TerribleTimbo
Trusted Members-
Posts
219 -
Joined
-
Last visited
Content Type
Profiles
Halo Articles
Forums
Events
Gallery
Books
Movies
Everything posted by TerribleTimbo
-
Blood Gulch wasn't in Halo 3. And before anyone says it, Valhalla wasn't a remake of it and spiritual successors don't count as remakes. People shouldn't worry about 343 being able to make quality remakes if they do decide to do them, as was shown with the anniversary maps they did. Your post makes it sound a little vague as to who you're blaming for the good/bad remakes in Halo 3, but that was entirely Bungie dropping the ball with Blackout and redeeming themselves with Heretic.
-
Entry 10 "Bigs Style" - My Life of halo so far
TerribleTimbo replied to Mr Biggles's topic in Game Help
This is all personal opinion and I'm not entirely expecting a response since I doubt you visit this topic at all now but how do you feel MLG has progressed Halo-wise since you got into it in 09? I only ask this because I got into MLG in probably 05 or 06 and feel that Halo 3 was a slow, painful decline for Halo MLG fans. Back in Halo 2 you had events to watch practically every month, higher levels of play each and every tournament (mainly due to glitches), and solid, diverse maps/gametypes (assault, slayer, ctf, oddball, koth, beaver creek, midship, ivory tower, lockout, wizard,...maybe more that escapes my mind at the moment). It got more intense to watch with every passing event due to teams getting closer and closer to topping stk/3d/fb, and eventually doing so in late 06. Even on the same maps/gametypes that were played on the circuit from the beginning teams were still coming up with new strategies (some actually working) heading into the last season. With Halo 2's run on the ciruit all culminating into a perfect performance by final boss to close it all out by not dropping a single game at the national championships, without a coach even! Then came Halo 3... While it was fun to see how things unfolded for the first season, it was never truly fun to watch after that (arguably it wasn't very fun to watch during the first season anyway). The maps were an obvious decline in quality, and were bigger than what was typically used before (not MLG's fault, there simply weren't many good small to mid sized maps, let alone arena ones). The gameplay was slower. Fewer events every year. Fewer gametypes. There were "top" teams but nobody was willing to stick together for more than one event unless they got first or second. It was hard to root for a player as they were jumping around, let alone a whole team since rosters were changing left and right. Yeah roster changes happened in Halo 2 but they didn't seem to be nearly as often as they were in Halo 3. I'm just wondering if you found it truly exciting like how I viewed it back in Halo 2. Or have you ever gone back and watched vod's of older events to see how it was different? And I may as well add it to finish off my rant of Halo's decline in MLG, Reach. Even more frustrating to watch at first due to sprint and bloom. Battles were coming down to who would get more unlucky with bloom rather than who was the better player. Even fewer gametypes than Halo 3 (literally was just slayer and ctf for a few events if I remember right). Teams switching up every event again, the only team roster I can think of that was truly consistent during Halo 3 and into reach was sq. The map quality was probably improved slightly over Halo 3, but not necessarily in the maps they needed and were forced to run mostly forge made maps (which nobody likes to look at playing all day or to watch on stream). MLG was losing halo fans and stream viewers every event because Reach was unbearable to watch and play no matter what their settings and maps were. Then game the glorious 343 no bloom gametypes and MLG made the redeeming NBNS settings which were actually both fun to watch AND play. Sadly, if I remember correctly, these settings were only used for what could be the last Reach event despite an incredible strong showing. -
Big #5 "Biggles Style" Replays, Roles, Going Into The Past!
TerribleTimbo replied to Mr Biggles's topic in Game Help
For roles I would stress that it is important that everyone on your team should be able to do everything if needed. An "objective" person shouldn't pass up a sniper or never bother using because they aren't the "slayer," they should pick it up and use it until they can drop it for the best sniper on the team (or at least be able to defend it until that person can pick it up themself). Also, just because a person may take on a "slayer" type role shouldn't mean that they should never bother with objectives. I can't recall how many games I've been in where the opposing team is dead and the person closest to the objective doesn't try to move it or pick up a few seconds of time. It isn't uncommon for an entire team to go negative and yet still win objective games because they were more focused on the real way to win that gametype. I guess the main point I'm trying to make is all players knowing what to do in a given situation will make or break a team moreso than making sure you all have defined roles. Teamwork, obviously, is most important once you start working your way up the competitive ladder. -
Big #1 "Biggles Style" 5 Tips on How to become a better player.
TerribleTimbo replied to Mr Biggles's topic in Game Help
I would actually recommend people starting out in rumble pit as their first matchmaking experience rather than team slayer. Being able to make your 1v1 (or against multiple people) skills solid without needing to rely on team help is a must. -
Has it been confirmed that there is a 4th grenade? Or is it just speculation?
-
I imagine that if they do have ranked playlists then they wouldn't have it so people could join in progress.
-
Question about friendly fire/betrayals/suiciders......
TerribleTimbo replied to DeadlyKlappy87's topic in Halo 4
It's possible to make a system that could detect if some betrayals were accidental or not. First they would need a way of telling whether the damage you were taking was from a friend or foe, which they already have otherwise how would they detect a betrayal. Then the system would need to remember from what sources the damage came from, and based off that damage it could tell whether it was accidental, on purpose, or the player needs to be red flagged (2 red flag type betrayals would get the player auto booted). For instance, the player dies from a bunch of assualt rifle shots and a grenade is obviously on purpose. As is dieing from a turret and killing a stationary teammate with a plasma or power weapon. Dieing from one sniper shot would most likely be ruled accidental to avoid worry of accidentally getting booted because a teammate happened to walk in front of you. Red flag type ones would be along the lines of two grenades (bad grenades do happen), a grenade and a headshot, a rocket, etc. They could have been on purpose or it could be a "wrong place at the wrong time" situation. If it happens once then players are typically more careful afterwards so the chances of it happening again would hopefully be small. They could also make a system so people don't have to worry about a betrayal ruinning their stats or what they had going. If you betrayed then it doesn't actually show up as a death (far too many people care about k/d, but this would please them to an extent), your spree isn't ended, and you spawn with everything you had instead of dropping it. -
There are fewer maps that I would want remade combined from Halo 3 and Reach than I would rather have remade from either Halo 1 or 2. It would be exciting if they released the game with as few remakes as possible to see how well they can design maps themselves (already looking forward to what has been shown).
-
Question about friendly fire/betrayals/suiciders......
TerribleTimbo replied to DeadlyKlappy87's topic in Halo 4
Friendly fire needs to be in otherwise there is no consequence for bad grenades, or shooting rockets/throwing grenades into a fight. They just need to rework the boot system or make something in order to detect if it was a purposeful betrayal. -
Super Mario: 3, World, 64, Galaxy 1 & 2 Super Mario RPG Legend of the Seven Stars Pokemon: all of them Legend of Zelda: Link to the Past, Ocarina of Time, Wind Waker, Twilight Princess, Skyward Sword Super Smash Bros: all of them but Melee especially Halo: all of them but my fondest memories are lans on the first Psychonauts Mirror's Edge Batman: Arkham Asylum and City Super Metroid and Prime trilogy Elder Scrolls 3 Morrowind GTA: Vice City (by far my favorite of the series so far) Goldeneye Perfect Dark Banjo and Kazooie: 1 and 2 I'll stop because I'm sure my list will get far too long as I remember more games.
-
The "Unofficial" Whats Your Halo 4 Loadout? Thread
TerribleTimbo replied to SykoWolf's topic in Halo 4
Most likely BR, plasma pistol, and thruster pack. Along with the faster shield recharge thing and more ammo. I know there have been more packages discover but I can't remember them so I just chose from what is on the official site. Primary weapon choice really boils down to which of the three (br, carbine, dmr) gives me the best fighting chance in the most ranges right off the spawn though. -
The more ways to handle vehicles the better in my opinion. Could also be used strategically at choke points or on chasing enemies. It would be kind of cool if you hit someone with it then they were slowed for a little (like how you used to be after getting boarded), or if it had the potential to kill weak people in it either from draining effects or from an explosion/implosion when the grenade wears off.
-
Why would an active grenade magically not explode because the person who threw it died....? Yeah it is annoying to die to grenades after the person died, but the only times I truly have a problem with it is whenever they somehow threw a grenade and yet not one frame of the animation of them doing so played. Besides, how else would you get from the grave kills if they made grenades not explode after death?
-
Unforseen Consequences of being able to Respawn Instantly
TerribleTimbo replied to SatanicBagels's topic in Halo 4
Teabagging is one of the most pointless things to do in any game. On topic though, as someone has already said, instant respawn will be limited to infinity slayer and a few slayer varients. -
I was concerned when I first heard about it but not so much now. You can still pick them up from their regular spawns so it isn't like you can't resupply. Maybe 343 wanted people to actively search out grenades like any other weapon rather than just relying on picking them up from people you killed.
-
They way they worded it certainly sounding like they are bringing back clans, or something very similar at least. We can only hope...
-
Actually it is a bad idea for non vehicle maps/modes too. The pp has 2 very specific uses (drop shields and disable vehicles) and if it was made to be inconsistent then they might as well drop the weapon entirely because no one in their right mind would want to deal with having all those worthless shots that did nothing. The way to balance it would be to make it drain faster while charged (which they have apparently done), make it take longer to charge up (can't completely change a close quarters battle with a quick charge and melee), and decrease its homing, or take it out entirely (people would actually have to lead their shots unless the person is walking straight towards them). Just be glad it's not like the Halo 1 pp with vehicle disabling capabilities. In my opinion, the halo 1 pp was the best version, and most aggravating to fight against too.
-
That's one of the most absurd things I have ever read regarding Halo and competitive gametypes. As for the point of the topic, maybe a king of the hill esque varient for slayer. Like there are zones, and only kills that you get while you're in the zones actually count towards your score. It would probably end up sucking but that's the best my brain can come up with at the moment.
-
The pp won't be anywhere close to a problem unless they up'd the homing aspect of it closer to what it was in halo 2, and even then people shouldn't have a problem with it. A) You can hear people charging it It most likely glows, which would give them away if they're around a corner C) It's not that hard to fight someone using a combo Yes the BR/PP loadout will probably be used quite a lot, but nothing to be worried about.
-
What Primary Starting Weapon Will You Start With?
TerribleTimbo replied to Tallgeese's topic in Halo 4
I find that hard to believe considering it is a headshot weapon. Unless they changed it which wouldn't make much sense at all. -
My halo 4 mlg playlist ( plz give ur input)
TerribleTimbo replied to GODSABOMINATION's topic in Halo 4
You do realize that the pro's had 50's in practically any playlist they felt like getting one in, and they got them with ease, right? Just because MLG doesn't include every single thing in their games doesn't mean that they pros necessarily suck with them or don't know how to use them. -
What Primary Starting Weapon Will You Start With?
TerribleTimbo replied to Tallgeese's topic in Halo 4
I voted for BR but it really boils down to what is the better weapon in most scenarios. One thing I hate is having to keep spawing with weapons that aren't able to let me having a fighting chance at all ranges. -
If a forged map comes along that is all around better than a shipped map then I don't see why it shouldn't be introduced into matchmaking. Hopefully 343 will have higher standards when choosing what maps to let into Halo 4 than what was seen in Reach.
-
You never had to time your shots in previous halo's before reach simply because bloom had zero affect on where the shots went unless you were shooting at a wall, or using an automatic weapon. If your reticle is red on an enemy then I say your shot should be hitting like they used to. Halo 1 you had to lead your shots, but if you were good you could consistently get 3 shot kills. Halo 2 they hit when your reticle was red, 4 shot kills were a breeze. Halo 3 had bullet spread, quite different than bloom (aka not all 3 rounds from a br burst came out at the same time), 5 shot kills seemed to be the norm because of this. Halo Reach had bloom like how everyone thinks when they hear "bloom" mentioned for an fps, not even sure what the average shots per kill was in this one before zero bloom settings were introduced.
-
My halo 4 mlg playlist ( plz give ur input)
TerribleTimbo replied to GODSABOMINATION's topic in Halo 4
MLG would be more popular in Halo today if Bungie would have given no bloom settings earlier. I highly doubt any automatic weapons will make it into the gametypes since they frown upon spray and pray weapons, but you never know. Promethean vision probably won't make the cut either because map awareness should be because of team communication and positioning rather than a spamable AA. Sprint is an iffy subject, personally I would rather them just up movement speed and drop sprint. Ordinance drops would most likely be taken out unless you can make them timed, but even then that would somewhat diminish the need of teams controlling power weapons since they will all get notified when the next one drops (aka no need for timing their spawns themselves). Team Slayer would most likely be something like this: Starting stuff: BR (maybe carbine), 2 frag or 1 frag and 1 plasma, sprint if they use it or no AA if they don't. Weapons on map: carbine, br, dmr, and very few automatic weapons if they are actually used, grenades Power weapons: snipe, rockets, shotgun/scattershot, sticky detonator if they decide to use it Power ups: overshield and camo, maybe a power boost, doubt they would use the speed boost, thruster, maybe jetpack Score to win: 50 Don't expect anything drastically different for MLG settings unless they start to open up what weapons they want in or if AA's are more balanced. Also keep in mind that MLG wants the better team to win based off both individual skill and teamwork, not randomness.