Whatever the majority wants.
Dongtasm.
My wife just read this and LOL'd.
Why? I like to watch you whiff your melees.
Holy sweet Didact, no lunge.
I said god damn!
Get on, we (I) need you.
GG Frankie<3
Watching some random youtube clip of a Construct MLG game was what got me into watching MLG (not that I'm at kylej Inheritor status or anything).I know we just talked about this, but Construct KOTH was one of the GOAT Halo gametypes, so slept on, yet so good. Construct without radar is a phenomenal map.
You just went through like 3 weeks of HaloGAF posts in 3 sentences.Played Halo for a bit. I haven't played in a long time so it made me dizzy. Did pretty good though. Won an FFA KoTH with +30.
What's Super Slayer?
Jet packs are still dumb.
Holy sweet Didact, no lunge.
I said god damn!
Where you at? Hopped over...
It's like you're invincible when I fight you, Tashi.
Anyway, great games guys. Sorry I suck so bad, lol.
GGs, if only Frankie didn't break matchmaking.
It's like you're invincible when I fight you, Tashi.
Anyway, great games guys. Sorry I suck so bad, lol.
Just make sure you're the fourth man in, he can't touch you.
You like Uncaged? I think that would be a HaloGAF first.
Love it. It's the best map in Reach to showcase armor abilities. If you hate AAs, you'll loathe that map. But if you embrace them, you'll see the magic in Uncaged.
I wish Uncaged was only in playlists with AAs so that it could show its true potential without pissing off anti-AA Halo fans. I want a map that rewards and punishes AA loadouts.
One of the main criticisms of AAs is that maps weren't designed with them in mind. My ideal AA map balance philosophy would be to restrict and reward map movement per AA and to place power weapons in locations accessible only by AA. It'd incorporate the loadout-based gameplay of Reach with the equal-footing weapon balance of the Halo series.
An example of AA map balance would be to place the shotgun in an area accessible only by jetpack and the sniper only by Sprint. The amount of point-blank sprinting shotgunners and perch-camping snipers would be decreased. (An interesting dynamic for Halo 4 might be the ability to swap weapons with your teammates. Jetpackers could rush the Shotguns to get it for their teammate with Sprint. Of course, most of that would fall apart if you play with randoms, but it'd be neat to see how it would work with a full party.)
In regards to Uncaged, I wish the airlift from mid to top wasn't there. I want it to be an area accessible by jetpacks only. And I'd love it if the bridge from mid to cliff/sniper wasn't there. I'd like it to be similar to the disconnected bridge from The Cage, except both sides would be on an even plane. They'd be far enough apart where Sprint would be required to make the gap, and one could make the jump both ways. There'd be walls lining the gap high enough to cover a sprinting, jumping Spartan, but not high enough to cover a jetpacker.
Love it. It's the best map in Reach to showcase armor abilities. If you hate AAs, you'll loathe that map. But if you embrace them, you'll see the magic in Uncaged.
I wish Uncaged was only in playlists with AAs so that it could show its true potential without pissing off anti-AA Halo fans. I want a map that rewards and punishes AA loadouts.
One of the main criticisms of AAs is that maps weren't designed with them in mind. My ideal AA map balance philosophy would be to restrict and reward map movement per AA and to place power weapons in locations accessible only by AA. It'd incorporate the loadout-based gameplay of Reach with the equal-footing weapon balance of the Halo series.
An example of AA map balance would be to place the shotgun in an area accessible only by jetpack and the sniper only by Sprint. The amount of point-blank sprinting shotgunners and perch-camping snipers would be decreased. (An interesting dynamic for Halo 4 might be the ability to swap weapons with your teammates. Jetpackers could rush the Shotguns to get it for their teammate with Sprint. Of course, most of that would fall apart if you play with randoms, but it'd be neat to see how it would work with a full party.)
In regards to Uncaged, I wish the airlift from mid to top wasn't there. I want it to be an area accessible by jetpacks only. And I'd love it if the bridge from mid to cliff/sniper wasn't there. I'd like it to be similar to the disconnected bridge from The Cage, except both sides would be on an even plane. They'd be far enough apart where Sprint would be required to make the gap, and one could make the jump both ways. There'd be walls lining the gap high enough to cover a sprinting, jumping Spartan, but not high enough to cover a jetpacker.
It's like you're invincible when I fight you, Tashi.
Anyway, great games guys. Sorry I suck so bad, lol.
I know, right? I need some of those lessons he gets from Frankie, they seem to work!
Learned two things tonight:
No more Tashi Ceiling jokes for me
Never trust Frankie
Good games guys!
Of course, this is strictly for AA playlists. Maps would be modified for non-AA playlists.Gross.
Every fucking game a person quit, that person was host. EVERY FUCKING GAME.
Because you'd die if you tried to do that.
oh good fucking god, I hear you. I've had maybe five times in all of Reach matchmaking where someone's quit and it's resulted smoothly.
This got me thinking: what if the whole melee system got reworked a little bit?
Standard melee: no lunge, but hitbox of around Reach's sword melee (sans lunge). Feels like Halo CE's.
Sprint melee: The user literally lunges forward a little more than Halo 2's maximum range, but it's not a homing/locking/aim-assisted/whatever one--it's simply a forward motion with a slightly disjointed hitbox. The user punches with their fist rather than their gun. Standard melee damage, but with a longer cooldown (not seconds-wise, but enough frames to count). Has some knockback to the opponent and increased range due to the movement/hitbox.
But then there are melee counters:
Standard Melee Counter:
Both people punch eachother in stupid Halo 3/Reach fashion. Usually results in mutual death.
"Alternating" Melee Counter:
Player one punches, player two punches, player one punches to kill player two.
Double Melee Counter:
Player one punches, player two takes it like a man. Player one punches again, but is interrupted by a melee button/"action" button prompt on player two's side: the punch is outsped by a knee to the cyber nads/space clit to drain their shields, followed by a RvB Tex-esque punch right to the face, which kills them.
Sprint Melee Counter:
Player one lunges in for a melee, player two hits the melee/"action" button (maybe at the same time?) and the fist is intercepted in a very simple, militaristic fashion and player one's moved aside and pushed forward. Player two takes no damage, player one is briefly stunned and knocked forward in the same direction as the lunge, leaving them open to fire (Sprint Melee Counter would work perfectly with a Shotgun or Sniper, if you can get a headshot in) or even a beatdown if you're fast enough.
Yea you had a sick lag strafe going on Karl
Between the start of the animation and when the damage is applied is a matter of very few frames in the long run. It just wouldn't work in an online environment. Take the annoyance of simultaneous kills and then apply it to your character turning randomly when he shouldn't.I think a melee counter like quickly turning them to the side would be awesome.
It would be a quick animation, and disorientate them.
And I'm not talking button mashing, just like clicking the melee button inbetween the start of their melee animation and when u actually get hurt.
When you punish the aggressor it discourages melee usage, which I think is an all around good thing in a FPS.
How cool would a quick burst of speed ability be? Burst to make a jump. Burst to jump behind a rock. Burst to jump a flag in at the last second.
Can I get a bulletpoint run down of the sparkcast? I'll never have enough free time to listen to it...
Okay I fail at searching, I couldn't find the link on the past few pages, Waypoint, or HBO. Halp.
•San Francisco build is from an internal test, was 3 weeks old when they had shown it.
•Maps discussed:
•Wraparound, nothing like narrows, cracks/crevasse in floor you can drop through to get away or move easier around the map. Basic design is a big circle in the center with a cross running through it, and it's a two level map. Man cannons on the level fire you into the center. However, the line of sight into the center is broken up by pylons, not a total killing field in the center than(grenades and such).
•Warhouse, a facility vessel, traveling through a crazy atmosphere. Man cannons feature on the outskirts of the map. One side of the map is a star field, one side of the map is filled with clouds, can be used to help/hurt people.
•The AR is 'kind of' beefy. Covenant weapons sound really good.
•Special guests were shown significantly more at a recent visit. One particular level referred to as 7.
•Not many sleeps till new halo 4 info.
•Talked about the campaign that was shown to the special guests again.
•Clarified what they meant by story in multiplayer to the guests as well.
•The BR discussed again.
•The DMR is back!
•No Bubble shield in Halo 4.
•Marines possibly?
Okay I fail at searching, I couldn't find the link on the past few pages, Waypoint, or HBO. Halp.
The fact that everyone laughed at the "AR as starting weapon" joke made me happy.Omg frankie I love you:
"I convinced Josh that it (the assault rifle) should be the starting weapon for every mode.. and when you drop any weapon, it turns into an AR."
Apparently AR is a lot better.. need to burst fire it to keep accuracy.
Special guests in studio.. (press? magazines?) and they were shown more than just multiplayer.. interesting..
The fact that everyone laughed at the "AR as starting weapon" joke made me happy.
In my head they all thought, "lolol AR as a starting weapon, what a hilarious joke"
Edit: sorry i didnt link it myself ghal, im on my phone.