CandiBunni
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Everything posted by CandiBunni
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Bloom doesn't really effect the sniper rifle. By the time the bloom and reticule has reset, you're finally able to take the next shot. I don't have any problem using things like the DMR and Needle Rifle. They're not extremely difficult for me to use. I time my shots properly, and I'm able to win my battles. If you don't want the bloom to affect your shots, you need to learn how to pace them better. I personally don't have much of an issue with bloom, because I know that when I pace my shots properly as well as out-maneuver my opponent, I'll be the victor regardless. With the title update, spamming is less effective, and I've noticed that the more I spam, the more I seem to be punished by it. If you're getting hot and bothered about bloom, you need to learn to control the way you fire better. Timing your shots the proper way in the proper situation is only one factor in winning a battle. The others are out-maneuvering, effectively using grenades and your environment, strafing well, etc.
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I'm posting my response within this thread as well, just in case the moderators see it fit to delete your revised topic. "Armour Lock - I do not mind the nerf to armour lock. It's no longer abused as much, so I take that as a good thing. Bloom - It's actually 85%, and I believe they hit the sweet spot with it. I would not want to see a further reduction. If you want to play with little bloom, just play the Zero Bloom playlist. Timing your shots now actually works more often than not now. Bleed-through - Yes. Bleed-through solves the double melee issue that is oh so common in vanilla Reach. People would sprint up to someone and melee them twice for a cheap kill. The person being meleed would either have to a) melee back, which would be completely useless as their melee cool-down wouldn't do so fast enough to out melee their opponent, or b ) they would need to shoot their opponent even as they were closing in and hitting them in the hopes that their shields would pop. Double-meleeing was a problem, and bleed-through solved it. I like that they added it, and see nothing wrong with it. Also, which weapon are you talking about when you say "I don't want to be able to put two shots into my enemy them punch him, and he immediately dies." As far as I know, the only weapons that come close to doing that kind of damage to the shields is the DMR or magnum. Even then, it takes three shots from the DMR, and at least three or four from the magnum. I'd like to know which weapon you can put two shots into someone with, and then melee for a kill. 3-shot magnum/pistol - This magnum/pistol is only in the Anniversary playlists, so there isn't much issue with it. Its damage and firing rate has been modified in such a way as to emulate the Halo: CE magnum. There were two headshot weapons in CE, yes, but one was the sniper rifle. That's what you do with a sniper rifle, try to score headshots. Why should it be worse than the DMR/NR? If the point of the 3-shot magnum is to emulate the firing speed and strength of the CE magnum, why should they make it weaker than the DMR/NR? The DMR/NR are far more accurate at longer ranges, even when shot a bit quicker. That's kind of the trade-off you get when choosing them over the 3shot. You trade the firepower of the 3-shot magnum for more accuracy. As far as I know the, 3-shot magnum IS better than the AR. Sword block - It's as simple as what? Sword block WAS an issue. The sword is a power weapon, and including something like sword block nerfs the swords power and usefulness as such. There are already counters to the sword, and sword block was taking it too far. If you want/need to counter the sword/a sword user, simply find the shotgun or keep at a distance. I can not tell you how many times I've seen myself or another user die after having their sword attack blocked. This happened far more than you might think. You have to get up close to your opponent in order to really use the sword, so why should I have to go through even more hoops to get a kill when I already managed to close in on the enemy? If I'm able to manage getting up closer and personal, I think I deserve to get the kill if I can aim properly when I attack. 4 shot headshot weapons (I'm pretty sure it's five shots, but we'll use what you said just for the halibut) - The NR is not overpowered. With 85% bloom, it still requires the user to pace their shots properly. I'm not sure if you've noticed, but auto-firing with the needle rifle causes it to lose its accuracy rather quickly. Not to mention that it is weaker than the DMR. I've faced people who have used the NR in 85% gametypes. It's really no more difficult to take them down with a DMR than it has been before. The game goes too fast? Not really. It still takes a bit of shooting to kill someone, even with the reduced bloom. If you can't stand the increased pace of the game, that's your own fault. The AR really needed something done to it. It was laughable to use an AR, even in close quarters. With damage bleed-through enabled, the AR actually can help kill someone rather quickly. Sure you have to now deal with the classic AR and melee combo ala Halo 3, but I'll take that over the double melee problem any day. Active Camo - They reduced the time that you are allowed to spend in Active Camo, and I see this only as a good thing. People were able to spend way too long a time invisible and camping in a corner. Now they can't do it as much, and I'm pleased. Armour Lock (again) - Making it susceptible to regular weapons, but allowing it to repel power weapons would make absolutely no sense. Why would a power weapon do nothing, but a regular gun like an AR or DMR be effective against it? They disabled sticky shedding, something that was very annoying if I managed to stick someone with a plasma grenade. If I manage to do so, I think I deserve the kill for the simple fact that I was able to properly time, throw, and aim the grenade. The only issue I have with armour lock's energy being reduced from taking damage now is that grenade spam doesn't really have much of a counter anymore. That's my only complaint about the armour lock nerf. (In response to you stating BTB is now down or down to 1 to 2k players or so) Oh? BTB is actually down players now? I've never noticed it, but I'd love if you'd show me some proof of that. I'm not sure if you've noticed, but the population of Halo: Reach has actually increased ever since they applied the title update settings to more playlists. That, to me, means that a lot of people enjoy it. Perhaps even more than the amount of people that do not. The title update is going to be tested for Team Slayer this month. If more people choose the TU variant than the vanilla Reach variant, it will be applied to Team Slayer. I like that they're testing it this way. You can't really complain about that, because if the majority of people want the TU settings, then why wouldn't they apply them? If people would rather see the vanilla Reach settings stay in Team Slayer, they will."
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Armour Lock - I do not mind the nerf to armour lock. It's no longer abused as much, so I take that as a good thing. Bloom - It's actually 85%, and I believe they hit the sweet spot with it. I would not want to see a further reduction. If you want to play with little bloom, just play the Zero Bloom playlist. Timing your shots now actually works more often than not now. Bleed-through - Yes. Bleed-through solves the double melee issue that is oh so common in vanilla Reach. People would sprint up to someone and melee them twice for a cheap kill. The person being meleed would either have to a) melee back, which would be completely useless as their melee cool-down wouldn't do so fast enough to out melee their opponent, or b ) they would need to shoot their opponent even as they were closing in and hitting them in the hopes that their shields would pop. Double-meleeing was a problem, and bleed-through solved it. I like that they added it, and see nothing wrong with it. Also, which weapon are you talking about when you say "I don't want to be able to put two shots into my enemy them punch him, and he immediately dies." As far as I know, the only weapons that come close to doing that kind of damage to the shields is the DMR or magnum. Even then, it takes three shots from the DMR, and at least three or four from the magnum. I'd like to know which weapon you can put two shots into someone with, and then melee for a kill. 3-shot magnum/pistol - This magnum/pistol is only in the Anniversary playlists, so there isn't much issue with it. Its damage and firing rate has been modified in such a way as to emulate the Halo: CE magnum. There were two headshot weapons in CE, yes, but one was the sniper rifle. That's what you do with a sniper rifle, try to score headshots. Why should it be worse than the DMR/NR? If the point of the 3-shot magnum is to emulate the firing speed and strength of the CE magnum, why should they make it weaker than the DMR/NR? The DMR/NR are far more accurate at longer ranges, even when shot a bit quicker. That's kind of the trade-off you get when choosing them over the 3shot. You trade the firepower of the 3-shot magnum for more accuracy. As far as I know the, 3-shot magnum IS better than the AR. Sword block - It's as simple as what? Sword block WAS an issue. The sword is a power weapon, and including something like sword block nerfs the swords power and usefulness as such. There are already counters to the sword, and sword block was taking it too far. If you want/need to counter the sword/a sword user, simply find the shotgun, magnum or concussion rifle for close ranges, or the DMR or NR for longer distances. There is also armour lock. So there are already plenty of ways to counter the sword. I can not tell you how many times I've seen myself or another user die after having their sword attack blocked. This happened far more than you might think. You have to get up close to your opponent in order to really use the sword, so why should I have to go through even more hoops to get a kill when I already managed to close in on the enemy? If I'm able to manage getting up closer and personal, I think I deserve to get the kill if I can aim properly when I attack. 4 shot headshot weapons (I'm pretty sure it's five shots, but we'll use what you said just for the halibut) - The NR is not overpowered. With 85% bloom, it still requires the user to pace their shots properly. I'm not sure if you've noticed, but auto-firing with the needle rifle causes it to lose its accuracy rather quickly. Not to mention that it is weaker than the DMR. I've faced people who have used the NR in 85% gametypes. It's really no more difficult to take them down with a DMR than it has been before. The game goes too fast? Not really. It still takes a bit of shooting to kill someone, even with the reduced bloom. If you can't stand the increased pace of the game, that's your own fault. The AR really needed something done to it. It was laughable to use an AR, even in close quarters. With damage bleed-through enabled, the AR actually can help kill someone rather quickly. Sure you have to now deal with the classic AR and melee combo ala Halo 3, but I'll take that over the double melee problem any day. Active Camo - They reduced the time that you are allowed to spend in Active Camo, and I see this only as a good thing. People were able to spend way too long a time invisible and camping in a corner. Now they can't do it as much, and I'm pleased. Armour Lock (again) - Making it susceptible to regular weapons, but allowing it to repel power weapons would make absolutely no sense. Why would a power weapon do nothing, but a regular gun like an AR or DMR be effective against it? They disabled sticky shedding, something that was very annoying if I managed to stick someone with a plasma grenade. If I manage to do so, I think I deserve the kill for the simple fact that I was able to properly time, throw, and aim the grenade. The only issue I have with armour lock's energy being reduced from taking damage now is that grenade spam doesn't really have much of a counter anymore. That's my only complaint about the armour lock nerf. Oh? BTB is actually down players now? I've never noticed it, but I'd love if you'd show me some proof of that. I'm not sure if you've noticed, but the population of Halo: Reach has actually increased ever since they applied the title update settings to more playlists. That, to me, means that a lot of people enjoy it. Perhaps even more than the amount of people that do not. The title update is going to be tested for Team Slayer this month. If more people choose the TU variant than the vanilla Reach variant, it will be applied to Team Slayer. I like that they're testing it this way. You can't really complain about that, because if the majority of people want the TU settings, then why wouldn't they apply them? If people would rather see the vanilla Reach settings stay in Team Slayer, they will.
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No. Just no. What if we could cook our grenades?
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http://www.youtube.com/watch?v=ma_3Sc_ylNQ&feature=related Here's my song of choice.
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It solves the horrible problem that was the double melee. People would sprint up to someone who was shooting at them and melee them. The person could either melee back (which would be completely futile if their opponent's shields weren't down), or continue to shoot at them. Either way, more often then not the sprinter would end up just meleeing them twice for a cheap kill. Adding bleed-through has solved this problem, and I'm glad to see it return. I'm pretty sure your shields do need to be low for a melee to kill you. Three DMR shots seems like a good enough bit of damage to me for a melee to be a one hit kill. It only takes five shots to kill with the DMR, so I don't find anything wrong with it. With bleed through, plasma weapons are now actually useful. I find myself picking up the Plasma Repeater now instead of an AR, since it reduces shields quick enough for me to melee my opponent for a kill in close range situations. To me, the bleed-through seems fine the way it is. If they were to reduce the bleed-through damage, I only believe a small reduction would be necessary.
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I just finished reading it, and I'm loving the changes. I hope that the TU settings are eventually applied to regular slayer, and I'm glad they're removing friendly fire from Living Dead. Some of the other changes are very nice as well.
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Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
Likes teh mudkipz. -
It doesn't make it feel like COD. I'm sick of hearing people compare Reach to COD or armour abilities to perks when the two are nothing alike. Quit with the comparison. Have you actually tried turning away and sprinting into cover? It's not that easy when you're being shot at. A skilled player will be able to headshot you just like that. There's nothing wrong with sprinting into cover either. What are you supposed to do? Be a fool and stand out in the open when you're vulnerable? Sprinting into cover is a smart move/choice to make when your shields are either gone or low. There's nothing wrong with doing so. If your opponent is any good, they'll kill you regardless.
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Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
Is Dutch Irish. -
Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
The little beast. -
I personally haven't had any issue with weapon layouts in Reach. To me, there's not much of a problem.
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I can't recall them saying they wouldn't mess with the playlists. Destroyed? Do you not enjoy the title update? If they had playlists with the TU and without, like creating a separate set of matchmaking playlists, that would only do a good job of splitting the player base even further than it already might be. The pistol is only "superpowered" in the Ann. Classic gametypes, which are in the Anniversary Classic playlist. If you don't want to play with the three shot pistol, simply don't play in that playlist/choose that gametype. I do however think they offer the Ann. Classic gametype in the other Anniversary playlists though, which makes absolutely no sense. It's really something they should remove.
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Well colour me impressed. These are very good paintings, Azaxx. I'm no artist, I can't draw anything to save my life. I do like to make tiny doodles, but that's about it. I'd love to see you paint something Halo related. Congratulations on being a great artist, I hope you'll share more paintings with us as you complete them.
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You do not represent the majority of the community. I don't know how you got this idea in your head that you do. You also have provided no concrete proof to back up the claim that the majority dislikes the title update. "That way we can prove that no one who matters likes it." Who the heck do you think you are implying that anyone who likes the title update doesn't matter? You've got some nerve saying something like that. You may not like the title update, I happen to think it makes the game better. You have no right to just say that I and lots of other players do not matter. We DO matter. We're fellow players just like you and anyone who dislikes the TU. If you haven't noticed, Reach's population has grown since more playlists have been updated with the title update. To me, that means that a lot of players enjoy it. I'd also love to hear your thoughts about why the title update sucks. The only negative I can think of is that armour lock has been nerfed in a way that you can no longer use it to counter grenade spam. That's pretty much it.
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New halo 4 info!!!! sorry if its been posted!!
CandiBunni replied to GODSABOMINATION's topic in Halo 4
Ah. Well it's interesting none the less. If they're really going to offer some destruction to the environment, that'll be pretty neat. Hopefully it'll come into play in the multiplayer as well. -
New halo 4 info!!!! sorry if its been posted!!
CandiBunni replied to GODSABOMINATION's topic in Halo 4
It was posted in the UK? In what language? I also didn't ask if you knew what you were talking about, I merely asked if you heard things correctly because I had believed you were getting this from video interviews. -
New halo 4 info!!!! sorry if its been posted!!
CandiBunni replied to GODSABOMINATION's topic in Halo 4
I got the jist of what was being said, but there are some serious grammatical errors within this post. I had trouble even understanding what was being said due to said grammatical errors. Are you sure you heard some stuff right, because there are some sentences within this that make absolutely no sense. I enjoyed reading it and it seemed interesting, just please make sure to check everything when you're typing it out. -
How lost can one get?
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Well the Noble Six voice doesn't say stuff as often as the other voices. Mostly it's just the occasional chuckle/laugh, a line or two, or a disappointed groan when stuck. I mostly use Auntie Dot's Firefight voice, since it's my favourite.
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Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
Didn't notice that. -
I've got a level 30 or 40 something Siren class character. She's got some decent equips, though I can't name what right off the top of my head. We could play sometime if you feel up to it. Maybe tomorrow morning or so if you're available.
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Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
A new member. -
Describe the person above you in 3 words...
CandiBunni replied to SuperIntendant's topic in General Discussion
Nice signature creator. -
Noble-Six/Me. Why? Because since there is basically little to no actual information on the character, I'm free to create a personality/past/character I want. I'm free to put together my own, unique Noble Six, without having to worry about too much canon getting in the way.