InvincibleAgent
Member
I don't think the laser should automatically fire if you just tap the button, but I do think starting the charge should use up significant ammo. Maybe once you hold it for a full half-second, there's no turning back.
InvincibleAgent said:I don't think the laser should automatically fire if you just tap the button, but I do think starting the charge should use up significant ammo. Maybe once you hold it for a full half-second, there's no turning back.
EazyB said:The problem with the laser is that it doesn't force the driver to watch his ass, he either knows someone on the other team has the laser and gets out of the vehicle because with that sole weapon they've negated the viability of any vehicle in your team's possession or they don't know they have the laser and are obliterated without warning. Yes, Juices is right in saying that vehicles should be a high risk/reward, but the laser doesn't does accomplish that. The laser either makes it bat-shit insane to step into a vehicle or if the balance of the map relies so heavily on the laser (standoff) and your team controls it, it become a no (or incredibly reduced) risk option. A weapon like the missile pod is very effective in taking out vehicles so long as you don't make the false assumption that locking on to a vehicle will automatically result in a kill and actually wait for the right moment. The missile pod actually makes drivers watch their ass because there's a point to watching their ass; the have some chance of evading the weapon without parking the vehicle and giving up on it.
InvincibleAgent said:I don't think the laser should automatically fire if you just tap the button, but I do think starting the charge should use up significant ammo. Maybe once you hold it for a full half-second, there's no turning back.
To add an one final note, the missile pod - and from the looks of it, this new weapon for Reach - also have a wide tracking angle, meaning evasive maneuvers can be effective, and firing it from the wrong angle can result in a clean miss. Between the missile pod and rockets, there was no reason for the laser to exist.EazyB said:The fact that the Halo 3 laser charges is really a none-issue. Anyone using it is constantly charging and releasing so with very little anticipation they can instantly snipe a warthog from across Sandtrap with absolutely no warning to the vehicle and thus no challenge to the Warthog. The key differences about the covie weapon are that the projectiles are relatively slow moving, it locks on (probably giving the driver a warning), and takes multiple shots to destroy a vehicle. All those differences that actually matter are qualities of the missile pod which is a great because is worked well in Halo 3. This new weapon will be more versatile because someone could keep it in their back pocket and run faster with it now that it's just a normal weapon.
GhaleonEB said:To add an one final note, the missile pod - and from the looks of it, this new weapon for Reach - also have a wide tracking angle, meaning evasive maneuvers can be effective, and firing it from the wrong angle can result in a clean miss. Between the missile pod and rockets, there was no reason for the laser to exist.
Ctrl-CJroderton said:So it doesn't lock on like in Halo 3?
Plus would someone mind telling me how to quote more than one person at a time please???
Yeah, having a good driver and a halfway decent gunner, it's way too easy to run Standoff. But it's not controlling the power weapons that makes it so hard for the other team to take back control. 1 of 3 simple things could go a long way toward fixing Standoff.EazyB said:I'd love to play against you on Standoff with a decent gunner. I could make you change your mind in a single 10 minute match. :lol
If their vehicles weren't being instantly destroyed upon spawn for across the map they'd have a better chance. It's not there there is absolutely no way that they could grab this super-powerful weapon and sway the balance of power it's just that more often than not it doesn't act this way and it's much easier to control laser spawn when you already have laser & vehicles. Many maps are balanced in such a way makes having a laser is necessary to take down vehicles, in these cases vehicles can oftentimes become dominant and unchallenged because one team loses laser and the map isn't properly balanced for those situations.
It's still too easy for the Banshee to juke the missile pod. I would hope they leave the laser in just for the Banshee, but I would also accept a little nerfing. As someone mentioned, have warming it up use ammo. They could make it work like the Plasma Pistol charge blast in ODST. The longer you hold the charge, the more ammo it chews on.GhaleonEB said:To add an one final note, the missile pod - and from the looks of it, this new weapon for Reach - also have a wide tracking angle, meaning evasive maneuvers can be effective, and firing it from the wrong angle can result in a clean miss. Between the missile pod and rockets, there was no reason for the laser to exist.
In my hundreds of games on Valhalla I have never seen it change spawns unless the host leaves.Spasm said:2. Rotate bases. Valhalla will start spawning teams on the other side of the map when they're getting run, why doesn't Standoff?
It's happened to me plenty of times on Valhalla. I never really knew what caused it. I always assumed it was one team crowding the others' spawns. I can't ever recall switching bases on Standoff.user_nat said:In my hundreds of games on Valhalla I have never seen it change spawns unless the host leaves.
I'm neither a fan of sticky spawns nor rotating bases (ala Narrows) but I agree the spawns could help. That said the main thing that hurts the map is still the laser. A rampaging warthog would be heavily contested if not destroyed if the team without a hog could hop into theirs once it spawns without being instantly vaporized.Spasm said:Yeah, having a good driver and a halfway decent gunner, it's way too easy to run Standoff. But it's not controlling the power weapons that makes it so hard for the other team to take back control. 1 of 3 simple things could go a long way toward fixing Standoff.
1. Spawn with stickies. Hog can't always stay a safe distance away from freshly spawning badguys. Too bad they spawn without any serious means of taking on a Hog.
2. Rotate bases. Valhalla will start spawning teams on the other side of the map when they're getting run, why doesn't Standoff?
3. Fix the God damned spawns. Standoff has the worst spawns in the history of online gaming. Wouldn't need 1 and 2 if you could spawn INDOORS more than 3% of the time. Instead, the hog gets way too many easy kills picking off gimps running for cover.
Like I said, the banshee is the only vehicle in MM that the missile pod isn't suited to take out. A boosting banshee just moves way too fast. If they slowed it down a bit it'd balance out. That said, the laser doesn't necessarily help the banshee situation because maps like Valhalla throw banshees in there but only one team gets to control of laser. If the opposing team has a good (conservative) banshee pilot the only real hope your team has of taking down the banshee is to get a hog up or wait for their banshee to respawn. Unfortunately the other team has the laser and will destroy your hog/banshee the moment someone gets in (if not sooner). Like I said, the laser doesn't balance out the vehicles, it causes one side's vehicles to go with little threat while the other side's vehicles are death traps.Spasm said:It's still too easy for the Banshee to juke the missile pod. I would hope they leave the laser in just for the Banshee, but I would also accept a little nerfing. As someone mentioned, have warming it up use ammo. They could make it work like the Plasma Pistol charge blast in ODST. The longer you hold the charge, the more ammo it chews on.
There's no automated way. Just CTRL+Click on the quote button of every post you want to reply to, this will open a new tab for every quote reply, then just copy/paste everything into a single reply window.Jroderton said:Plus would someone mind telling me how to quote more than one person at a time please???
Less ammo and less freedom to abort would make it easier? lolwutkylej said:Both of those options would make the laser easier to use than it already is. The sniper rifle would be less effective if you had to hold the trigger for 2 seconds before the bullet released.
In a Team Slayer or BTB match on Valhalla, the bases do not switch, the most it does is start spawning players outside of the base (like the hills to the sides). Unless of course the host quits and it reconnects then yes the bases switch. But outside of that it doesnt do that, in fact no map does that outside of Narrows. (which shows exactly how bad that turns out in the end)Spasm said:It's happened to me plenty of times on Valhalla. I never really knew what caused it. I always assumed it was one team crowding the others' spawns. I can't ever recall switching bases on Standoff.
Whatever causes teams to switch bases, it doesn't seem to happen on Standoff.
Something tells me that would be both impractcal and slow down matchmaking.Dax01 said:Hopefully the question of whether or not the spartan laser is in MP will be answered in the next podcast.
Edit - Also, I hope Bungie specifies any improvements to the MM for Reach. If it's possible, I'd love for the MM in Reach to take into account the recent maps and gametypes you've played while your searching for games so you don't get a disproportionate amount of one gametype/map.
I'd like to hear a post-mortem on Standoff and hear why the laser was chosen as the control weapon. I've played a custom version with a fully loaded missile pod in it's place and it seemed to play much better.EazyB said:I'm neither a fan of sticky spawns nor rotating bases (ala Narrows) but I agree the spawns could help. That said the main thing that hurts the map is still the laser. A rampaging warthog would be heavily contested if not destroyed if the team without a hog could hop into theirs once it spawns without being instantly vaporized.
And here I was using right click->Open Link in New Tab like a sucker. Thanks, Letters!Letters said:Just CTRL+Click on the quote button...
squidhands said:I'd like to hear a post-mortem on Standoff and hear why the laser was chosen as the control weapon. I've played a custom version with a fully loaded missile pod in it's place and it seemed to play much better.
BladedExpert said:Aaaaand I'm back (PC nearly died :/ )
So here's the links to the Forgehub customs from Sunday:
Game 1 (part 1) and (part 2) - CTF Pit
Game 2 - TS Quarantine (Still processing so quality is bad right now)
Game 3 - TS Ber Ber Creek
Game 3 still haunts me...
I was afraid it was going to be a film of my map buckling but holy shit, up 48-39 and they managed to steal the win. What in the world...BladedExpert said:
EazyB said:I was afraid it was going to be a film of my map buckling but holy shit, up 48-39 and they managed to steal the win. What in the world...
Booshka said:It's mainly because of how much Heretic comes down to Plasma's and beat downs. The melee system was better in H2 (for the most part) and in H3 people melee and throw a grenade (while dying) to either trade beat downs or get a nearly guaranteed kill with the nade. It ends up being really sloppy most of the time.
Also, the Heretic ball spawns are all kinds of messed up, Walshy explained it back at an event and now everyone knows how dumb they are and how to exploit them.
Midship was great, Heretic is great, but this isn't H2 and the game mechanics don't make Heretic as amazing of a map as it used to be in H2.
Dax01 said:Hopefully the question of whether or not the spartan laser is in MP will be answered in the next podcast.
Edit - Also, I hope Bungie specifies any improvements to the MM for Reach. If it's possible, I'd love for the MM in Reach to take into account the recent maps and gametypes you've played while your searching for games so you don't get a disproportionate amount of one gametype/map.
re: Heretic: wat. It's a port of midship. I don't see how it could be more midship. I guess you people just can't be satisfied.bobs99 ... said:Agreed, I also dislike how the map seems to be 'chunky' - I cant explain it, but it doesnt seem as streamlined as Midship, I always seem to get stuck in scenery.
As far as the laser goes I think that the idea's here would be perfect, personally I think that if it took 2 shots to kill a vehicle it would be perfect, after getting hit once everyone would just bail out, at the moment its just blind death.
Booshka said:It's mainly because of how much Heretic comes down to Plasma's and beat downs. The melee system was better in H2 (for the most part) and in H3 people melee and throw a grenade (while dying) to either trade beat downs or get a nearly guaranteed kill with the nade. It ends up being really sloppy most of the time.
Also, the Heretic ball spawns are all kinds of messed up, Walshy explained it back at an event and now everyone knows how dumb they are and how to exploit them.
Midship was great, Heretic is great, but this isn't H2 and the game mechanics don't make Heretic as amazing of a map as it used to be in H2.
Sounds good. Hopefully I'll be around this weekend for customs; I'd love to try it out (as well as one of my own concoctions).Dani said:I have a variant that we've played in Customs a few times, and it's received overall positive feedback, especially compared to the default map.
Nice games, guys. Just in case you didn't know, Quarantine was made by the same guy who made Lockdown. How did you guys like the map?BladedExpert said:Aaaaand I'm back (PC nearly died :/ )
So here's the links to the Forgehub customs from Sunday:
Game 1 (part 1) and (part 2) - CTF Pit
Game 2 - TS Quarantine (Still processing so quality is bad right now)
Game 3 - TS Ber Ber Creek
Game 3 still haunts me...
Kapura said:re: Heretic: wat. It's a port of midship. I don't see how it could be more midship. I guess you people just can't be satisfied.
Re: laser: If it took two hits to kill a warthog, the warthog would be neigh impossible to kill. If the first hit makes contact, there is the laser cooldown and then the charge time to contend with. A decent warthog driver could easily get to cover in five seconds, wait for recharge, then re-emerge, rendering the shot wasted. The laser doesn't have too much ammo to begin with, either.
Watching now. Sweet videos.BladedExpert said:Aaaaand I'm back (PC nearly died :/ )
So here's the links to the Forgehub customs from Sunday:
Game 1 (part 1) and (part 2) - CTF Pit
Game 2 - TS Quarantine (Still processing so quality is bad right now)
Game 3 - TS Ber Ber Creek
Game 3 still haunts me...
squidhands said:Nice games, guys. Just in case you didn't know, Quarantine was made by the same guy who made Lockdown. How did you guys like the map?
BladedExpert said:It was a little confusing (like any map you've never played on before), but pretty well made. Interesting geomerging, too. Not the best map I've played on but far from the worst. I enjoyed it well enough.
InvincibleAgent said:Less ammo and less freedom to abort would make it easier? lolwut
Never said you wouldn't have to wait as long. You'd have to wait as long. But part-way through that hold you'd lose the freedom to abort. You wouldn't have to keep holding it at that point, it would go off regardless.
squidhands said:I'd like to hear a post-mortem on Standoff and hear why the laser was chosen as the control weapon. I've played a custom version with a fully loaded missile pod in it's place and it seemed to play much better.
I know, right? Triggers are so damn hard to hold. Primary fire should have definitely been on the guide button.kylej said:What difference would that make? If all I had to do was move the thumbstick after a half second of charging, it would be easier than the clawing motion I have to go through now.
BladedExpert said:Game 3 - TS Ber Ber Creek
Dani said:It looked very interesting from the videos, I might steal it for some early Customs on saturday. I take it 8 players max? Looked that way from the game.
:lol I guess he can always stick to the anecdotal argument though.BladedExpert said:
JaggedSac said:I didn't see this posted:
http://www.edge-online.com/features/gdc-how-to-balance-halo?page=0,0
Good read on the Bungie panel at GDC about game balancing.
electricpirate said:Really interesting stuff in there. I liked the part about preventing himself from being too good, and as a bonus I see it causing internet rage on the Bungie.net and MLG forums. More entertainment for me!
I'm surprised he didn't issue the idea of making it harder to use though, notching down the sticky aim with it.
I did LOL a bit about the repetitive weapons though, considering H3 could lose about 3-4 weapon s and the game wouldn't change a bit.
The current Spartan Laser absolutely does have problems. It acts as a sniper rifle on maps like Standoff, Sandtrap, Avalanche, etc. - that should never be the case for an anti-vehicle/tank weapon.user_nat said:Nothing wrong with the current laser IMO. Except maybe it should always fire after 50% charge.
Just don't get in a vehicle whilst the other team has a laser, it's usually not that hard to kill one person. Just like killing a warthog without a laser, it just requires some coordination.
Sure it has been said, but they are different. They are similar in part, but I think overall it would be a more balanced weapon than the Spartan Laser.NJ Shlice said:The spartan laser doesn't bother me. Something's gotta be done about one team controlling all the vehicles.
Doesn't make sense to get rid of the laser and introduce a new covenant weapon that does the same exact thing.
Striker said:The current Spartan Laser absolutely does have problems. It acts as a sniper rifle on maps like Standoff, Sandtrap, Avalanche, etc. - that should never be the case for an anti-vehicle/tank weapon.
Your second idea of not just using a vehicle because they have the premier weapon of destruction would be valid if the actual weapon itself was balanced. The Rockets in Halo 2 were susceptible to dodging, unlike the Laser, for one. My hope for Reach is they add weapons like this new Covenant anti-vehicle weapon and keep the Rockets as the primary anti-vehicular weapons, with possibly the Missile Pod, as well, unless they feel it is too similar to the Covenant side.
The Warthog chain gun would probably be better if it got nerfed slightly. It kills within 2-3 seconds. Unless it is a Gauss 'Hog, it shouldn't be that powerful.
Sure it has been said, but they are different. They are similar in part, but I think overall it would be a more balanced weapon than the Spartan Laser.
I sincerely doubt this Covenant weapon can charge and blast others across the map with precision. Also sure this weapon gives the driver a "warning" sound ala Halo 2 Rockets and Halo 3 Missile Pod; it would make sense to, anyhow. Hoping they can learn from their mistakes, and we know there's more than just a few (playlists).
If that's the case, it sounds very promising. I forgot about the new grenade launcher, so that would work work in replace the Brute Shot, unless it returns with the Brutes. The grenade launcher seems to work great as a close quarters weapon to bleed out folks hiding in rooms or small corners.LAUGHTREY said:I heard the covenant missle pod does a little more than the regular missile pod does now, besides not being 3rd person anymore.
Cool, I posted the vid in Nexn's Quarantine thread on MLGpro. Seems like it would be a really great Hill map.BladedExpert said:It was a little confusing (like any map you've never played on before), but pretty well made. Interesting geomerging, too. Not the best map I've played on but far from the worst. I enjoyed it well enough.
Nice little read. Who knew that a degree in philosophy would actually amount to anything.JaggedSac said:I didn't see this posted:
http://www.edge-online.com/features/gdc-how-to-balance-halo?page=0,0
Good read on the Bungie panel at GDC about game balancing.
You should probably take anything you hear about the weapons with a grain of salt since so few people have been able to play it. Still all speculation at this point.LAUGHTREY said:I heard the covenant missle pod does a little more than the regular missile pod does now, besides not being 3rd person anymore.