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Halo |OT10| The Calm Before The Storm

feel

Member
HALOGAF..
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Look at that face, how can it not be true.
 

BigShow36

Member
Wait, Tawpgun had fun in that mode, and you're telling him that he didn't?
Maybe the new CTF is just as fun as the old one.

No, but any pre-release impressions of a massively hyped game that people desperately want to be good are suspect. People said how amazing Reach was pre-release as well. I prefer to use my personal experience, knowledge and logic to figure things out. Might I be wrong? I sure hope so. But I've been in those situations, I know how it is.

My question is, what part of CTF that people didn't like before is this improving? I would think that the flag carrying system was the least problematic thing.
 

Tawpgun

Member
If being a dedicated flag carrier was so awesome, then people would have never dropped the flag in previous Halo games.

I just don't understand it at all. What part of CTF is this attempting to "fix?"

When most people play CTF, and they start getting shot, they go for the extra yardage, they don't drop the flag and fight back. Having the flag also made you slow, flag juggling has been getting nerfed since every Halo. It was fun to do, but it was basically a work around for the fact that you were slow.

Now, you commit to the flag and get a nice trusty magnum to defend yourself, AND you move at full speed. You entire team gets directions to escort you. It felt awesome. It felt fresh. It still felt competitive. They're just mixing it up. Yeah it sucks you can't have classic flag in the options, but the default flag is fun as hell.

It's going to be interested to see how it plays out at high levels of play, but I played in what could best be described as a matchmaking environment in terms of skill. We won 3-2, so it was close and I had a lot of fun. Going clutch with the flag + magnum is incredibly rewarding. Flag vs Flag battles are really intense and fun (get shit on Dax) and the entire experience is just... fun.
 

Homeboyd

Member
Have we seen any of the scenery options in Forge yet (for any of the environments)? How nice would a grid be that had a grass top or sand top, etc...? Also trees and bushes?
 
When most people play CTF, and they start getting shot, they go for the extra yardage, they don't drop the flag and fight back. Having the flag also made you slow, flag juggling has been getting nerfed since every Halo. It was fun to do, but it was basically a work around for the fact that you were slow.

Now, you commit to the flag and get a nice trusty magnum to defend yourself, AND you move at full speed. You entire team gets directions to escort you. It felt awesome. It felt fresh. It still felt competitive. They're just mixing it up. Yeah it sucks you can't have classic flag in the options, but the default flag is fun as hell.

It's going to be interested to see how it plays out at high levels of play, but I played in what could best be described as a matchmaking environment in terms of skill. We won 3-2, so it was close and I had a lot of fun. Going clutch with the flag + magnum is incredibly rewarding. Flag vs Flag battles are really intense and fun (get shit on Dax) and the entire experience is just... fun.

Sure it sounds fun and I want to believe it will keep me coming back to CTF. But...there is that part of me that wants to reply by saying what of us that drop the flag for baiting or drop for power weapon use to them pick up the flag again or stealth run a flag?
 

BigShow36

Member
When most people play CTF, and they start getting shot, they go for the extra yardage, they don't drop the flag and fight back. Having the flag also made you slow, flag juggling has been getting nerfed since every Halo. It was fun to do, but it was basically a work around for the fact that you were slow.

Now, you commit to the flag and get a nice trusty magnum to defend yourself, AND you move at full speed. You entire team gets directions to escort you. It felt awesome. It felt fresh. It still felt competitive. They're just mixing it up. Yeah it sucks you can't have classic flag in the options, but the default flag is fun as hell.

It's going to be interested to see how it plays out at high levels of play, but I played in what could best be described as a matchmaking environment in terms of skill. We won 3-2, so it was close and I had a lot of fun. Going clutch with the flag + magnum is incredibly rewarding. Flag vs Flag battles are really intense and fun (get shit on Dax) and the entire experience is just... fun.

Would you not have those same feelings if you could drop the flag? Or if just your team had the waypoint? These two changes seem to only restrict a players options and remove strategy from the game. I get it; it's new, it's exciting, we all want to really like it. My issue is, how is this going to keep CTF exciting 3, 4, 5 months down the road?

Plus... the pistol has fucking bloom.
 

Tawpgun

Member
Wait, Tawpgun had fun in that mode, and you're telling him that he didn't?
Maybe the new CTF is just as fun as the old one.

No, but any pre-release impressions of a massively hyped game that people desperately want to be good are suspect. People said how amazing Reach was pre-release as well. I prefer to use my personal experience, knowledge and logic to figure things out. Might I be wrong? I sure hope so. But I've been in those situations, I know how it is.

My question is, what part of CTF that people didn't like before is this improving? I would think that the flag carrying system was the least problematic thing.

I admit I was and still am in full on slrp mode. If Spike releases the interview they did on me you'll see that.

But I was one of the CTF change haters. One game of CTF and I was on board with the changes, minus the auto pick up.

I tried to be as neutral and fair in my impressions as I could.

And I don't think they were trying to fix anything mainly... just make a new experience. What would new players rather have, a slow, defenseless flag? Or a fast magnum + flag?

Sure it sounds fun and I want to believe it will keep me coming back to CTF. But...there is that part of me that wants to reply by saying what of us that drop the flag for baiting or drop for power weapon use to them pick up the flag again or stealth run a flag?

Not possible. Gotta rely on teammates for that, and if you're playing with randoms, they will help out a lot more. Steitzer yells at them to protect the carrier and they see where the carrier is with a message saying ESCORT.
 

nillapuddin

Member
Have we seen any of the scenery options in Forge yet (for any of the environments)? How nice would a grid be that had a grass top or sand top, etc...? Also trees and bushes?

Hoping one of the few bulletins left gives a detailed list of all the objects, it would be nice to know which ones are returning in full


edit: ctf, okay with all changes except auto-pick up, to accidental of a feeling
 
K

kittens

Unconfirmed Member
CTF could be okay if it weren't for auto pick-up and lack of flag dropping. Flagnum is inoffensive IMO.
It's auto pick-up and the waypoint over the carrier's head that really bugs me. The lack of flag dropping and flagnum are no big deal. The worst part of it all is definitely auto pick-up.

Edit : lol @ the post above me.
 

Blueblur1

Member
The auto-pickup and the waypoint over the head of the carrier are the two things I don't like the sound of. Auto-pickup is especially baffling. I just don't see any need for it.

It's auto pick-up and the waypoint over the carrier's head that really bugs me. The lack of flag dropping and flagnum are no big deal. The worst part of it all is definitely auto pick-up.

Edit : lol @ the post above me.
I forgot about the waypoint. Ugh, nix that one too.
 
Wait, Tawpgun had fun in that mode, and you're telling him that he didn't?
Maybe the new CTF is just as fun as the old one.

CTF, IMO at least, hasn't been fun since Halo 2.

Halo 3 drastically changed the flag physics and carrier traits to a crawl.. I never understood this design philosophy at all - shouldn't the guy holding the flag be given a Speed Boost or something instead of making him slower than the rest of the team? It's not like less teamwork was required in H1/H2 to capture a flag, so what was the point other than to make the game slower and what probably seemed to be "casual friendly" at the time by Bungie? I mean, grabbing that flag in a paintball CTF match.. a boost of adrenaline goes through you and crazy shit happens. Shouldn't that be the way CTF is handled instead of making him a huge, slow-moving target? I don't see how anyone can argue against this either because Halo 1 and Halo 2 are proof that CTF works.

This is a fundamental problem with CTF because ever since Bungie gradually made Halo into a snail's pace, we've been working within this vision that Halo should either not be as fast as it once was or can't be that much faster than its previous game. This is part of the core problem many people have had with Halo the past several years and it's sad to see (what I'm hoping isn't) missed opportunities from 343.

When most people play CTF, and they start getting shot, they go for the extra yardage, they don't drop the flag and fight back. Having the flag also made you slow, flag juggling has been getting nerfed since every Halo. It was fun to do, but it was basically a work around for the fact that you were slow.

Fundamental problem I'd say. You're forgetting something Tawpgun - No longer can you take over an enemy base, grab the flag and throw it down to your teammates as you give your life to kill the spawning enemies one last time. Now if you're that guy, you either have two options: 1) Wait for your teammates as your enemies spawn or 2) Grab the flag and make a walk back towards your base with nothing but a Magnum as your enemies spawn on you with long ranging rifles.

Now, you commit to the flag and get a nice trusty magnum to defend yourself, AND you move at full speed. You entire team gets directions to escort you. It felt awesome. It felt fresh. It still felt competitive. They're just mixing it up. Yeah it sucks you can't have classic flag in the options, but the default flag is fun as hell.

Trusty? What's the 20% increase do anyway? Does it allow for a 4sk? Anyone figure this out yet lol - Also, you're not really moving at full speed because everyone else has Sprint as default now ;]

One thing I can't argue is I'm sure it felt very hectic and fresh.



Side Thought: Maybe they should make a OB CTF gametype. It functions the same as CTF except that you use the OB and the possibilities that come with it ;]
 
A quick fix would be to suspend the flag high enough so that players had to jump to grab it. Sadly that only prevents accidental pickups from the flag spawn only.

Oddball talk. Seems like Thruster will be the ability to use in that mode. That's assuming you can catch mid thrust. I can't wait to see some sick interceptions in that.
 
Not possible. Gotta rely on teammates for that, and if you're playing with randoms, they will help out a lot more. Steitzer yells at them to protect the carrier and they see where the carrier is with a message saying ESCORT.

That's just it, if teammates require that much help just to play objective then what is the point of skill matching anymore? Further are they really going to help out that much if they just rush a waypoint all the time?

Seems kinda of self defeating if you ask me. Oh and constant waypoint is just the worst, I see a marked step away from stealth in Halo 4...
 

Tawpgun

Member
Would you not have those same feelings if you could drop the flag? Or if just your team had the waypoint? These two changes seem to only restrict a players options and remove strategy from the game. I get it; it's new, it's exciting, we all want to really like it. My issue is, how is this going to keep CTF exciting 3, 4, 5 months down the road?

Plus... the pistol has fucking bloom.

I think I'd agree with you that they restrict options, but might leave more room for player ABILITY. I had this insanely clutch run with the flag. Killed 2 people back to back and then flag jousted Dax for the win. I guess we'll see if it retains its magic throughout the months and years.

If I had a BR in my back pocket and had to drop the flag to use it I would have died.

Also, the pistol is fine. I had no issues with it. Don't let the HUD bloom fool you. Its there, but the timing is fine.
 

nomis

Member
I wish I could see the outcome of all of HaloGAF locked in a studio for 3 years and forced to make a Halo game.

If you mean code and build a halo game from the ground up, then it would never exist or be playable.

If it meant access to a series of granular sliders that morphed every aspect of the game to some crossed implementation between how it was done in Halo 2/3/Reach/4, then it would probably come out pretty good.
 
If you mean code and build a halo game from the ground up, then it would never exist or be playable.

If it meant access to a series of granular sliders that morphed every aspect of the game to some crossed implementation between how it was done in Halo 2/3/Reach/4, then it would probably come out pretty good.

A Halo Framework??
 

Thermite

Member
The auto-pickup and the waypoint over the head of the carrier are the two things I don't like the sound of. Auto-pickup is especially baffling. I just don't see any need for it.

babbys need to know what to do with the flag. Just telling them to press a button to grab it is too much work, you have to read all that text in the middle of intense fightfights. Now they just walk over it, babby gets it immediately, and all is clear.
 

BigShow36

Member
I think I'd agree with you that they restrict options, but might leave more room for player ABILITY. I had this insanely clutch run with the flag. Killed 2 people back to back and then flag jousted Dax for the win. I guess we'll see if it retains its magic throughout the months and years.

If I had a BR in my back pocket and had to drop the flag to use it I would have died.

Also, the pistol is fine. I had no issues with it. Don't let the HUD bloom fool you. Its there, but the timing is fine.

So why can't we still have the pistol but also the ability to drop the flag? Make it like a long weapon swap to give dropping a slight negative. That way, players can choose to attempt the joust or risk the drop and fight with their primary.


I've had epic flag runs where I made a sneaky run around a back route, dropped the flag, picked off an enemy that my teammate was fighting, threw a grenade, picked the flag back up and tossed it to a teammate, then turned to fight chasing enemies. It was made all the better because I had choices and I acted on them.

The waypoint is just horrible, as is autopickup.
 
So why can't we still have the pistol but also the ability to drop the flag? Make it like a long weapon swap to give dropping a slight negative. That way, players can choose to attempt the joust or risk the drop and fight with their primary.

BigShow pls. We can't go forward anymore by making things weaker.. otherwise we'll end up with Halo 2 after Halo 1, Halo 3 after Halo 2, Halo Reach after Halo 3.. all over again!

If I had a dollar for every time I successfully stealth'd a bomb or flag run to win a round or tie a game that looked hopeless...

For this reason is why I love Halo Wars so much.
 
So why can't we still have the pistol but also the ability to drop the flag? Make it like a long weapon swap to give dropping a slight negative. That way, players can choose to attempt the joust or risk the drop and fight with their primary.


I've had epic flag runs where I made a sneaky run around a back route, dropped the flag, picked off an enemy that my teammate was fighting, threw a grenade, picked the flag back up and tossed it to a teammate, then turned to fight chasing enemies. It was made all the better because I had choices and I acted on them.

The waypoint is just horrible, as is autopickup.

If I had a dollar for every time I successfully stealth'd a bomb or flag run to win a round or tie a game that looked hopeless...

It's this aspect that has me concerned about constant waypoint and no dropping. Also a lack of anything assault at all? Where is the bomb love?
 

BigShow36

Member
BigShow pls. We can't go forward anymore by making things weaker.. otherwise we'll end up with Halo 2 after Halo 1, Halo 3 after Halo 2, Halo Reach after Halo 3.. all over again!

Oh, trust me, I'd love nothing more than to speed Halo up back to it's original pace. However, given the context of the argument, I was trying to find a solution that fixes flag running without throwing out all of 343's additions.

If I had a dollar for every time I successfully stealth'd a bomb or flag run to win a round or tie a game that looked hopeless...

It's this aspect that has me concerned about constant waypoint and no dropping. Also a lack of anything assault at all? Where is the bomb love?

Those are some of my most favorite ways to run flags. Move in secrecy while the rest of your team plays decoy. It adds massive suspense to flag runs.
 

Karl2177

Member
So emblems aren't unlocked instantly anymore. Who do I have to slurp at 343 to get the emblem that I made for Reach unlocked at the start?
 
A quick fix would be to suspend the flag high enough so that players had to jump to grab it. Sadly that only prevents accidental pickups from the flag spawn only.

Oddball talk. Seems like Thruster will be the ability to use in that mode. That's assuming you can catch mid thrust. I can't wait to see some sick interceptions in that.
Of we could just hold a button to pick it up. Wait a minute, that's crazy never mind. "But what if I pick up a weapon instead?!11!!" Make it the Y button to pick up. I just blew the multiplayer design team's minds.
 

Ryaaan14

Banned
So emblems aren't unlocked instantly anymore. Who do I have to slurp at 343 to get the emblem that I made for Reach unlocked at the start?

If I'm forced to use something other than my bowtie cat, I'm gonna straight up be too embarrassed to show my face in MM.
 
Those are some of my most favorite ways to run flags. Move in secrecy while the rest of your team plays decoy. It adds massive suspense to flag runs.

Someone posted about adrenaline before and this takes the cake for getting your gamer heart pumping. To me CTF is going to be very different from old, which is fine if it works.

I wonder what they've done with assault because the same stealth we're talking about applies here too. Countless times I've been opportunistic with my stealth run and timing to arm a bomb, even while my entire team is getting spawn killed.

Maps like high ground, zanzibar, burial mounds, waterworks, relic (to some extent), terminal and similar are all open to this sort of wonderful bomb/flag play.

That's all going out the window and to me it seems like map design could have provided improved game experiences instead of hand holding game mechanics to restrict skilled players and enable new players...
 
Someone posted about adrenaline before and this takes the cake for getting your gamer heart pumping. To me CTF is going to be very different from old, which is fine if it works.

I wonder what they've done with assault because the same stealth we're talking about applies here too. Countless times I've been opportunistic with my stealth run and timing to arm a bomb, even while my entire team is getting spawn killed.

Maps like high ground, zanzibar, burial mounds, waterworks, relic (to some extent), terminal and similar are all open to this sort of wonderful bomb/flag play.

That's all going out the window and to me it seems like map design could have provided improved game experiences instead of hand holding game mechanics to restrict skilled players and enable new players...


Assault's gone man.. As for CTF, I think simply letting you Sprint and no KILL waypoint would've made CTF fine with the auto-pickup and no drop features.
 

Amazing Mic

Neo Member
I guess you could custom a poor-man's Assault by swapping the flag/score zones. Or some absurd grifball variant with the bomb being thrown. No arming or fuse, unless there is some creative work-around I'm not thinking of.
 
Of we could just hold a button to pick it up. Wait a minute, that's crazy never mind. "But what if I pick up a weapon instead?!11!!" Make it the Y button to pick up. I just blew the multiplayer design team's minds.

No you didn't. I would never use Y because I've been using X to pick up flags for a decade now.
 
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