Woah, that looks sweet.
Watching the drama unfold in the FGC, makes me so glad I found a group of dudes who don't feel the need to be sexist fuckheads except juices.
FGC?
FGC?
Its not sexist to just make sense. Lol. I still respect ya bra.
Watching the drama unfold in the FGC, makes me so glad I found a group of dudes who don't feel the need to be sexist fuckheads except juices.
Timedog AND blame space banned? What the fuck is going on?
FGC?
2012 bruh.
This was the same argument that Napsta was making, and it's just not realistic. Reach isn't played in a vacuum with DMRs. There are several common ways a player can end up with an odd amount of shields on either side of a Pistol/DMR/Needle Rifle round's damage (each weapon does a different amount of damage, more so in the TU gametype because of the alteration to pistol damage). Grenades are the biggest cause of variable damage, but automatic weapons and recharging shields also contribute.I also think this comes down to awareness, even in Reach if you don't have teammates calling out your not always going to know someone's 1 shot. I think gameplay wise, just in a make believe weird game that has no visual cues whatsoever, if I put 3 shots into someone I know the next shot will kill them. Im not saying theres no need for visual cues, but I am saying that theres no need for the shield feedback system considering that the cues are pretty good. That along with player knowledge should negate the need for the gameplay damaging Reach shield feedback loop system.
Does anyone here have the legendary edition of Reach? It's $50 on Walmart.com right now, and I kinda want the stuff it has in it. Is it worth it?
This was the same argument that Napsta was making, and it's just not realistic. Reach isn't played in a vacuum with DMRs. There are several common ways a player can end up with an odd amount of shields on either side of a Pistol/DMR/Needle Rifle round's damage (each weapon does a different amount of damage, more so in the TU gametype because of the alteration to pistol damage). Grenades are the biggest cause of variable damage, but automatic weapons and recharging shields also contribute.
Going for headshots is significantly more costly than center-of-mass shooting with bloom, and a clear, visual/audible feedback system helped savvy players play smarter and more deliberately. It's just a sloppier game. People spam out the weapons more because they're less inhibited by the reduced bloom, and they don't think as much about their melees because the timing of their melee matters less. Headshot kills through shields are mostly a random occurrence (there may be some shot-counting you can do, and maybe someone can provide some examples, obviously there's the pistol).
I'm really excited to see what 343i does with Halo 4, but the TU bucket-o'-changes gametype has always felt sloppier to me than the basic game, and I don't appreciate Reach being used as a test subject if that's what's been going on. Hopefully it's just a misguided attempt to placate sub-communities that couldn't accept Reach's design methods.
Does anyone here have the legendary edition of Reach? It's $50 on Walmart.com right now, and I kinda want the stuff it has in it. Is it worth it?
Anyone on HaloGAF selling SSFIV AE 360 for under $20 shipped? I'm wanting to blain Therms again with my Abel.
Yea, it's pretty rare, scoop it up.
Also, the TU made the game playable again for me. The pistol is the only thing that is broken about the TU aside from the health glitch. The pistol is garbage in both TU and vanilla, so whatever.
Anyone on HaloGAF selling SSFIV AE 360 for under $20 shipped? I'm wanting to blain Therms again with my Abel.
Yea, it's pretty rare, scoop it up.
Also, the TU made the game playable again for me. The pistol is the only thing that is broken about the TU aside from the health glitch. The pistol is garbage in both TU and vanilla, so whatever.
Honestly, truly, never had a problem with the mechanic, ever.Bloom itself made for sloppy as fuck games. Remove it, up strafe/movement, tone down nades again and gameplay will be back to actually being about coordination and finesse above all else.
Honestly, truly, never had a problem with the mechanic, ever.
It was nice to have a precision weapon with which the player could determine the accuracy compared directly to one which the player could not in the Halo 3 BR.
The sloppiness came from players not adjusting to a new style of gameplay. AR spray encounters are just as "random" as DMR spray encounters.
Uh adjusting to the fact that it's not consistent with distance or latency? Yeah even the fucking pros admitted to having to factor in its randomness. It's a piece of shit mechanic that should be axed for future games.
Well of course you have to factor in its spread, that's the whole point. You can risk as much as you want depending on the encounter, but the success rate of any risk is going to obey the laws of probability.
*Homeboyd likes this*Can we get that mercenaries playlist where everybody is alone but then teamed up so we have a playlist where you don't get shit on by a team of four fat kids when you have noone else on?
Should I get a PS3. What are the advantages. Does that system have any games yet?
Are you really comparing a mechanic that is different from game to game to Chess in which the pieces move the same way no matter who you're playing?
Well of course you have to factor in its spread, that's the whole point. You can risk as much as you want depending on the encounter, but the success rate of any risk is going to obey the laws of probability.
It doesn't suit MLG's design philosophy, but it's like saying that Chess is a better game than Poker. Perhaps more skillful, but there are unique experiences in Poker that are fun and not found in Chess.
The difference is chess is good because its chess and poker is good because its poker. Halo was good because it was halo, and shadowrun was good because it was shadowrun. You cant try and take a factor from poker and put it in chess and think that chess will be better.
The mechanic is not different from game to game. It is client-based, for one. And latency and packet loss diminish the game in every way, not just with bloom. I've watched shots not count in ZBR games, too.
And no, I wasn't. I was likening having a bloom mechanic to playing Poker, it's a game of risks, and human interactions with personal style.
Ironically, that sounds like an interesting idea.
The difference is chess is good because its chess and poker is good because its poker. Halo is good because it is halo, and Shadowrun is good because it is Shadowrun. You cant try and take a factor from poker and put it in chess and think that chess will be better.
I don't like crap. There hasn't been a Halo game that is crap.Risks? No.
The people at bungie decided for whatever reason that despite being one of the slowest FPSes on the market that Halo needed to be even slower, sluggish and a game of rock, paper, scissors. Hey I can't dent this guy, time to try a new armor ability! Want mobility? Fuck you, use an armor ability. Want to avoid grenades? Fuck you, use an armor ability. Want to shoot at people and kill them? Fuck you pace your bullets on our netcode that can't even choose a proper host for the beginning of the game.
If you like that kind of crap, good for you, I however would like the old Halo back.
Never hire Hired.
It's funny when Shadowrun apparently invaded Halo, when Shadowrun was initially built off the Halo CE engine.. which had bloom.
I don't like crap. There hasn't been a Halo game that is crap.
Never hire Reese.
I don't like crap. There hasn't been a Halo game that is crap.
Halo CE and ShadowRun bloom where very very different things.
No Halo has had bloom like Reach or ShadowRun, actually ShadowRun's bloom was worse than Reach in the sense the spread kicks up MASSIVLY after only 1 shot, but the game was designed around that mechanic so it worked just fine. They tried to put that in Reach and it did not work at all.
If Reach would have had recoil and not bloom I think we would have been better.
What H1 had wasn't bloom and it bugs me when people call it such.
The Halo 1 pistol has bloom exactly like how Reach's bloom works. It just wasn't represented in the HUD.
Recoil in Halo 2 was stupid. It did nothing to make the sniper harder to use in 3, either.
As the gun continues to fire automatically, the area in which the bullets land increases. As the guns in Reach fire continously, the area in whch the bullets can land increases. Please explain to me how these mechanics are different. The Halo 1 pistol and the Halo 3 carbine both have bloom. You can cancel the H1 pistol's bloom due to a bug that cancels the increase when you mash the trigger. This bug is replicated in the Reach Anniversary 3K pistol.
You can cancel the H1 pistol's bloom due to a bug that cancels the increase when you mash the trigger. This bug is replicated in the Reach Anniversary 3K pistol.
Halo 1 pistol ONLY had bloom when you held down the trigger. Also Recoil is still a much much better option than bloom.
Even if it was a bug, its what made the game great. Would have been terrible if there really was bloom. And it wasn't really bloom, it was more like a locked spread.
No. No no. NONONONO!
http://www.youtube.com/watch?v=1MVYAMgdRLc
Tapping trigger is a constant spread, holding trigger is when it goes instantly spastic. Nothing like Reach's.