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Everything posted by Esorath
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TU - Competitve - Non ranked - DMR Starts always AA include - Sprint/Hologram/Bubble Shield Enclosed and Uncaged removed from all competitve playlists Adding in Unanchored - Removed Bungie's Asylum - Added Community's remake of Asylum Team Slayer - 4v4 going to 50 Squad Battle/Squad Objective - 5v5 75 kills / objective Team Snipers - 4v4 - updated taking out uncaged adding in select adding in Shotty Snipers Swat - 4v4 - taking out uncaged/sword base Team Objective - 4v4 FFA - 10 minute to top score Mix of DMR/Slayer Pro Vanilla - Casual - non ranked - Mix DMR/Non DMR starts All AA available including Bubble shield - minus evade Team Slayer - 4v4 to 50 Big Team Battle - 8v8 100 Swat - 4v4 to 50 Multi-Team - 4 teams of 2!!! Invasion - 8v8 Rumble Pit - grab bag of games Action Sack - 4v4 grab bag of mini games including griffball / rocket race Elite Playlists - 4v4 mix of slayer and objectives for the Elites TU - Arena - Ranked - Tweaked Arena Settings AA's should be included on map - Start with sprint Arena - Pro gametype added - DMR Starts 1 Frag Sprint No radar no powerweapons Arena Slayer - 4v4 to 50 MLG - 4v4/objective Arena Doubles - 2v2 to 25 Updates to gameplay would include - Nerfed Grenades - 75% damage from grenades - Blast radius to 80% 80% Bloom - Just feels right Weapon placement on maps tweaked Jetpack will not start to recharge until touching ground. Unsure about the living dead playlist - i assume it would be in casuals but unsure if it would take on the TU settings. I would add more living dead or zombie gametypes.
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A Detailed Analysis of Halo: Reach (TL;DR and Cookies Inside!)
Esorath replied to Wumpa Warrior's topic in Halo Reach
One thing that balanced the h3 and h2 vehicles was the map itself. At all times in H3 there was a way to take down the vehicles. Power weapons on the map balanced the air vehicles as well as having the power drains and plasma pistols. to me it comes down the the maps most of the time. maybe thats just the level designer in me. -
A Detailed Analysis of Halo: Reach (TL;DR and Cookies Inside!)
Esorath replied to Wumpa Warrior's topic in Halo Reach
@Twin I don't see where he said anything about the matchmaking system. Not sure what your going on about that. I agree that vehicles are fine in Reach and that the DMR isn't hitscan. Easy dude -
A Detailed Analysis of Halo: Reach (TL;DR and Cookies Inside!)
Esorath replied to Wumpa Warrior's topic in Halo Reach
Very nicely done. I think that two things you mentioned could be related, and had they been fixed that might have fixed Reach. The maps in Reach do not play to the DMR's power. The DMR - like you said - is super powerful because of it being hitscan. But I think the DMR can work as a primary weapon if the maps catered to that need. They did not cater to it, and it has failed. One more thing I think you forgot to mention is the ranking system failed once you have bought everything in the armory. There is little to no reason to keep playing anymore. I've unlocked everything. I've achieved top 5% gold in Arena without the hope of achieving Onyx without a better more full team, therefore I have "beaten" halo reach's multiplayer. I never felt like I was done in H3's multiplayer. I finally reached a 47 in Team Slayer and was satisfied to be a Brig. You also brought up the maps. And it is not only the remakes that don't work, it is the lack of effort overall in the multiplayer maps that really brought me down. Not counting the map packs from 343 because I enjoy nearly all of them. But the campaign based multiplayer maps that were strewn about in Reach. I admit some of them work. i.e. Zealot and possibly countdown. This is mainly due to how their construction in campaign was planned to be a map in multiplayer. Another thing you did not mention was the AAs. Maybe this was on purpose, maybe not. But I think had the AA's been pickups on certain maps such as camo/overshield was on h3 I think everything would have been changed. This was not done and the start of every player spawn allows the pick of their "class". The maps could not include this because they were ripped straight from campaign and probably some producer told the poor Multiplayer level designer to "make it work" with weapon placement. Halo was always better in my opinion because everyone started with the same advantages and disadvantages. Reach destroyed that formula because now everyone has separate advantages etc. The class formula might have worked had it been done similar to elite slayer's class system. The advantages and disadvantages not only lie in the AA you choose, but the weapons that you are given as well. To make it more clear - this is how I would place a class system using the AA in Team Slayer. Sprint - DMR Pistol 1 Frag Armor Lock - Assault Rifle Pistol 1 Frag Jet Pack - Assault Rifle 1 Frag Camo - Dmr Assault Rifle 1 Frag Hologram DMR Assault Rifle 2 Frags Even though this has never been tested, I feel that AA's on carefully built maps but smart level designers could have made Reach phenomenal. -
Yes
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As you can see my playlist suggestion includes that choice, so I am right there with you. But making the TU not available in some playlists that some might consider more competitive than others seems ridiculous to me. And adding the TU to more casual playlists seems ridiculous as well. Hence my suggestion to split the playlists so that we can have everything we want. Our cake and eat it, too one might say. My playlist suggestions ,mind you, have the EXACT same amount of lists there are now....
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I hate to say this Twin because I usually agree with most of what you say, even though I am a highly competitive player. BUT When I said that I didn't like the sword in team doubles, I was told numerous times to adapt. If we all take a step back and look at it, this isn't OUR game. We as a community are not updating and patching and fixing this game. It is 343's game now. We need to accept where they are taking this game. We can suggest and ***** and moan and complain all we want, but in the end, 343 is going to do what they want to do. One thing people have to understand is, yes 343 is in the consumer pleasing business of game development. But that doesn't mean that everyone can be pleased. Reach was a giant splash into the calm ocean that was the Halo series. I admit, I have had my troubles with Reach too. I rarely remember being griefed by one weapon so much in Halo 3. (energy sword, i hate you) But that doesn't mean I can just dictate what I want this game to be. 343 is doing what it can for the community. We need to be patient, perhaps even so far as to wait for Halo 4. NOW my suggestion is that we separate the casuals from the competitive. The casuals hate playing with competitive types, and the competitive types hate playing with casuals. I think that we need to add the TU to competitive type playlists, and keep the Vanilla settings for casuals. my playlists would be as follows. TU - Competitve - Non ranked - DMR Starts always AA include - Sprint/Hologram/Bubble Shield Enclosed and Uncaged removed from all competitve playlists Adding in Unanchored - Removed Bungie's Asylum - Added Community's remake of Asylum Team Slayer - 4v4 going to 50 Squad Battle/Squad Objective - 5v5 75 kills / objective Team Snipers - 4v4 - updated taking out uncaged adding in select adding in Shotty Snipers Swat - 4v4 - taking out uncaged/sword base Team Objective - 4v4 FFA - 10 minute to top score Mix of DMR/Slayer Pro Vanilla - Casual - non ranked - Mix DMR/Non DMR starts All AA available including Bubble shield - minus evade Team Slayer - 4v4 to 50 Big Team Battle - 8v8 100 Swat - 4v4 to 50 Multi-Team - 4 teams of 2!!! Invasion - 8v8 Rumble Pit - grab bag of games Action Sack - 4v4 grab bag of mini games including griffball / rocket race Elite Playlists - 4v4 mix of slayer and objectives for the Elites TU - Arena - Ranked - Tweaked Arena Settings AA's should be included on map - Start with sprint Arena - Pro gametype added - DMR Starts 1 Frag Sprint No radar no powerweapons Arena Slayer - 4v4 to 50 MLG - 4v4/objective Arena Doubles - 2v2 to 25 Updates to gameplay would include - Nerfed Grenades - 75% damage from grenades - Blast radius to 80% 80% Bloom - Just feels right Weapon placement on maps tweaked Jetpack will not start to recharge until touching ground. Unsure about the living dead playlist - i assume it would be in casuals but unsure if it would take on the TU settings. I would add more living dead or zombie gametypes.
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Offline credits earn faster than online credits. This was done to create a reason for people to keep playing if they didn't have xbox live. So basically people have two profiles at the same time or ranks/ offline and online. I guarantee if you start your profile without signing into xbox live - so you are only local - those missing credits and rank will magically come back while you are offline. This isn't a bug or anything to panic about, just how the credit system works offline/online. (this is all based on personal experience and no deep knowledge of how bungie created their system, Jester or TwinReaper will know more if I have overstated anything)
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I think the fact that one person could horde power weapons is a bad thing/bad weapon placement. Weapons need to be spread evenly across the map. That being said, the weapon placement in Reach IS weak. There is no risk/reward system for power weapons. All power weapons are placed in places that they can be used instantly rather than the player needing to take them to a place of use. As a rule of thumb, I think that power weapons should not be placed in a position of power. (of course there are exceptions to the rule, there are some weapon placed in the correct areas) I personally think that Reach has a power weapon problem. A lot of the maps have a TON of power weapons on them. Let us compare a Reach map to a H3 map really quick. Sword Base - Construct. Both Assymetric. Both of these maps are vertical based maps that use control of top/control of lifts. Halo: Reach Sword Base has Sword/Shotgun/Sniper/Grenade Launcher. Sword is in an enclosed room 2nd Floor. Shotgun is in an enclosed room 3rd Floor. Power weapons in a place they are instantly useful. H3 Construct had Sniper/Laser/Sword. Reach has more power weapons. That is a power weapon per player on a 4v4. H3 has 3 power weapons spread out. Sniper is out on a ledge middle of the map. Risk Sword is the back on the bridge out. Risk. I hope that we can get more variants of the maps with better weapon layouts one day, but until that day, I'm sticking in double team/squad slayer.
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http://minecraftarchitecture.weebly.com/ for anyone interested
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Here is the thing, trailers and even teaser trailers take so much extra work it is ridiculous. The writing, the clues that usually are in halo trailers, the amount of polish, the rendering of all the shots, and then the re-rendering because something screwed up, it is just too much to worry about. Having worked in the game industry for the past 3 years, trailers are the last thing on a busy developers mind. Sure it is important to promote your game, but only at the right time. Alot of stuff that are used in trailers are not in game assets so it takes away from the art team from making the actual game. I also think we are used to Bungie basically giving us everything they have with weekly updates that there is no real surprise anymore about the game itself. This is a new company with new ways of doing things and we have to accept that. So yes, a trailer would have been awesome. A trailer that took time away from the art team, the producers time, and everyone else's attention from the main game would have been not so awesome. I'd rather them focus on the game than focus on a fancy trailer.
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plus Doesn't make any sense to me. How can you claim 343 isn't listening to the community as a whole's preference if it is "almost sure that every player will prefer this"? Doing things to make the majority happy is usually the best option because you cannot please everyone. I don't think you can blame anyone but yourself for not having "the option of playing with a little of variety" if you don't alter your own behavior such as sticking to one gametype. my suggestion? try playing invasion, almost always objective types. try playing team objective - always objective types. try getting friends together to sway the voting. this doesn't have to be actual friends, just talk to people in the match that agree with you and team up with them. try playing any other playlist to get a variety of play. I usually do multi-team or squad slayer. I know it isn't what you want to hear but thats how some of these things go.
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Here is the thing about your playlist argument. I for one, love the changes 343 has implemented into Reach, and I love both Reach and H3. I play in playlists that don't have the updates because of the playlist itself. I play team doubles, this has un-altered reach gameplay. I would like the TU settings in this playlist, but I still play it because of the playlist itself. It is not fair to judge how one feels about the TU based on what playlist they play in because people play in playlists for more than 1 reason.
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no THIS is cheating
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- 251 replies
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- 343i.org
- Halo: CE Anniversary Giveaway
- (and 2 more)
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No. Successful hiding takes a lot of cowardice. If you are better than the other team already just beat them. No one likes playing against "HLG" type people. You say you know the map better than everybody. I know how you do these hiding spots but it is using the map in ways that was not intended and therefore is an exploit. And exploits are known to be cheap and pansy ways to get a win. Your little map exploits on select and on enclosed are the second reason why I have petitioned to have those maps removed from team doubles. The first being jetpack abuse. Hiding takes very little skill because it is you versus the map and the map won't fight back. Actually finishing the game takes skill because it is you versus another person. Now I am not saying you do not have skill, you may be better than me. BUT the act of hiding is not a skillful thing. That is my opinion, stay and fight like a man. Stop taking the Osama Bin Laden way out where you hide in a hole and wait for us to find you.
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I like that you provided me with some more insight to my idea and will provide a response in a second. I appreciate the feedback because when coming up with ideas, everything works out in your own head until others point out issues. I read your post about the quitters getting their credits taken away and not their rank. But the thing is, once you get 100% armory completion, around eclipse or nova, then credits mean nothing, rank means nothing more than you have played more than the other. Taking away credits would not provide a serious enough punishment to the higher ranked because credits lose their value exponentially during the ranking process. One player quits, the games starts to drift away, so one or two of the remaining players either AFK or run into the open to die. This is basically what the problem comes down to is, the game probably would not have drifted so far away had the teams been even. This is a giant assumption I know but it must be taken into account that the teams were not even and therefore the true-skill of a 4v4 was not taken into account. The other two that fight for their own stats will not have to worry about anything because they understand that this match will no longer be counted to their true-skill. I play Team Doubles alot, its basically because me and my friend do not have other teammates that play our style. I have won Team Doubles matches 1v2 myself. but in doing so, the final score still did not reflect my true-skill. The rank that both teams, the team of 1 and the team of 2 did not achieve or finish an actual match. Of course, if something of this nature is implemented in any game of any kind, the numbers must be CAREFULLY balanced in order to achieve the right system. I must admit I am not the Twinreaper and have very little knowledge of technically how the true-skill system functions. But I would like to assume that the only way to accurately judge true skill is if to finish a match with all the players in the match. One other thing I forgot to add about this system is that if an entire team quits early, which in doubles happens more often than not, The remaining team's rank is significantly lower than that of if they had played the full game. If Me and my friend get to 5 kills and the other team quits, then our ranks are around 1105 or 1258 etc. This, being, nowhere close to where our rank would be if they just finished match. As I said in the original post, this is a crazy idea. It seems way out there but if tweaked carefully, could help. all in all, I just hate quitters.
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Hey everyone, I know I have some "crazy" ideas but this one might get some support and it's something I want to see happen. Everyone knows that quitters create quite the problem for both teams. This suggestion might ease the pain of the remaining few after the quitters have left. Let us say that you are playing arena and all of a sudden half your team quits. Now, this is Arena so this round is going to affect your rank, no matter what. There needs to be a formula or ratio that is running while the game is going that keeps track of the score and the amount of people that have quit. This ratio would see how each team is doing based on score, whether this is capture the flag, oddball, slayer...whatever. Now, let us say that if you start out with 4 people on each team, kills to 50. You spawn in and rush rockets - snipe - whatever and teammate D quits because he didn't get the sniper. Now we all think, well that's fine it is the beginning of the game, everything is tied, there is no way for this to get out of hand already. The ratio is keeping track of this, the score is tied and there is one person gone. So the game continues, everything is going ok, you could possibly be winning, when BAM, out of nowhere teammate C betrays teammate A for the rockets. Teammate A decides, well that ***** can suck it, and boots his ass. Now it is 2 vs 4, and the ratio is starting to get wonked because there are less players and the score is getting tipsy. You start to die alot because 2 vs 4 does not usually end in a win for the 2. and here comes the crazy part. I PROPOSE THAT IF THE RATIO BETWEEN PEOPLE THAT QUIT AND THE SCORE GETS OUT OF A CERTAIN RANGE, THAT THE ROUND WILL NOT COUNT TOWARDS YOUR TRUE-SKILL RANK. now this is important as well FOR EITHER TEAM. I know this sounds nuts but hear me out. The true-skill meter is based on your performance during the game. What the true skill meter does not take into account is the amount of people either on your team or the other team that quit. So lets say you go a 1709 where your team had 4 vs 1. This 1750 SHOULD NOT COUNT towards your rank/true skill because it does not accurately judge your true-skill. Now lets say you went a 780 that round because you were the 1 vs 4 because your teammates were too weak to finish the game. This is not your true-skill either because the other team had an unfair advantage. Now let us say you win and you were the 1 vs 4. But I beat all of them even though they outnumbered me. because i killed them with my awesome. Well obviously the opponents you faced where not the same skill level you were anyway, therefore the true-skill ranking had failed at matching you. Even though this may sound like a downfall, it really isn't the worst possible thing. and it is something I personally could deal with. questions? comments?
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thats def not me in that video, just one i saw a while back. I'm barely top gold on a good day I can hold my own against onyx, and thats on a GOOD day.
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my favorite montage of all time
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This same guy has a video on why he doesn't tip waitresses and pizza delivery guys. He is just one of those guys. http://www.youtube.com/watch?v=KdWGOZ6-HC he annoys the bejezus out of me
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I think a compromise - and what I really wish for - is to not have the power weapons spawn at the start. This allows the team with better skill to get map control. The way the power weapons spawn at the start really starts the game off with an initial rush by everyone. But I think maps might flow better and have a better starting face off if the power weapons waited until the second cycle to start spawning. This works extremely well on team doubles on zealot. The sword doesn't spawn at the beginning allowing each team to take their own positions before running and nade spamming. and Yes, please lower the grenade power. It seems the frags have just as much damage as the plasma nades and that is too much in my eyes.
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I was playing a match the other day and every single person was using armor lock. Now this thread isn't about why armor is good or bad, that's not the point. But I feel that reach could implement some sort of team limit on the number each armor ability that can be used. I seem to remember playing Battlefront 2 a while ago and players where give only a set number of each class that the player could choose. Maybe this could be used in Reach as well. So in a team of 4 you could have a max of 2 armor lock abilities and 2 camo. The only one I don't think that would be limited would be sprint. But, maybe even that could be limited to change up the gameplay a bit. Another idea that was going on in my head was in slayer games, giving the player different weapons based on class choice. I am not talking about the invasion version because that is way too many power weapons in everyone's hand. I am talking about more of an assortment of the DMR - Pistol - Assault Rifle - and Grenade loadouts. Sprint - Pistol, Assault Rifle - 1 Grenade Camo - Pistol - 2 Grenade Armor Lock - Assault Rifle - 2 Grenades Hologram - Pistol - 2 Grenades Jet Pack - Assualt Rifle - 2 Grenades (just an example-not tested) This would allow the players to choose how they played and worked together. I am not saying that these replace gametypes throughout reach just another option to mix the gameplay up- maybe like in action sack or something.
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So, I have played in the TU playlist for a few rounds and then moved back to my standard doubles last night. I was wondering what will move into all the playlists from the Title Update playlist. I feel the armor lock, camo, and sword block portions of the update should be applied to all the playlists. Doubles, Team Slayer, Everything. Does anyone know what they will move from the TU into the other playlists, or has no one said anything about that yet? If they do plan on moving stuff into other playlists then do you know when and/or what playlists. Thanks for the info.
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I see your trying to help me get better and accept that. BUT "And you don't get better by complaining about it." Whereas this is true, my initial problem wasn't with the sword. I enjoy the sword, I understand that it can be beat, and have personally beat people with it. My problem is it's inability to make the sword's ammo clip smaller. I don't care if the shotgun, concussion rifles, etc are in doubles because their use is limited. But it is when the sword has the ability in a good players hands to get almost half the required kills for the gametype. That is the problem. let me outline it one more time. 1. The sword, being on nearly every single map for double team. 2. Double team goes to 25 kills 3. The sword has an ammo of 100 - 10 for every strike possible 4. There is not a single other power weapon in Double Team that allows that kind of ammo/kill ratio. (rockets - 1 clip - 2 rockets -4 kills max)(Sniper-1 clip - 4 bullets - 8 Kills MAX getting 2for1's everytime)(Shotgun, 6 shells - 6 kills max)(Concussion Rifle - 6 rounds - 2 kills max) (sword - 100 energy - 10 kills max) 5. So my argument was that the sword - because of its "ammo" clip size, is too overpowered. Notice how I say the shotgun isn't overpowered, the plasma pistol isn't overpower, or any other power weapon because of the clip size not every map that has a sword - also has a shotgun. And if it did - the shotgun has 6 shots - just over half what the sword can do. So take out sword 6 times, and then sword has 4 more. I am not saying I cannot adapt, improvise, and overcome. I am saying gameplay wise the map becomes unbalanced when the sword is present. That is my argument. that guy was an idiot - when facing top 1% - %5 Onyx, this doesn't happen. They wait around corners until ur close enough and jump around like jumping beans until they kill you. Also that guy was hit by a nade before you started shooting him - barely but still helped.