kylej said:
After a strong start I'm starting to feel symptoms of Shishka PTSD.
Pretty much
After hearing about these necessary fundamental tweaks to Grifball it really is utterly laughable that once again RR is given the short straw, even though it was completed rehauled in-house and in the initial state required no community input/iteration whatsoever.
The only change they could possibly make would be to put a red blinking arrow instead of a white one, the rest of the mechanics are absolutely perfect. What do we get? Shit on in Multiteam for 3+ months
I hope GB gets folded into team slayer after a two week "trial" even though it was ran every other fucking weekend in Halo 3 and might as well have been permanent. I hope in a month you have to round up 6 people and go into a goddamn 8 player hopper to get a majority, just to play what you actually want. I really do. Catch
that disease, ffs.
This awful type of experience micro-management is the worst part of Halo without a doubt and always has been, it's just simply exacerbated in the context of all the bullshit content featured in Reach, awful forge maps & aa's littering everything. Good thing there's always an excuse to keep tinkering with this garbage like some laws of thermodynamics are at play when considering trueskill and connections in optimatch relative to these offerings.
Thankfully after 3 years of dealing with that garbage in Halo 3 and then moving on to playing other games on the platform like BF & COD, you realize it's all just flagrant bullshit in the context of what's actually produced relative to the experience offered by other more cogently designed games with dropin/dropout.
No, it's been made patently clear you really
don't know what I should be doing with my free time to best enjoy myself when playing your game in any particular format, thanks. No amount of scout badges or armor boondoggle keychains or "cR" is going to make up for that utter failure.