Great post...Louie.
What are you doing here?
How do you get in?
Great post...Louis.
I do remember you making an off-handed comment about betting with someone that AAs would be in Halo 4.Predicted this shit years ago.
What are you doing here?
Fixed
And I'll just let you know that thanks to you I had scatmans world stuck in my head earlier lol.
after playing around with the BR quite a bit lately - i'm now all for the complete removal of the dmr. the range on it is actually hampered on some 4v4 maps and would greatly improve all larger BTB maps. i'm a believer.
it wont be removed though. i'd suggest slowing its rate of fire as a fix. that way its still a valuable weapon in the sandbox for loooong distances and taking on snipers, but you should be able to get to cover if someone is shooting at you from a distance before dying. also, with any nerf, BR may becomes more viable and there would potentially be less dmrs on the map at any one time anyway.
but yeah, i think the dmr is one of the tweaks i'm most hoping for - but i really doubt it'll be addressed.
It may be possible if I keep posting at this rate. lolDuji I hope you stay a Junior forever so you can always be my favorite <3
This. They need to make the DMR more difficult to use against far away opponents by tinkering with the exact things you mentioned. Recoil, spread, and bloom are not the way to do it. A 2x scope would be ideal.The DMR has wrecked BTB gameplay. As many here suggest, the only way for BTB and the DMR to be compatible is if the DMR's scope is reduced to 2x and reduce the aim assist/bullet magnetism.
Didn't the community call for a zero bloom DMR in Reach? Now they have it and hate it. Careful what you wish for. Slayer with DMR pick ups in Reach on 4x4 maps played fine. I don't think the DMR is an overpowered ping fest on 4x4 Reach maps. Bloom is better than zero bloom IMO
I do agree that the DMR in Halo 4 has limited this sandbox and has ruined BTB play
I love the BR in Halo 4 .. I use it even though I know I am putting myself at a disadvantage
You are literally worse than Hitler.Bloom is better than zero bloom IMO
You are literally worse than Hitler.
Well you could always make the range the same as a BR. Give the DMR the same kill times as the BR and you have a weapon that doesn't break maps but still gives those who prefer a single shot rifle to a 3 shot one a chance to enjoy the game.
The range is really what makes the DMR ridiculous. Imagine how the pit would play if you had DMR's, or Last Resort, or Sandtrap etc. I only said halo 3 maps so people could understand.
The clearest example is Valhalla. An great map to play with BR starts vs Ragnarok in Halo 4, which is essentially one side pinging the other with very little map play.
This is why I'm disappointed with 343 in how they approached combat. You basically have a mini sniper that will take out anyone from a distance, and then for those that somehow close the distance or are close enough for cqc, you have a mini shotgun in the boltshot.
In case you're wondering or telling me to get better or adapt, I probably have over 1200 more kills than deaths with the DMR and like 300 more kills than deaths with the boltshot. That doesn't mean I don't know how ridiculously useful the weapons are.
Hate bloom but its implementation on the DMR could add balance.
Yet I still have a hard time finding a map in Halo 3 and Reach that did 1-flag and 1-bomb better.Reflection plays just as bad in Halo Reach as Ivory Tower did in Halo 2.
Mombasa looks so god damn beautiful in the night levels of ODST. Found some new areas and other little things that I hadn't seen before, hopefully I'll be able to upload the screenshots sucessfully.
I'm referring to how the DMR is currently configured for the Halo sandbox. Bloom is a better compromise if the DMR has to stay
Bloom is the dumbest mechanic ever added in Halo, if they want to add a mini-sniper rifle but make you shoot it slowly to make it accurate and keep it balanced then just give it a slow ROF.
I thought New Alexandria looked boring during the day. It had some great moments during night time, though. Example:
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I agree. In Reach, New Alexandria felt abit broken/distant. Honestly I didn't care much about it.Alexandria never gelled with me, it just screamed generic sci-fi future city. Smooth white architecture everywhere.
In case you're wondering or telling me to get better or adapt, I probably have over 1200 more kills than deaths with the DMR and like 300 more kills than deaths with the boltshot. That doesn't mean I don't know how ridiculously useful the weapons are.
Alexandria never gelled with me, it just screamed generic sci-fi future city. Smooth white architecture everywhere.
Reflection plays just as bad in Halo Reach as Ivory Tower did in Halo 2.
Ivory Tower was great. Reflection was slightly too big and suffered from sprint and jetpack.
I get so sad reading about this, now that it's happened. I've been afraid this would happen to Halo 4 since shortly after Reach launched. This was me harping on it in 2011:I doubt it would've made a huge difference on most of Reach's 4v4 maps (Powerhouse maybe), but the DMR is definitely a problem on BTB maps in both Reach and Halo 4. And no, I'm not saying that because I'm bad or anything, which you always use as an argument. It's awful because it limits movement extremely and just makes for relatively boring long range firefights.
The difference between how Valhalla and Raganrok play is probably the perfect example of the effect of the DMR (With better netcode combined with it) on maps that have wide open areas with long lines of sight. In Halo 3, with an average connection, the range at which you can hit people consistently is extremely short. Heck, even at close to medium range the Halo 3 BR fails to register half the time. At a relatively short range of, say, Laser spawn to the the Pelican you can hit probably less than half your shots. That's how limited your ability to ping people from a distance is in Halo 3. If you shoot the same distance on Ragnarok you can consistently hit your times. Sure, you'l miss a couple here and then, but overall it's much easier to hit people from that distance than it is in Halo 3.
So what does this do in terms of how BTB plays on most of its maps? It greatly discourages going out into even slightly open areas. Sure, in both Halo 3 and Halo 4 people sit at the top middle of Valhalla, but what happens when that occurs plays out entirely differently. Where in Halo 3 you can flank people who are at the top middle without too much trouble, in Halo 4 you will get shot to pieces once you cross a strip of open field even if it's close your base. I've been pinged from top middle all the way to the waterfall base's Mantis spawn, it's that ridiculous. There is no way that something like that could happen in Halo 3. Matches on Ragnarok end up in a bunch of people hiding behind a rock, pinging other people hiding behind a rock a mile away until the score limit is reached. You can see a similar situation on Complex where because of the combination of the map layout and the DMR's range and accuracy people tend to hide in or on top of the main structures and take pot-shots at their opponents.
Keep in mind that I have no problem with very accurate weapons, the Halo 3 BR was absolutely shit in that regard. What does bother is the extreme range that the DMR can be used effectively at. Range which you don't need on 4v4 maps and which negatively affects gameplay on 8v8 maps.
As far as I can see there's two options that 343 has to solve this issue: 1) Design your maps around the DMR's range limiting it effectiveness or 2) Reduce the range of the DMR. Option one would require all BTB maps to be much more focuses on close and medium range, rather than long range. I think this is a viable option, but it would require a lot of effort and thought put into development of the maps. Option 2 would be a more obvious choice, but if they choose the pick this option I don't think they should add bloom or spread or whatever. I think reducing the scope zoom, the auto-aim distance and the bullet magnetism distance would go a long way in reducing the negative impact of the DMR. It can also be communicated easier to the player with the reticule staying blue even when it's on an opponent meaning that the game isn't assisting you.
I know your post was more about the DMR on small maps, which I don't think is an issue either, but I still wanted to say something about the entire DMR issue which has been shrugged off by several people on here as a non-issue. Personally I think it's one of the main issues of Reach and Halo 4 BTB right alongside the vehicles.
Take this logic and apply it maps from the series past. Let's do Halo 3, Valhalla. On that map, players on the center hill could do no more than ping players in the base. You had to work to get closer to the base to really get into BR range. In Reach, players on the hill and base would be in a constant firefight - and anyone in between would get evicerated.
Likewise, Standoff, where players would be cross mapping from the top of the bases, not across the rock gardens. Or Terminal, Waterworks, Relic (players on top would destroy the attacking team with DMR fire), Headlong (top of building to offensive spawn building cross mapping), Sandtrap (open dunes = killing zone) and so on across every BTB map in the series. Like Blood Gulch, for instance, which is a cross-mapping nightmare in Reach.
The range of the DMR really decimates BTB map design.
I think I devoted more text to this issue over the past two years than any other. I got tired of typing it, I'm sure people got tired of reading it. But I desperately didn't want a second halo game to have its BTB so damaged by the DMR.It would be worse. Guys on the hill could be comfortably killing guys in and around their base; that kind of engagement was out of range with the BR. They'd be able to comfortably take guys out way out by the bubble shield spawn as well. The thought of the DMR on Valhalla is a painful one; I often think of it as Exhibit A in illustrating why the DMR's range wreaks maps. Well, maybe Exhibit B. Exhibit A is Hemorrhage, since we can actually play it.
Thunder indeed.New Mombasa at night, no VISR. The best way to play ODST. Oh yeah, crank those Sennheisers up and just enjoy the light thunder, pattering of rain, and distant explosions. So good.
Everyone bitching about the dmr should just use the dmr. The game plays well when all players are using it.
Ragnarok
I get so sad reading about this, now that it's happened. I've been afraid this would happen to Halo 4 since shortly after Reach launched. This was me harping on it in 2011:
Early 2012:
I think I devoted more text to this issue over the past two years than any other. I got tired of typing it, I'm sure people got tired of reading it. But I desperately didn't want a second halo game to have its BTB so damaged by the DMR.
It boggles my mind that we could see this coming so far out and yet 343 goes ahead with it. In hindsight, I should have questioned my purchase of the game based on decisions like this, as it was an indication of things that proved pervasive through the game design.
Everyone bitching about the dmr should just use the dmr. The game plays well when all players are using it.
... no, that's got nothing to do with the issues of how range affects play. I'm confused as to how that is considered a solution.Everyone bitching about the dmr should just use the dmr. The game plays well when all players are using it.
Loving the ODST chatter, New Mombasa ay night is stunning, with headphones on, a quiet house and the lights off. Love it.