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Halo: Reach |OT3| This Thread is Not a Natural Formation

I was tempted to come and play, but as it's 1AM, and I'm knackered, I'll pass on tonight.

If you guys can get a Classic Neutral Bomb game (with classic settings) in on Odyssey, I'd be thrilled. :)

I'd say you need 14 minimum. (It's a big map)
 
Really I thought it was a shitty ending that showed how amateur both teams are. Fouling from so far out? Wtf is that shit? Thats inexcusable and Butler got super lucky Pittsburgh fucked up, since Butler fucked up first.

Don't really care about either team anyways, Kansas obviously will take it this year.
 

feel

Member
I'll try to get in for just a couple of games while I wait for a real life friend (who wants to run some MM with me) to log in. Hopefully customs last for hours (protip for this: Classic settings) and I get to play some custom games later after he leaves.
 

MrBig

Member
xxjuicesxx said:
Really I thought it was a shitty ending that showed how amateur both teams are. Fouling from so far out? Wtf is that shit? Thats inexcusable and Butler got super lucky Pittsburgh fucked up, since Butler fucked up first.

Don't really care about either team anyways, Kansas obviously will take it this year.
Should have armor locked.
 
I didn't think it was possible to suck so badly at driving a hog in Rocket Hog Race but guess who the 3rd man was on that me and my bro had the joy of being teamed up with... That guy... He jammed the hog on a pylon so I got out and launched it.
 
I cant speak to loud, but this is the worst game of ghostbusters ever, when people camp back in ghostbusters you know somethings wrong. Dani please put killzones ALL over hemmorage! :p
 
xxjuicesxx said:
Really I thought it was a shitty ending that showed how amateur both teams are. Fouling from so far out? Wtf is that shit? Thats inexcusable and Butler got super lucky Pittsburgh fucked up, since Butler fucked up first.

Don't really care about either team anyways, Kansas obviously will take it this year.

Apparently you haven't seen my bracket. It's foolproof.

My roommate is watching UConn on the telly. How late are customs running tonight?
 

Crucio

Member
Hey You said:
Achronos posted about it a few months back.
Cool, thats good to know, I'm glad its that way. Sometimes, especially when it comes to not dying in a round and some freak accident kills me, I feel like leaving the game for lack of purpose in continuing.
 

zlatko

Banned
I ran into a dilemma. :(

So I want to buy 800 Microsoft points. I saw Xbox Live now lets you use PayPal. I then traded a different DLC code here on Gaf for $10.00 to my PayPal so I could buy the 800 points, to buy the Noble Map Pack.

Unfortunately, there is some error that's been going on for over 2 months now where on Xbox Live your PayPal payment option won't show up, so I can't buy the map pack.

FML. :(
 

Karl2177

Member
I feel like an idiot now. A couple days ago, my friend and myself were playing Reach, and were annoyed by the random voices online so we set it to Mute All. I forgot to switch it back afterwards, so I just thought HaloGAF was quiet tonight. Good games, nonetheless.
 
Ugh, sorry had to quit guys. I've been having this god awful input lag all day. It's very similar to that you would see on FF but it only really visible when I throw nades or use grav lifts of any kind... or vehicles. I really don't understand why it's happening but it seriously detracts from the fun :p Good luck finding a game of Territories that works :lol
 
squidhands said:
Wow, that's awesome. I was affected most by Jorge's sacrifice, and was really disappointed that he left the game so soon. Having Emile as your escort in the final mission was pretty much worthless; I would much rather have Jorge by my side at the end. What you say makes much more sense; Spartan-II's were supposed to be a much heartier group anyway. Love it.

NOTE: This is a wall of text. A Great Wall of Text. Just skip it if you don't want to hear my sort of re-rendition of The Pillar of Autumn.

Sort of adding on to this: maybe you never actually destroy the Supercarrier--rather, you somehow get split up from Jorge, and he gets stuck on the Corvette heading there, and you're still left falling back into atmosphere; the Corvette goes through a slipspace jump and is never heard from again.

Cut to the Pillar of Autumn, where the Supercarrier is once again in atmosphere, barely visible in the distance, heading to the Autumn in hopes of destroying it. You actually start off with the injuries Carter has taken from a second attempt at manually boarding the Supercarrier, and the Phantom and two Banshees chasing you. Emile manages to kill those two Banshees, like before, and the Phantom continues following the Pelican. This time around, you start off in the area with the two Scarabs, and Carter decides that there's no way that both of you could take both of them on. So, you two both drop out the back, somehow dampening your fall, and Carter rams the Scarab closest to the edge, which causes it to fall off.

Once you two land, you find yourselves with a Mongoose at the other end of that small clearing, and the remaining Scarab between you two. Emile says for you to take it--he'll take care of the Scarab. It draws closer to you, and one of its legs gets dangerously close--cue Emile stabbing the leg with his Kukri, and when the leg comes up again, he uses it to propel himself onto the front of the Scarab. You don't see what goes on, exactly, but by the time you've killed some covvies and walked over to the Scarab, you look back and it's looking right at you... and your reticule is green.

"You go on. I'll take out what I can."

As you're making this Mongoose run, you eventually make it to where that Wraith is--however, instead of fighting all of the enemies, Emile simply warns you to stay back, and he takes it (and an additional Phantom hovering nearby) out using the Scarab's main cannon. You just have to mop up a few enemies, and the cave section with the Skirmishers and Drones is skipped entirely because Emile makes you a bridge by shooting down a small rock formation. You look off into the distance, and the Supercarrier is much closer now--you don't have much time.

A Scarab gets the jump on Emile by climbing up the rock face where Carter initially sacrifices himself, but Emile ultimately defeats it by shooting it so it falls back down the cliff and explodes. You look, at the camera zooms in on many more Scarabs--at least around seven visible, or so--in the distance. You find an overturned Warthog on the path ahead, and use that for this final run. As you're doing this, Emile is slightly lagging behind, shooting several groups of enemies far ahead of you, not limited to Elite Ranger squadrons, Brutes, and the like. A Phantom or two may even be shot, and you're given this view of a looming horror--the Supercarrier and the Scarabs, many more of which are now visible. You make it to the landing pad.

Keyes takes Cortana, and you make your way up to the Mass Driver. Emile remains in the Scarab, and you two begin taking out Banshees and Phantoms as usual--no final Firefight sequence involved. When you kill enough, they retreat--making way for a swarm of Seraphs to fly from the Supercarrier and attempt a bombing run at you. You and Emile ultimately kill them. Emile's Scarab takes a few hits, but is otherwise fine.

Then, you notice the Scarabs: once simply a background event, they've now made their way to you--and this is introduced by one's giant leg smashing into the platform underneath you, one to the left of you on the building's roof, and it looking you right in the face, charging its gun. The "Carrier shot" reticule pops up, and you basically shoot the Scarab through one end and out the other. Many more Scarabs are approaching, and you manage to damage them all into their "self-destruct sequence," if not blowing them up outright. But then, their numbers begin to become overpowering: there's no way you could possibly kill them all at this point. A cutscene then occurs: Emile making his final stand.

"I'll keep 'em busy. You got to make that last shot."

And, in a single bound, his Scarab literally leaps over your head, smashing right on top of another one. The main gun is damaged; he attempts to fire it, only for it to create a small explosion and make his Scarab stagger. He uses the secondary fire to attract their attention, and begins beating the other Scarabs to death, using the legs to significantly damage them, with Six taking killing shots from a distance. They manage to defeat most of the nearby Scarabs, and Emile's Scarab isn't even a vehicle anymore--it is simply crawling, dragging itself on a single leg, secondary turret not even operable. It begins to head towards the Supercarrier.

"I'm done. Going to keep on going--take out whatever forces I can."
"Slipspace rupture detected."

A lone Corvette appears just above the Supercarrier. Emile, realizing that Jorge may very well come back in a final attempt to take it out, is encouraged.

"Jorge? That you, big-"
Emile's Scarab is then bombed; once, twice, a cascade of plasma enveloping his Covenant coffin.
"Slipspace rupture detected."
"Slipspace rupture detect--"
"Slipspace rupture--"
"Slipspace--"
"Slipspace rupture detected..."

A small Covenant fleet, at least twenty Corvettes and five Carriers strong, appear out of Slipspace. The camera goes back to Six, who isn't manning the controls as intently as he was before--he knows he's lost. He's simply staring at the swarm, the one that will light the last match to turn Reach into the pyre it will become. Six regains focus, attempting to take a few shots at a Corvette. He manages to damage one, but realizes it's ultimately futile.

"Slipspace rupture detected."
"This is Captain Keyes. Lieutenant, I don't know how we're getting the Autumn out of this mess. We're going to need a miracle."
"Consider it done, Captain."

A shadow looms over Six--he looks up, to see half a Corvette and a fading slipspace rupture fly over his head, the Corvette flying right atthe oncoming armada.

"This is Spartan-052. Powder keg is aboard..." His Corvette is struck from the side by several plasma torpedoes. "Ez megszakad a szívem..."

The slipspace bomb goes off, taking out the entire approaching fleet, and ripping the Supercarrier into two. While it won't save Reach in the end, it will, by all means, give the Pillar of Autumn precious time for escape. As it does, Six looks to the skies as it departs, and begins to head far, far away from the site: after losing such a massive amount of forces, no doubt that area would be a hot zone within days--hours, even...
 

Tawpgun

Member
That.

Was amazing.

My only gripe is Keyes saying to stop firing. I'm assuming he knows how important Cortana is.

That's good for an outline, but it can easily be expanded. I loved it.
 

Lazslo

Member
Toddler said:
Awesome games tonight!
Yeah good times were had. But I hope whoever started singing thats "Friday" song gets a bad paper-cut this week, Can't get that song outta my head now.
 
As has been said before, awesome games. That was a perfect way to send off my spring break.

Dani, I like your version of Highlands much more than the default version...but as I said, put death barriers on the rooftops of the building to the left of blue base, and on those rocks where people can get up there with jetpacks.

Lots of Pro Pipe kills were had. I've rendered my triple Pro Pipe kill. It probably would have been a killtackular, but Merguson got to the other two before me. (Don't worry, Mergy, I ain't mad.)

Pro Pipe Triple
 
Dax01 said:
Ah, so that's how that happened (I'm in the ghost Dax has to jump). Sorry for not really talking, wasn't in the mood for it tonight. I think I managed to get back to mediocre from 'sucking' by the time I left lol, been a while since I played last (jeez, December).
 
Hitmonchan107 said:
I like the underdog. lol

Its cool every year I have a bracket for Villanova winning on Facebooks CBSsports's. I went there for two years and cheered their games, I feel I have this weird connection to them, and several other teams schools I never ever went to. College basketball is awesome like that.

Anyways Yea that Halo game is pretty cool!
 

feel

Member
Was disappointed to realize that only the occasional game would be played with Classic settings on gaf customs last night (unlike last week's where it was Classic 100% all night long) so I quietly bailed out after just a few games.
 

GhaleonEB

Member
Letters said:
Was disappointed to realize that only the occasional game would be played with Classic settings on gaf customs last night (unlike last week's where it was Classic 100% all night long) so I quietly bailed out after just a few games.
I bailed after realizing custom settings were popular. :p

Well, that and daylight savings time means customs start right at dinner time now, so I'll be missing the bulk of them.

I can see why those wanting a faster paced game would like the custom options, but I hate them. None of the issues I have with Reach's MP gameplay have to do with base player traits. The reduced melee damage and increased movement speed just make the problems I have with melee combat and bloom worse; the game feels (even) sloppier with them to me. Plus, I like having most of the armor abilities in the mix (in particular my precious sprint). Reach's MP can be quite fun, but I feel like the classic settings are a worst of all worlds set of options.
 

Slightly Live

Dirty tag dodger
GhaleonEB said:
I bailed after realizing custom settings were popular. :p

Well, that and daylight savings time means customs start right at dinner time now, so I'll be missing the bulk of them.

I can see why those wanting a faster paced game would like the custom options, but I hate them. None of the issues I have with Reach's MP gameplay have to do with base player traits. The reduced melee damage and increased movement speed just make the problems I have with melee combat and bloom worse; the game feels (even) sloppier with them to me. Plus, I like having most of the armor abilities in the mix (in particular my precious sprint). Reach's MP can be quite fun, but I feel like the classic settings are a worst of all worlds set of options.

You bailed during the first non-Classic game which I put on because I felt it was only fair to you and the other folks that wanted it. =P

It was funny, when you dropped, a few folks were wondering why you left after wanting wanting non-Classic and getting it.

I also made sure to mix things up and switched between Classic and non-Classic during the three hours we played, so it was a mixed bag during the night.

Totally disagree with you about Classic settings but each to their own. However HaloGAF Customs will always accommodate everyone - no Classic only nights unless it's specified beforehand - like we did days before the Classic night to telegraph to everyone so that they knew it was Classic only before they show up.

Classic is the poster boy around here at the moment though. I'm not surprised about that either - I hope it translates into a healthy playlist come the end of the month.

I think future, non-specific Custom nights will be a mixed bag - with maybe a slant towards Classic and theme nights, if they pop again, will be the obvious exception.

And BOO the folks that party pooped on Ghostbusters by abusing the rocky cliffs on Hemo. What a way to ruin the spirit of the game. I'll have to make up a variant with extra death/soft kill zones to prevent that in future.
 
I dislike sprint for a variety of reasons. For one, it's just not Halo. Sprint was something put into the game to be more like Call of Duty and other games. It should have never been done, because the Halo games have always thrived without it. I think that was one of the many outstanding qualities that Halo possessed in previous games, a uniqueness if you will.

But the biggest reason I dislike sprint is because it makes it even easier to get kills with close range power weapons. Power weapons by themselves, are already powerful -- makes sense right? And in past Halo games, the one handicap (which I think was a very important handicap) for people using things like the sword/shotgun/hammer, was that if they were too aggressive or overzealous in their pursuit to kill someone, the other player could take advantage of their eagerness and back peddle away safely out of range. I thought this contributed to better weapon balance, and encouraged more civilized gameplay; and not the bafoon style of gameplay I see in Reach where people just run around without regard to their own safety and consistently get away with it without consequence. Which brings me to my next point: the assualt rifle.

It's way too powerful, and once again, it's another weapon that encourages a reckless style of game-play that shouldn't be rewarded in a game that has its roots in skillful competitive game-play. The stupid thing can take a shield down quicker than any other normal weapon from medium to close range and is hardly affected by bloom issues. It consistently removes any motivation to use precision weapons, which is retarded. Are we Call of Duty or Halo?

The second biggest reason I dislike sprint is because Reach has already watered down the power of precision weapons enough that it can be hard to take somebody's shield down and still get that last head shot off even without sprint. (This ruins the one on one encounter, and I'll get back to that in a second.) Which brings me to one of my last thoughts of the night: armor lock.

Armor Lock disrupts game-flow, it rewards people of lesser skill and is downright overpowered for people who are really good at Halo. I cringe every time I see the name Armor Lock Hero. There's nothing heroic about it. It's bullshit and ruins the game. It devalues hard work and skill, and I hate it. People think it's cool because they can live through a lot of crap, but it's only because they have teammates who can save them. Play one on one and you die.

The one on one encounter is almost a thing of the past in Halo: Reach, and it used to be one of the most satisfying parts of Halo. But things like armor lock just give people the ability to recharge their shields while waiting for teammates to come save them. It's almost too hard to kill people one on one anymore. For one, it takes so long that teammates almost always arrive in the nick of time to ruin your efforts; and two, things like sprint and armor lock compound that difficulty. Why would I want to play a game that doesn't value hard work and effort? Because that is how the game is balanced right now, to demoralize you for hard work and good game-play. I really don't think it should be that way.
 

Striker

Member
The Assault Rifle is too powerful? Hardly, it's actually weak on its own. It's decent at stripping shields, but it cannot finish off a kill alone. It's better than Halo 3's awful iteration, but it still isn't a viable starting weapon, but better used in a secondary role. The best way to use it is when a player's shields are off and firing bullets into him. Otherwise, you're better served using a Pistol. It's a formidable starting weapon and counter overall to most weapons in the game, sans Rockets of course.

I'm curious if Jeremiah is inserting the Plasma Rifle into the Classic maps. It was used in Halo 1/2 maps before so it makes sense. It can't be too different from the Repeater outside being a slight more accurate. It won't be Halo 1's version, but it can at least be reliable to strip shields fast.
 

JonCha

Member
Striker said:
The Assault Rifle is too powerful? Hardly, it's actually weak on its own. It's decent at stripping shields, but it cannot finish off a kill alone. It's better than Halo 3's awful iteration, but it still isn't a viable starting weapon, but better used in a secondary role. The best way to use it is when a player's shields are off and firing bullets into him. Otherwise, you're better served using a Pistol. It's a formidable starting weapon and counter overall to most weapons in the game, sans Rockets of course.

Honestly, the AR seems quite powerful to me. It doesn't help that the range seems to be ridiculous and you can literally shoot people across Sword Base. I've had plenty of people rush me with it and, even when spamming the DMR and not missing a shot, they win.

With the pistol, I always seem to get nothing out of it whether I'm spamming or not. In the beta it was too powerful, but now I can't seem to do anything with it.

Deputy Moonman said:
[T]hat is how the game is balanced right now, to demoralize you for hard work and good game-play. I really don't think it should be that way.

Agreed. I've said to my friends and others I've played with that in Reach the bad players can rise to the top. In every other Halo game that hasn't been the case: as others have said, if you screwed up then you were to blame. Pretty simple.

You can sprint, and double beat down even if you charged in without thinking. You can armour lock and get a teammate to jump in if you did likewise. These kind of abilities consistently ruin the experience.
 
Speaking Noble Team, HBO's Leviathan put up three more pages from his amazing "A Fistful of Arrows"-comic. That final panel is amazing. So amazing, even, I made an avatar of it. If anyone wants to use it, be my guest.

iXhsx.jpg
 
Sorry to miss customs last night, played in ForgeGAF customs and really didn't enjoy myself (Got better after vh joined, but still), put me off Halo for the night.
 
Zeouterlimits said:
Sorry to miss customs last night, played in ForgeGAF customs and really didn't enjoy myself (Got better after vh joined, but still), put me off Halo for the night.
I missed it, too. I've to play MutliFlag on Highland with the classic setting. I guess that will be a ton of fun.
 
Dax01 said:
As has been said before, awesome games. That was a perfect way to send off my spring break.

Dani, I like your version of Highlands much more than the default version...but as I said, put death barriers on the rooftops of the building to the left of blue base, and on those rocks where people can get up there with jetpacks.

Lots of Pro Pipe kills were had. I've rendered my triple Pro Pipe kill. It probably would have been a killtackular, but Merguson got to the other two before me. (Don't worry, Mergy, I ain't mad.)

Pro Pipe Triple

I agree with putting death barriers on the rocks, but putting it on the roof which is supposed to be accessible to allow for longer sightlines across the map is ridiculous. Something has to be done about the Sniper spawns though, and the fact that most people tend to just simply camp around theyre bases or the middle buildings. There just hasnt been much flow on that map in Dani's version or matchmaking sadly. More vehicles might help? Changing the teleporters between snipe spawns with mancannons might also make it more risky to just hop across and steal the other sniper.

Either way Highlands is an awesome map when movement happens, but a dull stalemate when people decide to hold back.

Yesterdays customs really soured me on Reach. :(

GhaleonEB said:
I bailed after realizing custom settings were popular. :p

Well, that and daylight savings time means customs start right at dinner time now, so I'll be missing the bulk of them.

I can see why those wanting a faster paced game would like the custom options, but I hate them. None of the issues I have with Reach's MP gameplay have to do with base player traits. The reduced melee damage and increased movement speed just make the problems I have with melee combat and bloom worse; the game feels (even) sloppier with them to me. Plus, I like having most of the armor abilities in the mix (in particular my precious sprint). Reach's MP can be quite fun, but I feel like the classic settings are a worst of all worlds set of options.

Oddly pretty much everything you said is the exact opposite for me. I cant tell if bloom makes the classic settings more sloppy and may agree with you there, but the fact that the gameplay is faster without resorting to sprint is awesome, the fact that double melee is impossible also makes my day. The jump height is what makes those settings feel so much better to me, but im really glad sprint isnt included as then it would just make escaping too easy.

As for the AR, it feels a tad overpowered to me, I have literally flown straight up in the sky expecting to escape AR range and have still been killed by people fully autoing the thing. It also is extremely hard to get a 5 shot with the pistol, while accommodating for bloom while a guy simply has to hold down the trigger on you. In my opinion skillful pistol play should kill a AR user every time.
 
Agreed. I've said to my friends and others I've played with that in Reach the bad players can rise to the top. In every other Halo game that hasn't been the case: as others have said, if you screwed up then you were to blame. Pretty simple.

The thing I hate about AL is how many times I've been screwed out of a hard earned kill because of it. Particularly when I put someone on the bring of death, and a useless and unskilled teammate with a terrible K/D score comes and finishes the kill. To add insult to injury, the game often won't even acknowledge your contribution in the form of an assist.

As you said, it's easy for bad players to get to the top. There are a lot of mechanics to negate bad - or skillful - play.

And let's not forget the old arena ranking system where a player could actually have a negative contribution for his team, yet rank higher than someone with a healthy K/D spread!
 

neclas

Member
Photolysis said:
The thing I hate about AL is how many times I've been screwed out of a hard earned kill because of it. Particularly when I put someone on the bring of death, and a useless and unskilled teammate with a terrible K/D score comes and finishes the kill. To add insult to injury, the game often won't even acknowledge your contribution in the form of an assist.
Aside from the assist thing (which is pretty annoying), how is this different than an enemy you are shooting running around the corner into one of your teammates?
 

Slightly Live

Dirty tag dodger
bobs99 ... said:
I agree with putting death barriers on the rocks, but putting it on the roof which is supposed to be accessible to allow for longer sightlines across the map is ridiculous. Something has to be done about the Sniper spawns though, and the fact that most people tend to just simply camp around theyre bases or the middle buildings. There just hasnt been much flow on that map in Dani's version or matchmaking sadly. More vehicles might help? Changing the teleporters between snipe spawns with mancannons might also make it more risky to just hop across and steal the other sniper.

Either way Highlands is an awesome map when movement happens, but a dull stalemate when people decide to hold back.

Yesterdays customs really soured me on Reach. :(



Oddly pretty much everything you said is the exact opposite for me. I cant tell if bloom makes the classic settings more sloppy and may agree with you there, but the fact that the gameplay is faster without resorting to sprint is awesome, the fact that double melee is impossible also makes my day. The jump height is what makes those settings feel so much better to me, but im really glad sprint isnt included as then it would just make escaping too easy.

As for the AR, it feels a tad overpowered to me, I have literally flown straight up in the sky expecting to escape AR range and have still been killed by people fully autoing the thing. It also is extremely hard to get a 5 shot with the pistol, while accommodating for bloom while a guy simply has to hold down the trigger on you. In my opinion skillful pistol play should kill a AR user every time.

Thanks, you've just inspired some nifty tweaks I have for both my Highlands variant and Classic. Much appreciated.
 
Dani said:
Thanks, you've just inspired some nifty tweaks I have for both my Highlands variant and Classic. Much appreciated.

I read the man cannon thing on here before, so thanks should go to the dude who originally posted it. :p

Im curious to see what your plans are.


Decom said:
Aside from the assist thing (which is pretty annoying), how is this different than an enemy you are shooting running around the corner into one of your teammates?

That doesnt seem to happen too often, as when it does the circumstances have to be right. Its pretty predictable when that is going to happen when even shooting at someone. With armour lock you can essentially emulate those circumstances every time you simply press a button, without the predicability of having a corner near you so the enemy knows you might try that.

I think I just spoke a bunch of gibberish, but armour lock essentially allows you to 'escape' with a simple button press, instead of ducking around a corner which isnt always there.
 

Crucio

Member
Striker said:
The Assault Rifle is too powerful? Hardly, it's actually weak on its own. It's decent at stripping shields, but it cannot finish off a kill alone. It's better than Halo 3's awful iteration, but it still isn't a viable starting weapon, but better used in a secondary role. The best way to use it is when a player's shields are off and firing bullets into him. Otherwise, you're better served using a Pistol. It's a formidable starting weapon and counter overall to most weapons in the game, sans Rockets of course.

I'm curious if Jeremiah is inserting the Plasma Rifle into the Classic maps. It was used in Halo 1/2 maps before so it makes sense. It can't be too different from the Repeater outside being a slight more accurate. It won't be Halo 1's version, but it can at least be reliable to strip shields fast.

I'm not sure what your experience has been but I've been able to finish many players with a single AR clip on a 1 on 1 basis.
 

Willeth

Member
Crucio said:
I'm not sure what your experience has been but I've been able to finish many players with a single AR clip on a 1 on 1 basis.
Yeah, one clip is just enough. If they strafe out of your sights for more than half a second, or if they're out of range, it's nowhere near enough and you'll be doing a reload dance.
 

neclas

Member
bobs99 ... said:
I think I just spoke a bunch of gibberish, but armour lock essentially allows you to 'escape' with a simple button press, instead of ducking around a corner which isnt always there.
Yes, AL is available much more of the time than a corner. But in terms of having a teammate 'steal' the kill, it's no different. Even without a teammate around, at least with AL you can keep the enemy in your sights and the enemy can't do as much as he could hiding around a corner (reload, get the drop on you, switch to a better weapon, etc).

But whatever, I doubt I will ever understand why AL is hated so much. Personally, I think it can create fun situations, just like the rest of the AAs.
 

Slightly Live

Dirty tag dodger
bobs99 ... said:
I read the man cannon thing on here before, so thanks should go to the dude who originally posted it. :p

Im curious to see what your plans are.

I was thinking of man cannons before the launch date so that's not what I was thinking. =)
 
Decom said:
Aside from the assist thing (which is pretty annoying), how is this different than an enemy you are shooting running around the corner into one of your teammates?

Generally if a teammate of mine gets "my" kill, it's due to good teamwork, and I'll typically get several of "his" kills in return over the course of the game. If an enemy escapes from me and run into a teammate of mine for an easy kill, then that's fine as well, because I didn't finish him; that's on me.

With AL though, it's not someone escaping through good situational awareness, and it's not my teammate getting a kill because of good teamwork, or because I wasn't accurate enough with my shots. I can lose a kill I earned through no fault of my own because some guy pressed the "you can't kill me for 5 seconds" button.

I don't lose because I didn't play well enough, or my opponent played well. I lose out simply because they hit a button for a few seconds, which requires no skill. That's the difference.

But whatever, I doubt I will ever understand why AL is hated so much. Personally, I think it can create fun situations, just like the rest of the AAs.

Aside from what I mention above, it also needlessly slows the game down, and negates several key elements of the game or skillful play, such as grenade sticks or say, controlling the Rocket Launcher.

Halo MP is heavily based around map and weapon control. If my team has the Rockets, that should be because they earned them in a skirmish. Someone shouldn't be able to instantly negate that through an AA.
 

Kuroyume

Banned
Putting barriers anywhere on that map is stupid. The verticality of that map is one of the best things about it, and I don't even use the jetpack.

Also, is CTF classic the same settings as the classic playlist with sprint added in it?
 
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