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Halo |OT9| One Final Effort Is All That Remains

CyReN

Member
JL5zS.png


tomorrow maybe?
 

BigShow36

Member
I thought people hated Halo 3? Now all the love?

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.
 

blamite

Member
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.
By far my favorite Team Scoog video:
Rocket Blues Sunset Hues

There was some great Halo 3 machinima, back in the day. Early Arby 'n' the Chief, RvB at it's peak, Pregame Lobby, Matchmaking. Here's one of my favorites:
Matchmaking Episode 13 - No Scope Was Involved.
 
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.

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.
 

Beckx

Member
They also claim that Halo 2 was amazing yet refuse to play it over XBC, where it works just fine.

That may be more a testament to how successful MS has been at making people need the social hooks in XBL. Play an original Xbox game and you're cut off from the XBL world at large (unless H2 does something differently?). THE HORROR.
 

Fuchsdh

Member
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 clients seem confused that you can't just put the footage in the computer and it instantly comes out all nice and finished.
 

Enfinit

Member
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.

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.


Yup. Big team SWAT.
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.
 

Conor 419

Banned
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.

No, Halo 3 has always been the fucking tits. It outclasses the entirety of the genre.
 
Out and about doing stuff that can only be expressed in one way: pics!

pGrWh.jpg

It's like you guys are right there with me! I think HaloGAF would agree this is the best kind of lighting.

5FArV.jpg

Dat UNSC similarity. (I mean the shirt)

vVoZg.jpg

frankie pls

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.
 

BigShow36

Member
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.

Seriously. People bitch and say how great Halo 3 or 2 was yet play Reach all the time. If you love Halo 2 or 3, go play it. I don't have the luxury of playing my favorite Halo online, and I can't stand the other Halo games. Yet I'm the one who people jump on for being here and complaining?

No, Halo 3 has always been the fucking tits. It outclasses the entirety of the genre.

No.
 

Tashi

343i Lead Esports Producer
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.

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.
 

TheOddOne

Member
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.
I don't know what cocaine supplier you got, but hook me up.
 

FyreWulff

Member
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.

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.


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.

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.
 

Duji

Member
In my years of playing various FPS games, the best spawning system I've seen in any game is a static spawn system with 3 second invincibility. It was still very possible to get spawnkilled to the end of time if the other team was way better and yet it was impossible to die the split second you spawn. The system only works well with good maps and a balanced game though (obviously).
 
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.

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.
 
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.

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.
 

Tawpgun

Member
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.

343 is so lazy, probably too busy adding new Steitzer lines to multiplayer.

BTS is MP centered hopefully.
 
K

kittens

Unconfirmed Member
My first game of Reach was swat on Spire...
iHfqe.gif


Thats kindof the opposite of true.

Next somebody will say that bacon ruins everything.
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.
 

FyreWulff

Member
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.

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. There's plenty of developer maps in matchmaking in both 3 and Reach that have unusable spawns and mismarked spawn zones, Zealot has two spawn zones for Red and one for Blue, on a symmetrical map, that doesn't reach far enough to include the spawns on the bottom middle of the map that would usually save players from the flag trap. Asylum isn't big enough for anything above 4v4 and runs out of spawns on your side of the map in Objective, let alone Slayer, and will practically put you on the doorstep of the other base, yet it continually shows up playlists well above that player count. I fixed Zealot's issues within a couple of hours. Unfortunately it seemed we couldn't get Bungie or 343 interested in map fix updates.
 

Duji

Member
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.
100% agreed, esp the bold.
 

Enfinit

Member
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.

Dat imaginative prose.
 

Tashi

343i Lead Esports Producer
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.

What happens when there are multiple spawns that are on the same level of "least-shitty"?

Mainstream matchmaking has been spotty at best since the Halo 2 days so that means jack shit lol
 

Oozer3993

Member
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.

Running Halo 3 BTB with the Ascendant Justice crew was glorious. Nobody could touch us. And every once in awhile, in the pregame lobby:

Other team: "Dude, half their team has Recon. I think they're Bungie employees! Hey Red team, if we beat you, will you give us Recon?"
Us: "If you beat us, we give you Recon? Sure, why not."

Commence two and a half minute 3-0 CTF waxing-of-the-floor.

Us: "Too bad about not getting Recon."
 
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.

But these spawns I mentioned DO EXIST. They DO HAPPEN. My issue is that they are just as likely as the one 2 feet from the opposing team. FOR NO REASON.

If the issue is the number of available spawns, then why do those other, more reasonable spawns still happen, in addition to the shitty ones? The not-enough-spawns theory would lead one to believe that those are out of the question or do not exist, because why else wouldn't they happen when the spawns aren't side-locked? Do you see what I'm saying?
 
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....
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?
 

GloveSlap

Member
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.

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.
 
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?

No, why would that be good? RMAH and Gold makes the economy. Otherwise nothing has any value if you cant cash out eventually.

Not yet being worked on. Blizzard is trying to balance it correctly so its taking time.

No, is that a thing people want? 8 players seems a bit much. 4 players is a sweet spot for this type of game.

...Gear and loadouts is your character build...So many different types of gear plays off your loadouts.

No melee classes are now overpowered. WW Barbs are out of control, DH and WD are probably the weakest when looking at destroying top enemies MP Level 10.

Anyways its not the D3 thread I was just mentioning how the different companies handle their games differently. Its interesting to look at it from a new perspective. As I've looked at it in the past of just how they've done stuff like playlist updates and thought that was GREAT. lol.
 

Overdoziz

Banned
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....
Hey now, 343 is possibly patching classic CTF into Halo 4 post-launch.
Beat that Blizzard.
 
K

kittens

Unconfirmed Member
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.
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.
 
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