bobs...onGaf
Member
mescalineeyes said:please elaborate what situation that would be.
That situation happens a LOT, especially in multikill scenario's. Either let the overkill escape or try and get lucky
punk
mescalineeyes said:please elaborate what situation that would be.
mescalineeyes said:please elaborate what situation that would be.
Gui_PT said:It really is random when you're a situation where you don't have the time to let the bloom go back down
Church RvB said:I still don't understand this. Why is it so random? I guess if you have half of your enemy's head in the crosshair, then it's random.
To each his own...
mescalineeyes said:please elaborate what situation that would be.
Ramirez said:Exactly, when people are at close distance, and you have no choice but to fight each other, it turns into an awkward mess. I try to time my shots, because hey, that's what I'm supposed to do right? Well, majority of the time, they spam and kill me, or the opposite happens, I spam them while they're timing.
Win, lose, or draw, it doesn't matter to me. I can get 30 kills in a game and feel completely unsatisfied because of the bloom mechanics. Maybe it works correctly over LAN, but with lag, it is random, and I've never been a fan of random in Halo. I thought the BR was random in 3, heh boy.
Yeah I guess, but it would be useless on Sword Base which is the map I've encountered it the most on.Dax01 said:It would be nowhere "beyond useless." It can still be used against vehicles.
But... the DMR and pistol, when 'relaxed' are totally accurate. No randomness. that only comes into play when you shoot sequentially. It's risk/reward if anything. Do I take the risk to get more shots off in the hope that I finish him first or do I take the time to control my shots and be assured the hits. Close quarters doesn't always mean spamming will work. It's a controlled random so to speak that adds a skillful depth to the hitscan weapons.Ramirez said:Exactly, when people are at close distance, and you have no choice but to fight each other, it turns into an awkward mess. I try to time my shots, because hey, that's what I'm supposed to do right? Well, majority of the time, they spam and kill me, or the opposite happens, I spam them while they're timing.
Win, lose, or draw, it doesn't matter to me. I can get 30 kills in a game and feel completely unsatisfied because of the bloom mechanics. Maybe it works correctly over LAN, but with lag, it is random, and I've never been a fan of random in Halo. I thought the BR was random in 3, heh boy.
Diablohead said:Since melee's damage the generators nicely I keep getting into the habbit of whacking them once my gun's clip is empty or hot instead of waiting for my gun to reload, plenty of suicides :lol though one time I also took out two spartans rushing in to raise the shield
Experienced some lag where my movements have a delay and pause but it was still plenty playable, such a fun game mode, but you need a good team who know how to change their spawn... too many elites will spawn up in the hills instead of spawning at the bridge.
Oh and grabbing a shotty from a dead spartan is real punishment on those generators, kills them so quickly!
Hydranockz said:But... the DMR and pistol, when 'relaxed' are totally accurate. No randomness. that only comes into play when you shoot successively. It's risk/reward if anything. Do I take the risk to get more shots off in the hope that I finish him first or do I take the time to control my shots and be assured the hits. Close quarters doesn't always mean spamming will work. It's a controlled random so to speak that adds a skillful depth to the hitscan weapons.
Hydranockz said:But... the DMR and pistol, when 'relaxed' are totally accurate. No randomness. that only comes into play when you shoot successively. It's risk/reward if anything. Do I take the risk to get more shots off in the hope that I finish him first or do I take the time to control my shots and be assured the hits. Close quarters doesn't always mean spamming will work. It's a controlled random so to speak that adds a skillful depth to the hitscan weapons.
Ramirez said:So, out of curiosity, I looked you up and noticed that your top TOD in Arena is a Shotgun (tied with NR actually, but still), and Melee is the top in the other 2 lists. I guess you don't really have to worry about bloom with that stuff.
So? Then just remove it.pringles said:Yeah I guess, but it would be useless on Sword Base which is the map I've encountered it the most on.
While I agree that anti-vehicle weapons in Reach are far too powerful and plenty, I'm hardly ever killed by the plasma launcher on Boneyard.And don't get me started on how there are way too many anti-vehicle weapons in this game :lol Average lifespan in a vehicle in Reach must be 15-20 seconds at most.
Because the DMR is a fucking long range weapon. You want to to be short range too? I don't even use the DMR all that much as I like to get in close and abuse the melee system DMR, at range, time he shots. Kills roll in. Pistol, medium range, pulse the shots. Kills roll in. Melee, short range, mash tat shit. Kills roll in.Ramirez said:Bologna, there are times when someone is right in front of me with a DMR, and they can spam me to death in a matter of 2-3 seconds. I know this is probably all related to who is host, which is why it's frustrating. The host has a big enough advantage as it is, why are we adding more stuff in?
Checking your stuff out, you have Melee across all 3 gametypes as your TOD as well. :lol If the gunplay is so perfect guys, why are you all relying on other means of getting kills as your main weapon?
I would rather them fire slower, and be more predictable than it feeling like a crap shoot.
mescalineeyes said:you guys do realize that if it wasn't for the bloom, the weapons would fire slower, right?
also, bloom being a problem in close quarter gunfights? shouldn't your enemy being near no compensate for the loss of precision?!
Hydranockz said:Because the DMR is a fucking long range weapon. You want to to be short range too? I don't even use the DMR all that much as I like to get in close and abuse the melee system DMR, at range, time he shots. Kills roll in. Pistol, medium range, pulse the shots. Kills roll in. Melee, short range, mash tat shit. Kills roll in.
bobs99 ... said:Close range its still very messy though, what if both players decide to spam? Should one get killed? They both made the same decision, why should one guy win? Feels too much like a coin toss to me.
RefigeKru said:Can't remember if I've posted this in here already but last weekend I played a few games of invasion with my friend. Absolutely hated it and found it a complete bore compared to what I'd expected through the media released. Since then, I've been back twice and have played probably 3/4 more hours of Reach.
I feel like I can say, with no reservations, that I don't like this game at all. It's weird, the Halo 3 beta (Personally) was better than Halo 3 in certain ways and made me a slobbering fool who bought it on launch day, but Halo 3 was still freaking amazing online and I'm sure it's the MP game I've invested the most time into by a large margin.
This beta singlehandedly crushed any interest I had in Reach in 4 playings. Dramatic, I know, but it's the truth.
I wasn't doubting your pro skillz. I just find a lot of gripe ariss when players take the guns out of their niches.Ramirez said:What's with GAF and the Pro Tips these days? I know how to play the game, doesn't make the system suck any less.
^ It's not that dramatic really, the game is really nothing like the past 3. I've yet to come across anyone who has played more games than me (total shock honestly), and even though I've played a ton of games, my hype is at 0 for the final game. There is just so much to tighten up before this game even comes close to 2 or 3.
Wow, just wow. The turret assisted jump is just ridiculous.bobs99 ... said:http://www.youtube.com/watch?v=u4oM3RWl6Es&annotation_id=annotation_296760&feature=iv
Some of this is amazing, I have never seen a player be so cheeky and get away with it. :lol
GhaleonEB said:I honestly don't mind the bloom mechanics, and I do think it's a differentiator in skill. But I don't think it's necessary, because Halo's gameplay has always had enough basis in skill already. It complicates what has historically been an elegant combat system.
Imagine if the bloom was gone and the DMR and Magnum each had a fixed firing rate, the DMR a bit slower than the Magnum, which would keep its current recoil. Everything else about them would remain the same as current. The DMR would remain the superior weapon at long range, the Magnum powerful at close and mid. And I think that would be a superior experience. The single-shot weapons, plus the minimum five-shot kill, already means they will take more skill to use than the BR with its burst fire, as you need to land more shots more accurately. And there would be the added layer of knowing when to use which.
I think it would be a more satisfying experience.
Last half is amazing. 3 Man totem pole? :lolbobs99 ... said:Haha, congrats to her. That montage is really good though, I love how he makes fools of campers. :lol
More from the same guy:
http://www.youtube.com/watch?v=u4oM3RWl6Es&annotation_id=annotation_296760&feature=iv
Some of this is amazing, I have never seen a player be so cheeky and get away with it. :lol
Ramirez said:Good post. It doesn't make the game more fun, it just creates awkward and random moments, and like you said, they could achieve the same reasoning behind it by locking the fire rates.
GhaleonEB said:I honestly don't mind the bloom mechanics, and I do think it's a differentiator in skill. But I don't think it's necessary, because Halo's gameplay has always had enough basis in skill already. It complicates what has historically been an elegant combat system.
Imagine if the bloom was gone and the DMR and Magnum each had a fixed firing rate, the DMR a bit slower than the Magnum, which would keep its current recoil. Everything else about them would remain the same as current. The DMR would remain the superior weapon at long range, the Magnum powerful at close and mid. The single-shot weapons, plus the minimum five-shot kill and reduced aim assist, already means they will take more skill to use than the BR with its burst fire, as you need to land more shots more accurately. And there would be the added layer of knowing when to use which.
I think it would be a more satisfying experience than what we have now.
BenzMoney said:I think that those of us who don't like the bloom mechanic feel that way because, to us, the player who has better (and quicker) aiming abilities should be able to kill someone whether their opponent gets the drop on them or not. If I have quicker aim, and that aim is accurate, then why should I not be able to utilize that skill to "out-play" my opponent? My abilities shouldn't be interfered with by adding some randomized bloom factor to mess with my chances of coming out of an encounter that I would've otherwise won (or had a good chance to win).
In previous Halo games, if someone got the drop on you, you still had a chance. In this game, that's rarely the case - and this is largely because of the bloom.
A large portion of those who do like the bloom probably feel that way because they used to lose a lot of one-on-one battles, due to their inferior (in accuracy or speed or both) aiming abilities. The bloom has leveled that playing field.
But why add a handicap? It's stupid. Pair people up with opponents of equal skill through matchmaking instead. Don't randomize the game so people of lesser skill can "artificially" compete with people who know how to aim quickly and accurately.
Yeah that was insane.Darkflight said:Wow, just wow. The turret assisted jump is just ridiculous.
Benzmoney said:Don't randomize the game so people of lesser skill can "artificially" compete with people who know how to aim quickly and accurately.
bobs99 said:...killing the clutch gameplay I play Halo for, essentially your being forced to slow down which goes against Halo when its at its most fun...
PedroLumpy said:Do Halo players play other shooters? Bloom, recoil, whatever you want to call it has been in so many other shooters, and I have never heard it described as it is here. I'm not gonna make a value judgment on if it actually belongs in Halo, it's just so surprising to hear after playing with recoil ever since ... like ... Duke 3d maybe?
BenzMoney said:This is my biggest gripe. It's not like adding the bloom has all the sudden rendered me ineffective for 1v1 - its that it's limited my ability to go clutch like before, and move from enemy-to-enemy quickly and efficiently. The small clip size doesn't help either.
Like you said - it forces you to bail out of situations where you normally could've done something incredible (and THAT is what makes Halo fun). If I'm more accurate than my enemies, and can aim faster than they can, then let me do so. Don't handicap me just for the sake of "leveling things out" (you do that by putting me against better players in matchmaking).
bobs99 ... said:I play tons of other shooters, bloom works better in the more realistic ones because typically people die very quickly anyway, also other games are played at a slower pace than Halo, I think its a good mechanic, but it just doesnt suit Halo.
So yeah I agree with you, bloom/ recoil etc isnt a bad thing, when used in a game that suits it it adds to the game a lot, CoD without movement bloom or the ADS mechanic would probably suck. However I personally just dont think it suits Halo.
PedroLumpy said:I really think the lengthening of the time it takes to kill someone is the key here. The longer kills take, the harder (in general) it is to take on multiple opponents at the same time. Halo has always been on the longer end of that scale, perhaps they've thrown that balance off.
PedroLumpy said:I really think the lengthening of the time it takes to kill someone is the key here. The longer kills take, the harder (in general) it is to take on multiple opponents at the same time. Halo has always been on the longer end of that scale, perhaps they've thrown that balance off.
Shake Appeal said:Yeah, sure, fine, but what about all this anecdotal evidence I keep hearing about?
urk said:The time to kill between a perfectly executed Battle Rifle kill in Halo 3 and a perfectly executed DMR kill in the Reach beta is measured in tenths of a second. The beta Magnum is nearly twice as fast as both. The key difference is that you can fire at a rate that falls outside of the optimal cadence.
urk said:The time to kill between a perfectly executed Battle Rifle kill in Halo 3 and a perfectly executed DMR kill in the Reach beta is measured in tenths of a second. The beta Magnum is nearly twice as fast as both. The key difference is that you can fire at a rate that falls outside of the optimal cadence.
Pistol nerf for final? I am a sad panda if so!urk said:The time to kill between a perfectly executed Battle Rifle kill in Halo 3 and a perfectly executed DMR kill in the Reach beta is measured in tenths of a second. The beta Magnum is nearly twice as fast as both. The key difference is that you can fire at a rate that falls outside of the optimal cadence.
Tashi0106 said:So the rate has changed? Interesting. All of these changes that are coming to the final game make me want to play the Beta less and less. It's going to be so different.
Diablohead said:Pistol nerf for final? I am a sad panda if so!
I can now sleep happy tonight like it's christmas eve.urk said:Dry your eyes, my endangered and sexually apathetic friend.