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Halo |OT7| You may leave, Juices. And take Team Downer with you.

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u4iX

Member
Doesn't matter how hard it is. Existence of unfixable glitches is unacceptable. As is their use.

pR4yP.gif
 

FyreWulff

Member
Then why didn't Bungie patch them out?

Because they couldn't.

edit: beaten by monkey


I'm not going to pretend I know how to make games but it seems weird they can stop the sword glitch pre patch but not that.

I would consider them cheating in a social area, but social players don't care enough from what I've seen (this was during Halo 2). Competitively/Hardcore playlist they are safe and added a lot more to us and our skillgap.

Someone release some Halo 4 news before we start talking about ranks.


The weapon flying fix was doable since it was something to do with the weapon attributes. BXR/etc were all deep rooted problems in the animation subsystem, which wasn't even fixed for Halo 2 Vista.
 

GhaleonEB

Member
Jetpacks are an inherent part of the game. The map's "flow", or pathing, did not originally have a state in which the jetpacks don't exist in the shipping game. They even mentioned making adjustments to Reflection to accomodate jetpack usage by making the ceiling higher and the sniper rifle ledge bigger to make it easier to land on.
Reach includes many remakes, every one of which is worse for having jetpacks on them - especially Reflection. Making it so they can fly higher =/= designing the map for it. Ivory Tower was meticulously designed with specific player routes in mind. Letting players fly about on it undoes all of that.

You could use a grenade jump in a similar way in Halo 2 to go backwards through the seawall on Zanzibar, even though it was intended as a one-way trip for the offense to attack from. The grav lift made it easier to do in 3, but I don't see people claiming the grav lift broke map flow.

That is because 1) Last Resort was rather thorougly remade in Halo 3, and 2) a one-time use item, rather than letting the entire team fly where they wish. Apples, meet oranges.

It IS the map's flow. If you don't want a jetpacker to be able to go up somewhere, you put a damn ceiling or soft kill down, or scale the map vertically, like they did to for Tombstone to accomodate Halo 2's moonjumping. It's not that hard. Bungie's designers weren't fucking helplessly watching as jetpacks rampaged all over their maps, and the idea that they would be helpless to consider the jetpack's impact on the maps is insulting.

I don't see anyone insinuating that Bungie didn't consider how jetpacks would work. Do you think they considered how armor lock would interrupt combat, and cause issues? Do you think they considered how the Banshee's maneuverability would cause problems in BTB? Or how the player inertia would damage infantry combat? Is it insulting to point out these problems? No. No more than it is to say the jetpack damages map flow, because it sure as hell does. It's demonstrable on every remake map, and even on most maps that are not remakes.

I won't belabor this further, but I think you are very, very wrong, and that it's not really even open to debate.
 

Woorloog

Banned
I'm not going to pretend I know how to make games but it seems weird they can stop the sword glitch pre patch but not that.

Neither do i know how to make games but since they (according to my memory) deemed them cheating, it is obvious they couldn't fix them for some reason.

http://i.imgur.com/pR4yP.gif[IMG][/QUOTE]

How about people quit with stupid gifs and just say what they're thinking. As long as it ain't another ad hominem.
 

u4iX

Member
Neither do i know how to make games but since they (according to my memory) deemed them cheating, it is obvious they couldn't fix them for some reason.



How about people quit with stupid gifs and just say what they're thinking. As long as it ain't another ad hominem.

mj-laughing.gif
 

wwm0nkey

Member
Neither do i know how to make games but since they (according to my memory) deemed them cheating, it is obvious they couldn't fix them for some reason.



How about people quit with stupid gifs and just say what they're thinking. As long as it ain't another ad hominem.

Since it was on the last page I will just say it again, the animation system of Halo caused for the button combos and I recall that being the reason for no custom button layouts in the future Halo games.
 

FyreWulff

Member
Reach includes many remakes, every one of which is worse for having jetpacks on them - especially Reflection. Making it so they can fly higher =/= designing the map for it. Ivory Tower was meticulously designed with specific player routes in mind. Letting players fly about on it undoes all of that.

Reflection saw the biggest change. You could legit get on top of the center structure in Halo 2 on Sanctuary, Jetpack is useless on Hem, and is also useless on Pinnacle since you could already do a grenade jump from the lower bridge to the center with a grenade or just jumping on the overhead strut thingy. I think the map was better off for it, the sniper perch is a lot more dangerous which is always good for the top of a vertical map.

I don't see anyone insinuating that Bungie didn't consider how jetpacks would work. Do you think they considered how armor lock would interrupt combat, and cause issues?

Yes, and their fix was to deleting armor lock from certain playlists and not including it in new ones. 343 was the one that started shoveling armor lock back into everything.
 
Any Idea who will voice act and play CG character as the Didact in Halo 4? IMDb doesn't state that tidbit at all yet.

Direct Feed of the Demo gets me amped for the campaign.
 

willow ve

Member
I wouldn't mind Jet Pack if either

A) It only caused you to float or descend, no lifting

B) It only had enough fuel to make it count for a grenade jumps worth of lift.

Yep. I've been wishing for a long time that Halo 4 jetpack would be a simple double jump.
 
They couldn't patch the animation system. I recall 343 saying they aren't doing custom button layouts either because the animation system would cause a whole new level of BXRs and double shots.

This reasoning is still bullshit. It was the sequence and timing of the *actions* that caused the glitches, not the buttons being pressed to perform them. This is basically one of the only things I've never gotten a satisfying answer to from a technical standpoint.
 

Woorloog

Banned
One gif is fine u4ix, but yeah, we would appreciate if you cut out the the numerous gif reaction.

They rarely add anything to a conversation.

They just cut the conversation. Reaction gifs are fine for news or stories. For other posters, nope.

vv non-animated pictures are not any better.
 

Tawpgun

Member
Jetpacks are an inherent part of the game. The map's "flow", or pathing, did not originally have a state in which the jetpacks don't exist in the shipping game. They even mentioned making adjustments to Reflection to accomodate jetpack usage by making the ceiling higher and the sniper rifle ledge bigger to make it easier to land on.

While I think they could have been nerfed a bit (should have had a short usage so they were more of a jump pack than a hover), you trade being able to jump up a level by the inability to speed your way to your destination with sprint or protecting yourself with armor lock. You also make a very loud noise as you do so, so you're definitely trading being covert away. Finally, you have a gigantic thing on your back that makes you easier to see and get stuck with.

You could use a grenade jump in a similar way in Halo 2 to go backwards through the seawall on Zanzibar, even though it was intended as a one-way trip for the offense to attack from. The grav lift made it easier to do in 3, but I don't see people claiming the grav lift broke map flow. It IS the map's flow. If you don't want a jetpacker to be able to go up somewhere, you put a damn ceiling or soft kill down, or scale the map vertically, like they did to for Tombstone to accomodate Halo 2's moonjumping. It's not that hard. Bungie's designers weren't fucking helplessly watching as jetpacks rampaged all over their maps, and the idea that they would be helpless to consider the jetpack's impact on the maps is insulting.



You obviously don't know my opinion of 343 and your replies are just personal insults. I'm not wasting my time on you anymore.
Holy shit.

Holy shit.

Wow.

I would counter all this bullshit, but typing on a phone is obnoxious.

I've seen some heavy duty slurping in my day, after all i have to deal with starwolf... But goddamn.

I guess the one big point i want to make is even if Bungie designed all this intentionally, they wanted people to be able to go wherever whenever...

It was a stupid decision.
 

Havok

Member
I wouldn't mind Jet Pack if either

A) It only caused you to float or descend, no lifting

B) It only had enough fuel to make it count for a grenade jumps worth of lift.
If it were me, I'd have the ability stop straddling the line between being focused both on mobility and offensive capability, making it solely a movement modifier. I mean, all anecdotal, but people bitch most about jetpack when they're getting grenaded or shot from a jetpacker assaulting them, not when the jetpack is used solely to jump up to an area and capture it. Remove the ability of the jetpacker to fire and throw grenades, just like Sprint, and I think a lot of complaints go away immediately.
 

Woorloog

Banned
hope lore takes it easy with more juniors for awhile...plywood was the last great junior.

I have nothing against juniors. The only thing that can affect my opinion about a poster before reading his or her posts is a tag portaying that poster in rather negative light. Though those are rare. And usually i try to avoid reading tags before reading posts.
Besides, hasn't everyone here been a junior once.
 

wwm0nkey

Member
If it were me, I'd have the ability stop straddling the line between being focused both on mobility and offensive capability, making it solely a movement ability. I mean, all anecdotal, but people bitch most about jetpack when they're getting grenaded or shot from a jetpacker assaulting them, not when the jetpack is used solely to jump up to an area and capture it. Remove the ability of the jetpacker to fire and throw grenades, just like Sprint, and I think a lot of complaints go away immediately.

This works too!
 

daedalius

Member
If it were me, I'd have the ability stop straddling the line between being focused both on mobility and offensive capability, making it solely a movement modifier. I mean, all anecdotal, but people bitch most about jetpack when they're getting grenaded or shot from a jetpacker assaulting them, not when the jetpack is used solely to jump up to an area and capture it. Remove the ability of the jetpacker to fire and throw grenades, just like Sprint, and I think a lot of complaints go away immediately.

This or a double-jump.
 

u4iX

Member
Just realized I had the first post on the last three pages.

Triple kill.

From what we've seen of Thruster Pack, you can't use your weapon during the animation, perhaps Jet Pack will take a similar route.

It might be interesting to see how not being able to use your weapon with any AAs works.

I thought that raising/lowering your weapon during PV would be a nice balance tweak to lessen its rumored strength.
 

willow ve

Member
If it were me, I'd have the ability stop straddling the line between being focused both on mobility and offensive capability, making it solely a movement modifier. I mean, all anecdotal, but people bitch most about jetpack when they're getting grenaded or shot from a jetpacker assaulting them, not when the jetpack is used solely to jump up to an area and capture it. Remove the ability of the jetpacker to fire and throw grenades, just like Sprint, and I think a lot of complaints go away immediately.

That's actually an interesting way to preserve the "jet" nature of the jet pack (ie: not nerf it to a simple double jump) but still combat a lot of grief the jetpack causes. And it would align it with all the other armor abilities. Armor Lock can't shoot, Sprint can't shoot, Evade can't shoot. (Camo is an anomaly that should be burned with fire as discussed, at length, in OT6).

If they're not making jetpack a simple double jump, still my first choice, then they should make it a mobility pack only.

Just realized I had the first post on the last three pages.

inb4 50/100 posts per page....
 

wwm0nkey

Member
That's actually an interesting way to preserve the "jet" nature of the jet pack (ie: not nerf it to a simple double jump) but still combat a lot of grief the jetpack causes. And it would align it with all the other armor abilities. Armor Lock can't shoot, Sprint can't shoot, Evade can't shoot. (Camo is an anomaly that should be burned with fire as discussed, at length, in OT6).

If they're not making jetpack a simple double jump, still my first choice, then they should make it a mobility pack only.



inb4 50/100 posts per page....
Hurray for constructive posts!
 

willow ve

Member
What if you had to hold down the AA button for Camo?

What if you simply couldn't zoom in while using Camo as an AA? That would eliminate a lot of the camping/sniping issues. Especially in 4 where they've said they rebalanced the sniper to be harder than reach, but easier than 3.

This way you can be invis and scramble other radars, but you're literally forced to move around to be effective.

How about you move at incredibly slow speeds with camo on?

Or this + no zoom?
 

FyreWulff

Member
I've seen some heavy duty slurping in my day, after all i have to deal with starwolf... But goddamn.

I don't dislike something in Reach, therefore I'm slurping? Really? I've never agreed with everything Bungie did, even in Reach. I just don't agree with the idea that jetpack was this outside agent that nobody at Bungie was unable to reckon for. I've already put forward that if a map designer didn't want the jetpack up to somewhere, all they had to do was either put a ceiling across something or scale up the geometry vertically so the jetpack couldn't get up anymore. Fall damage was removed partway in Halo 2's development, and I don't see people saying zero fall damage ruins map flow either these days, even though it was constantly moaned about back then during 2's run.

And if it doesn't work on old maps.. well, that's the developer's problem for remaking old maps. As it stands though, Reflection mostly got changed around the sniper spawn. You could already get on top of the center structure on Sanctuary in Halo 2, Jetpack is useless on Hem, and it just replaces an easy grenade jump on Pinnacle. Yawn.


What if you had to hold down the AA button for Camo?

The Reach TU change would have been more helpful if it just lengthened the re-camo time if you just fired a weapon, or if firing your weapon cost camo-time, like how firing on an AL user drains their AL meter.
 
What if you simply couldn't zoom in while using Camo as an AA? That would eliminate a lot of the camping/sniping issues. Especially in 4 where they've said they rebalanced the sniper to be harder than reach, but easier than 3.

This way you can be invis and scramble other radars, but you're literally forced to move around to be effective.
I sorta like that idea of not being able to zoom, encourages more skill (I guess).

Also, how do we know if scrambler is implemented with Camo again? I hope it doesn't, just to nerf it more.

Edit: auto correct errors
 
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