Hmm, I guess I'm in the minority. One of the things (many) that I absolutely hated in Reach was getting in a shootout in big team and continually getting knocked out of scope. It made long range combat pointless unless you got a lucky no-scope from across the map.
I can see you guys like it though, so I can deal one way or the other.
They need an Orbital helmet without the skull. I wanted my Daft Punk helmet. Now what am I going to use?
Hmm, I guess I'm in the minority. One of the things (many) that I absolutely hated in Reach was getting in a shootout in big team and continually getting knocked out of scope. It made long range combat pointless unless you got a lucky no-scope from across the map.
I can see you guys like it though, so I can deal one way or the other.
Yeah, they really do. I've only seen one alternate skin so far and it barely looks different because the color patterns are pretty subtle.
I thought that in older builds the skull was part of a skin, while the normal version didn't have it? :/
"I want shots to take people out of scope again!"
"I hate flinch!"
I was talking to Barlow earlier, I think flinch is a cool mechanic and good way to balance.
That's not a glitch.
It slows down Team Snipers because you NEED to have a place to hide behind if you get flinched, the recoil is that bad.
You're not gonna land any clutch shots if you get hit while in scope because you're temporarily praising the Sun gods hoping you don't die in the process.
It's busy lighting up the COD market with its enticing new Call of Duty inspired features
That's not a glitch.
I have a lot of fun with Halo 4 but this right here is something that the more I think about the more I understand what you've been getting at, even back to your detailed breakdown of Reach. That classic guns, grenades and melee trinity works best at ranges where all of them came come into play, and as soon as the average encounter range got extended things started to unravel a bit and new systems have been introduced to try and recapture that balance and simplicity.To add one wrinkle to my comments. (I may have mentioned this once or twice before.) I think the real problem is the 3x scope on the rifles.
I think Ghal brought up a good point about the BR scope and how it worked with getting knocked out of scope before, because getting knocked out of scope in Reach was fuckrustrating trying to click the stick back in and trying to still keep a steady aim, just felt awkward. I don't mind flinching nearly as much, but I do think getting knocked out of scope was a better solution when the utilities were limited to the 2x scope range.Flinch > being taken out of scope. That is all.
I haven't played the new team snipers yet but isn't that the way it has always been with that gametype, on BTB maps? What's the difference essentially between flinching hard being knocked out of zoom? I don't really recall what the sniper flinch is like when you're hit by another sniper but against DMR/BR, it's must easier to get a good shot off than in previous Halo games. That's my issue with the system. It's how battles with a sniper play out.
Flinch > being taken out of scope. That is all.
pretty sure it is. It's not in Snipes thoughIs Haven in SWAT? If not, why not?
forza horizon $15? xcom, most wanted, dishonored for $25? is that in-store only? I'd rather self-immolate than visit walmart on thanksgiving day but if it's online I'll pick some stuff up
While we're on the subject, the CIO helmet, Venator, and others with the "white" visor is a graphical glitch where your visor doesn't apply right?
Hoping that gets patched in TU2.
Why?
Black Ops 2 got rid of their Nuketown playlist (only real mode I ever played in Bo2). GG, this is insanity. It's 2012 and developers seem to find ways to piss off their community in the worse way. I just don't get it.
I've been playing for a hot minute and haven't seen it yet. (SWAT... and Snipes actually)pretty sure it is. It's not in Snipes though
Let me give you an example of a pretty common scenario in a Halo game. Assume the two players are of completely equal skill level, just for the purposes of the example. I see a guy at the same time he sees me, since we're at range we both scope in, but I get the shot off just a hair before he manages to. He flinches and is a shot down, and I'm in a completely dominant position in this 1v1 because he now has to re-aim and I don't. Now, if I'm playing sloppy he can certainly come back from that, but it's harder to do so in a couple of key ways.Hmm, I guess I'm in the minority. One of the things (many) that I absolutely hated in Reach was getting in a shootout in big team and continually getting knocked out of scope. It made long range combat pointless unless you got a lucky no-scope from across the map.
I can see you guys like it though, so I can deal one way or the other.
It sort of works both ways.
The Sniper staying in scope against a rifle makes it somewhat easier, the sniper staying in scoped against another sniper makes it unusable when hit.
It comes down to the fact that your flinch is proportional to the damage dealt, so maybe increasing the amount of flinch inflicted from the rifles on the sniper could make it seem more fair, but I'm not sure that evens out the sniper vs. sniper battle.
Getting knocked out of scope, I could realign my aim, then quick scope in for a body shot or head shot.
Staying in scope I can either pray I pull off a shot due to the randomness of the enemy's pacing making my flinch erratic, back down entirely, or die in scope.
I think it comes down to me feeling more in control when being knocked out of scope, and that pulling off the kill was actually my doing, and not the flinch gods shining in my favor.
Oh wait... That's all? Well, never mind guys. Guess this issue was solved.
Although there isn't a headshot medal, at least Waypoint now records how many headshots with each weapon you have.I would argue that it's more than somewhat easier. It's significantly easier and it really makes you think about how you're going to challenge a sniper. It's turns decent snipers into good ones and good ones into great ones.
Having more flinch against regular rifle damage with the sniper would be nice. Just so it wouldn't be so damn easy. Even better would be to knock the snipers out of scope when hit with any damage.
Also, give me back my headshot medal.
That's exactly how I've dealt with flinch in this game. I sidestep into cover, which I see get hit from some shots, and then strafe back out at a point where I think I can get the first shot in. If I'm out in the open? I'm dead meat unless my footwork and hops or teammates can see me through.In past games, he would be unscoped, but in this situation both of our reticules were red and he could have pulled the trigger and hit me anyway, though he maybe wouldn't be able to follow up. Instead, he could use this time that he earned, the opportunity he bought himself when he nailed the shot anyway, to evade, strafe, or reposition himself and try and win that first shot advantage back.
Is Haven in SWAT? If not, why not?
Although there isn't a headshot medal, at least Waypoint now records how many headshots with each weapon you have.
Just played a game on Abandoned where the other team had two guys with camo and hammers and another with hardlight sheild and a shotgun camping the lift. I destroyed the other team (True Skill) while one of my random teammates explained why Reach was the greatest Halo game. In his words "Reach added more to the complexity". He also told me that he left COD for Halo because of the additions in Reach and Halo 4.
This is the full Halo 4 experience; the pinnacle of Halo. This is the future ladies and gentlemen.
What a strange world we live in.
HA-HA-HADynamic lighting on Forge maps stops being generated after an ambigous amount of complexity is added to a Forge map
It's not a certain amount of budget. If you follow the ForgeHub link in that post, it's the complexity of the objects placed.
Making a custom loadout that accentuates how you play is fun. Making a custom armor look/color scheme is fun. Unlocking game altering perks as you level is fun and more rewarding than purely aesthetic rewards. More heavy ordnance on the field means more players using heavy ordnance and skilling up with them and more vehicles getting destroyed, which means more players getting to use those vehicles and skilling up with them.This is the full Halo 4 experience; the pinnacle of Halo. This is the future ladies and gentlemen.
What a strange world we live in.