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Halo 5: Guardians |OT5| Is HaloGAF irrelevant now?

Agreed. If you want faster TTK you're looking for twitch shooters :)
No, I am most certainly not lol. The H5 Pistol currently has a 1.2 sec kill time, 1.8 secs if all body shots. Twitch shooters like CoD are instant, and CE's Pistol had what, a 0.4 sec kill time or something like that?

I'm not saying to go that low for the H5 Pistol, but if they lower the kill time slightly by increasing it's ROF, giving it a 2x zoom, or maybe increase it's RRR if smart scoping, etc. while lessening the aim assist (i.e. making it slightly more difficult to use) I think it would be a welcomed improvement over what we currently have.
If anything TTK needs to be increased slightly. Part of what worked with Halo 2 and Halo 3 is that with their increased TTK really good players could turn things around when they are ambushed. In Halo 5 with it's low TTK it's pretty much a game of who spotted who first. Of course the crappy map design probably plays a part in it aswell.
CE had the fastest kill times and allowed for more reversals than any Halo game if your aim was good enough. Simply increasing the kill times won't accomplish more reversals, if that's your goal.

EDIT: Halo 2 was more "get shot first, you're more than likely dead" than other Halo games because the aim assist was massive and there weren't things to interrupt encounters like with AA's or Spartan Abilities. And since the CE Pistol kills so fast and the strafe was good, it gave the person being shot first a chance to fight back. In Halo 3 I'd also argue it's less frequent to land reversals because the movement and strafe are not great, assuming of course this is a 1v1 without Bubble Shields and is within 10 ft lol.

So I guess my convoluted point is that solely increasing the TTK across the board won't allow for more reversals in my opinion.
 

belushy

Banned
Shit. Replacing my elite's bumpers for the second time and there are these little plastic nubs on the silver plastic surrounding the power button that hold the bumpers in place that broke when I removed the bumpers. Now my new bumpers slide around ever so slightly, which is leading to quite a few miss registering melees, and jumps (I play bumper jumper). When I first reassembled it id go into full 100% ground pound charge up any time I jumped. Now I've figured out that if I press almost straight down near the tips of the bumpers it works 99% of the time - just got to retrain my brain on how to hold and use it. Still fucked. Word of caution to anyone else doing repairs...

The left bumper on my elite finally broke... sad feeling
 
I'm not saying to go that low for the H5 Pistol, but if they lower the kill time slightly by increasing it's ROF, giving it a 2x zoom, or maybe increase it's RRR if smart scoping, etc. while lessening the aim assist (i.e. making it slightly more difficult to use) I think it would be a welcomed improvement over what we currently have.

I do have to admit I love the 3rd slot pistol in WZ and it's rate of fire. So much fun.

The left bumper on my elite finally broke... sad feeling

Me three. I blame my son.
 
I think FUNKNOWN is my spirit animal.

The higher speed of modern Halo would seem to marry well with a faster ttk. The faster movement speed and ease of getting out of dodge would be more balanced by faster kill times. I think it's proven to be compatible with the CE pistol in H5. It works surprisingly well.
 
I think FUNKNOWN is my spirit animal.

The higher speed of modern Halo would seem to marry well with a faster ttk. The faster movement speed and ease of getting out of dodge would be more balanced by faster kill times. I think it's proven to be compatible with the CE pistol in H5. It works surprisingly well.
Take the H5 CE Pistol, lower the aim assist a bit, make it a 4sk, test it with base Halo 5. Could be magical.
 

Trup1aya

Member
So no sprint/gp/clamber/slide/sc/stabilize only thrusters in h6? not gonna happen

About clamber, wouldn't it be better if they designed maps around jump+crouch but still let clamber in for casuals?
Also slide can be added if you crouch mid or after thrust if they remove sprint

I'd be ok with this... I was EXTREMELY surprised that they made jumps REQUIRE CLAMBER, rather than just use clamber to make the game more assessable. I was very disappointed as clamber (along with sprint) forces you to face forward while platforming, instead of being able to use your map knowledge to platform in any direct at any time.

I also would like to see sprint removed- and Slide become a function of thrust.

I wouldn't mind if Spartan Charge (an SA that I despise for its Current OP nature) was tied to thrust. This would immediately make it a more skillful move, since you'd have to properly AIM your thrust in order to connect.

GP is harmless and has no effect on map design. It's strange that it's damage output is dependent on high on the map you were when you started instead of how far you'd travelled before you connected.
 

Juan

Member
Take the H5 CE Pistol, lower the aim assist a bit, make it a 4sk, test it with base Halo 5. Could be magical.

I'm not sure making it a 4sk would be that great.

By that I mean when the Halo Anniversary playlist was live on Halo 5, using CE pistol, it was one of the greatest playlist Halo 5 ever had (at least to me), since Trusther & cie were just for map navigation and couldn't really be used during a duel.

Making it a 4sk could give people opportunity to use advanced mobility to just escape every situation.

With the CE pistol, you could still get a reversal using the map flow if you knew it, wasn't easy tbh, but the sandbox seemed to work really well in Halo 5 with the CE Pistol.

I still don't understand why this playlist was a temporary one... I deleted Halo 5 from my Xbox just after they pushed this playlist away.

And I'm not sure I will ever go back to Halo 5 (maybe to test the next "classic" playlist we've heard about).
 

m23

Member
I'm not sure making it a 4sk would be that great.

By that I mean when the Halo Anniversary playlist was live on Halo 5, using CE pistol, it was one of the greatest playlist Halo 5 ever had (at least to me), since Trusther & cie were just for map navigation and couldn't really be used during a duel.

Making it a 4sk could give people opportunity to use advanced mobility to just escape every situation.

With the CE pistol, you could still get a reversal using the map flow if you knew it, wasn't easy tbh, but the sandbox seemed to work really well in Halo 5 with the CE Pistol.

I still don't understand why this playlist was a temporary one... I deleted Halo 5 from my Xbox just after they pushed this playlist away.

And I'm not sure I will ever go back to Halo 5 (maybe to test the next "classic" playlist we've heard about).

That playlist was amazing.
 

Cranster

Banned
I think FUNKNOWN is my spirit animal.

The higher speed of modern Halo would seem to marry well with a faster ttk. The faster movement speed and ease of getting out of dodge would be more balanced by faster kill times. I think it's proven to be compatible with the CE pistol in H5. It works surprisingly well.
Or you could play twitch shooters instead. TTK is fast enough in Halo 5.
 
I would support a TTK decrease to ~1 second for perfects. Anything lower and your getting to twitch shooter levels. Right now we are at 1.2ish
 
I'm not sure making it a 4sk would be that great.

By that I mean when the Halo Anniversary playlist was live on Halo 5, using CE pistol, it was one of the greatest playlist Halo 5 ever had (at least to me), since Trusther & cie were just for map navigation and couldn't really be used during a duel.

Making it a 4sk could give people opportunity to use advanced mobility to just escape every situation.

With the CE pistol, you could still get a reversal using the map flow if you knew it, wasn't easy tbh, but the sandbox seemed to work really well in Halo 5 with the CE Pistol.

I still don't understand why this playlist was a temporary one... I deleted Halo 5 from my Xbox just after they pushed this playlist away.

And I'm not sure I will ever go back to Halo 5 (maybe to test the next "classic" playlist we've heard about).
Reasons I'd try it as a 4sk are 1) it might be more balanced for competitive 4v4s and 2) leaving it as a 3sk would only play into its OP stigma; need to play some mind games to increase willingness to keep an open mind.

And yeah, it's a shame they removed that playlist. I was hoping they'd throw it in with the upcoming classic playlist.
Or you could play twitch shooters instead. TTK is fast enough in Halo 5.
I guess CE is a twitch shooter then, huh? Lowering the ttk on one weapon won't suddenly make it CoD lol, especially if it takes skill to land that Perfect. Not even CE pros could consistently land 3sk's.
 

jem0208

Member
Just curious, is there/will there be a thread for the tourney tomorrow? Or we slumming it in here?
Someone should make one. It was good having a separate thread for those who want to stay spoiler free.

I could maybe make a quick one later but I won't have time to do a more detailed one like for worlds or to keep it updated.
 
Cool didn't know there is a tourney tomorrow. Will be fun to see how the new HCS settings will affect the matches. Maybe it'll be enough to create some fun upsets.
 

Trup1aya

Member
Or you could play twitch shooters instead. TTK is fast enough in Halo 5.

Not true at all. In twitch shooters, your avg TTK is extremely low for all weapons. In a game like COD the difference between a perfect TTK and the avg TTK is nearly imperceptible.

What's being suggested here and the the primary weapon in the game has a low perfect TTK (but still much higher than a COD ttk), but a high avg TTK. This means the weapon is powerful, but very hard to use. This allows a player off spawn a chance compete against players with pickup weapons, even if double teamed, but it will still be a rare occurance.

It's nothing like a twitch shooter.
 
Yeah, the major distinctions of a twitch shooter isn't having a low TTK weapon, it's having all weapons be low TTK weapons. Especially the automatics. Having a high-skill spawning utility weapon with a low TTK doesn't do it.

The one thing that I'm leery about in terms of dropping the pistol TTK significantly is that it would have pretty serious implications for the rest of the sandbox. CE was balanced by having all weapons aside from the pistol and the power weapons be niche weapons; the idea of a variety of utility weapons that people could choose from for preference doesn't work in that mold. So you'd have to dramatically alter the functions of the BR, DMR, Carbine, etc. to make them work there.
 

Trup1aya

Member
Yeah, the major distinctions of a twitch shooter isn't having a low TTK weapon, it's having all weapons be low TTK weapons. Especially the automatics. Having a high-skill spawning utility weapon with a low TTK doesn't do it.

The one thing that I'm leery about in terms of dropping the pistol TTK significantly is that it would have pretty serious implications for the rest of the sandbox. CE was balanced by having all weapons aside from the pistol and the power weapons be niche weapons; the idea of a variety of utility weapons that people could choose from for preference doesn't work in that mold. So you'd have to dramatically alter the functions of the BR, DMR, Carbine, etc. to make them work there.

This is true, but as it stands the Weapons in halo have largely become redundant. The sandbox would be much better if it were filled with niche weapons instead of weapons that are straight upgrades to the starting weapons.

The BR should be an easier version of the magnum w/ more hip fire aim assist. The trade of is its min TTK would be longer than the magnum- it average TTK lower than the magnums. It's the more consistent of the two, but w/ less upside.

All other precision weapons would need further thought.
 
This is true, but as it stands the Weapons in halo have largely become redundant. The sandbox would be much better if it were filled with niche weapons instead of weapons that are straight upgrades to the starting weapons.

The BR should be an easier version of the magnum w/ more hip fire aim assist. The trade of is its min TTK would be longer than the magnum- it average TTK lower than the magnums. It's the more consistent of the two, but w/ less upside.

All other precision weapons would need further thought.

The thing is, there's a qualitative upside to having a variety of viable utility weapons. Some people prefer burst fire vs. pistol vs. single shot rifle vs. covenant, not really for any performance reason but just because they do. I'm not totally sure that evening that whole situation out is worth the hassle from dealing with people salty their fav the BR is beat by the pistol.

I definitely agree that the majority of the sandbox would benefit from becoming more thoroughly specialized, though. Promethean weapons in particular should do weird shit.
 
The thing is, there's a qualitative upside to having a variety of viable utility weapons. Some people prefer burst fire vs. pistol vs. single shot rifle vs. covenant, not really for any performance reason but just because they do. I'm not totally sure that evening that whole situation out is worth the hassle from dealing with people salty their fav the BR is beat by the pistol.

I definitely agree that the majority of the sandbox would benefit from becoming more thoroughly specialized, though. Promethean weapons in particular should do weird shit.

I think the Scattershot is a good example of something with some weird-ass properties that also manages to fulfill a similar niche as the other shotgun-like weapons.
 

jem0208

Member
They should bring back the H4 boltshot but tweak it so the charged shot isn't a one hit kill, just make it strip the shields.

That was a really unique and cool weapon. The H5 boltshot is really boring.
 

Trup1aya

Member
The thing is, there's a qualitative upside to having a variety of viable utility weapons. Some people prefer burst fire vs. pistol vs. single shot rifle vs. covenant, not really for any performance reason but just because they do. I'm not totally sure that evening that whole situation out is worth the hassle from dealing with people salty their fav the BR is beat by the pistol.

I definitely agree that the majority of the sandbox would benefit from becoming more thoroughly specialized, though. Promethean weapons in particular should do weird shit.

That line of thinking works when designing a game around loadouts... which don't work for arena.

But it becomes problematic when those weapons are expected to be upgrades as weapons-on-maps and in Warzone... rendering the pistol too weak in competitive settings.


They should bring back the H4 boltshot but tweak it so the charged shot isn't a one hit kill, just make it strip the shields.

That was a really unique and cool weapon. The H5 boltshot is really boring.

The h4 bolt shot would have been fine in this game w/o any tweaks...

The only thing wrong with it in h4 was it was a loadout weapon... that could be paired with promethean vision... my god what were they thinking when they made that game...
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Someone should make one. It was good having a separate thread for those who want to stay spoiler free.

I could maybe make a quick one later but I won't have time to do a more detailed one like for worlds or to keep it updated.

Please!
 

jem0208

Member
That line of thinking works when designing a game around loadouts... which don't work for arena.

But it becomes problematic when those weapons are expected to be upgrades as weapons-on-maps and in Warzone... rendering the pistol too weak in competitive settings.




The h4 bolt shot would have been fine in this game w/o any tweaks...

The only thing wrong with it in h4 was it was a loadout weapon... that could be paired with promethean vision... my god what were they thinking when they made that game...
It'd work sure, I just don't particularly like easy to use one shot kill weapons.
 
I still want to see some PvP playlists with the higher WZ REQs as starting weapons. Don't bring in the REQ system but all these wonderful weapons and nuances with no competitive play using them? I should shut up, I can't even find matches in arena/skirmish at night in Aus.

It would be nice to have some population/regional population indicators or icons on playlists so you know before searching. Colour coded traffic lights that are dynamic based on your search filter for focused, balanced or expanded. They don't have to show exact numbers or anything. I'd wager it would also help players find matches quicker and increase population pools in certain playlists rather than loading one up and waiting a few minutes just for the no match found BS. Christ the data and metrics exist already just update the logic to work with it.
 

Trup1aya

Member
It'd work sure, I just don't particularly like easy to use one shot kill weapons.

Eh i mean, i think it would be harder to use than the shotgun or scatter shot. It had less range AND you had to charge it AND h5 makes it easier than ever for players to juke/ create space.

I would support a TTK decrease to ~1 second for perfects. Anything lower and your getting to twitch shooter levels. Right now we are at 1.2ish

.9 would be perfect for the magnum... makes it just fast enough to kill a br user before he can get his 4th shot off, but if you miss the headshot, the BR user could trade or win the fight with a perfect .
 
I do and the pistol makes the game unbalanced.

Here's a thread explaining how that's not true. Made this a while ago (pre Halo 5), here's one part:

FUNKNOWN iXi said:
To describe it shortly, the Pistol was never really broken. CE's sandbox was very limited because it was the only weapon that was used midrange aside from the Sniper, so the fact that people call it broken is unfair in that respect.

Now compare it to the other weapons in their respective roles:

  • PR/PP vs Pistol -> PR/PP had stun and would dominate the Pistol close range. If the Pistol won, then good job.. Doesn't mean the weapon is broken because there could be many factors that played into that (player skill, out of ammo, low health, etc.)
  • AR vs Pistol -> AR had 60 shots and had an incredibly quick melee, and what made it more useful was that you could use it to activate Camo quicker by shooting a bullet.
  • Shotgun vs Pistol -> Shotgun was an absolute monster. Nothing else to say about it.
  • Sniper vs Pistol -> This is obvious.
  • Rocket vs Pistol -> This is obvious.
  • Needler was useless.
By giving weapons certain traits you increase their uniqueness and viability in the weapon sandbox, but when every weapon pretty much functions the same then sure, the CE Pistol in Halo 4's sandbox would be broken.

Aside from weapons, another way to balance a returning CE Pistol would be to make a more responsive strafe, increase the movement speed and not have babby level aim assist like in Halo 2. Halo 5 can easily return to AR/Pistol starts granted the rest of the sandbox is balanced properly.

I'm more than willing to discuss this if you'll keep an open mind reading what I've shared.
 
So get 4 mates together to play and actually find a BTB game down under with a good connection, it's been months since we even tried...

Controller button layout is altered for 3 of us. Took us a little time to realise changing your setting twice will get your set back. You know it's a bad design decision IMO to not tell a player their controls are going to be different. It turned into a non-competitive game basically.
 

Gig

One man's junk is another man's treasure
I'm so sick of all the visual flourishes in Halo 5. Grenade explosions, plasma mortar blasts, random flashes of light, there is too much crap that briefly obscures the screen. If you're in a Mantis and being shot by multiple sources it's very hard to see anything distinctly.

It reminds of Gears of War and Call of Duty when you were shot and blood was splashed on the screen.
 

Spasm

Member
Here's a thread explaining how that's not true. Made this a while ago (pre Halo 5), here's one part:



I'm more than willing to discuss this if you'll keep an open mind reading what I've shared.
I agree with pretty much everything you've posted.

CE is still the GOAT in regards to base movement, FoV, aiming mechanics, and much of the weapon sandbox. Anything that H5 could realistically do to move more in that direction would almost surely be an improvement.

I'm still amazed, when I get a CE match in MCC, just how utterly good it feels to control. It's like putting on a warm blanket.
 

Trup1aya

Member
I agree with pretty much everything you've posted.

CE is still the GOAT in regards to base movement, FoV, aiming mechanics, and much of the weapon sandbox. Anything that H5 could realistically do to move more in that direction would almost surely be an improvement.

I'm still amazed, when I get a CE match in MCC, just how utterly good it feels to control. It's like putting on a warm blanket.

My favorite thing about CE is, though there are aim assists, it never feels like the game is overriding my intentions. Ever since h2, I'll lose 1v2s simply because the game decided I should be shooting the full health guy instead of the guy who is one shot.
 
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