NullPointer
Member
Ooooh. Like the way this is looking. Guessing some re-use of the Infinity areas? Maybe even FUD or Composer ones?
Composer was my favorite mission of the campaign, so this could be right up my alley.
Ooooh. Like the way this is looking. Guessing some re-use of the Infinity areas? Maybe even FUD or Composer ones?
Is everyone equipped with a jetpack? Can everyone point their aiming stick down?So running away from a fight while looking down, a technique I see often, is as bad as a jetpack?
And look at the map quality in the games with jetpack. Reach had what? Powerhouse, MLG Zealot, Anchor 9. Halo 4 has Haven. Out of 26 brand new maps(not counting any remakes), maybe 4 accommodate the abilities well. That's where I would say it's time to take a look at the abilities themselves instead of the maps.Not when you incorporate the jetpack into your design. You're applying pre-Reach thinking and conclusions here. Reach had jetpacks but the maps weren't designed well for them - Halo 4 is a different story. You can no longer define player flow strictly through older map design concepts. Hell, flow itself is a different beast in Halo 4.
edit: actually on a serious note is FIFA enjoyable if you don't like soccer/football? I don't have an appreciation for the sport, but I hear so many good things about each new game. I've thought about giving it a try but have avoided it for that reason.
Yeah, everybody can point their stick down ;P And anybody can use the map to get a height advantage. When you use a jetpack to create your own route, you are very exposed, at height, and that's the natural balance to the advantages the jetpack gives you. That and predictable movement. Those are pretty serious risks in a shooting game, and why I drop so many jetpack users. They hang in the air in the way that bricks don't.Is everyone equipped with a jetpack? Can everyone point their aiming stick down?
So OK, I get it, people don't want AAs. That's a different argument altogether. But among the AAs available in Halo 4, I think jetpack is fine, and balanced.And look at the map quality in the games with jetpack. Reach had what? Powerhouse, MLG Zealot, Anchor 9. Halo 4 has Haven. Out of 26 brand new maps(not counting any remakes), maybe 4 accommodate the abilities well. That's where I would say it's time to take a look at the abilities themselves instead of the maps.
New peak low today 79449.
Dat elusive 80k barrier!
In reach, when you load up the game and your sitting in the lobby at first. I used to like how you could start the countdown, stop it, then the music would stop playing. Very small detail but if im sitting there having a smoke or sending a text or whatever the music gets annoying.
People are going to say mute the tv or whatever, but some of the smallest details that were lost since 343 took over go a long way.
Yeah I had to load some music on to my Xbox hard drive and choose play music then mute it to get silence while waiting in lobby. Forge is the only lobby where the music stops completely.
Another small sound detail they missed is when you throw a grenade and the "tick" sound happens even though they aren't hitting anything. I noticed that day one messing around in customs.
I think my theory that Halsey will end up uploading herself to or contacting the Domain as the cliffhanger is on track.
New peak low today 79449.
Dat elusive 80k barrier!
Don't worry, I'm sure that the MLK Day bump will mark the comeback of Halo 4. But just you wait until St. Patrick's Day, no one stands a chance against Halo on SPD.Wait for the Christmas bump before you start posting numbers.
A few of the controllers with transforming pads have had issues that I felt. Squeaky triggers, drifting sticks and creaking plastic.
Haha, perfect.
No, I don't play the fifa games because they have sprint.
lolseewhatididthere
Alright, I'm going to bed before I make any more stupid posts.
edit: actually on a serious note is FIFA enjoyable if you don't like soccer/football? I don't have an appreciation for the sport, but I hear so many good things about each new game. I've thought about giving it a try but have avoided it for that reason.
And I was lurking when those discussions took place... I've been lurking HaloGAF before the launch of halo 3. I didn't have an account for so long, until I got a new isp and felt comfortable signing up.
Just because you had these discussions before us because we didn't have accounts then, means we can't have them now? another main reason I joined is because so many long time haloGAF users have stopped posting and these were people I've played against.
I'd rather read a thousand similar opinions on halo features in the halo ot threads than talk about fifa or insult users and get banned.
FIFA and NHL are the better sports games that are released each year. You don't have to be a fan to have fun, though if you don't really watch soccer or hockey or follow, I don't know how much you'd enjoy the game beyond a few matches. Europe is football/soccer mad and so they really get into the seasons etc. And because Madden and NHL aren't exactly as global as fifa, they've been getting a lot less time devoted to it that fifa gets. Download the demos, see how you like them. Beyond that, I've always found picking up the previous years version for dirt cheap is a great way to see if you like them or get into them. EA usually cuts online support after 2+ years, so if you want you can pick up fifa 12 for cheap, download the demo for fifa 13 etc.
We will fight on board of the Infinity. You can clearly see "human" areas in the Spartan Ops Episode 6-10 launch trailer.Ooooh. Like the way this is looking. Guessing some re-use of the Infinity areas? Maybe even FUD or Composer ones?
Composer was my favorite mission of the campaign, so this could be right up my alley.
I picked up the hypocrisy myself but a fellow junior asked a question and I thought I'd answer. I figured being helpful would get me further than not.
I'd rather talk about halo, good or bad.
Which part of this do I have wrong?
http://www.neogaf.com/forum/showpost.php?p=46768681&postcount=5464
The jetpack is balanced. For every advantage it has a disadvantage.
Camo hate I understand, as there's not much in the world more annoying than an invisible sniper. And it leads to people waiting by rocks and squatting around boxes for the easy kill or assassination.
Hardlight shield hate I understand, as its balance requires a teammate to take advantage of a user's exposed flank and rear, but in a 1v1 it just stops things.
But jetpack? I feast upon a steady diet of jetpack users (they make it too easy) and short of squatting up on top of unreachable rocks, which is a map problem, I don't see the issue.
There's nothing worse then getting to some cover and having some fucking asshole just float on above it and clean you up.
/just had a bad game. Complex is such a bad map. I don't understand why people constantly vote for it... along with Abandon CTF.
What makes 343 think that CTF will work on any map that isn't symmetrical?Exactly.
I agree Complex is awful, it always revolves around people camping on the roofs often with camo and sniper. What made 343 think Abandon would be a good map for CTF?! What were they thinking, its an absolute mess.
It isn't just a 343 problem, it's a longstanding Halo tradition. Bungie made the same mistakes with such gems as Neutral Bomb Ghost Town and Stockpile Sword Base/Powerhouse. Only difference is that the decision to make asymmetric maps in those past games made sense at some point since they had the gametypes to support them. That 343 didn't design maps that suited the shipping gametype suite is a huge bummer.What makes 343 think that CTF will work on any map that isn't symmetrical?
What makes 343 think that CTF will work on any map that isn't symmetrical?
It is quite clear some of these maps were designed with One Flag CTF in mind, but of course, it was cut for whatever reason.
One of the main reasons I'm happy for this Forge playlist is for more symmetrical maps for CTF.It isn't just a 343 problem, it's a longstanding Halo tradition. Bungie made the same mistakes with such gems as Neutral Bomb Ghost Town and Stockpile Sword Base/Powerhouse. Only difference is that the decision to make asymmetric maps in those past games made sense at some point since they had the gametypes to support them. That 343 didn't design maps that suited the shipping gametype suite is a huge bummer.
Funnily enough, when 343 added Stockpile back into Reach Team Objective, they only put it on symmetrical maps like Countdown and Zealot, so they obviously understand the problem, but did it anyway going into H4. If we removed every map from CTF that wasn't truly symmetric, we'd be left with just two, one being a DLC map - the rest are either blatantly asymmetric or give slight advantages to one of the teams like Solace and Ragnarok. At a certain point I wonder when it was decided that Multiflag was going to be the only variant, because it must have been too late to change the map roster.
What makes 343 think that CTF will work on any map that isn't symmetrical?
It is quite clear some of these maps were designed with One Flag CTF in mind, but of course, it was cut for whatever reason.
One of the main reasons I'm happy for this Forge playlist is for more symmetrical maps for CTF.
If CTF was round based on maps like Abandon, Complex and others, then it wouldn't be a huge issue, both teams have the advantage and disadvantage per round.
I really want to hear why a lot of the game types that were cut were, because it has really made the game bland.
Not when you incorporate the jetpack into your design. You're applying pre-Reach thinking and conclusions here. Reach had jetpacks but the maps weren't designed well for them - Halo 4 is a different story. You can no longer define player flow strictly through older map design concepts. Hell, flow itself is a different beast in Halo 4.
How are maps in Halo 4 designed for jetpacks?
They don't appear to be, but they are.
I remember when Ragnarok was announced, I think it was Vic DeLeon who said that it was almost the same except for a few tweaks for Jetpacks and other new elements.
They raised the ceiling on Ragnarok.
They raised the ceiling on Ragnarok.How?
No one knows for sure. And it doesn't seem like we're going to get any insight either...Without having heard contrary, I'm pretty sure it was just time constraints.
So it's confirmed that Wharer Machine is one of Bombadil's alts now, right?
Which part of this do I have wrong?
http://www.neogaf.com/forum/showpost.php?p=46768681&postcount=5464
The jetpack is balanced. For every advantage it has a disadvantage.
It doesn't break the game, but it does often make anticipating player movement impractical. For example: Someone is on the bottom floor on Prisoner without a jetpack. You see him for a splitsecond and then you lose sight of him. You know there's only a couple of ways up to the other floors so you can anticipate his movement and you make decisions based on that. Had the player at the bottom floor had a jetpack he could've gone to any of the floors without much effort or time. You can't properly predict that kind of stuff. I know some people think a game being predictable is the worst thing since Satan, but I think it has to be like that to up to a certain level. Without the Jetpack you know that people will always be either walking on a surface or jumping near a surface. If you come around the corner knowing there is someone there you have a rough idea of where to aim before even turning the corner. Add in jetpack and all of a sudden people can be practically anywhere in the air on a map, you can't practically anticipate that kind of movement and that really bothers me.
Overdoziz said:The entire reason why it's broken is because people can just fly where ever the fuck they want. Just look at how the jetpack affects Haven. You can jetpack from pretty much everywhere to the middle, you can jetpack up the hallway drop-downs, you can just fly up and kill people behind cover, all that kind of stuff. People flying straight up in the air and floating there was the least of the jetpack's problems.
.Overdoziz said:The jetpack breaks flow even on hemorrhage and Pinnacle. On Hemorrhage it can negate the flow of the bases. You can jetpack from anywhere around the base up to the base and you can fly from the flag stand up to the top floor. On Pinnacle you can jetpack from red Sniper to red tower, from blue sniper straight up to small tower, from the rocket spawn back up to the blue initial spawn, from the OS bridge up to the middle island, from the bottom of red tower straight up to the top floor of red tower and that's probably only a few of the many ways the jetpack can break those maps.
These maps are obviously not the worst offenders but even on those maps the jetpack can have negative effects. I personally feel like Boardwalk is one of the worst offenders. You can completely ignore the layout of the map and you go anywhere you want. Jetpacking right up to the top Sniper area on that map is just ridiculous. Some for jetpacking away from the rocket spawn, up the plasma launcher spawn, jetpacking from anywhere to the boardwalk/bridge area, up into the pancake house or from anywhere directly to a platform above. And simply putting a roof on top of the map won't fix the problem because there's more to the jetpack than just flying straight up in the air the moment you spawn.
It's also a problem of predictability. You know how when there's no jetpack you can - if you're a skilled player - predict the way the enemy will move around that map? That goes completely out of the window because jetpackers can go anywhere on the map barring places that are blocked off by barriers. Let's say you hear a guy who's jetpacking around the corner and you see a red dot that say that the jetpacker is above your current position. You go around the corner and you have to look up the entire Y-axis before being able to see where he is. With no jetpack you know he is on the ground somewhere making it much easier to locate players quickly. The same issue arises when you're getting shot in the back by a jetpacking and you turn around and try to locate him. It can take an incredibly long time to do so because he can be anywhere in the air. It's frustrating more than anything.
And as a Forger I can tell you that the jetpack limits the way you build your map so much that you're better off ignoring them all together. The jetpack is a Forger's biggest enemy and I image the Halo map designers having similar feelings. The jetpack only works (note: is useless) on a very select few maps and it's not worth catering to. Putting a roof on top of a map doesn't mean it's balanced for the jetpack.