Hitmonchan107
Member
Thanks. :^)senador said:Rendered. Very nice.
Thanks. :^)senador said:Rendered. Very nice.
watRamirez said:Man, Reach is a ghost town tonight, sounds like a good excuse to fire up some Diablo 2.
Trasher said:
Not sure if it's ignorance - or if I'm correct, but it seems like the population has been healthy since Bungie day. Really healthy. There also seem to be more quitters. I played 20+ matches last night - and had a quitter, quitters or betrayer in at least 4-5 of them. We also had one team of two that kept jetpacking off of pinnacle over and over. On top of that, there were a couple of matches with teams of two (splitscreening) who were AFK the whole time.Ramirez said:Buddy has been wanting me to play with him, I always waste my time on Reach though.
Seriously, last two times I've played this game, I think we've had quitters in like 80% of the matches, no matter what playlist we go into, really boring.
Shit. I forgot this map was still in the game. Are there any team playlists that it appears in aside from multi-team?Stripper13 said:pinnacle
It definitely still appears in Team Slayer.Karl2177 said:Shit. I forgot this map was still in the game. Are there any team playlists that it appears in aside from multi-team?
Needs more g'sBlinding said:Not that she isn't attractive, just that there are a lot of girls out there that top her attractiveness.
I'm on Halo right now if anyone wants to jump in, prolly going to be playing some MLG. GT is Blindinggggg.
I just watched that over 10 times and laughed harder each timeGhaleonEB said:
Objective. It's much better now without the Drop Shield abuse, but the spawns and timers are still totally out of whack.Karl2177 said:Shit. I forgot this map was still in the game. Are there any team playlists that it appears in aside from multi-team?
I only really play Objective these days, and those rocks don't provide the cover that Sanctuary's did to flag and bomb carriers. They're short and really sparse (link) in the same way that Hemorrhage's rock garden was poor compared to its predecessor.senador said:I could care less about the rocks, but I can't help but wonder how much better Asylum might play if the sniper walkways were offset. I really miss Sanctuary's aesthetics too.
Here's the big question: Include them in CEA or wait it out, including them in Halo 4? I'm a little torn. They'd be a nice band-aid for Reach, but that's all they'd be: a rough fix for a big problem.GhaleonEB said:I'm hoping beyond hope that those are the two from Halo 2. Waterworks would play very well in Reach, I think. Just remove the Banshee, if the TU doesn't nerf it.
Striker said:Didn't know that about Gemini-Marathon. Pretty interesting. Not sure what they would opt to recreate or attempt a map from a series so far behind. Halo 1 and Halo 2 were close together and when they remade much of the maps on the game: Blood Gulch to Coagulation, Battle Creek to Beaver Creek, Wizard to Warlock, Hang 'em High to Tombstone, Derelict to Desolation, and Longest to Elongation, they all improved the past iterations. It made for faster gameplay and more access throughout the map. Derelict itself was a poor map but made decent with Desolation (still needed a BR start). The changes to Blood Gulch and Battle Creek were magnificent in the changes to the gameplay from 1-2. That's what failed with expectations for many on the changes from 2-3. Adding equipment to maps like Blackout completely neuter it. Who wanted bubble shields on Lockout?
I still fail to see how Timberland and Containment were alike. Containment was still a solid BTB map, despite the issues Bungie gave to it with the hole in the wall. Multi-CTF and Multi-Bomb gave me pretty damn good experiences on there; sneaking from underneath the rocket side to underneath the Banshee port to inside the base to arm the bomb, it was great.
Havok said:Just popped in Halo 2 for some XBC/to run around the MP maps after some of the conversations today, and immediately I am reminded how bad Asylum is as a Sanctuary remake. So much is completely off (sniper walkways not offset, rocks).
Also, this game still looks gorgeous to me.
Also also, to 343: Add more lens flare to Halo 4. I don't care how much there is right now, just add more.
I'm hoping beyond hope that those are the two from Halo 2. Waterworks would play very well in Reach, I think. Just remove the Banshee, if the TU doesn't nerf it.wwm0nkey said:You know what I miss?
&
These maps really needs to be remade.
Hey You said:I thought the Reach developer commentary was only available to those who bought the Legendary Edition?
I was able to watch it on Waypoint today and I didn't get the LE.
Waterworks should just be remade.wwm0nkey said:You know what I miss?
&
These maps really needs to be remade.
No see you where on track with the lush jungle setting, just keep the structure but make it look older, think Portal 2.Plywood said:Waterworks should just be remade.
But Headlong should be remade as a lush jungle/forerunner setting, think Guardian. That'd be awesome.
It's funny that you mention Valhalla, because I've always thought there was something off about Valhalla's colors that I didn't like. This has nothing to do with whether the map itself is a good map: just the colors. It was drab.Kuroyume said:I think the really simple graphics and designs of the evironments make that game look really good. Take Coagulation for instance and just look at how colorful and simple it is. Valhalla was pretty drab by comparison and I didn't like the rock structures as much. Too grey and white. While I prefer Hemmorhage over Valhalla it's easily the worst in terms of beauty and layout. I think the textures even though they're high res just look ugly. I miss the bright colors.
I also don't like the human environments after Halo 2. Bungie artists became obsessed with rust, dirt, grey and deserted industrial settings.
This can not be said enough times, Halo 2 was great with human environments but after that they where shit.Kuroyume said:I also don't like the human environments after Halo 2. Bungie artists became obsessed with rust, dirt, grey and deserted industrial settings.
This is hilarious.GhaleonEB said:Couple Firefight highlights from today.
Wraith drivers don't give a damn what's in their way. I like how the one Grunt who would have survived gets shot in the back by one of his own. My kind of teamwork!
MP maps wise.Letters said:
I play a lot of Firefight. Doubles pays out 7-8k cR for a 20 minute game, not including large jackpot games or Challenges.Ramirez said:How are you guys hitting the limit? I play for about 3-5 hours on most nights and I've never hit it...
Why did ranks and XP matter?Tunavi said:The question is why do credits even matter?
Tunavi said:The question is why do credits even matter?
GhaleonEB said:(Yes, I'm still grouchy about the credit limit. Bad idea, badly implemented. I've been hitting it a lot at this rank.)
Firefight pays more than MultiplayerRamirez said:How are you guys hitting the limit? I play for about 3-5 hours on most nights and I've never hit it...
Make the highest rank take less credits to get to. Add tiers of armor pieces, where a new tier is unlocked after every prestige. Of course that would mean that they'd need to create a lot more armor pieces, but it'd probably be enough to get a lot of people to prestige and keep playing. Once a tier is unlocked, you'd just grind out credits to purchase them like in the current game. Armor carries over into the next prestige.FyreWulff said:There's a point to prestiging in CoD since you actually have to unlock weapons, etc, again and it only works online.
Since Halo doesn't work on weapon unlocks, prestige wouldn't really make sense in the context of the Armory, and is doubly pointless since the rank system is also available in it's complete form offline.
Add some type of anti-boosting prevention then. They can detect idlers, so boosters shouldn't be that much different. Of course, their planned system to deal with quitters didn't work so well in Reach but maybe they'll get something to work well for H4.FyreWulff said:You'd have to be real careful to not entice boosting with that, though.
I actually like how Reach's upper ranks take long to get to. People maxed rank in Halo 2 and Halo 3 so fast that the "new car smell" ran out on the high ranks fairly quickly.
Think of the threads that would appear on 343i's forums and XBL inboxes:FyreWulff said:I'd LOL if you could start gifting people cR after you hit Inheritor. I'd just start randomly raining credits on pubbies.
Deputy Moonman said:I'm definitely more partial to unlocking armor pieces by performing certain in-game requirements and achievements over a monetary system that is based solely on grinding out games.
I never liked Tombstone and i've always thought of Derelict as the better map over Desolation. Coagulation and Blood Gulch are toss-ups because of new vehicles added to the BTB mix and a change in weapons in Halo2. I'm still a fan of certain weapons not having range restrictions, though, and i think that's what made Hang'em High and Derelict so good. Completely off topic, did anyone else ever used to say 'Derelict my balls!' when playing Halo:CE? lol that brings back LAN memories.Striker said:Halo 1 and Halo 2 were close together and when they remade much of the maps on the game: Blood Gulch to Coagulation, Battle Creek to Beaver Creek, Wizard to Warlock, Hang 'em High to Tombstone, Derelict to Desolation, and Longest to Elongation, they all improved the past iterations. It made for faster gameplay and more access throughout the map. Derelict itself was a poor map but made decent with Desolation (still needed a BR start).
I've never really cared for XP. XP and Credits might as well be the same thing. Ranks, on the other hand, are a reason to compete, a way to know where one stands in comparison to other players, and a status symbol that isn't just, "I've played x amount of hours look at me." I'm definitely more partial to unlocking armor pieces by performing certain in-game requirements and achievements over a monetary system that is based solely on grinding out games.GhaleonEB said:Why did ranks and XP matter?
Ken said:Think of the threads that would appear on 343i's forums and XBL inboxes:
"WTB 500,000 cR for 1600 MSP!!!"
"343 pls halp: my lil brother/sister/dog giftudd all my creditszzsz!!1! "
I would think that Inheritors would like to be more than just credit mules but oh well.FyreWulff said:
Agree about Halo 3, it was ridiculous.FyreWulff said:People maxed rank in Halo 2 and Halo 3 so fast that the "new car smell" ran out on the high ranks fairly quickly.
Headlong especially has been missed in Halo 3 and Halo Reach. That one prime asymmetric map that stands alone for 1-flag and 1-bomb. Hell it was pretty damn fantastic for Slayer as well.wwm0nkey said:You know what I miss?
&
These maps really needs to be remade.
Alienshogun said:Oh snap, he's bringin' bromango back.
FyreWulff said:I don't have my disc on me, can anyone tell me if the Weekly requires Blind?
"WTB 500,000 cR for 1600 MSP!!!"
FyreWulff said:Bungie always said in the vidocs around 3 that they didn't really like teleporters as they felt like a cheap/lazy solution to mobility problems. Keep in mind the last time Bungie ever put a teleporter in a new map was Relic, over 6 years ago. Highlands is the first official new Halo map with default teles in as many years.
Since then, teles only showed up in remakes of maps that already had them. And the only two remakes in Reach with teleporters are both Forge World variants (Hem and Pinnacle)
Certain Affinity actually removed the teleporters in the transition from Derelict to Desolation, and it was for the better.