Heh. I could write the exact inverse of this post, noting how I never found much difference between the sniper and beam rifles, but I always tossed the AR as fast as humanly possible for an SMG in Halo 3. As you said, the nuances matter to the people who used them.Louis Wu said:I'd mostly agree with you on this, since I didn't use a lot of any of these - but I knew people who swore by one or another, and did so for verifiable reasons (clip size, secondary effects like shield stripping, etc).
Hmm. I found these to be really different, and I favored one or the other depending on how I was playing that day. (There was an Action Sack game that started one team off with human snipers, but placed Covie ones on the map - I would often swap. Zeus something.) Human Sniper didn't overheat, but required reloading after 4 shots. Covie sniper could shoot until it was empty, if you didn't go too fast, no reload. If you hit your first or second shot consistently, the human sniper is a better choice. If you're like me, you sometimes need that 5th shot... with a human sniper, the guy's behind cover after the reload.
I think this is exactly right in concept, though Dani has pointed out the ways Reach violoates some of these principles. I'm pretty good at most of these things - with the exception of the shooting guys in the face part. It's for that reason that I prefer tasks that require advance planning and rapid improvization over pure BR/DMR battles. I'm a pretty good flag thief and vehicle killer, beacuse I plan out my approach and select my tools carefully. If I get in a 1 on 1 DMR fight, most of the time I die.The Antitype said:It's a key component of skill, but it's only the mechanical part. You can train a monkey to aim at something and push a button quickly.
There are other components to skill:
Skill is adapting to a changing battlefield on the fly.
Skill is choosing the right weapon for the job, and using it effectively.
Skill is knowing when to engage, when to retreat and reacquire.
Skill is using the environment and equipment (grenades, AAs, whatever) to maneuver the battle into the range/situation that benefits your weapon(s).
Skill to be is having somebody get the drop on you and being able to win the exchange regardless.
Skill is decision making - weighing the advantages and disadvantages of each AA for example, and choosing the right one for your play-style, your role on the team, or to counter the AAs being used by opponents.
Skill is communicating and coordinating with a team.
If skill were purely and entirely a matter of shooting the other guy in the face before he shoots you, then the only FPS that tests skill would be one where 1v1 battles were fought with a single weapon in a large, white, cubic room.
Random tangent:
On the AR/DMR topic, it all really comes down to the fact that Halo differentiates between precision weapons which can headshot, and those that cannot. The moment that design decision was made, the automatic/non headshot weapons got hard to balance, because a precision weapon will always be superior once shields are down. Always. To compensate, weapons like the AR need to be powerful and have decent range, otherwise they'll have no role. In Reach, the AR has both range and power. It's actually useful, which urks players who don't think any weapon which doesn't allow headshots do not also require skill. (Which is not true.)
It's that time of the month again, isn't it?