WUUUUUUUUTTTTTTTTTTYup. Big team SWAT.
MLG-ish players have a bad habit of latching on to horrible game design if it adds skill in any way.Safely spawning is a bailout? Wow.
Wow.
I thought people hated Halo 3? Now all the love?
By far my favorite Team Scoog video:I want to add a couple of videos to this list. All from Team Scoog.
1. Beastly!
2. Runnin' and Gunnin'
3. Behind the Wheel
Those three videos perfectly showcase why Halo 3 BTB was so much fun for me.
How many people play over XBC?They did, but now that we have Reach they somehow have convinced themselves that Halo 3 is better than it was. They also claim that Halo 2 was amazing yet refuse to play it over XBC, where it works just fine.
tomorrow maybe?
Safely spawning is a bailout? Wow.
Wow.
If they're spawning right behind you in dynamic sided spawns, there isn't enough spawns on the map to support the amount of players in the gametype.
They also claim that Halo 2 was amazing yet refuse to play it over XBC, where it works just fine.
How many people play over XBC?
Filming today, posting tomorrow?
HA HA HA HA HA HA.
Our video team spends a lot of time interviewing people from around the studio to tell the story about Halo 4.
They did, but now that we have Reach they somehow have convinced themselves that Halo 3 is better than it was. They also claim that Halo 2 was amazing yet refuse to play it over XBC, where it works just fine.
Not only that, but anyone remember when Hemorrhage was in the Team SWAT playlist? Took it out during the first Reach playlist update. Goooooood times.Yup. Big team SWAT.
No Halo 3 videos collection would be complete without Shraptain 1 and 2. The best trick jumping videos ever, imo
http://www.youtube.com/watch?v=_jDmW3ywAqw
http://www.youtube.com/watch?v=VRO5qWUDbpE
seriously worth watching
They did, but now that we have Reach they somehow have convinced themselves that Halo 3 is better than it was. They also claim that Halo 2 was amazing yet refuse to play it over XBC, where it works just fine.
Thats kindof the opposite of true.But seriously, jetpack kills all manner of fun.
Filming today, posting tomorrow?
HA HA HA HA HA HA.
Our video team spends a lot of time interviewing people from around the studio to tell the story about Halo 4.
I never understood that. If I want to play Reach, I play Reach. If I want to play Halo 3, it's there for me to play. If I want to play Halo 2, XBC's always there and works perfectly. No one's forcing me to play solely Reach, so I never understood when people complain that Halo 3 is far superior to Reach (or Halo 2 to Halo 3), yet they spend 99% of their Halo time on Reach when Halo 3's just as accessible.
Yea, Halo 3's population is significantly lower than Reach's, however I've never had a problem finding matches in any playlist (played Social Slayer, Team Slayer, MLG, and Skirmish last night with a full team - never had a problem finding players, nor was any game a complete blowout or lopsided due to skill gap).
That argument's just really, really dumb.
No, Halo 3 has always been the fucking tits. It outclasses the entirety of the genre.
Safely spawning is a bailout? Wow.
Wow.
If they're spawning right behind you in dynamic sided spawns, there isn't enough spawns on the map to support the amount of players in the gametype.
I don't know what cocaine supplier you got, but hook me up.Oh, and calling it: the Sandbox podcast is the 343 crew taking their kids (and stinkles) to the park and playing with them for a few hours. Steaks are made. You can hear Steitzer yelling at his kid for doing a good job in hide and seek, a Promethean Chopper going by in the distance, and Niel Davidge and his kids doing the tune to Revival by banging on the jungle gym with sticks.
Yes if the other team has map control and are spawn camping in your base cause you havent killed enough and pushed out, then yes, spawning in some random safe location is a bailout.
This post above is proof how coddled the average gamer has become. That they just expect a timeout when they spawn so they can get ready lol.
Uhhh theres a difference between safe spawns and that shit on Narrows and you know it. Spawn killing and predictions are a big part of Halo.
Filming today, posting tomorrow?
HA HA HA HA HA HA.
Our video team spends a lot of time interviewing people from around the studio to tell the story about Halo 4.
You can still control weapons and the map in dynamic spawns. People seem to be confusing crappy spawn placements that aren't predictable with a proper setup that makes them predictable and safe.
Know why people spawn 2 feet behind you in a game? Because the engine has run out of all other spawns and the only option is to spawn them behind an enemy player as the least-shit option. Know what happens when you restrict a team to one side of the map in slayer? You reduce those shitty spawns to half of the available shitty spawns, doubling the shittyness.
This isn't coddling or casualization, it's competent gameplay design. Unless your name is "Valhalla" or "Avalanche" in Halo 3, you don't have any business being sidelocked in Slayer. Narrows is too small, Epitaph is too small, Sandbox is too open, Isolation is too Isolation to support them. Not even Boneyard properly supports them, unless people enjoy being Red Team and being spawned at the cap point on wide open scaffolding while Blue gets their own private Dongship and Blainstation to spawn inside of.
Safely spawning is a bailout? Wow.
Wow.
If they're spawning right behind you in dynamic sided spawns, there isn't enough spawns on the map to support the amount of players in the gametype.
...Isolation is too Isolation...
...Blue gets their own private Blainstation...
Filming today, posting tomorrow?
HA HA HA HA HA HA.
Our video team spends a lot of time interviewing people from around the studio to tell the story about Halo 4.
My first game of Reach was swat on Spire...
Jetpacks in multiplayer are a straight up abomination. Even the Halo 4 one looks utterly, irrevocably terrible. They're one of the bigger poxes on Halo multiplayer.Thats kindof the opposite of true.
Next somebody will say that bacon ruins everything.
Oh there are plenty of spawns on Tempest. There are some in the far back of each base which could even give you time to turn around and inspect your flank in this case. There are ones near the shotguns, near the rockets, out on the different coastlines, not to mention YOUR OWN BASE. But Reach's default dynamic spawn system is completely terrible and will still pick the spawn right at the warthog, next to the lift in the base, in the inner section of the base, or even the rocks on the front side of your base.
I'm likely in the minority when I say I really enjoy the map, because other than slayer (even then with a decent opposing team) the map plays quite well in my experience. You want to pull the flag? You better coordinate an escape for your carrier and make sure that the other team can't get out of the base after him (not the easiest thing). Want to arm the bomb? Better keep an eye out on the beach behind the base or things can turn around quickly.
I was busy.Wait, we had bully time and no one texted me?
Fixed.343 is so lazy, probably too busy modeling new cities and adding mechs to maps.
Filming today, posting tomorrow?
HA HA HA HA HA HA.
Our video team spends a lot of time interviewing people from around the studio to tell the story about Halo 4.
100% agreed, esp the bold.Most of the maps should be sidelocked. Other control elements are not important for this argument. Yes you can control in other ways who cares. Your team should only spawn on YOUR side in normal MM gametypes. If you cant break because the other team is slaughtering you than the other team is better than you. You shouldn't get some lucky get out of free card because you are getting shit on. Thats casualization anyway you spin it.
You need to step back and look at what you are saying. Any map should have several spawn spots for your team so it cant be entirely predictable but it should have general patterns. Any espace spawn spot is coddling.
Now you can look at Zealot flag glitch. Where they constantly spawn below. Thats bad spawn spots, thats a map issue. Now look at Onslaught H3. Where an amazing team occasionally trapped another team in spawns that is knowledge, game skill, control, and communication. That is the correct way for a map to be done. Now look at Narrows that isn't Sidelocked, that is just a babying the players.
Oh, and calling it: the Sandbox podcast is the 343 crew taking their kids (and stinkles) to the park and playing with them for a few hours. Steaks are made. You can hear Steitzer yelling at his kid for doing a good job in hide and seek, a Promethean Chopper going by in the distance, and Niel Davidge and his kids doing the tune to Revival by banging on the jungle gym with sticks.
You can still control weapons and the map in dynamic spawns. People seem to be confusing crappy spawn placements that aren't predictable with a proper setup that makes them predictable and safe.
Know why people spawn 2 feet behind you in a game? Because the engine has run out of all other spawns and the only option is to spawn them behind an enemy player as the least-shit option. Know what happens when you restrict a team to one side of the map in slayer? You reduce those shitty spawns to half of the available shitty spawns, doubling the shittyness.
This isn't coddling or casualization, it's competent gameplay design. Unless your name is "Valhalla" or "Avalanche" in Halo 3, you don't have any business being sidelocked in Slayer. Narrows is too small, Epitaph is too small, Sandbox is too open, Isolation is too Isolation to support them. Not even Boneyard properly supports them, unless people enjoy being Red Team and being spawned at the cap point on wide open scaffolding while Blue gets their own private Dongship and Blainstation to spawn inside of.
More like spawnkilling is a big part of MLG and Grifball. Luckily, it works in those because people expect them in fringe gametypes that revolve around them. It doesn't belong in mainstream matchmaking.
I want to add a couple of videos to this list. All from Team Scoog.
1. Beastly!
2. Runnin' and Gunnin'
3. Behind the Wheel
Those three videos perfectly showcase why Halo 3 BTB was so much fun for me.
Tempest does that because Tempest's spawns weren't properly set up. It has nothing to do with dynamic spawns, there's just simply not enough spawns on the map to support the gametypes they try to use it for.
Is the RMAH gone yet? Is PvP in yet? Can we do 8 player co-op yet? Have character builds become something more than just your gear+ skill loadouts? Are melee classes still underpowered?If Halo was ran by Blizzard, dear lord...
The changes Blizzard has made to D3 is insane. The game is like 350% better than it was at release.
I dunno how but they nail like every problem posted on NeoGAF and just pound them out and fix it so good. Dunno if they just read this forum and shape the game based on us but its crazy.
For example they took this wall that players felt they hit at Inferno the hardest difficulty, where they couldnt get enough good gear drops to progress in the game and they took another problem people swapping MF/GF gear right before they kill bosses and elites that give good gear drops. They took both these problems and used one to fix the other. With one solution.
They invented Paragon levels which let you feel progression by gaining 100 more levels after level 60. Each Paragon level gives you 3% more MF/GF so eventually MF/GF gear swapping becomes less important and that wall of no progression was torn down because even if you get no loot the feeling of gaining a level means progression.
I had actually stopped playing until neoism PM'd me about the new Paragon stuff. This change alone brought me back in because of the new content. I had come back to Reach, and I haven't played Reach for a little more than a month (until last night) Its like Blizzard is saying "No matter what no game will be perfect, but heres some changes and new stuff we've added for you" as opposed to what Bungie and 343 have done in the past their action says something more like "Most of the game is fine and how we want we will just alter some stuff based on numbers you never get to see" The trasparency between the two companies is vastly different.
This solution Blizzard made also added to another problem players mentioned of "no end game content" people hit the end of Inferno much quicker than Blizzard had anticipated. Adding this new Paragon gave some more content. Now with the next major patch in store they are adding Uber boss modes, a new legendary item everyone will chase for, and Monster Power levels. Slowly adding more and more features to the end game. Awaiting ultimately PvP they are working on.
Anyways,
In respect to 343/Bungie we still have jetpacks and Uncaged. So yea....
Dat UNSC similarity. (I mean the shirt)
Jetpacks in multiplayer are a straight up abomination. Even the Halo 4 one looks utterly, irrevocably terrible. They're one of the bigger poxes on Halo multiplayer.
I loved Reach, though, and I'm sure the same will be true for Halo 4. Jetpacks and all.
Is the RMAH gone yet? Is PvP in yet? Can we do 8 player co-op yet? Have character builds become something more than just your gear+ skill loadouts? Are melee classes still underpowered?
who is this?
Hey now, 343 is possibly patching classic CTF into Halo 4 post-launch.If Halo was ran by Blizzard, dear lord...
The changes Blizzard has made to D3 is insane. The game is like 350% better than it was at release.
I dunno how but they nail like every problem posted on NeoGAF and just pound them out and fix it so good. Dunno if they just read this forum and shape the game based on us but its crazy.
For example they took this wall that players felt they hit at Inferno the hardest difficulty, where they couldnt get enough good gear drops to progress in the game and they took another problem people swapping MF/GF gear right before they kill bosses and elites that give good gear drops. They took both these problems and used one to fix the other. With one solution.
They invented Paragon levels which let you feel progression by gaining 100 more levels after level 60. Each Paragon level gives you 3% more MF/GF so eventually MF/GF gear swapping becomes less important and that wall of no progression was torn down because even if you get no loot the feeling of gaining a level means progression.
I had actually stopped playing until neoism PM'd me about the new Paragon stuff. This change alone brought me back in because of the new content. I had come back to Reach, and I haven't played Reach for a little more than a month (until last night) Its like Blizzard is saying "No matter what no game will be perfect, but heres some changes and new stuff we've added for you" as opposed to what Bungie and 343 have done in the past their action says something more like "Most of the game is fine and how we want we will just alter some stuff based on numbers you never get to see" The trasparency between the two companies is vastly different.
This solution Blizzard made also added to another problem players mentioned of "no end game content" people hit the end of Inferno much quicker than Blizzard had anticipated. Adding this new Paragon gave some more content. Now with the next major patch in store they are adding Uber boss modes, a new legendary item everyone will chase for, and Monster Power levels. Slowly adding more and more features to the end game. Awaiting ultimately PvP they are working on.
Anyways,
In respect to 343/Bungie we still have jetpacks and Uncaged. So yea....
Yeah, that would be a huge improvement. I, and many others, were hoping that Halo 4 would replace the jetpack with a jump pack, similar to what the Brutes in Halo 3 use. But nope.Jet packs suck. I could tolerate them a lot more if you couldn't shoot or throw grenades while using it. It should be for getting around the map quicker and thats it.
Jetpack killed jumping videos (well... and Reach physics). But seriously, jetpack kills all manner of fun.
More like PC > Consoles.Hey now, 343 is possibly patching classic CTF into Halo 4 post-launch.
Beat that Blizzard.
DJ Jizzy Jeffwho is this?