nephilimdj
Member
I think aim assist and bloom just don't go together, recoil is a better solution.
No. I don't like my games to be a competition who can press the trigger faster than I can.KidA Seven said:So you guys enjoy the slower killing times? I would prefer the game to be a little faster.
nephilimdj said:I think aim assist and bloom just don't go together, recoil is a better solution.
KidA Seven said:So you guys enjoy the slower killing times? I would prefer the game to be a little faster.
claviertekky said:No. I don't like my games to be a competition who can press the trigger faster than I can.
I remember that clearly in my Halo 2 online sessions. I would be 0.1 seconds off and a guy can just keep spamming BR fire which appeared to have zero recoil.
Once I started playing the game by playing trigger happy, I started getting better.
Firing successive rounds didn't affect you aim where as in Reach it does. Reach punishes you for repeated firing as the accuracy gets worse.KidA Seven said:You couldn't spam the BR though. It had a fixed max firing rate.
Did you play much online in Halo 2?The Antitype said:I prefer the longer kill times, because they provide for longer, more dramatic back and forth fights.
In CoD, first person to see the other guy and pull the trigger basically wins every time.
Thanks to the damage modeling and recharging shields in Halo (as well as bloom), if somebody gets the drop on a great player, they can still fight their way back if they play smart, well, and use their weapon appropriately.
But the rate of fire was the same for everyone with the BR, faster trigger finger didn't give you an advantage, it was slow to the point where everyone could keep up, it was all about knowing the exact milisecond the next set of 3 bullets would leave the rifle and getting the crosshair to the desired spot just in time.claviertekky said:No. I don't like my games to be a competition who can press the trigger faster than I can.
I remember that clearly in my Halo 2 online sessions. I would be 0.1 seconds off and a guy can just keep spamming BR fire which appeared to have zero recoil.
Once I started playing the game by playing trigger happy, I started getting better.
Yes the rate of fire is the same and accurate. It then becomes a game who sees you first and stays on the crosshair the longest since there is no bloom.Letters said:But the rate of fire was the same for everyone with the BR, and slow to the point where everyone could keep up, it was all about knowing the exact milisecond the next set of 3 bullets would leave the rifle, and getting the crosshair to the desired spot just in time.
KidA Seven said:So you guys enjoy the slower killing times? I would prefer the game to be a little faster.
KidA Seven said:You couldn't spam the BR though. It had a fixed max firing rate.
EXACTLY.claviertekky said:Bloom makes me think about where to fire and when to fire.
Striker said:Did you play much online in Halo 2?
claviertekky said:Yes the rate of fire is the same and accurate. It then becomes a game who sees you first and stays on the crosshair the longest since there is no bloom.
Like I said, once I was trigger happy, that problem I had was solved.
Bloom makes me think about where to fire and when to fire.
I was wondering, because you brought up kill speed and mentioned CoD for really no outright reason. CoD is a far different game. Halo games in the past, namely Halo 2 and Halo 1, were fast paced, and had fast kill times. First shot never meant you would get the kill. That always depended on the circumstances, ala weapons used, which map, and elevation.The Antitype said:A fair bit. I've played and enjoyed every Halo game more than the last though. Why?
KidA Seven said:Spamming is effective in Reach though close to mid range. It should be like Shadowrun where spamming is a no go no matter what.
What?Striker said:I was wondering, because you brought up kill speed and mentioned CoD for really no outright reason. CoD is a far different game. Halo games in the past, namely Halo 2 and Halo 1, were fast paced, and had fast kill times. First shot never meant you would get the kill. That always depended on the circumstances, ala weapons used, which map, and elevation.
The hitscan BR from my time browsing any forums never had gotten criticism. The main problem people had with that weapon was the button canceling, which enabled button combos. But that had nothing to do with the Halo 2 BR's shooting consistency and how balanced it was overall in the levels. I was disappointed they felt the need to change that going into Halo 3.
The bullets moved slowly through the air with a relatively big delay from the 1st to 2nd, and from 2nd to 3rd. If you calculated the first one and didn't move the reticule midburst to compensate for the enemy's movement, there was a big chance the 2nd and 3rd bullets missed the target, making you having to waste way more than the 10 needed bullets for downing a target "4shot".The Antitype said:You're right. It had a max firing-rate with a spread you couldn't control. The place the first pellet landed was very rarely the place the last pellet landed.
There was a 'bloom' effect happening with every shot, you just didn't see it on the screen with a nice little icon.
Ghaleon has spoken folks, no way 343 would go against his wishes, everything will be alright.GhaleonEB said:Bloom is not a fun game mechanic to grapple with. This is the first Halo game where I feel like the game mechanics are constantly fighting against me, and the first in which I get frustrated with the controls and mechanics.
The swap to bloom for precision weapons rather than the spread burst fire of the BR also enables firefights over much longer distances, which really hurts the combat in Reach's MP and at least as much damage to the campaign. It would be an enormous mistake to retain it for Halo 4.
Perfect explanationGhaleonEB said:Bloom is not a fun game mechanic to grapple with. This is the first Halo game where I feel like the game mechanics are constantly fighting against me, and the first in which I get frustrated with the controls and mechanics.
The swap to bloom for precision weapons rather than the spread burst fire of the BR also enables firefights over much longer distances, which really hurts the combat in Reach's MP and at least as much damage to the campaign. It would be an enormous mistake to retain it for Halo 4.
Letters said:The bullets moved slowly through the air with a relatively big delay from the 1st to 2nd, and from 2nd to 3rd. If you calculated the first one and didn't move the reticule midburst to compensate for the enemy's movement, there was a big chance the 2nd and 3rd bullets missed the target, making you having to waste way more than the 10 needed bullets for downing a target "4shot".
Striker said:I was wondering, because you brought up kill speed and mentioned CoD for really no outright reason. CoD is a far different game. Halo games in the past, namely Halo 2 and Halo 1, were fast paced, and had fast kill times. First shot never meant you would get the kill. That always depended on the circumstances, ala weapons used, which map, and elevation.
The hitscan BR from my time browsing any forums never had gotten criticism. The main problem people had with that weapon was the button canceling, which enabled button combos. But that had nothing to do with the Halo 2 BR's shooting consistency and how balanced it was overall in the levels. I was disappointed they felt the need to change that going into Halo 3.
Letters said:The bullets moved slowly through the air with a relatively big delay from the 1st to 2nd, and from 2nd to 3rd. If you calculated the first one and didn't move the reticule midburst to compensate for the enemy's movement, there was a big chance the 2nd and 3rd bullets missed the target, making you having to waste way more than the 10 needed bullets for downing a target "4shot".
BXR was based from button canceling. Talking strictly shooting consistency, there's been no other weapon in the Halo game that's been better. You feel you're fighting against something, whether bloom or the BR spread in Halo 3, rather than relying on simple aiming.claviertekky said:What?
I was tired of people doing BXR in Halo 2. That's what broke the game for me of people having an extra ammo burst, and I played it fairly. I still hold to that belief that first shot means you're screwed to this day online unless I'm host.
I understand the gameplay in Halo 1 and 2 were fast as when I go back to the Halo Reach classic playlist, it's still a fun time playing at a faster walk speed.
No, you hinted that missing inside reticule shots from midrange was completely random like in Reach, and I was saying that it wasn't (completely).The Antitype said:...you basically just reiterated what I said, didn't you?
Letters said:No, you hinted that missing inside reticule shots from midrange was completely random like in Reach, and I was saying that it wasn't (completely).
GhaleonEB said:Bloom is not a fun game mechanic to grapple with. This is the first Halo game where I feel like the game mechanics are constantly fighting against me, and the first in which I get frustrated with the controls and mechanics.
The swap to bloom for precision weapons rather than the spread burst fire of the BR also enables firefights over much longer distances, which really hurts the combat in Reach's MP and at least as much damage to the campaign. It would be an enormous mistake to retain it for Halo 4.
Striker said:Hitscan BR was not great at long range. It's range was limited.
Eh? What would you consider long range? I'd call it from either side of grav lift on narrows.The Antitype said:Not limited enough for me, then. It felt like it was second only to the sniper rifle in terms of effective range.
Smeghead said:Eh? What would you consider long range? I'd call it from either side of grav lift on narrows.
The DMR is way more dominant long/medium range.
The only change i'd make for Halo 4 is have more options close range that would beat a BR ala Plasma Rifle and Pistol/SMG combo Halo 2
With how Bungie made the AR so useless on its own against a BR/DMR wielder, that's what makes me miss dual wielding in Halo 2. You had a chance of destroying a BR user in close quarters with SMG/PR or SMG/Magnum because they had extremely fast kill times.Smeghead said:Eh? What would you consider long range? I'd call it from either side of grav lift on narrows.
The DMR is way more dominant long/medium range.
The only change i'd make for Halo 4 is have more options close range that would beat a BR ala Plasma Rifle and Pistol/SMG combo Halo 2
I would want a Halo 3 BR with much faster bullet speed and smaller spread, so it's practically a Halo 2 BR that doesn't need artificial range limitations, but still can't dominate across a map because of the bit of leading required, that is useful enough to get snipers out of scope or kill far targets carelessly out in the open.Striker said:Hitscan BR was not great at long range. It's range was limited.
Smeghead said:Eh? What would you consider long range? I'd call it from either side of grav lift on narrows.
The DMR is way more dominant longe range/medium.
The only change i'd make for Halo 4 is have more options close range that would beat a BR ala Plasma Rifle and Pistol/SMG combo Halo 2
Striker said:With how Bungie made the AR so useless on its own against a BR/DMR wielder, that's what makes me miss dual wielding in Halo 2. You had a chance of destroying a BR user in close quarters with SMG/PR or SMG/Magnum because they had extremely fast kill times.
Antitype, the hitscan BR had limited range. Literally. Its shots would hit an invisible wall after certain length.
The Antitype said:The time to score a four-shot kill with the BR at long-range in Halo 2 is the same as mid-range.
The DMR, at long range, where the timing for accurate shots is much slower, it can take anywhere from 50% to 100% longer to score the 5-shot kill.
The DMR is an effective anti-sniper weapon. It can kick a sniper out of scope, and it can also deal some damage, but unless you catch a guy WAY OUT in the open, you're not going to finish the kill at long-range.
Smeghead said:It works both ways.
I guess your long range isn't a long as i'm thing but anyway.
If the target is long range that makes the spread of the BR bullets less likely to hit therefore taking longer to kill, i wouldn't say as long as long as DMR but it's still a difference.
The only major difference for the DMR being a total dominating weapon is the improved pistol and AR, otherwise it would be as bad as halo 2/3.
The BR spread is what i enjoy, it's all part of the skill.The Antitype said:Right. And people complained about the spread in Halo 3, just like they complain about the bloom now.
I preferred the Halo 3 BR to the Halo 2 BR, because it felt more like a real weapon. It felt like physics were acting on the bullets, and that I could choose to take the weapon outside it's comfort zone, but I would pay the price for it in accuracy.
I feel the same way about bloom. I can choose to time shots and ensure 100% accuracy at all times at the cost of firing-speed, or I can choose to throw accuracy out the window, going for maximum firing-speed and take a chance on how many land.
Or I can do both (hammer out four shots, take time on the headshot).
I like having the option, but having consequences for my choices.
Smeghead said:The BR spread is what i enjoy, it's all part of the skill.
KidA Seven said:I disagree with that. I feel like a single shot weapon punishes you more for missing where as a burst can land you 2 out of 3 bullets. If you're talking about leading shots, then yes I agree it's good for competitive Halo.
The Antitype said:Ok, if the nail four+headshot, they ALWAYS win. At close-medium range, when you have the time for perfectly-timed shots. If you miss the headshot, then you're kind of screwed.
At close-range, the AR wins.
But the AR SHOULD win at close range, otherwise it serves no purpose in the sandbox.
But yeah, I wouldn't mind a minor upgrade for the pistol damage or faster bloom recovery.
And funnily enough, neither are in CEA.Dani said:I'm surprised it took this long for the BR/DMR debate to surface.
In Halo CE it was greatness, part of Master Chief's iconic image. Looked awesome and sounded incredible. Felt so good to spray the alien bastards with it and watch their colored blood fly, it's a scifi movie staple. I made a point of having it on screen as much as possible. Don't really like what they've done to it in Halo since, but it has its moments of usefulness.Deputy Moonman said:Can someone explain to me what they like about the assault rifle?
border said:I guess I missed this.....not sure how promising it is:
http://www.gametrailers.com/video/e3-2011-halo-anniversary/715783
Thank you for this post.GhaleonEB said:Thanks for the reply. I'd started to conclude this from other posts and tidbits, and as I did my (long) drive home, it began to bother me more and more.
To expand on a post I did on the HaloGAF thread, there are things in Halo 1 that won't stand up to scrutiny today, because they were a product of a rushed launch title for the Xbox. And there are things added to Halo over the course of the series that I'm going to miss dearly.
In Halo 1, physics were really limited, applied only to a few things. So those purple Covenant weapon crates (which do not actually hold weapons in Halo 1) might as well be trees; they can't move. No physics. In fact, there are no movable objects other than enemies, vehicles and weapons. No fusion cores to blow up, no bits of geometry to knock around, no debris from destroyed vehicles cluttering up the battle field (from the three vehicles that can be destroyed). It's a very static game. I don't think the very limited application of physics in Halo holds up well.
The impact of moving vehicles is binary; get touched by a Warthog moving at 5 mph and you don't get thumped and take a little damage, you die. Makes vehicle/infantry play fidgety and annoying. That should be fixed, but it sounds like it's not.
There are a lot of those things, which I think are archaic and to which I have no nostalgia attached.
But there's an even longer list of things added to the series that make it more fun, that will now be gone. Nothing to do with the Chief really - not how he moves or shoots or jumps or anything. Things like:
- Suicide Grunts, which are hilarious and dangerous.
- Ruptured methane tanks in Reach, sending Grunts flying, which are even more hilarious (and also dangerous).
- Fusion cores that go boom very nicely.
- Marines that can drive vehicles (not Kat - think The Storm in Halo 3). Driving a Warthog around is such a lonely affair in Halo.
- Friendly AI that's...not so hot. Taking "short controlled bursts" with the AR too far. They're like Emile in Reach, firing short bursts at powerful foes from very long distances. Halo's AI was remarkable for its time, but this sort of thing is unacceptable these days.
- Enemies limited to their zones; they won't come through doors or over certain thresholds over which their AI cannot navigate; friendly AI that turns off when you take them too far.
- Not being able to swap weapons with Marines.
- Not being able to use the Wraith.
- Not being able to board vehicles, to steal or destroy. This is not minor: I can't tell you how often I've wanted to steal the Wraith at the bottom of the titular Control Room and shell the living hell out of everyone on the way up. Vehicle thievery adds so much to the infantry/vehicle combat.
- Destructible vehicle states.
And so on. I have a list three times that long in my head. None of it has to do with the core gameplay of movement, jumping, guns, grenades.
Playing through Halo 1 these past few weeks with my eight year old, I was doing so dreaming of a truly remade Halo game. Because, to be honest, I'm bored playing Halo 1. I've played it to death. And the series has added so very much to the sandbox over time, so much to the AI set, so much to the strategic elements of the game, I think it's a big step back to lose them.
I get what you guys are doing withe the remake, and why. A remake is a lose-lose proposition. You have hoards of faithful that think the Halo 1 campaign is sacred and perfect (many of whom now work at 343). You have guys like me that love much of what Bungie did to the series over time. How do you please both groups? You can't. At least, not in one version of the Campaign.
Thus, the compromise: rigidly faithful gameplay, updated graphics (with a brilliant retro toggle). But I wish there was a gameplay toggle as well. Because I want to board Wraiths and steal Banshees, I want to swap weapons with Marines, I want to not get killed by the slightest touch of a moving vehicle, I want the decidedly static Halo 1 game world to be more malleable.
In today's inaugural 343 Halo Bulletin, Frankie wrote this:
But we couldnt just remake it, thered be no point. For starters, the game Bungie made in the first place is practically perfect, and its available, verbatim, on disc and Games on Demand for Xbox 360. It runs smoothly and at a higher resolution.
And he's right! I can - and do - play Halo 1 on my 360. It is a testament to Bungie's artistic and technical prowess that it looks and plays so well today, ten years later. But since I can put that game into my 360 right now, and it looks great....why buy a game that plays identically to it, but (has the option to) have a new coat of paint on it? I'm playing that already. I have no frothing desire to play this new version of Halo 1, because I was playing it last week. And I know about what it will look like, because I play Reach every day.
I wish you had a toggle not just to go from classic visuals, but to classic gameplay. So I could re-experience a great campaign with not just modern visuals, but physics, AI and gameplay. Then it would be the best of both worlds.
So I'm not excited for this new campaign. A new coat of paint does nothing - nada - for me.
King of the Hill on Rat Race with infinite grenades. Pure insanity.thatbox said:Rockets on Prisoner was great. Also a fun gametype for Prisoner, if you were playing over LAN instead of XBC and could convince everyone to follow the rules: Shotguns, with the rule that you had to immediately jump down to the bottom upon spawning. So much hilarity.