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Halo |OT13|

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u4iX

Member
Seriously? The signal:noise ratio is getting pretty rough lately. Complaining is one thing. Rage posting, even. We can only offer up constructive critiques so often. But I really wish we could dispense with the insults. As Opiate said, there are plenty of places out there for that sort of thing. And the reason I'm on GAF and not those places is to avoid posts like this. My hope is that we can at least remain civil in the midst of any disappointment or frustration.

I'm sorry.

RIP RIP.
 

Ramirez

Member
Seriously? The signal:noise ratio is getting pretty rough lately. Complaining is one thing. Rage posting, even. We can only offer up constructive critiques so often. But I really wish we could dispense with the insults. As Opiate said, there are plenty of places out there for that sort of thing. And the reason I'm on GAF and not those places is to avoid posts like this. My hope is that we can at least remain civil in the midst of any disappointment or frustration.

THC just dropped an exclusive scoop on us and this is how you repay them!?
 
So it's probably not a great idea to follow up a moderator warning you to remain civil with posts calling bad players in a video game "retards" and then doubling down by insisting the designers of the game are "retards" too.

I will explain this in further detail for those who do not understand it: the reason NeoGAF can seem to have such harsh moderation, and why it is seemingly so difficult to get an account here, is that it's extremely difficult to create a video game forum that is mature and friendly. I think forums with open-member policies like GameFAQs and loose moderation like IGNForums are evidence for how difficult it is and how particular and fragile our NeoGAF community is. We are constantly on the verge of being overrun by marauding hordes of intemperate children and jerks empowered by internet anonymity to fully express their obnoxious opinions.

Our swords may seem sharp at times, but the shining glint of their blades is absolutely necessary in order to create the community GAF has slowly but carefully nurtured.

Yes, we're blowing up virtual people in our warthogs, but that isn't an excuse to be mean and flippant with each other. Adults can play games too, but they don't play them like children do. If you want to play like children, there are literally dozens of forums on the internet which would be perfect for you. This just isn't one of them.

Thanks guys.

This, then this right after it:

Found an unlisted ViDoc of Halo 4's development team and process.

http://www.youtube.com/watch?v=PPdfuTCJBi0

hmm..

That doesn't answer the question of how you're supposed to deal with those situations when they occur. When you spawn in classic Halo you'd still have to deal with rocket wielding enemies and sword/shotgun crouchers, and its best to avoid them until you can equalize things or attain an advantage. You can gain that advantage by more than just acquiring weapons placed on the map. Things aren't decided at spawn.

I think there should be one experimental playlist that remains in the hopper every week, but the settings of it change slightly; testing on a weekly basis until it's ready to be put into more playlists.

I'm interested in seeing how the masses would respond to a Halo where everyone starts off equally except for starting weapons, AA's become Personal Ordnance and power weapons/powerups are placed on the map with a 7 second HUD indicator for when it's about to spawn.
 

GhaleonEB

Member
I come to neogaf for many things. The mature discourse of games devoid of snark and pointed criticism isn't exactly what this place is renowned (or infamous) for. I mean seriously, have you read any thread in response to comments made or quoted by members of the industry?

Is it just the word 'retard' that sets off alarm bells? Cause the notion that the people responsible for making this game or that have no idea what their doing is ridiculously common on tis forum.
I want to answer this by contrasting two posts. This:

Ask the members of the Halo 4 multiplayer design team. Or just observe them as they rock back and forth, moaning incoherently while hitting their chest intermittently.

And this:

In classic Halo that encounter is determined by a series of events before hand, not just at the menu. There was a rush to the sword or a fight for it. There was a rush for the camo or a fight for it. If you were an informed player, you knew the general vicinity of a sword user or a camo user, and you either avoided it or went for a risky maneuver. If you weren't informed, then the result is an unsuspecting camo sword death, but you had the opportunity off spawn to notice that camo and sword were not at their spawn. And in death you knew the positioning of the player.

With Reach and 4, that is negated. You can now spawn with a mini-shotgun in your back pocket. You can spawn with camo in your back pocket. And an opposing player doesn't know that until it is too late.

Let's take the high ground argument from both the position of the high ground rocketeer and the victim. In classic Halo, the rocketeer knew that the player below was a probable kill. In Halo 3, there was the chance that the victim had a bubble shield and there was no way for the rocketeer to know that unless they knew that the bubble shield wasn't at its spawn. And even then, it might be in the back pocket of one of the other players. In Halo Reach, the victim might have spawned with AL, and there's no way for the attacker to know. They might have spawned with Jetpack, enabling them to avoid it altogether and get at an offensive position on the attacker. In 4(although less effective) that player may have spawned with Hardlight. The latter of the examples, that attacker has no idea what the enemy has spawned with.

Now from the victim's perspective. This situation is similar to the sword camo situation. The player should know that the rocket is gone and a general position of the enemy that has it. If not, then that is on the player.

Short term memory can only hold around seven items, give or take a few based on level of concentration. When 8 abilities are thrown at the player before the game even starts, it forces more concentration on the abilities and their counters, moreso than the game variables themselves. Now Jaime refers to the short term memory in terms of cooldown design and how long the brain retains that information, it can be applied to most levels of game design. One of the main reasons why I'm opposed to the Ability design is that it is throwing more variables at me than I need. There's not a great chance that I'm going to be facing a Hologram player, but if I am I need to know what counters it. Multiply that times eight just for armor abilities (not including perks) and there's already an information overload. To top it off, the abilities aren't balanced.

I want to use Luke's quote about Halo: "Two men enter, the better man leaves. The lesser man is respawning and that's Halo." Now two men are entering, the one with the ability counter leaves. The other one is respawning and that's new Halo.

Both are from this page (Edit: make that the last page.) Both are criticizing the design of the game, sort of. The difference is the first is a simple schoolyard insult lobbed at the developer. The second is a thoughtful exploration on how combat encounters have changed over the series and how gameplay design decisions in Halo 4 have had what the Karl sees as counterproductive impact on the game. I really enjoy posts like Karls, and try to skip over the posts like the first.
 
I come to neogaf for many things. The mature discourse of games devoid of snark and pointed criticism isn't exactly what this place is renowned (or infamous) for. I mean seriously, have you read any thread in response to comments made or quoted by members of the industry?

Is it just the word 'retard' that sets off alarm bells? Cause the notion that the people responsible for making this game or that have no idea what their doing is ridiculously common on tis forum.

Once again, you just posted this.

Everybody involved in the decision to add flinch to Halo, or the approval of that decision, should be forced to place their dick and/or tits in a wood-chipper.
 

mhsilver

Banned
Ok, then in the effort of side-stepping any offense, I'll try and phrase my next question as politely as possible:

Has anybody at 343 Industries ever taken a basic physics course, or indeed, ever heard of the term 'physics'?

Say I am running north. If I am shot from the west, the impact/momentum of those bullets would not significantly slow my momentum running North, putting aside damage to bodily function which we accept the shields in Halo prevent until broken.

Except in Halo 4, where magically, where the force of bullets impacting on a mass from one direction slows their speed of travel in a completely different direction.

Why in the ever loving fuck was this allowed to exist?
 

u4iX

Member
THC just dropped an exclusive scoop on us and this is how you repay them!?

I mean, if I thought 343 was handling the affairs and issues with a modicum of sensibility I'd certainly take the time out and address the issues. In fact I've done that in the past, numerous times.

We all have our breaking points; points of apathy, where no matter how respectable we try and be, we no longer can.

Consider it me airing grievances or venting.

I read the bulletin, and the only issue "addressed" was the file browser. Halo Council planned on doing more Forge map features to get people's creations known, but because of the lack of a file browser, forge maps just aren't getting the same exposure, so forge maps simply aren't being made. We haven't got a lot to feature.

343's handling of the franchise is hurting the entire community, it's no longer sectioned off to just the "competitive" players, or at least how that was once perceived.

I guess it's equal treatment if everyone is getting fucked, right?
 
Ok, then in the effort of side-stepping any offense, I'll try and phrase my next question as politely as possible:

Has anybody at 343 Industries ever taken a basic physics course, or indeed, ever heard of the term 'physics'?

Say I am running north. If I am shot from the west, the impact/momentum of those bullets would not significantly slow my momentum running North, putting aside damage to bodily function which we accept the shields in Halo prevent until broken.

Except in Halo 4, where magically, where the force of bullets impacting on a mass from one direction slows their speed of travel in a completely different direction.

Why in the ever loving fuck was this allowed to exist?

Are you talking about Sprint slow down which is used to prevent babies from running away from fights? And to prevent sprint melee fests?
 

GhaleonEB

Member
Ok, then in the effort of side-stepping any offense, I'll try and phrase my next question as politely as possible:

Has anybody at 343 Industries ever taken a basic physics course, or indeed, ever heard of the term 'physics'?

Say I am running north. If I am shot from the west, the impact/momentum of those bullets would not significantly slow my momentum running North, putting aside damage to bodily function which we accept the shields in Halo prevent until broken.

Except in Halo 4, where magically, where the force of bullets impacting on a mass from one direction slows their speed of travel in a completely different direction.

Why in the ever loving fuck was this allowed to exist?

I think you are referring to how getting shot while sprinting slows you down. That was a game balance decision. The idea being that with universal sprint, too many encounters might end (and probably were ending) with one player or the other simply running away. That was not the combat experience 343 had in mind, they wanted sprint to be used primarily to get players around the map and into combat, not as an escape hatch out of it. Thus, you get slowed down when shot while sprinting. (It also mitigates the double beat down issue in Reach.) I think it was a good call.

So I think it has little to do with physics and everything to do with gameplay design. But again, you could make your point with an implied insult at the people making it.
 
You shouldn't be forced to avoid an encounter if you didn't choose the right ability to spawn with.

Avoid all scissors because you chose paper.

What encounter are we avoiding exactly? You can wait out PV or Camouflage if you think its activation is going to give you the disadvantage that loses you the fight. Kill them on cooldown. Easier yet, since they both give away location, a simple grenade can nix the benefits. As well, you have your own ability that's giving you your own advantages. Play to your strengths—that's the idea of all of this customization.

Edit: To be clear, I think Active Camo lasts way too long and needs some nerfing, but I still don't understand the PV complaints.
 

u4iX

Member
The bulletin also answered the "Does the truck come with floor mats?" question. That kept me on the righteous side of the apathy line for now.

ZYKBr.gif
 

mhsilver

Banned
Are you talking about Sprint slow down which is used to prevent babies from running away from fights? And to prevent sprint melee fests?

Funny thing about melee sprint fests, they could be taken care of rather sensibly with the Gears of War model, where the impact of bullets only slow the enemy down when the two forces are applied from opposite directions.

And oh noes, people might use sprint tactically? We must stop that! Now here are some jetpacks, the ability to see through walls, and invisibility, which unlike running cannot be abused in anyway at all.
 

u4iX

Member
Funny thing about melee sprint fests, they could be taken care of rather sensibly with the Gears of War model, where the impact of bullets only slow the enemy down when the two forces are applied from opposite directions.

And oh noes, people might use sprint tactically? We must stop that! Now here are some jetpacks, the ability to see through walls, and invisibility, which unlike running cannot be abused in anyway at all.

Okay, here's my issue...

Out of all the things, ALL THE THINGS, you could complain about in Halo 4, you picked that stopping power is unrealistic?

You, sir, are a special breed.
 

NawidA

Banned
Just got Halo 4. Haven't really played a Halo since some friends had 2.

Campaign is strange. I have no idea what the hell happened, and Master Chief is just chilling in space for some reason. And humans are like the shit now. And for some reason Cortana is dying (how?). And the sexualization of her is pretty fucking weird too. Anyway, I'm playing solo on Heroic and it honestly feels dumb, like CoD. Enemies aren't flanking me, I'm just sitting back and popping. Also lots of running around activating machines. For a new world, it really is boring.

So I thought my purchase was a waste, especially because I heard how they Call of Dutified the multiplayer. But I popped it in and well, wow. This is fucking awesome. I was decent right out of the gate which is nice. Just gave myself the Sprint perk and ran around like a madman with the Energy Sword. Went 17-4 and wasn't too far from outscoring the entire opposing team in Slayer. Guns have good weight, running around for weapons is still there but much more friendly, and jumping around is just a blast. Only played Slayer for a couple hours so far, but well worth it. Most fun I've had in a FPS since Modern Warfare 2.
 
Funny thing about melee sprint fests, they could be taken care of rather sensibly with the Gears of War model, where the impact of bullets only slow the enemy down when the two forces are applied from opposite directions.

And oh noes, people might use sprint tactically? We must stop that! Now here are some jetpacks, the ability to see through walls, and invisibility, which unlike running cannot be abused in anyway at all.

Running away from a battle and getting shot in your ass is in no way tactical.
 
Ok, then in the effort of side-stepping any offense, I'll try and phrase my next question as politely as possible:

Has anybody at 343 Industries ever taken a basic physics course, or indeed, ever heard of the term 'physics'?

Say I am running north. If I am shot from the west, the impact/momentum of those bullets would not significantly slow my momentum running North, putting aside damage to bodily function which we accept the shields in Halo prevent until broken.

Except in Halo 4, where magically, where the force of bullets impacting on a mass from one direction slows their speed of travel in a completely different direction.

Why in the ever loving fuck was this allowed to exist?
How can I put this as politely as possible...it's a fucking game, and thats a method used to balance one of the elements of the game. You're not a freaking genius physicist, you're a snarky ass kid who pissed because the game won't allow him to sprint indefinitely.
Just got Halo 4. Haven't really played a Halo since some friends had 2.

*Impressions*
lol, I can only imagine how posts like these make the typical HaloGaf member feel.
 
Both are from this page (Edit: make that the last page.) Both are criticizing the design of the game, sort of. The difference is the first is a simple schoolyard insult lobbed at the developer. The second is a thoughtful exploration on how combat encounters have changed over the series and how gameplay design decisions in Halo 4 have had what the Karl sees as counterproductive impact on the game. I really enjoy posts like Karls, and try to skip over the posts like the first.

Ghaleon I'm sorry, I respect ya man, but while that may be true sometimes that still doesn't stop the shit like this which many people on here find funny when it only adds to the problem.. You should've picked someone like Havok for your example.
 

Ryaaan14

Banned
So I thought my purchase was a waste, especially because I heard how they Call of Dutified the multiplayer. But I popped it in and well, wow. This is fucking awesome. I was decent right out of the gate which is nice. Just gave myself the Sprint perk and ran around like a madman with the Energy Sword. Went 17-4 and wasn't too far from outscoring the entire opposing team in Slayer. Guns have good weight, running around for weapons is still there but much more friendly, and jumping around is just a blast. Only played Slayer for a couple hours so far, but well worth it. Most fun I've had in a FPS since Modern Warfare 2.
Welcome to the minority brah.
 

mhsilver

Banned
Okay, here's my issue...

Out of all the things, ALL THE THINGS, you could complain about in Halo 4, you picked that stopping power is unrealistic?

You, sir, are a special breed.

Basically it just ensures the game plays even more like Call of Duty, which, as the recently-banned guy pointed out, kinda makes sense given (as he put it) 343i's penis envy for that franchise.

First person to see the other dude wins. If you land the first shot, the enemy can't run for cover, cause your shots reduce his run speed regardless of direction, and with the decreased kill-times, he has very little chance of out-gunning you unless you are fucking terrible at aiming.

Slowing a guy to a crawl because you happened to cross-map him with one or two shots while he was making his way to another engagement is a stupid design decision, not a smart one.

Running away from a battle and getting shot in your ass is in no way tactical.


The ability to choose when to retreat and re-engage on your own terms is part of what separated Halo from the likes of Quake and UT, and later CoD. Running and getting shot in the ass isn't tactical. Using a grenade to create space then bolting for some cover, and recharging your shields, or escaping once you've broken line-of-sight absolutely is.
 
Ok, then in the effort of side-stepping any offense, I'll try and phrase my next question as politely as possible:

Um, okay then. So your take on "as politely as possible" is to question whether they understand or have even heard of physics and to then phrase your ending question as you did?

Why in the ever loving fuck was this allowed to exist?

Not quite the politest way you could have gone about that.
 

blamite

Member
Funny thing about melee sprint fests, they could be taken care of rather sensibly with the Gears of War model, where the impact of bullets only slow the enemy down when the two forces are applied from opposite directions.

And oh noes, people might use sprint tactically? We must stop that! Now here are some jetpacks, the ability to see through walls, and invisibility, which unlike running cannot be abused in anyway at all.

Show of hands, who here prefers Sprint as it was in Reach, with no "stopping power" whatsoever?
 
Basically it just ensures the game plays even more like Call of Duty, which, as the recently-banned guy pointed out, kinda makes sense given (as he put it) 343i's penis envy for that franchise.

First person to see the other dude wins. If you land the first shot, the enemy can't run for cover, cause your shots reduce his run speed regardless of direction, and with the decreased kill-times, he has very little chance of out-gunning you unless you are fucking terrible at aiming.

Slowing a guy to a crawl because you happened to cross-map him with one or two shots while he was making his way to another engagement is a stupid design decision, not a smart one.

Um, how long have you been playing Halo? Because there used to be no need for stopping power due to lack of sprint. Your base speed was your only speed. If you got outplayed, you got outplayed. If you weren't positioned in an area that offered cover for some quick shield regen you were dead. You're problem seems to be that you get outplayed, have poor map positioning, and get shot trying to sprint your way to safety. Sorry bud, that's your fault.
 

mhsilver

Banned
Show of hands, who here prefers Sprint as it was in Reach, with no "stopping power" whatsoever?

I never said stopping power was a bad idea, I just said the notion that it should be applied from shots fired from any direction, regardless of what direction you're running, is stupid.

And furthermore, short of the SAW, I've never actually felt slowed down by shots fired directly at me when I was running forward. Only shots fired from the left, right, or behind.

Um, how long have you been playing Halo? Because there used to be no need for stopping power due to lack of sprint. Your base speed was your only speed. If you got outplayed, you got outplayed. If you weren't positioned in an area that offered cover for some quick shield regen you were dead. You're problem seems to be that you get outplayed, have poor map positioning, and get shot trying to sprint your way to safety. Sorry bud, that's your fault.


Been playing since Halo CE. And in none of the previous Halo titles, did being shot from any direction reduce your speed. Yes, they added sprint. The default run speed has also been significantly reduced since those games as well. I'd be fine with it if they increased the default speed back to those levels, removed sprint, and ensured that shots fired from any direction didn't impact speed at all.

Doing so (removing sprint) would make the game look pretty behind the times for many people though, given the distinctively methodical pace the series has always had. And we can't have that. 343i has to chase that CoD crowd.
 
Show of hands, who here prefers Sprint as it was in Reach, with no "stopping power" whatsoever?

Sort of related (short answer, I love stopping power):

I love that even though it's only two melees to kill, I haven't been bothered by melee in Halo 4. No more teleporting to my face. No more sprinting at me without a care in the world. You gotta shoot! I feel the same way about grenades. I'm not dying to a single grenade anymore. Grenades and melee are crucial in any given battle, but it still comes down to this: you gotta shoot me to kill me.

Feels good. For all Halo 4 does wrong, there's so much I appreciate.
 

Karl2177

Member
What encounter are we avoiding exactly? You can wait out PV or Camouflage if you think its activation is going to give you the disadvantage that loses you the fight. Kill them on cooldown. Easier yet, since they both give away location, a simple grenade can nix the benefits. As well, you have your own ability that's giving you your own advantages. Play to your strengths—that's the idea of all of this customization.

Edit: To be clear, I think Active Camo lasts way too long and needs some nerfing, but I still don't understand the PV complaints.

It has a range far greater than that of the radar. Plus it gives quite a bit more than the radar does.
When I use PV, I can gather the following about players:
-Exact position
-Direction of motion
-General type of weapon they are holding

Now if I'm playing with friends, I just relay that information, without really needing to retain it as much. And they can deal with it however they like.

Now my preferred playstyle is that of sneaking. I'm the guy going through the caves on Valhalla. And when an enemy uses PV, it negates my entire playstyle. I'm forced to enter the "PP+BR mode", where I essentially just use the most effective overall strategy. In a game of playing to your strengths, certain abilities deny certain strengths. Camo + Wetworks mod isn't denied by any ability. Any PV class isn't denied by any ability, save Hologram(but it's fairly easy to distinguish Holograms).

Ghaleon I'm sorry, I respect ya man, but while that may be true sometimes that still doesn't stop the shit like this which many people on here find funny when it only adds to the problem.. You should've picked someone like Havok for your example.
I'm fairly certain Ghaleon was referring specifically to the types of posts that I just made, not to all of my posts.

But you know, I love the fact that you're discrediting me based on one post. Thanks.
 
I never said stopping power was a bad idea, I just said the notion that it should be applied from shots fired from any direction, regardless of what direction you're running, is stupid.

And furthermore, short of the SAW, I've never actually felt slowed down by shots fired directly at me when I was running forward. Only shots fired from the left, right, or behind.

You've never tried to sprint for a double melee, only to realize that stopping power is keeping you at bay? It's a lesson I've learned many times, mostly motivated by a little Sword-action and forgetting that it has special, no stopping-power properties.
 

GamerSoul

Member
This is not always true.

I would know because I get outplayed 500% of the time I see the other dude first.

I know that feel and it's true. I think this is one aspect of the game that really seperates the good players from the great ones along with seperating it from COD. Every shootout is like a mini-mind game.
 

mhsilver

Banned
You've never tried to sprint for a double melee, only to realize that stopping power is keeping you at bay? It's a lesson I've learned many times, mostly motivated by a little Sword-action and forgetting that it has special, no stopping-power properties.

No. Aside from the SAW, I've never felt my progress forward hindered by shots fired against me, I play pretty aggressively with a DMR/AR combo, and routinely charge in with the AR after hitting a few shots with the DMR if the cut around a corner or something.

The only time I noticeably feel getting slowed down is when I'm running toward an engagement and dude cross-maps me in the side from 200 yards out and cuts my run-speed in half.

This is not always true.

I would know because I get outplayed 500% of the time I see the other dude first.


If you feel that way so be it. I certainly can't remember the last fire-fight I lost when I landed the first shot from the side or back, and I'd wager I win 70% of the fights I initiate face-to-face as well. Likewise, I lose the same ratio of battles initiated by the other player. It's like COD Lite.
 

Killer

Banned
CTF on Abandon. All the other team are using active camo, bolt shot and camping in their base. Ok this team is full of assholes. Another game ctf on adrift, same shit.

Is this Halo?

Active camo should be a pick up item or at least a personal ordnance. That goes for all other abilities.
 

mhsilver

Banned
I know that feel and it's true. I think this is one aspect of the game that really seperates the good players from the great ones along with seperating it from COD. Every shootout is like a mini-mind game.

That's what used to separate Halo from COD, I agree. The significantly decreased kill-times combined with randomized weapon drops and an assortment of imbalanced starting loadouts ensures this is much closer to COD than any true, Bungie-made Halo.
 
You did well to exclude Reach. I don't know how I feel about 4 at the moment, but it's definitely not a true halo successor.

What?

You guyes here are all nuts. Halo 4 is fuckin awesome. Leagues above reach and a great start for a new trilogy by a new team. Sure there have been missteps, and mistakes, but this game is fantastic and has so much of what I wanted from a new halo saga.
 

mhsilver

Banned
What?

You guyes here are all nuts. Halo 4 is fuckin awesome. Leagues above reach and a great start for a new trilogy by a new team. Sure there have been missteps, and mistakes, but this game is fantastic and has so much of what I wanted from a new halo saga.

It's about even with Reach at this point. Different sets of great decisions and stupid mistakes.

Though, I'm interested to see what the population looks like compared to Reach at a similar point in it's life-cycle. When the content in this game is as close to COD as it is, I'd bet a ton of people figure 'fuck it, I'll play the real thing instead of the almost-there wanna-be that can't decide what it wants to be'.

I have yet to see a single play-list above 30,000 people since the first week. I think the LEAST popular playlists in Black Ops 2 double that number.
 
It has a range far greater than that of the radar. Plus it gives quite a bit more than the radar does.
When I use PV, I can gather the following about players:
-Exact position
-Direction of motion
-General type of weapon they are holding

Now if I'm playing with friends, I just relay that information, without really needing to retain it as much. And they can deal with it however they like.

Now my preferred playstyle is that of sneaking. I'm the guy going through the caves on Valhalla. And when an enemy uses PV, it negates my entire playstyle. I'm forced to enter the "PP+BR mode", where I essentially just use the most effective overall strategy. In a game of playing to your strengths, certain abilities deny certain strengths. Camo + Wetworks mod isn't denied by any ability. Any PV class isn't denied by any ability, save Hologram(but it's fairly easy to distinguish Holograms).

Ah, so you're saying that someone without the Stealth armor mod has no way to "counter" PV in that they can't avoid that user gaining some relatively constant information. I was taking "counter" to mean something along the lines of winning a 1-on-1 fight against that person despite their AA. I'd argue Rock can "beat" Paper, even if Paper supposedly is countering.

Cause you're right, in that sense, yes, the Paper to PV's Rock is the Stealth Armor Mod. And again, there is no Paper for Camo/Stealth's Rock, unless you consider the blue radar dots or patience counter-enough.

At any rate, why are you against using the Stealth armor mod yourself, especially once you're countered by someone using Promethean Vision? It's not a traditionally Halo concept, but it fits your playstyle and that is by and large why that customization is there: to cater to your playstyle.

It really feels like there's just a point to concede here: Halo's different, and some people here hate it, while others welcome it. It has added some Rock-Paper-Scissors aspects, but it's not black and white. You can still kill Rock with Scissors, and you can still Rock the shit out of some Spock. But it's not as pure, and it's a shame there's no playlists for that classic feel.
 
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