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Septicon

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    SepticonWarrior

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  1. Every element in this world has been inspired by another. Otherwise we'd never move forward. In gaming, if ideas and concepts of other previous titles were never used then we'd still be playing games as simple as Pong and PacMan. Halo:CE stole many ideas FYI. With previous Halos, the community was split on "what should be the starting weapon". There was a huge debate on the balance of the weapon playground, which was instigated by the weak starting weapon like in H2 and H3. And the solution was BR starts. Loadouts allow everyone to use the weapons they want, and different set-ups give you different options and tactics. It's better than forcing a select group to start with a weapon that they don't necessarily want to use like SMG starts in H2 or AR starts in H3 for example. It gives you the ability to switch your spawn items in order to defend yourself against certain attackers. Previous Halos had a horrible ability to give power weapons and vehicles a great advantage toward controlling a spawn. Typically the BR gave you an ability, however not against Vehicles and so the Loadouts allow you to be able to fight at the spawn on certain maps, in certain situations, and get into the action right away; it makes the game more dynamic. But on the contrary, it decreases the satisfaction of finally breaking a spawn when the enemy has you pinned to the point where you just hide (I like balance better though). Also, it seems the majority accept now (which many never did in H2 or H3) that you spawn with a reliable mid-ranged weapon with a close-quarters weapon to use when the situation arises. It makes grenade kills a little more challenging. If focuses more on weapon choice and player movement and decisions rather than just flood a room with grenades like previous noob-catering games like H2 and H3. But maybe that's what people want lol. H:CE didn't have a huge focus on grenades other than using as a vehicle support option, mainly because the Magnum killed fast enough to balance the 2 weapons. This doesn't change gameplay, so not sure what's wrong with adding an element to improve the gaming experience. Is it so wrong to use a good idea from another? It keeps things interesting, instead of the same ole running around with the same stuff all game long. As long as the gameplay isn't focused around it, in which I think 343 did a decent job of keeping it balanced. It's a much better feature than some of the ones that Bungie tried in H2 and H3. The reason they do this is so even if you have one of those games where you can't seem to pick up the kill, you can still get points and xp from doing other helpful things, like being a team player. So I see the reasoning behind it, and I suppose it makes it a better experience when you don't necessarily have the slaying abilities in a game. I don't really care either way though, but it is an improvement in some ways so nothing wrong with it. I don't remember what Spec Ops were, but Spartan Ops is kinda dumb to be honest. I liked the round based scoring mode like Firefight was or like the Gears version of it better. The challenges will most likely keep me playing it though.
  2. I agree with UnSeenz Due to spreads and range limitations, you are crippling some of the weapons designed around close-mid range by forcing them to aim for the head to compete with the more precision-based headshot weapons if you were to design weapons to deal more damage at certain hit points. EDIT: also if you go the other way and weaken the longer ranged weapons on body shots you are crippling them at closer ranges; where is the fun in that? I played COD in the past and I'm pretty sure that headshots kill faster than bodyshots, depending on the weapon of course. There isn't a huge difference though which allows you to compete even if you don't aim at the head, but maybe that is where you were going with that. For someone who "loves Halo", I don't get how you think the weapons have changed so much. You kill the shields, then headshot; it's been like that from the beginning. Now there has been some adjustments over the years, like hit damage and shield adjustments. But the overall gameplay and weapon mechanics have stayed pretty much the same. Except now we see a lesser focus on grenade and melee combat as well as less vehicular manslaughter and more focus on player movement/strategy and weapon choice +aiming. The game is more balanced and tactical, and alot of that has to do with 343's decision to give use a reliable starting weapon (though it's our choice now) unlike the garbage we dealt with during the past few Halos and game modes/playlists. And I thank thee 343 for giving us that.
  3. Correct me if I'm wrong... But I'm almost positive there is 2 options for inverted y-axis: 1 for on foot and 1 for in Vehicle. So look over the settings again; it should be there. My only major problem right now is, I can't even play the Campaign due to the un-readable disk error and not being able to load the maps; same with trying to copy it to the harddrive. I am also having game sound and effects go out within Infinity modes, which I think is also related to the disk error. Maybe I should try swapping the disk. I'm worried it won't help though; I'm on an older 360 with the chrome disk drive, but a newer harddrive with alot of space.
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