Nutter said:He is the one that used the poured hundreds of hours argument. But I am done, no need to explain why I hate the bloom to people new to Halo.
I was sure this was the case, I just do not have access to an xbox right now.bobs99 ... said:Yep I just loaded up Halo 1 PC and no matter where I shot the wall from on Longest the shots landed in the exact same place EVERY single time, all 12 shots.
Can anyone confirm that the Xbox version of Halo 1 is the same as in Fyre's analysis?
That is AWESOME.squidhands said:Oh, c'mon. Everyone loves the new Flying Eggshell.
That is more awesome. :lolGui_PT said:
Devin Olsen said:I was sure this was the case, I just do not have access to an xbox right now.
So his Halo 1 comparison is wrong, and his Halo 2 comparison is unfair. The Halo 2 pistol was never labeled as an accurate weapon.
Devin Olsen said:I was sure this was the case, I just do not have access to an xbox right now.
So his Halo 1 comparison is wrong, and his Halo 2 comparison is unfair. The Halo 2 pistol was never labeled as an accurate weapon.
Edit: To give some non-bloom discussion to this topic.
Do you guys think they will ever have dynamic maps like Colossus (H2).
In Slayer game-types there was a bridge between the two bases, in CTF & Bomb it was gone. It was neat that they could change the map dependent on game variation... It would be cool to see this implemented into MM...
Devin Olsen said:Do you guys think they will ever have dynamic maps like Colossus (H2).
In Slayer game-types there was a bridge between the two bases, in CTF & Bomb it was gone. It was neat that they could change the map dependent on game variation... It would be cool to see this implemented into MM...
It's not there as 'proof' - it's the data he put together. If you disagree with it, put together DIFFERENT data. (Bungie believes they made a mistake with the Halo 2 BR - it's why they added a shot spread to the Halo 3 BR. It seems silly to say "well, the Halo 2 BR has perfect accuracy, so clearly the Reach weapons should have that too" - why would Bungie go back to a model they considered broken?)bobs99 ... said:Louis Wu, you may not agree with us on bloom, but you cant use Fyre's post as 'proof', and front page it!
Louis Wu said:It's not there as 'proof' - it's the data he put together. If you disagree with it, put together DIFFERENT data. (Bungie believes they made a mistake with the Halo 2 BR - it's why they added a shot spread to the Halo 3 BR. It seems silly to say "well, the Halo 2 BR has perfect accuracy, so clearly the Reach weapons should have that too" - why would Bungie go back to a model they considered broken?)
My biggest problem with the bloom argument is NOT whether you're more or less accurate with a given weapon than you were with that weapon's analogue in a different game... it's that folks are suggesting that the BLOOM is what's causing the inaccuracy, rather than it being what SHOWS the inaccuracy. Bungie could eliminate the bloom indicator, would that make you happy? You didn't seem to be unhappy with the Halo 3 BR - and it works exactly the same way, except without a visual indicator of the spread. If you space your Halo 3 BR shots, you will get a smaller spread - does that somehow mean that not spacing your shots makes you a 'trigger-spammer' or a noob?
Louis Wu said:It's not there as 'proof' - it's the data he put together. If you disagree with it, put together DIFFERENT data. (Bungie believes they made a mistake with the Halo 2 BR - it's why they added a shot spread to the Halo 3 BR. It seems silly to say "well, the Halo 3 BR has perfect accuracy, so clearly the Reach weapons should have that too" - why would Bungie go back to a model they considered broken?)
My biggest problem with the bloom argument is NOT whether you're more or less accurate with a given weapon than you were with that weapon's analogue in a different game... it's that folks are suggesting that the BLOOM is what's causing the inaccuracy, rather than it being what SHOWS the inaccuracy. Bungie could eliminate the bloom indicator, would that make you happy? You didn't seem to be unhappy with the Halo 3 BR - and it works exactly the same way, except without a visual indicator of the spread. If you space your Halo 3 BR shots, you will get a smaller spread - does that somehow mean that not spacing your shots makes you a 'trigger-spammer' or a noob?
Louis Wu said:It's not there as 'proof' - it's the data he put together. If you disagree with it, put together DIFFERENT data. (Bungie believes they made a mistake with the Halo 2 BR - it's why they added a shot spread to the Halo 3 BR. It seems silly to say "well, the Halo 3 BR has perfect accuracy, so clearly the Reach weapons should have that too" - why would Bungie go back to a model they considered broken?)
My biggest problem with the bloom argument is NOT whether you're more or less accurate with a given weapon than you were with that weapon's analogue in a different game... it's that folks are suggesting that the BLOOM is what's causing the inaccuracy, rather than it being what SHOWS the inaccuracy. Bungie could eliminate the bloom indicator, would that make you happy? You didn't seem to be unhappy with the Halo 3 BR - and it works exactly the same way, except without a visual indicator of the spread. If you space your Halo 3 BR shots, you will get a smaller spread - does that somehow mean that not spacing your shots makes you a 'trigger-spammer' or a noob?
remember that the biggest thing that's changed is how much feedback you're getting about your inaccuracy.
You're absolutely correct! My mistake...electricpirate said:Heh, they do it on sword base right now with turning off the lifts.
From the limited time I have had with Forge, my answer would be no.And couldn't it also be done in forge? IE this element only shows in CTF games? I wasn't much of a forger so I'm not sure, I just remember seeing that somewhere.
It seems pretty silly to me, actually. I don't understand where it would come from. Don't know if it belongs in a Halo game, per se - don't know if it belongs in ANY game.Dirtbag said:Agree or not, how do you feel about crouching increasing accuracy?
Do you feel that has any place in a halo game?
Louis Wu said:It seems pretty silly to me, actually. I don't understand where it would come from. Don't know if it belongs in a Halo game, per se - don't know if it belongs in ANY game.
I can't tell if it's really there, though; every time urk comments on it, he's got a winky-face in his post. I can't tell if that means "no, it's not really there" or "yes, it's there, and it amuses the hell out of me that it bothers some of you".
I haven't seen any evidence, for or against, at this point.
I tried, actually. (Don't really have the time for this, but I tried.)bobs99 ... said:If you want proof unfortunatly I cant provide it right now, but load up Halo 1 and fire the pistol at the wall from reasonable fighting ranges, do the same with the Halo 2 BR, now go and fire the Halo 3 BR at the wall at varying RoF's. Im sorry I cant provide the screenshots or the videos but ...just try it.
Alienshogun said:It's in games because realistically taking a knee and aiming steadies your aim. This is also the reason when you go prone in games your aim increases, it's for realism.
Louis Wu said:It seems pretty silly to me, actually. I don't understand where it would come from. Don't know if it belongs in a Halo game, per se - don't know if it belongs in ANY game.
I can't tell if it's really there, though; every time urk comments on it, he's got a winky-face in his post. I can't tell if that means "no, it's not really there" or "yes, it's there, and it amuses the hell out of me that it bothers some of you".
I haven't seen any evidence, for or against, at this point.
I don't see it, considering "stop 'n' pop" shooters like Counter-Strike add spread based on your movement - hence the "stop" part. Your target spread does not expand while moving in Reach, maybe if it did I could see the direct relationship. My reticle does not expand when I jump, strafe, receive damage or do anything but fire a round down range.Dax01 said:On bloom:
..it take Halo dangerously close to a stop 'n' pop shooter, something it's never been. It's really lessened the pace of the multiplayer.
Feather burst the AR in Halo 3 across the width of Sandbox at a splitscreen Spartan target, now do the same full auto. Go back in Theater and watch the spread, it's obviously tighter on the manual burst fire and you can see the tighter shot grouping and more shield pings down range. It's not enormous, but it is there. Might be more productive in the context of spread than comparing a semiauto pistol with a three round burst rifle, anyway.bobs99 ... said:The only reason im being so anal in this is because the argument that bloom always existed before seems very much to be a easy way out of discussing whether its a good mechanic for the game itself. When the fact is this is not true, it hasnt always existed.
You can set forge objects to spawn for symmetric/asymmetric gametypes, so you could have a bridge not spawn for 1-sided gametypes if you wanted.Devin Olsen said:You're absolutely correct! My mistake...
From the limited time I have had with Forge, my answer would be no.
Yes you could place a bridge and create a map variant (Popeck). But what isn't possible is setting that item to be game-type specific.
Pete Rock said:I don't see it, considering "stop 'n' pop" shooters like Counter-Strike add spread based on your movement - hence the "stop" part. Your target spread does not expand while moving in Reach, maybe if it did I could see the direct relationship. My reticle does not expand when I jump, strafe, receive damage or do anything but fire a round down range.
Feather burst the AR in Halo 3 across the width of Sandbox at a splitscreen Spartan target, now do the same full auto. Go back in Theater and watch the spread, it's obviously tighter on the manual burst fire and you can see the tighter shot grouping and more shield pings down range. It's not enormous, but it is there. Might be more productive in the context of spread than comparing a semiauto pistol with a three round burst rifle, anyway.
Louis Wu said:That would be fine, I guess, if crouching in Halo: Reach was 'taking a knee' - but it's not, it's crouching (both knees bent, both knees off the floor). Try it right now - you'll find you're FAR less stable in that position than you are standing upright. Your accuracy should DECREASE when crouched, if the visual that goes along with the action is accurate.
So I was entirely incorrect.squidhands said:You can set forge objects to spawn for symmetric/asymmetric gametypes, so you could have a bridge not spawn for 1-sided gametypes if you wanted.
Sounds cool to me, as long as their shields have been popped.Safe Bet said:My friend mentioned this yesterday...
Once damaged sufficiently, jetpacks should explode.
Eh, not entirely. You still can't specifically spawn items for just Capture the Flag or just Oddball. I understand why; due to the relatively small budget it would be easy to "lose" something in a gametype and forget about it. Hopefully the new forge can cater more to the experienced forging crowd and can factor some more dynamic things in.Devin Olsen said:So I was entirely incorrect.
I apologize, I really haven't played much with Forge.
In that same vein, their corpse should be helplessly strewn about the map similar to the Jump-Brute deaths on Tsalvo in H3 as their body spasms on the control interface rather than completely shutting down.Safe Bet said:Once damaged sufficiently, jetpacks should explode.
Pete Rock said:In that same vein, their corpse should be helplessly strewn about the map similar to the Jump-Brute deaths on Tsalvo in H3 as their body spasms on the control interface rather than completely shutting down.
Safe Bet said:My friend mentioned this yesterday...
Once damaged sufficiently, jetpacks should explode.
Pete Rock said:In that same vein, their corpse should be helplessly strewn about the map similar to the Jump-Brute deaths on Tsalvo in H3 as their body spasms on the control interface rather than completely shutting down.
Safe Bet said:My friend mentioned this yesterday...
Once damaged sufficiently, jetpacks should explode.
AgreedDirtbag said:Sounds cool to me, as long as their shields have been popped.
That would make delicious eye candy.Pete Rock said:..as their body spasms on the control interface rather than completely shutting down.
If they do, I haven't gotten a glimpse of it yet.Gui_PT said:I thought they did already
The needler is an awesome fly swatter.electricpirate said:That explains why I love using the Nerfle/needler against jetpackers so much! :lol
Thagomizer said:People really have a problem with crouching making you slightly more accurate? Really? It doesn't even come into play unless you're sniping or shooting at very long distances, because crouching in mid/close range combat in Halo just makes you a stationary target and thus an easy kill.
I said it takes it close to, not that it is.Pete Rock said:I don't see it, considering "stop 'n' pop" shooters like Counter-Strike add spread based on your movement - hence the "stop" part. Your target spread does not expand while moving in Reach, maybe if it did I could see the direct relationship. My reticle does not expand when I jump, strafe, receive damage or do anything but fire a round down range.
Pappasman said:It shouldn't come into play at any range, especially if sniping.
Thagomizer said:I haven't seen any reason why it shouldn't. It's not like you are hopping around when sniping, anyway, and all it does is make the reticle shrink slightly faster.
But then again, this is HaloGAF, where people FREAKED THE FUCK OUT when the Sniper's firing interval was increased by 2/10's of a second.
Pappasman said:I like being able to aim with accuracy while in the air from a jump or man cannon. Constant accuracy is something that I like about halo.
Pappasman said:I like being able to aim with accuracy while in the air from a jump or man cannon. Constant accuracy is something that I like about halo.
Thagomizer said:...and? You can still fire with just as much accuracy in a man cannon as when you are running around.
EDIT: I seen what you are saying, and I still don't see how it matters. Nobody even noticed that crouching makes the reticle shrink faster until Urk pointed it out, and even then, it's just a measure of degrees. In some situations, crouching would actually harm you, such as when your opponent is firing back or you need to strafe.
Wait, what? I was under the impression that it would all be turned off simultaneously. :-(Church RvB said:So is today the last day for Arena or was that yesterday?
boo. Least favorite part of Splinter Cell.Spasm said:I'm fully expecting zoom-sway, and a 'hold breath' button for the final game.