and all he does is ADS or SC with it.
What's the benefit?
Playing Doom makes me appreciate how simple and clean and responsive Halo 5 is.
Doom MP is like 343 doubling down on Halo 4
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.U mean autoaim and aimassist?
I joined a game deep in progress just in time to spawn a Wraith and kill 3 Hunters.JiP sucks but if you don't want it to continue to happen stay in the intermission lobby...
I want to say Snakeland, but it could be Australia. If not, its definitely a zoo.
Costa Rica. Also found orange kneed tarantula in bathroom, even though they prefer the dry. STRANGELY CUTE!
Community update tonight? Time to start feeding us that Memories of Reach teases, so hyped for this next update.
I hope so... who knows they might say the stream is equivalent as a community update this week.
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.
Need to keep these on an "I hate fun" playlist.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.
No one was ever going to nor will they ever complain about the lack of radar, at least on any significant scale.To be fair, there are a plethora of other things people are complaining about.
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 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.
Costa Rica. Also found orange kneed tarantula in bathroom, even though they prefer the dry. STRANGELY CUTE!
G0SU I just finished Act 2 :O
Hooooooooooked.
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 itAfter 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
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.
Wait Braxy Gosu are you playing Quantum Break too? Cool I'm on act 4
You have to actually be the person that kills the warden. Like, last shot.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.
OMG I just realized I have 180 silvers to go. The road is long.
I agree, it will certainly be noticed lol, but that's not really the argument :bHalo became a massive franchise WITH radar on by default. I think its removal will be noticed.
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.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.
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.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.
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’ve given us. Modes and playlists like Infection, matchmaking preference options, more Forge goodness, UI updates and post-game medals,
COLISEUM
Removed Binary Rifles
Swapped Sniper Rifle and Rocket Launcher weapon pads (Sniper to “Yellow Tower” / Rocket Launcher to “Green Tower”
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 “Mid” the small street in between “Tower” and “Pit”