FUNKNOWN iXi
Member
GG's, you guys are fun to play with. Funny how we bumped into each other in MM lolNice playing with you again Funknown.
Not sure if I like Strongholds though.
GG's, you guys are fun to play with. Funny how we bumped into each other in MM lolNice playing with you again Funknown.
Not sure if I like Strongholds though.
If at first you don't succeed...
http://xboxclips.com/TJ+Ram/72aced6c-8541-45cc-99b9-688932c2d68f
Rough night for me, had to take a break.
Added you back as a friend Defect.
Might be good in a White Russian
Played another few games of the beta tonight...
This isn't fun. I don't know if it's the matchmaking or if I'm going against full parties or what. But my last match of slayer ended with 18-50. With me on the losing team. And my last match of Strongholds was 2-100. Again, on the losing team. And I still hate the feel of the BR. Fires too quickly and honestly the aim assist seems rather low to me.
I hope BTB is something special because I'm not going to put myself through this again on actual release.
Yeah, I guess this could be interpreted as me complaining that the game is too hard. But eh. I'm not the best at Halo, nor am I the worst. Maybe I'm just not approaching this game correctly but at least in other Halo games you had a chance while playing alone. Really doesn't seem that way here /shrug
Honestly, the old design wasn't particularly inspired either...The new Rocket Launcher is as boring and uninspired as I feared. It looks like a random assortment of squares and rectangles layered on top of each other without the corners. And the way smart scope is integrated, through a scope that pops out when needed, could totally work with the classic Rocket Launcher. I really hope they consider dropping this new design for the old one.
Maybe my memory is fucked up but I don't remember it flashes your entire screen white if you are hit with it.
Honestly, the old design wasn't particularly inspired either...
It's basically a box with some tubes sticking out of it and a handle...
I'm not saying they should have changed it. Just that it was never that great in the first place.It has gone 10+ years looking the same. Did it really need to be changed?
There are 3 points that you can capture, your team needs to control 2 points in order to start scoring points.Oh, now that it's out, how does Strongholds work, exactly?
Honestly, the old design wasn't particularly inspired either...
It's basically a box with some tubes sticking out of it and a handle...
Hi Josh,
I have a quick-ish question for you regarding controller options for Halo 5 post beta. It recently was pointed out to me that players using the default control scheme, with left trigger as smart scope, do not get permanently de-scoped when they hold the trigger down. That is, so long as default users hold down left trigger, they automatically re-enter smart scope once knocked out.
This is fundamentally different then the way the other controller options work with smart scope and de-scoping, including the traditional halo click right stick. As a right thumbstick clicker, when I'm using smart scope and get de-scoped, I'm instantly de-scoped and need to click in the stick to resume the smart scope.
This may sound like a small difference, but in game it makes all the difference. In the middle of a firefight, I have to manage the smart scope in addition to my shots by trying to right stick click to gain an advantage as much as possible. Generally, I may start a battle in smart scope mode, but once engaged and de-scoped, I remain hip firing till the battle is won or lost. This means I lose out on the zoom functionality on rifles such as the BR or DMR but more importantly, with the spread bonus afforded to the automatic weapons (the beta's SMG and AR), I end up using greatly reduced automatic functionality compared to those that automatically resume smart scope by holding the left trigger.
It seems to me that all controller settings should fundamentally behave the same and this issue clearly illustrates that they do not. A game striving for an equal start for all players should account for controller layout preferences as well.
I imagine this is a controller setting issue to be worked out, and I guess my question is this: has this discrepancy in controller setting advantages I mention been discussed and will it be addressed by release?
Thanks for the note.
We tried this setting and while on paper it should be equivalent, the perception amongst players was significantly worse when having to release and re-engage a trigger button to re-enter scope. FWIW, we have found that the vast majority of players (especially good players don't re-engage scope once they are de-scoped until the enemy is killed. This is because they are likely to vacillate between the two settings as a result of sustained fire and it makes their shot less predictable as a result.
For now we have settled on this difference as in sustained testing we see no functional advantage and it makes a significant difference in player perception, but we will keep looking at it and appreciate the feedback.
/Josh
so, i asked josh about what i think is my biggest issue with the halo 5 beta: default controller users automatically returning to smartscope when left trigger is held when under fire.
here is my question:
Josh's response:
I can't imagine a left stick scoper, who is in smart scope significantly more than someone using a different controller layout, wouldnt have a significant advantage in AR/SMG battles. sure would be nice to test it out, but with teamfire disabled in the beta, this would be tough.
thoughts?
I played one match on Pegasus or whatever it's called. The map is okay and I like how clean it looks compared to the other maps. All the other maps, except the Breakout maps, look too busy and have too many effect onto them.
It just needs some color, because grey is not the way and it's getting kinda silly with these Forge maps. What are the chances, that the Forge maps are just a model for actual real modelled and textured maps?
To me it seems reasonable to assume getting constantly knocked in and out of scope would be detrimental to tracking your opponent.
Not with AR/SMG.To me it seems reasonable to assume getting constantly knocked in and out of scope would be detrimental to tracking your opponent.
Kind of random but can someone help me with adding a transparent background to an avatar? I'm dumb and forgot how to do it.
Sure.
Honestly, the old design wasn't particularly inspired either...
It's basically a box with some tubes sticking out of it and a handle...
Who wants to play Halo 5?
Ya, but the two tubes and the way it fires and reloads is totally cool and unique. Now we get a contemporary generic looking and forgettable rocket launcher.
Honestly, the old design wasn't particularly inspired either...
It's basically a box with some tubes sticking out of it and a handle...
Ya, but the two tubes and the way it fires and reloads is totally cool and unique. Now we get a contemporary generic looking and forgettable rocket launcher.
Cool.Unique, yes, but I question the "cool." All I can imagine is how badly this thing would fail a mud test.
I was somewhat expecting the UNSC to upgrade the design with more rocket tubes since the new baseline for soldiers is apparently Spartan IVs with power armour that could help carry all that weight.
Even without the extra strength, I mean, there's even the real-world quad-tube, M202 . Multi-barrels aren't just the stuff of the Unreal series.
Cool.
Now, please imagine why the UNSC's standard issue assault rifle has no iron sights or why they still use bullets halfway through the 26th century.
Not all soldiers have helmets or eyepieces in the games, and most of the other weapons have sights.Smart uplink paints a reticule on a soldier's HUD that follows the gun, and bullets are just more economical than lasers for personnel weapons.
Not all soldiers have helmets or eyepieces in the games, and most of the other weapons have sights.
I'm just messing with ya.
The real travesty is that the green tube has like, no splash damage.
343i bring back Sword Flying and Sword Cancelling.