The Real Napsta
Member
Isn't RB reload on Recon? such a waste of a shoulder button....
Isn't RB reload on Recon? such a waste of a shoulder button....
Isn't RB reload on Recon? such a waste of a shoulder button....
Reach Default happened.
"The hopes and dreams of Basketball rest on your shoulders, Oklahoma City..."
It is a waste of a shoulder button, but I use Recon anyway.
For real. RB as melee is so good I had to change me Halo 3 controls when I went back.
I don't understand the aversion to letting players set their own key binding on consoles.
I don't understand the aversion to letting players set their own key binding on consoles.
It made the game more complex and fun. You can't deny getting a quad shot to that finish that killtac wasn't ever so satisfying. So rare, but so good.
Good question. Should we beat Campaign before diving into Spartan Ops?
Ok...
I wouldn't mind some SF4 in my Halo...
dat THC shirt...Also you made it into the bulletin too! We're standing behind the warthog.
http://halo.xbox.com/blogs/Headlines/image.axd?picture=2012/6/9/HFP_20120607_161204+(3).jpg
dat THC shirt...
...No?umad?
Button combos such as BxR and doubleshot, were difficult to use. Especially aiming with a doubleshot. It took people a very long time to master them and the dedicated and the skilled were rewarded for their efforts.
Button combos were a good thing for Halo 2.
I really want to play customs with you guys more often. I like Stalker's Predator idea. I also want to try "Style Points Slayer" -- as close of an approximation to Infinity Slayer's point system as we can get.
I really want to play customs with you guys more often. I like Stalker's Predator idea. I also want to try "Style Points Slayer" -- as close of an approximation to Infinity Slayer's point system as we can get.
Hah, I'm obviously still very confused. Do style points only go towards your ordinance meter, then?Except that the only thing that impacts team score in infinity slayer is kills.
After trying both Default and Recon for Halo 4, I'd like this control scheme added or replaced for Bumper Jumper:
LT - Grenade
LB - Jump
LS - Crouch
RT - Shoot
RB - Melee
X - Armor Ability
B - Reload
Y - Switch Weapon
A - Sprint
Seems much better than the current Bumper Jumper to me.
Hah, I'm obviously still very confused. Do style points only go towards your ordinance meter, then?
Hah, I'm obviously still very confused. Do style points only go towards your ordinance meter, then?
After trying both Default and Recon for Halo 4, I'd like this control scheme added or replaced for Bumper Jumper:
LT - Grenade
LB - Jump
LS - Crouch
RT - Shoot
RB - Melee
RS - Zoom
X - Armor Ability
B - Reload
Y - Switch Weapon
A - Sprint
D-pad UP - Switch Grenade
Seems much better than the current Bumper Jumper to me.
When I play a Halo game, that is not what I want to be rewarded from. I'd buy puzzle games or reflex games for that shit.Button combos such as BxR and doubleshot, were difficult to use. Especially aiming with a doubleshot. It took people a very long time to master them and the dedicated and the skilled were rewarded for their efforts.
Button combos were a good thing for Halo.
FPS aren't reflex games?When I play a Halo game, that is not what I want to be rewarded from. I'd buy puzzle games or reflex games for that shit.
FPS aren't reflex games?
Violates my two requirements, AA's and sprint not being on face buttons. It's going to be interesting to see what becomes popular for control schemes in H4. I think the scheme use will be more diverse than before due to yet another "action command" being in the game with the separation of sprint and AA's.
But button combos don't turn them into exclusive reflex games either, nor do they give unequal opportunities for success. They're artificial and unintuitive, but the actual outcome potentially enhances encounters.Not exclusively no. Not when they're void of unintentional button exploits.
Edit: Games like SWAT are heavily aimed at reflexes, however they give all players equal opportunity for success.
My philosophy is that things like AAs are passive uses meaning they're not CONSTANTLY in play where as crouching, jumping, and meleeing are (although meleeing not so much in Halo 4) so it's alright if they're put on one of the skittles. It's called Bumper Jumper for a reason.
I don't know so much about sprinting fitting into that, but I can already picture being able to sprint simply by moving your right thumb up just a tad to push A is VERY helpful in-game.
But button combos don't turn them into exclusive reflex games either, nor do they give unequal opportunities for success. They're artificial and unintuitive, but the actual outcome potentially enhances encounters.
Yep, exactly this. And I just realized the majority of my posts are about controls. Fix them, 343.After trying both Default and Recon for Halo 4, I'd like this control scheme added or replaced for Bumper Jumper:
LT - Grenade
LB - Jump
LS - Crouch
RT - Shoot
RB - Melee
RS - Zoom
X - Armor Ability
B - Reload
Y - Switch Weapon
A - Sprint
D-pad UP - Switch Grenade
Seems much better than the current Bumper Jumper to me.
I disagree with AAs being passive, especially if some of them are in need of being held down like Reach, it absolutely needs to be on a bumper for me. I also love melee on RB despite being an avoid melee avoider in combat, which Halo 4 looks to be my default, so a control scheme with melee on a face button would probably work well for me.
It will be interesting. I won't know until the game is out and I'll have to play around with a few.
That can be said about every aspect of the game and being good or not at it; the concept isn't if you can or cannot, but rather that there is nothing limiting anyone from doing it. That's not game breaking, but an evolution of the meta much like many competitive titles.This is false. If you cannot button combo, you are at a severe disadvantage to someone who is excellent at it. This is the very definition of game breaking. It becomes less about playing the actual game, and more about practicing exploits in order to achieve success.
That can be said about every aspect of the game and being good or not at it; the concept isn't if you can or cannot, but rather that there is nothing limiting anyone from doing it. That's not game breaking, but an evolution of the meta much like many competitive titles.
Fuck button combos into space.
The only issue I see with AAs being on a skittle is with Jetpacking, but that's the sacrifice you make to be able to jump and melee on the shoulder buttons, a la Reach.
If you can't do it, learn to do it. Like any skill in any game or sport ever. Definitely not game breaking.This is false. If you cannot button combo, you are at a severe disadvantage to someone who is excellent at it. This is the very definition of game breaking. It becomes less about playing the actual game, and more about practicing exploits in order to achieve success.
It wasn't design at all though, but I wouldn't take the developer's word as the final on whether or not it's competitively viable. Though I think crafty developers take these aspects that come out as bugs and try to incorporate them as more legitimized features later on, but I don't know how you'd make button combos as they appeared in Halo 2 as a designed mechanic.It's poor design. If it wasn't poor design, it wouldn't get patched out, simple as that.
If you look at reach, the only AA that required the button to be held down was jetpack (I don't acknowledge armor lock as an AA), meaning all other AA's work on a toggle. As a bumper jumper user, I feel sprint works very well on X. All I need to do is tap the button once. It's analogous to jump on A; all other control schemes have you move your right thumb off of the stick to tap A, and you do it very often throughout the game.Violates my two requirements, AA's and sprint not being on face buttons. It's going to be interesting to see what becomes popular for control schemes in H4. I think the scheme use will be more diverse than before due to yet another "action command" being in the game with the separation of sprint and AA's.