Super Bingo is just Team Bingo with reduced bloom. RIP Squad Bingo.Should have a special Super Bingo, you can either choose the usual options, or choose "DELAYED UNTIL THURSDAY" and win double the money.
amiright?
Super Bingo is just Team Bingo with reduced bloom. RIP Squad Bingo.Should have a special Super Bingo, you can either choose the usual options, or choose "DELAYED UNTIL THURSDAY" and win double the money.
amiright?
Simplex is awesome, loving that map.
Two things I'd guess: 1. Make sure any place a jetpack user can go can be reached by alternate non-jetpack methods (ramps, jumps, man-cannons), and 2. Making strong high ground positions exposed on at least a few angles (like the rooftops on Complex).How are maps in Halo 4 designed for jetpacks?
I still think the argument against jetpack here is an argument against all AAs, or an adherence to map flow that isn't relevant to Halo 4. Halo 4 doesn't start players off completely equally, and predictability is not a core tenet of its design, neither is the flow that comes from static spawns. Its a different game, with different rules. Applying the standards of the older games doesn't make sense, especially when focusing on a single element in isolation, like the jetpack.
Wii U plays GameCube games?Wind Waker looks rad, now I'm tempted to buy a Wii U. Wind Waker is one of my all-time favorites.
edit: Also a SMT and Fire Emblem crossover? Whoaaa
Don't we get news on the TU in todays bulletin?
Greater than Halo 4.
WW is a great Zelda. People complain Zelda is too formulaic, then they do something slightly different and people complain it's not traditional enough. Outside of the overworld, WW is very traditionally Zelda.
Two things I'd guess: 1. Make sure any place a jetpack user can go can be reached by alternate non-jetpack methods (ramps, jumps, man-cannons), and 2. Making strong high ground positions exposed on at least a few angles (like the rooftops on Complex).
I still think the argument against jetpack here is an argument against all AAs, or an adherence to map flow that isn't relevant to Halo 4. Halo 4 doesn't start players off completely equally, and predictability is not a core tenet of its design, neither is the flow that comes from static spawns. Its a different game, with different rules. Applying the standards of the older games doesn't make sense, especially when focusing on a single element in isolation, like the jetpack.
WW is a great Zelda. People complain Zelda is too formulaic, then they do something slightly different and people complain it's not traditional enough. Outside of the overworld, WW is very traditionally Zelda.
And really, no future game will ever stand up to OoT. OoT is the impossible game. That game gives me the same feeling I get when I listen to Endtroducing or look at Guernica or whatevs. OoT is every single person on that development team making the game of their lives, combined with a million different little variables coming together to make something that can't be replicated. What's mindblowing to me isn't that Nintendo released something as flawless as OoT, it's that the people responsible did it again after Mario 64.
Shitpack wouldn't be nearly so bad if you couldn't fire your weapon. 343 figured this out for Thrusters, not sure why they didn't just add some handles for the sake of reason and be done with it.
Walshy uses the jet pack, therefor it is pro.
WW is a great Zelda. People complain Zelda is too formulaic, then they do something slightly different and people complain it's not traditional enough. Outside of the overworld, WW is very traditionally Zelda.
And really, no future game will ever stand up to OoT. OoT is the impossible game. That game gives me the same feeling I get when I listen to Endtroducing or look at Guernica or whatevs. OoT is every single person on that development team making the game of their lives, combined with a million different little variables coming together to make something that can't be replicated. What's mindblowing to me isn't that Nintendo released something as flawless as OoT, it's that the people responsible did it again after Mario 64.
I just had to giggle because of how closely this related to Halo. People said Halo was too formulaic, they changed it and now it's not traditional enough.
Not really.
what's up everyone
WW is a great Zelda. People complain Zelda is too formulaic, then they do something slightly different and people complain it's not traditional enough. Outside of the overworld, WW is very traditionally Zelda.
And really, no future game will ever stand up to OoT. OoT is the impossible game. That game gives me the same feeling I get when I listen to Endtroducing or look at Guernica or whatevs. OoT is every single person on that development team making the game of their lives, combined with a million different little variables coming together to make something that can't be replicated. What's mindblowing to me isn't that Nintendo released something as flawless as OoT, it's that the people responsible did it again after Mario 64.
what's up everyone
Jetpack's fine in campaign but replace it a double jump in multiplayer for god's sakes. If you really want to emphasize vertical movement, use mancannons. That, or add in a Grapple Beam and just add specific "nodes" that it can be latched on to rather than flinging yourself around everywhere like piderman.
True, but I have far more issues with people flying through the air shooting and grenading me than anything else. I'm okay with someone looking to gain a height advantage if it puts them at a larger risk of getting killed while doing it.That would be a lot better but it would still break the flow of the map.
I don't understand why they don't just take out Jetpack in competitive Multiplayer but keep it in custom games and campaign. Like Invincibility in Halo 3.
I think I mentioned this before but having a jetpack in the game would probably feel a lot less shitty if players were more agile
With thruster in, I would completely agree.
Welcome to Reach Six, oh wait.Teammates who go -16 or -20 ... nice
Welcome to Reach Six, oh wait.
This would be fine by me, as I only use it as a mobility perk, not so much in direct combat. And as you mention that would put it directly in line with sprint and thruster pack.Shitpack wouldn't be nearly so bad if you couldn't fire your weapon.
I like being able to play more aggressively, but yeah if I'm having a bad day it certainly makes me play worseIts even worse now because of instant respawn.
My slayer KD is terribad because I play too agressivley now due to the instant respawns.
Its not that it isnt traditional enough, its just that Reach and 4 arent very good games.I just had to giggle because of how closely this related to Halo. People said Halo was too formulaic, they changed it and now it's not traditional enough.
Seriously though, stop bitching.
This would be fine by me, as I only use it as a mobility perk, not so much in direct combat. And as you mention that would put it directly in line with sprint and thruster pack.
True, but I have far more issues with people flying through the air shooting and grenading me than anything else. I'm okay with someone looking to gain a height advantage if it puts them at a larger risk of getting killed while doing it.
I just had to giggle because of how closely this related to Halo. People said Halo was too formulaic, they changed it and now it's not traditional enough.
That's gonna be your new overused gif isn't it?
Yup, I use it very sparingly, basically as a super jump. Its too risky otherwise.I tend to find the jetpack already puts the user at a greater risk. It's loud, and as soon a player starts to go vertical, it's like a big "SHOOT ME" sign.
That's gonna be your new overused gif isn't it?
For a short time, the only time that gif will be used if someone posts something flat out stupid.
Hopefully, that won't be too often.