Which Halo online do you think has the best settings for aim assist/magnetism etc? I also assume you play from USA, yes?
Halo: Reach.
Which Halo online do you think has the best settings for aim assist/magnetism etc? I also assume you play from USA, yes?
I'd cosign. No bloom DMR was harder to use than any other utility weapon in any other online halo game.Halo: Reach.
I'd cosign. No bloom DMR was harder to use than any other utility weapon in any other online halo game.
Besides maybe halo 3 but that thing was harder to use for spread/latency reasons
Halo: Reach.
Which Halo online do you think has the best settings for aim assist/magnetism etc? I also assume you play from USA, yes?
/deadWow. Don't you just love it when 343 people go all VISIONARY CREATOR on our asses? They were hired to make a very specific thing, not to stretch their creative butt muscles reinventing the wheel.
"Now that we're done with Super Turbo Pac-Man Tournament Edition XP 2014, I think we can go anywhere with it creatively. And we should. THESE MAZES ARE RESTRAINING MY CREATIVE SOOOOOUUUUUL!"
I was under the impression that Forge Island was flat. I have Forge pieces that are merging into the ground 0.1 units higher than other pieces.
Man 3 washed up players. They could pick up flamesword, I'm sure Ogre 2 can come back on his level but royal 2 and snakebite are really weird in halo 4, what I saw from them was they could not play this game different than Halo 3 or Reach they made so many mistakes that were just done because they acted without thinking about sprinting, new weapons or the non descopeable sniper.
Ogre 2 could get better teammates, he should team with ninja, dersky and ace.. though I understand people not wanting to team with Ninja
*Functionally flat
Just jokes on 343 making maps functionally symmetricalIs this really the case or are you joking here?
Is this really the case or are you joking here?
People want Hitscan gone and want bullet travel back?
Ok this was unexpected
Also Snakebite left Ogre 2 in the rain and teamed with Ninja... why would anybody play with snakebite right now? Did he played some insane customs lately? Again what I've seen of him in Halo 4 was worse than the sudds.
Ogre 2 hast get a good team or people that play insane under the right motivation. Naded or Neighbor .. idk.
Most people would agree that art is subjective.
I'd go for 'mixed bag' rather than 'downgrade' myself. Personally, I rather like most of the new art other than a few things (storm rifle/carbine nonsense, Promethean weapon same-y-ness, etc).
I was under the impression that Forge Island was flat. I have Forge pieces that are merging into the ground 0.1 units higher than other pieces.
What do you like about them thats better from previous versions?Am I the only one who likes the new look of the Covenant? (except for the elites, they need to go back to the way they were)
Yeah, I can see the resemblances to the Gears of War monsters, but we can still tell that grunts are grunts, jackals are jackals, and elites are elites.
the covenant redesign is the least of Halo 4's worries, anyway.
Am I the only one who likes the new look of the Covenant? (except for the elites, they need to go back to the way they were)
Yeah, I can see the resemblances to the Gears of War monsters, but we can still tell that grunts are grunts, jackals are jackals, and elites are elites.
the covenant redesign is the least of Halo 4's worries, anyway.
Not dissing your opinion, but do you think if they had remained more faithful to their original designs but had Halo 4's attention to detail you would feel the same way? I'm honestly curious if you like em more since they just look more lifelike, and not because of the huge changes to their overall design. Personally I really hope we get Jackals and Grunts more faithful to their original iterations in future games.. I would love to see what 343 can do to bring em to life on next gen hardware.
I wouldn't mind bullet drop getting added to the Sniper, something to make it a bit more challenging to use.I reaaaally hope that hitscan goes. Sure, keep it on the sniper/splaser/whatever else... but keep it away from the "main" weapons like the DMR/BR.
Both Reach and Halo 4 are complete ping fests. You can't move anywhere without some jackass pinging you from the other side of the map - which of course really restricts player movement and promotes camping. A lot of it is due to that 3x scope on the DMR, but also because it's so simple to do so with any human weapon. Frustratingly easy.
There's some who want the bubble shield back, so you know. Things.People want Hitscan gone and want bullet travel back?
Not dissing your opinion, but do you think if they had remained more faithful to their original designs but had Halo 4's attention to detail you would feel the same way? I'm honestly curious if you like em more since they just look more lifelike, and not because of the huge changes to their overall design. Personally I really hope we get Jackals and Grunts more faithful to their original iterations in future games.. I would love to see what 343 can do to bring em to life on next gen hardware.
I made a pretty sweet video. Everyone should watch it and get nostalgic for proximity voice and pregame lobby chat. BRING IT BACK 343!
http://www.youtube.com/watch?v=hSs-72Jphig
ALL I WANTED WERE THE ACTIVE CAMO MEDALS, DAMNIT!!!
Wunderbar.
The smaller islands are worse than the big one, but none of them are truly flat. Still, it's such a welcome addition to the meager forge offering that we got at launch.
That's an oddly .. passionate post coming from you Flip.Wow. Don't you just love it when 343 people go all VISIONARY CREATOR on our asses? They were hired to make a very specific thing, not to stretch their creative butt muscles reinventing the wheel.
"Now that we're done with Super Turbo Pac-Man Tournament Edition XP 2014, I think we can go anywhere with it creatively. And we should. THESE MAZES ARE RESTRAINING MY CREATIVE SOOOOOUUUUUL!"
Because it provides players with skills to improve, to the point where they can detect and appreciate their improvement. The wider the range of players' overall skill, the better the matches will be.Why is a bigger skill gap better?
Why is a bigger skill gap better?
Except CE used a single shot weapon where Halo 3 used one with a spread and had enough randomness to gunfights. Dedicated servers are not going to cute all the Halo online woes - at the very least if they remove hitscan for a primary weapon, it should absolutely go to single shot.Yea hitscan can go with dedicated servers. Halo's CE and 3 are my favourite in the series and both happen to feature projectile primary weapons. No coincidence. Having to lead your shots based on range is more skillful and engaging. Hitscan feels necessary for p2p Halo 2 in 2004 but dedi's and 2014 broadband speeds should ensure a projectile based primary returns for Halo.
People hated on the spread in Halo 3. So bungie removed it in Reach and replaced it with bloom.
You really don't want bloom AND bullet travel in the same game, so that made sense to make it hitscan there.
Then people hated bloom.
Clearly the next Halo should have spreloom.
Personally liked bullet travel, but it's a component of the overall sandbox design, so I'm fine with either mechanic of travel or hitscan, just as long as the rest of the sandbox acknowledges the mechanic exists.
Definitely should never have bullet drop in Halo, that's too much realism for an arcade shooter. Maybe the sniper rifle? Throw recoil, drop, and travel time on the sniper rifle, and I'll really appreciate good snipers on a team :lol
I just don't like that 343i completely changed what kind of animals the Covenant were, like the Grunts went from bugs to lizards, Jackals went from birds to lizards, and the Elites gave up their arm armor so you could be extra sure they were basically lizards.
Except CE used a single shot weapon where Halo 3 used one with a spread and had enough randomness to gunfights. Dedicated servers are not going to cute all the Halo online woes - at the very least if they remove hitscan for a primary weapon, it should absolutely go to single shot.
Agreed, although this Elite model looks pretty badass IMO
They're fine. Uninspired? Perhaps. Imo, they just don't look or feel like a real threat.Elites look terrible and uninspired just like everything in the game.
I thought the Halo 3 Battle Rifle's combination of hitscan at a certain distance, bullet travel elsewhere was a decent compromise, but I've always been irked that Covenant weapons weren't given the same treatment in multiplayer. Leveling the playing field would go a long way towards actually making the entire sandbox more attractive.
I want a larger skill gap in future Halo titles, things like:
- Out shooting/strafing 1, 2 or 3 enemies like in Halo 2.
- Team play & communication.
- Map/spawn familiarisation (not that I'm a fan of spawn trapping/killing). Halo 4 could setup global ordnance with recon by default and it would create a dynamic version of this as opposed to classic Halo 1,2 & 3.
- Balanced play where it's even starts (or 80-90% even starts).
- Maps that don't advantage either side or provide turn based events to counteract this e.g. offense/defense.
- Ranked vs. Social (therefore limiting guests vs. fullscreen players to reduce quitters or lopsided games etc).
- Awareness rewarded.
- Grenade physics.
- Hit detection more accurate and requiring more precision from players.
- Sword dodge via strafe at an adjacent angle.
- Melee dodge via crouch if enemy aims too high.
- A fast crouch mechanic.
- Vehicles taken down similar to Halo 2 ghost fuel tank rather than plasma pistol starts.
- Slide jumps built into map.
- Momentum based melee and one hit jumping melee return (must not be easy to connect melee for the latter).
- Map design that uses a rule of 3 almost everywhere, no more and no less.
- Don't hand hold players with Waypoints on CTF.
- Assault was a very specific team (escort) or solo (stealth) skillset, bring it back as nothing is in the same region as this style of play.
- Descope over mechanics like flinch. It's simply more predictable and useful at mid to long or extreme range.
One last thought, much of this is for base gameplay but skill gap may vary based on playlist e.g. BTB or a new all out mode with 32v32 or 64v64 etc. Although I'd like many of these mechanics in there when you start to think about pelicans, drop pods, scarabs or a larger Halo skill gap most likely gives way to fun somewhat. Of course for the core 4v4 playlists all of the above should apply.
Was it distance or a latency threshold? I remember a Bungie article about melee having a latency threshold mechanic too.
He was Project Lead Designer on Halo 4 -- pretty much up there with Creative Director Josh Holmes. He was one of the first guys at 343 and core to hiring much of the design staff that did other parts of the game. He signed off on a lot of things.
Dax's posted an interview with Warner which tells us a lot of his vision of Halo:
Why is a bigger skill gap better?