http://www.youtube.com/watch?v=Sn84-U_6jE8Tunavi said:Holy shit. 8v8 warthogs only on Hemorrhage, no weapons. best custom game I've played in Reach yet
hitmonchan you really should have stayed
Botolf said:The risk: Higher visibility, forgoing a more combat-oriented armor ability, briefly distancing self from ground cover in order to access it, being less useful on primarily horizontal terrain, and severely exposing yourself to air vehicles and the sniper rifle. It's easy to traverse with, but on a decent map the available counters are as hard as they get.
The cost: The jetpack "hopping" is highly dependent on map geometry. The best spaces tend to force Jetpack users to sidetrack or to exhaust the ability over and over again to get to a desirable portion of the map, which breaks up what you describe as "getting from point A to point B [in] a straight line". Such pathing introduces a flow just as genuine as the one encountered solely on foot, and is only as broken as the individual map. This doesn't singularly apply to Halo either, there are other examples of how "bullshit new routes" can form a balanced and integral part of gameplay, with both risk and cost in play.
The jetpack argument doesn't apply to Big Team Battle.
This is a VERY combat oriented AA. It lets you access power areas of the map by floating up to it instead of fighting your way there. It lets you shoot while jetpacking, sprint can't do that. When you float right above someone, assuming no teammates can help you out, they have a big view of your headshot hitbox and their headshot hitbox is blocked by their feet. It's like an unintentional Ender's Game strategy.
I don't think we're playing the same level of jetpackers. Good jetpackers don't sustain flight and don't stay in the air for a long time. You can't say a map is broken because the jetpack breaks it. It isn't the maps fault, it's the AA. The map can work fine with every other AA, but as soon as the jetpack is introduced its broken to all hell. Cage for example. You can jump past any gaps in the walkways. Jump from floating platform to floating platform. Disregarding all intentional player paths. Or jetting up to the sniper spawn in reflection instead of fighting your way through the hallways or the risky elevator ride. Or jetpacking into Ring 2 on asylum instead of pushing through the narrow doors. Or jetpacking up to top snipe in Boardwalk instead of pushing through the back. These maps weren't designed to account for these movements. Even Carney said that. They built these maps before the AA's really came into their own.
When I used the jetpack I never felt I was in any danger. The only trade off was I couldn't sprint. Big fucking deal. Same with every other AA thats not sprint. I've witnessed what jetpacks can do at a higher level of play and it's absurd. Why do you think MLG put it in maps as a power item pick up?
Like I said, this is where we will never agree. You think the risks balance out the absurd level of freedom of movement you get with it. I think they don't. Let's leave it at that otherwise we're going to be arguing this forever.