Deadly Cyclone
Pride of Iowa State
Oh I get the joke on the RIP HALO stuff, but how much can you use the same joke before it loses it's meaning?
Is it just me, or could armor lock be balanced if it was a one-time activation for exactly 1,5 seconds only (with a long recharge), similar to thruster packs?
You could use it to block a single incoming rocket or vehicle, but you can't spam it.
That's all we do lol. Serious question, Why do you even still post here? I swear you hate everyone but Frankie and DavidOh I get the joke on the RIP HALO stuff, but how much can you use the same joke before it loses it's meaning?
Get outanyone want to party up and play some regicide?
Armor lock did get balanced---it's called HardLight Shield now.
@monsterfracas
Wow...well then I stand corrected in that it should be nerfed to not do that. If you turn camo on,scrambler should be up plain and simple.
Fuck me...going home to make an active camo class for Infinity slayer tonight. I'll see how much kills I rack up more than usual as I feel that will make a big difference if it works like you say it does.
Nope, if you're either immobile or crouching while using camo (can't remember which), you don't show up on the minimap at all. No scrambling, nothing. I don't know why camo got a buff, but it did.
Nope, if you're either immobile or crouching while using camo (can't remember which), you don't show up on the minimap at all. No scrambling, nothing. I don't know why camo got a buff, but it did.
Get out
What? No, you'll be part of the problem!
HiredNoobs wanted a detailed analysis of why Regicide is bad, so I'm going to give it a shot.
The biggest problem is something that people have repeatedly posted evidence of in this thread: the fact that it is possible to completely dominate a match, and still lose to a player you destroyed because he got a bunch of point-laden Regicides, something that is impossible for you to do because you've been the king for the entire match. Someone posted a picture of a prime example of this about ten pages or so back, where they lost to a guy that went -13. Any gametype where it is possible for someone to have a performance that bad and still win is fundamentally broken. This is simply not disputable.
HiredNoobs also seems to have a fundamental misconception of what FFA is supposed to be. It is NOT, and never has been, a gametype based on teamwork and alliances. Neither is one supposed to have any special incentive to pursue the leader above other players, nor to stay alive if one is already the leader. (Seriously, why would one need any extra incentive to stay alive?) It is simply a test of who is the better individual player.
In old FFA, if the leader was a clearly better player than you, you came up with strategies to stay away from him while still working toward 25 kills in a different area of the map. Now, you have to keep throwing yourself at him in the hope of that Regicide bonanza, which when you finally get it will probably be because his shields are worn down by the avalanche of scrubs swarming towards the waypoint over his head.
This is wrong. I'm not sure where you got this idea, but when the Active Camouflage armor ability is active, it puts up blue dots on the radar. It's not "scrambling" anything, but it is communicating a rough location. This is independent of mobility.
If an Active Camo user movesto clarifythe dots are still there *and* they appear on radar as a red dot. Same as always.
This is wrong. I'm not sure where you got this idea, but when the Active Camouflage armor ability is active, it puts up blue dots on the radar. It's not "scrambling" anything, but it is communicating a rough location. This is independent of mobility.
If an Active Camo user moves—to clarify—the dots are still there *and* they appear on radar as a red dot. Same as always.
That's all we do lol. Serious question, Why do you even still post here? I swear you hate everyone but Frankie and David
I would get sick of this place if i hated you guys
I'm about to test it right now, but I'm 99.99% sure that the scrambling effect from camo goes away when crouching.
Well there goes my appetite, thanks HaloGAF.
What is the PDW, is it a AR?
I love the fact I can see my K/D in the scoreboard, really liking what I am playing so far. Feels like a lot of the menu's are a step backwards though, the new custom class stuff is a clusterfuck and why the hell did they get rid of all the leaderboards etc from Black Ops 1? Or am I just missing them?
ThanksGrats on getting member back!
HiredNoobs wanted a detailed analysis of why Regicide is bad, so I'm going to give it a shot.
The biggest problem is something that people have repeatedly posted evidence of in this thread: the fact that it is possible to completely dominate a match, and still lose to a player you destroyed because he got a bunch of point-laden Regicides, something that is impossible for you to do because you've been the king for the entire match. Someone posted a picture of a prime example of this about ten pages or so back, where they lost to a guy that went -13. Any gametype where it is possible for someone to have a performance that bad and still win is fundamentally broken. This is simply not disputable.
HiredNoobs also seems to have a fundamental misconception of what FFA is supposed to be. It is NOT, and never has been, a gametype based on teamwork and alliances. Neither is one supposed to have any special incentive to pursue the leader above other players, nor to stay alive if one is already the leader. (Seriously, why would one need any extra incentive to stay alive?) It is simply a test of who is the better individual player.
In old FFA, if the leader was a clearly better player than you, you came up with strategies to stay away from him while still working toward 25 kills in a different area of the map. Now, you have to keep throwing yourself at him in the hope of that Regicide bonanza, which when you finally get it will probably be because his shields are worn down by the avalanche of scrubs swarming towards the waypoint over his head.
nice post Poland.
The only strategy I can see behind N00b's post is that ganging up and keeping the leader in respawn (lol, not in H4LO) is a good way to make him/her lose ground while giving you the edge. Beyond that, I agree with you. Great post.HiredNoobs wanted a detailed analysis of why Regicide is bad, so I'm going to give it a shot.
The biggest problem is something that people have repeatedly posted evidence of in this thread: the fact that it is possible to completely dominate a match, and still lose to a player you destroyed because he got a bunch of point-laden Regicides, something that is impossible for you to do because you've been the king for the entire match. Someone posted a picture of a prime example of this about ten pages or so back, where they lost to a guy that went -13. Any gametype where it is possible for someone to have a performance that bad and still win is fundamentally broken. This is simply not disputable.
HiredNoobs also seems to have a fundamental misconception of what FFA is supposed to be. It is NOT, and never has been, a gametype based on teamwork and alliances. Neither is one supposed to have any special incentive to pursue the leader above other players, nor to stay alive if one is already the leader. (Seriously, why would one need any extra incentive to stay alive?) It is simply a test of who is the better individual player.
In old FFA, if the leader was a clearly better player than you, you came up with strategies to stay away from him while still working toward 25 kills in a different area of the map. Now, you have to keep throwing yourself at him in the hope of that Regicide bonanza, which when you finally get it will probably be because his shields are worn down by the avalanche of scrubs swarming towards the waypoint over his head.
It's been two hits to kill since Halo 3. Reach introduced the shield delimiter, where any amount of shield would block the first melee with no bleedthrough to health as long as it was not with a melee power weapon like a Sword.Can someone do a quick summary of the evolution of melee throughout the Halo games?
i.e. doesn't it take 3 smacks to kill in H3 and Reach?
Social Skirmish tonight, 9 PM ET at http://www.twitch.tv/thehalocouncil ft. @TheActualLemon & @aPolishKorean We're gonna rip into playlists and Forge mode.
Nice, you should record it with a GoPro or take pictures. GTR is definitely on my purchase list one day. Since my car exploded on the track I've been driving a turbo Miata around. Nothing like driving a boosted RWD convertible on summer tires all over New Hampshire as snow nears lol
The Subaru's built, I have the VIN, and I believe it's in the United States and on a car carrier coming from Baltimore. Should be here within a week, hopefully.
Fuck yeah he is.Except Elzar, that guy is a weirdo.
Can someone do a quick summary of the evolution of melee throughout the Halo games?
i.e. doesn't it take 3 smacks to kill in H3 and Reach?
Incorrect. I was speaking in the most general sense. And you do if you're smart.
People are literally doing better and losing and coming here posting links that are visual statistical proof of facts. This is actually a thing that is happening in real life in 2012. Regicide's not a competitive gametype, it is a party gametype.
Yes...I'm ignorant. You are just defending shit for no reason to cause problems. You are a troll and have been a troll since your Trueskill shtick.
HiredNoobs wanted a detailed analysis of why Regicide is bad, so I'm going to give it a shot.
The biggest problem is something that people have repeatedly posted evidence of in this thread: the fact that it is possible to completely dominate a match, and still lose to a player you destroyed because he got a bunch of point-laden Regicides, something that is impossible for you to do because you've been the king for the entire match. Someone posted a picture of a prime example of this about ten pages or so back, where they lost to a guy that went -13. Any gametype where it is possible for someone to have a performance that bad and still win is fundamentally broken. This is simply not disputable.
HiredNoobs also seems to have a fundamental misconception of what FFA is supposed to be. It is NOT, and never has been, a gametype based on teamwork and alliances. Neither is one supposed to have any special incentive to pursue the leader above other players, nor to stay alive if one is already the leader. (Seriously, why would one need any extra incentive to stay alive?) It is simply a test of who is the better individual player.
In old FFA, if the leader was a clearly better player than you, you came up with strategies to stay away from him while still working toward 25 kills in a different area of the map. Now, you have to keep throwing yourself at him in the hope of that Regicide bonanza, which when you finally get it will probably be because his shields are worn down by the avalanche of scrubs swarming towards the waypoint over his head.
I've had to deal with a bunch of camo crouchers haunting our base - the jammer dots only show up when they're in motion. Not sure if they show up when crouch walking though.Everyone crouches when they have camo on. Blue dots are still everywhere.
I know this, because every kill I get on an invisible guy is due to blue scrambling and their inability to untoggle before getting outshot.
He asked me to do some weird stuff in the basement. I then got an divorce, got the kids and the dog too.Fuck yeah he is.
Okay, just tested camo. I was wrong, the scrambling effect never goes away, regardless of when crouching, for the user and opponents. However, in Reach, even with the scrambling effect, one of the dots on the radar is always the user. This isn't the case in 4. Only way you be able to see the camo user on radar is if he is in your line of sight and moving without crouching.
It's been two hits to kill since Halo 3. Reach introduced the shield delimiter, where any amount of shield would block the first melee with no bleedthrough to health as long as it was not with a melee power weapon like a Sword.
Halo 2 had an inertia-based system, where you could only get a 2 hit kill if you jumped beforehand because jump melees did more damage than running melees which did more damage than standing melees, so melee damage was variable depending on player action. With objective items, you could only get a one hit kill if you jumped beforehand, and the Brute Shot was the same way.
I have to say, even though I was a huge proponent of join-in-progress before release, I've come to change my tune after playing Halo 4 for a couple of weeks. It's not that join-in-progress itself is a mistake, but its implementation leaves A LOT to be desired.
Here's how JIP works in Call of Duty: you're placed into a match midway through. If you're losing, then all you have to do is wait for the match to finish, after which all players are placed into a lobby and the next match starts fresh. In Halo 4, however, there is no real postgame lobby, so oftentimes you'll join a lopsided match which ends quickly, and then you're thrown into another JIP game by matchmaking. In COD, JIP is only an issue for the first match, and everything afterward works as normal. In Halo, it really is random and sometimes you'll get stuck in a loop of being placed in matches halfway finished.
The concept of JIP is a great one, but the execution needs work.
Then people would just quit once their team was losing, wouldn't they? And those left behind would just be screwed, as its almost guaranteed to be a bad time when you're outnumbered.To add to that, I think CoD does a better job with the team balance based on scoring. Not even sure Halo does that?
I also don't think games should be joinable as soon as the score deems a game "halfway"
It doesn't seem to work fast enough in Halo though, CoD always seemed to be more quick.
Score! What kind of dog?He asked me to do some weird stuff in the basement. I then got an divorce, got the kids and the dog too.
It was three in Halo 2, became two hits in Halo 3 and Reach.Can someone do a quick summary of the evolution of melee throughout the Halo games?
i.e. doesn't it take 3 smacks to kill in H3 and Reach?
Huh did you miss it?HELL MUTHA-FUCKIN YES.
This + NDAs going up + portfolio shots left right and center + Hopefully a Digital Foundry Tech Analysis and GDC/Siggraph presentations
= 1 Happy Computron.
French poodle. Elzar really liked her, but she was always scared of him. I think something might have "happend".Score! What kind of dog?