• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Halo |OT5| Believe, Again

Status
Not open for further replies.

Korosenai

Member

Michael-What-the-office-10400786-400-226.gif
 

Striker

Member
can someone tell me why the weighting for CTF is so low in Team Objective? I don't think I could tell you the last time I got it. Just went through two voting rounds, the only flag options were 1 Flag on Pinnacle and 2 Flag Slayer on Zealot. The other options were all oddball or stockpile. Another round, and the only one is 3 Flag on Zealot. Where is the traditional CTF?
They should have never added in those fringe gametypes when not long before it they removed them. It was basically CTF, Neutral Bomb, bits of 1-flag and 1-bomb, and some spots here and there for Oddball and 3 Plots. They kept in Hot Potato for who God knows why.

Shitty gametypes on top of 5v5. Change those and it'll be world's better.

Why in the world is Oddball on Sword Base so popular? Just because you can camp with the ball at top green lift?
Oddball placed on Swordbase and Countdown is the worst - almost as silly as 3 Plots only showing up in Boardwalk and Countdown.
 
My impressions from the Forge answer in the bulletin is that it will be pretty similar to Reach's. There will be improvements across the board without a doubt, but at it's core it will remain pretty similar.

It will definitely still be a map editor and not a map creator.

It is a good map. I have lots of fun on it. Especially defending the Oddball in Operations. But you are referencing your brother, Starwolf, no?

I think that given the mechanics of the game and the design of the map, Sword Base is one of the few maps in any shooter that you can literally say is objectively bad.
 
It is not a good map and you are wrong in this regard.
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?

I think that given the mechanics of the game and the design of the map, Sword Base is one of the few maps in any shooter that you can literally say is objectively bad.
Allow me to respond to each one of your points:

There, done.
 

Karl2177

Member
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?
How is 3 walkways considered multiple?
 
What happened in the Halo Wars game? Im kind of curious, who choose what and who won? :p

I was just minding my own business, when suddenly Over, ACM and the AI started attacking me. I heroically defended myself against the enemy hordes while hoping for backup from my cowardly allies. Finally, help came. Or so I thought. Elzar sent me mearly 3 puny ODST units. Logically, I succumbed under the combined strength of 3 enemies, but not without taking a few of them with me to the grave.
 
How is 3 walkways considered multiple?
I would answer this but it would be insulting for both of us.

Let's examine just one of the large areas of the map, the Break Room. You can enter it from High Bridge, from Low Bridge, or from Middle Bridge via Server Room. You can use the covenant lift in the Atrium to land in High Vent and come down from there. You can take Gold Lift. That's 5 ways into that area.
 
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?


Allow me to respond to each one of your points:

There, done.

Red team have 3 power weapons off spawn (sniper/GL/Shotgun). The top green lift room promotes camping and its got essentially zero sight lines.
 

Ryaaan14

Banned
I kiiinda like ODST's better, but I wouldn't have liked it if it had matchmaking probably. It was definitely a style that worked better played with people you know instead of random internet jerks.

Reach has the massive advantage of customization, with the drawback that the skulls reset every set.

So I guess that works out as a tie, really. Also, Reach supports Versus.

oh yea. Whole other ball game when you are playing as an ODST. You actually need team work.

You didnt? ODST firefight was the pinnacle of Firefight, Was much harder especially in the later waves and had better maps.

Reach Firefight can't hold a candle to ODST's. There's no urgency, there's no difficulty, at least not compared to ODST.

ODST is the pinnacle. Some of my most fun moments in gaming playing ODST Firefight with a few friends.

ZC76O.gif


Agree to disagree I guess!
 

Tawpgun

Member
It is a good map. I have lots of fun on it. Especially defending the Oddball in Operations. But you are referencing your brother, Starwolf, no?

He's not my brother


I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?

Far too many choke points. Green Lift Room and that hallway are grenade death traps. For objective, the map is terrible. Oddball in the operations room makes it near impossible to win if you don't get there first. I think Reach's settings make it terrible. AA's cause imbalance.

The map feels like it has 0 flow.
 
I was just minding my own business, when suddenly Over, ACM and the AI started attacking me. I heroically defended myself against the enemy hordes while hoping for backup from my cowardly allies. Finally, help came. Or so I thought. Elzar sent me mearly 3 puny ODST units. Logically, I succumbed under the combined strength of 3 enemies, but not without taking a few of them with me to the grave.

You would be good at Military PR. :p
 
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?


Allow me to respond to each one of your points:

There, done.

I feel that sword base would play out a LOT better if a lot of the walls where cut down, if upper gold was just totally open for example things would be less campy. Maps too compartmentalized and theres very linear routes around, even when using jetpack.


It is a good map, one of Reachs best, atleast compared to forge ones atleast.

While Reach's maps generally suck Swordbase is certainly the one I go out of my way to avoid the most. :p

EDIT: I cant believe n00bs is being serious with that post, its like he's describing a totally different map, sure there are 5 ways into that room, but who cares, that room isnt the problem with the map.

I was just minding my own business, when suddenly Over, ACM and the AI started attacking me. I heroically defended myself against the enemy hordes while hoping for backup from my cowardly allies. Finally, help came. Or so I thought. Elzar sent me mearly 3 puny ODST units. Logically, I succumbed under the combined strength of 3 enemies, but not without taking a few of them with me to the grave.

They will sing warrior songs of your heroic death.
 
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?

Allow me to respond to each one of your points:

There, done.

The map is almost entirely a series of choke points, there is no incentive to move around the map, nor does the design allow free movement around the map outside of having a jetpack. There are tons of small areas and tight hallways and walkways which is just about the worst combination possible with Reach's limited movement options, nuke grenades, and slow killing weapons.
 

Trey

Member
I was just minding my own business, when suddenly Over, ACM and the AI started attacking me. I heroically defended myself against the enemy hordes while hoping for backup from my cowardly allies. Finally, help came. Or so I thought. Elzar sent me mearly 3 puny ODST units. Logically, I succumbed under the combined strength of 3 enemies, but not without taking a few of them with me to the grave.

This is fucking hilarious. I can just imagine Elzar blaring into the mic "I've got your back, Rob; the cavalry is on its way!" And as Robbertster looks towards the horizon expectantly with a mixture of hope and desperation burning in his eyes, three broke down looking ODSTs make their way into the fray. Robberster loses his base -- there are no survivors.
 

BigShow36

Member
I have fun playing it. I have competitive matches on it. It is aesthetically pleasing. It has lots of paths for players, even without using a Jetpack (a Jetpack on this map grants significant mobility, but I mostly use it to grenade out top gold lift room). Why do you say it is not good?

Its essentially a rectangular upward spiral with random dead-end cubby holes. Any attempt to cross the map is fully exposed to multiple angles around the map. There are a couple of areas that have two or three bottleneck entrances, allowing a team to easy camp them. There is no incentive to move around the map, and the losing team is forced to charge across tiny railed walkways or tight doorways right into the jaws of four guys spamming nades at one spot. Any benefit that might have been gained by adding lifts is negated by the loud noise they make when anyone enters them, giving every player within earshot ample time to redirect their aim at a pre-set landing zone.

Its bad.
 
Far too many choke points. Green Lift Room and that hallway are grenade death traps. For objective, the map is terrible. Oddball in the operations room makes it near impossible to win if you don't get there first. I think Reach's settings make it terrible. AA's cause imbalance.

The map feels like it has 0 flow.
Teams typically try to control the top. Top Red, High Bridge, etc. All of the motion is upward, kind of like Prisoner, only players have a lot more mobility thanks to the lifts, bridges, and Jetpack. You can take center lift to Top Red, or fall short to Shotgun spawn and run up the back stairs, or come up Red Lift directly. Or you can attack at range from Break Health Pack, Server Room, High Vent, or Gold lift/hallway.

Any benefit that might have been gained by adding lifts is negated by the loud noise they make when anyone enters them, giving every player within earshot ample time to redirect their aim at a pre-set landing zone.
Only Gold and Red are pre-set, and they shouldn't be used unless those rooms are cleared or if you are syncing a push on those areas from multiple points. The central lift is completely influenced by player movement and is thus very versatile.

The map is almost entirely a series of choke points, there is no incentive to move around the map, nor does the design allow free movement around the map outside of having a jetpack. There are tons of small areas and tight hallways and walkways which is just about the worst combination possible with Reach's limited movement options, nuke grenades, and slow killing weapons.
The same incentive exists in Sword Base as with every other map: power weapons. You have a very exposed Sniper, Grenade Launcher, as well as DMRs and Needle Rifles (for ammo or pickup in default Slayer variants) in the lower areas (as well as the Sword). There really aren't any small areas besides the Gold Lift room, most of the rooms are fairly large with plenty of room for strafing, jumping, and taking cover. Reach has fantastic movement options with Sprint and Jetpack, and the two abilities create an interesting chase component where the Jetpack user tries to cut off a sprinting opponent. Choke points suck, but you can escape them when in danger by dropping to what is often a choice of lower platforms and subsequent escape routes.
 
This is fucking hilarious. I can just imagine Elzar blaring into the mic "I've got your back, Rob; the cavalry is on its way!" And as Robbertster looks towards the horizon expectantly with a mixture of hope and desperation burning in his eyes, three broke down looking ODSTs make their way into the fray. Robberster loses his base -- there are no survivors.

Pretty sure Elzars 3 weary ODST's survived, cowards probably turned and ran as soon as they saw the base burning.
 
This is fucking hilarious. I can just imagine Elzar blaring into the mic "I've got your back, Rob; the cavalry is on its way!" And as Robbertster looks towards the horizon expectantly with a mixture of hope and desperation burning in his eyes, three broke down looking ODSTs make their way into the fray. Robberster loses his base -- there are no survivors.

I'm not gonna lie this is exactly what happened except for the fact that I sent him 2 pelicans filled with ODST's.

He built cobras, I mean, WHO DOES THAT? Come on. :D
 
Pretty sure Elzars 3 weary ODST's survived, cowards probably turned and ran as soon as they saw the base burning.

Well actually, this kinda happened. My first base was getting slaughtered by ACM's hawks while his ODST's were standing next to my second base, casually watching the massacre.


I'm not gonna lie this is exactly what happened except for the fact that I sent him 2 pelicans filled with ODST's.

He built cobras, I mean, WHO DOES THAT? Come on. :D

I was hoping they'd stop Over's Grizzlies :p
 

BigShow36

Member
Only Gold and Red are pre-set, and they shouldn't be used unless those rooms are cleared or if you are syncing a push on those areas from multiple points. The central lift is completely influenced by player movement and is thus very versatile.

The central lift floats you like a pinata in the middle of the map. If your goal is to have a chance to change your loadout, its a good option.


Bringing up Prisoner to defend a map.
smh

Comparing Prisoner to Sword Base.
smh
 

Computron

Member
Prometheus Spoiler pic


GOD DAMN. DAT CG WAS AWESOME.

Apparently they also used a lot of practical effects. I was surprised by how much wasn't CG.

Did anyone get the sense that he was the movies 'Prometheus'? As in, he had stolen the black goo and was marooned on earth as punishment? (He kind of looked angry or hopeless toward the ship as it left him)
It would explain why the the others want to kill the humans, although we still have no clue as to what exactly David said to him.
 

Brolic Gaoler

formerly Alienshogun
Did anyone get the sense that he was the movies 'Prometheus'? As in, he had stolen the black goo and was marooned on earth as punishment? (He kind of looked angry or hopeless toward the ship as it left him)
It would explain why the the others want to kill the humans, although we still have no clue as to what exactly David said to him.

It's not Earth
 

Fracas

#fuckonami
Sword Base is only fun in customs, because then you don't have to worry about the map being exploited.

Even then, it's a terrible map.
 

GhaleonEB

Member
I firmly believe that Firefight needs to evolve. From a design point of view i dont think Spartan Ops is exactly a Firefight Evolution but its going to fill the void somewhat.

Hopefully with Halo 5 and the Xbox 720 comes increased disc space and the return and growth of Firefight. I want to see it take on a much more Objective and/or Defensive game style.

I dont know if you played Mass Effect 3's Multiplayer but i would love to see firefight progress in that manner with 2-3 "kill waves" and some kind of "objective wave".

*snip*
I agree about Firefight's need to evolve. You can see 343's likely line of thinking in where they settled:

They wanted to connect the co-op mode to the fiction more deeply than an abstract survival mission set in different locations. That led to the development of a story to connect the missions.

343 also wanted to invest the mode with greater variety, and probably drew up a number of different kind of combat scenarios (explore facility; clear enemies from entrenched position; sniping mission; fight into enemy camp, escape; rescue mission; defend and hold mission; vehicular assault; etc.) and crafted missions around those ideas, building them into the story.

What I'm expecting are Campaign vignettes, short focused missions on specific types of battles. Some will be defense oriented like Firefight, but most others will feature other kinds of scenarios.

My fear is that in crafting specific scenarios like that, we'll lose most of the customization that Firefight provided. But given how Firefight was handled in matchmaking with Reach, I think I'd rather have well crafted missions than deep customization that would be underutilized. Seems like a fair trade off, in the end. (One of many clues customization is cut back is in the E3 Infinity Multiplayer trailer, where the "Online" XP bonus is just 1,000 credits; you can get all the rest by playing offline. I'm guessing that means you can't make yourself invincible with a bottomless clip fighting all Grunts and still do that.)
 
Status
Not open for further replies.
Top Bottom