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Everything posted by zexi
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Regicide needs to be tweaked.. king at disadvantage...
zexi replied to sgtmattbaker's topic in Halo 4
Regicide is basically a nerfed Juggernaut... If they're going to give a bounty on the King, he needs to be stronger than your average Spartan. -
I hate promethean vision because it severely affects my aim. Something about the colors when it's used makes me feel uncomfortable. That being said, I usually just use hologram to teabag people from afar. Something I like to do with hologram is to equip a sword or hammer, send a hologram at someone, then switch to a precision weapon. Most people will focus on the guy charging them with a melee weapon. Sometimes I use camo, but I'm not much of a camper so I use it rarely.
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I think they should remove Regicide because it's basically juggernaut. What happened to REAL FFA? I mean seriously, I lasted long enough for damage boost once in a regicide match, and then it was like rapestomp because you can like 3shot with the BR or something...
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While I don't honestly care about getting them stolen, or stealing them myself, I believe that stealing assassinations is dumb. Where is the tactics involved in killing an enemy that is already dead? Tactically: Two of your teammates lie dead in a corridor where there are 3 red spartans, one with low shields, and you and another teammate (blue). Your teammate manages to sneak up on one, and begins the assassination animation. Now you can: 1. Steal the assassination. You will be shot while getting this assassination, and possibly get you and your teammate killed. The assassination may not even complete as both you and your teammate die. 2. Kill the guy with low shields, or begin to work on the guy with full shields (who may or may not be distracted by your assassin teammate while the guy with low shields may have ran away). This way, you're guaranteed at least one kill. There are a lot of scenarios, but the case is why would you waste ammo on an enemy that is confirmed dead instead of doing something productive, like improving your position, or shooting someone else? Stealing assassinations is only greedy because there are so many other things you could do with your time and effort. Also, there is armor and commendations to be gained from assassinations. Some people actually want these armor and commendations.
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This the the eternal argument between the casual and competitive players, haha. Casuals want easy to use weapons that are powerful, and competitive players want weapons that are powerful, but hard to use.
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Automatic weapons just take less skill to use. However, as Bungie/343 has implemented more extras to Halo, the players who mainly use CQC automatic weapons have expanded what they can do to them. I'm not sure if it's actually possible that people never become good at using precision weapons, but for those people that it applies to, using AAs and other tactics is good. However, it's all these tactics they must employ to catch up with precision weapon users who simply have good aim and positioning. A player who is truly good with precision weapons also has good awareness and positioning so they don't get outwitted by automatic weapon users unless they get gangbanged or the automatic user pulls something really clever, something precision weapon users aren't entirely incapable of doing.
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^ Couldn't have said it better myself, literally. When I first started play Halo seriously, so many years ago, I was in Halo 3 and I began by using the AR. Being a complete noob, I was not good with the BR or any precision weapon because I was new to FPS games. However, at a certain point, my skill got high enough that using the AR was not the best option for me anymore. I eventually upgraded to the BR because while it requires more skill to use, it also gets kills faster. However, you will not do well with a weapon that requires skill no matter how strong the weapon is if you re not skilled. That's what true "weapon balance" is. The strength of a weapon is limited by the skill required to use it. The more skill a weapon requires to be used, to more potential power it has. The less skill a weapon requires to be used, to less potential power it should have.
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MLG is MLG because it is a true test of skill. If you make all guns "balanced" you're doing it wrong. not to mention it's impossible to make everything balanced. The only thing casuals like you want from a "good game" is an advantage against players with actual skill.
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Guys, you realize this booting problem has been here forever. A game cannot read intentions. In Halo reach, the booting system was flawed. heck, it was even flawed in H3. There's nothing you can really do about it.
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^ Last time I checked, an FPS game was about aiming. Aiming, or hand eye coordination, is a skill. Some of us have more than others. Skilled players don't use the AR because it's not as good as the BR/DMR. I use a DMR and beat AR users in CQC because I have more skill than them and they hinder themselves by using such a weapon. They are lucky to get even close to killing me, but that is because 343 decided to try to "balance" weapons and make the AR stronger than it should be.
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http://d24w6bsrhbeh9d.cloudfront.net/photo/5890093_700b.jpg I wonder what's being built here...
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To you and everyone who don't understand what i'm saying. The more skill a weapon takes to use, the stronger it should be. The perfect example of this is the sniper. A pro with a sniper can easily get an overkill extermination because the sniper is very powerful, but requires skill to be used. Chances are, you were playing with scrubs because you were beating them with an AR while they were using a DMR/BR. There is a limit to how strong every weapon should be. This limit gets highers the more skill it takes to use a weapon. An AR is a very easy weapon to use, so it has a low "power" limit. Sniper takes more skill to use (although it has way too much aim assist in Halo 4) so it has a much higher "power" limit. Of course, it is unfair to compare power weapons because they are designed to give an advantage. A DMR or BR has a longer range and a faster kill time that AR. In fact, the gap between the DMR and BR is not enough. They made their "power" limits too close. I am an advocate of how the weapons worked in Halo 3, because the weapon design was perfect then. This is all with a competitive attitude, so if you are a casual player, of course you want balanced weapons because you aren't as good as skilled players who use DMR/BR and dominate with them.
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No. The point of the game is that some weapons take more skill to use than others. The problem with making "balanced weapons" is that a weapon that takes a lot of skill to use should be very effective given the right amount of skill. For example, if someone has a Sniper (Human version, not binary junk) and they are pro, they will easily wreck everyone with headshots. Of course, the only limiting factor is ammo and ROF.
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Precision for skill players, Automatic for lesser skilled. It is ALWAYS true that a pro with a precision weapon will wreck someone using an automatic weapon. Also, most automatic weapons are CQC, white precision weapons tend to be mid range or longer.
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The Halo CE magnum was much stronger.. I even played the CE anniversary in Reach and my gosh... dat magnum.
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Perhaps, but I am a long time Halo fanboy... I don't like the DMR personally because Reach. It is rather unbalanced, and I'll deal with it for now, but when they bring out a truly competitive playlist, they will have to make adjustments.
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Yeah, the hardlight shield is rather pointless. I prefer running away around corners and performing around the corner assassinations by jumping over people's heads.
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If MLG comes out, they may just remove the DMR from the playlist. The DMR is too powerful because it does everything. There are many people complaining about this, and I wonder if 343 is going to make ANY adjustments. Problem is they didn't even have a Beta.
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I do want to use the BR more, and I started off using it anyways. I was disappointed when I found out it had been nerfed from previous Halos, and even more disappointed when I picked up a DMR and totally destroyed with it. I used the Carbine and LR, and they work fine and are balanced, but DMR is just way too useful and all-around. it is a do-all weapon, and it is better than all the other precision weapons. Like I said, i want to win so I will continue to use the DMR, but I am mostly concerned for weapon balance because I want to be able to use a different weapon and still have it be as effective.
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They should really look at the current Precision weapon balance and readjust it. The DMR is better than all the other starter weapons because it is a do-all starter weapon. Assuming 4 equally skilled pros have a DMR, BR, Carbine, and LR, the DMR user will have the most amount of kills, and the greatest advantage because it is useful at all ranges. Obviously, the DMR is for Medium to Large Maps, and the BR is for small to medium maps. Currently, the DMR overpowers the BR because it kills faster, and is effective at all ranges, even in BR's niche. The DMR is also stronger than the Carbine because the Carbine, although faster, takes more shots to kill. Finally, the DMR user will beat an LR user most of the time However, at long range, a LR user should win, but it's ROF is very slow and it is difficult to hit. BR should be made 4 shot, and have it's rate of fire reduced. Without reducing it's ROF, the kill time would be about 1.5 seconds if made 4 shot. Instead, reducing it's ROF should make it around 1.7-1.8 seconds. Only slightly faster than what it was. Also, the formula for the BR should be edited so that the 4th Burst takes out the shield and kills, assuming all the last bullet hits the head. Otherwise, it is still 5 shot. DMR, should only get a rate of fire decrease, but not by a huge amount. Right now, it is about 1.7 seconds, so it is faster than the BR. However, nerf it so that it takes about 1.8 seconds at ALL ranges. The BR will beat the DMR, just barely, at close and mid range. But a BR will barely ever beat a DMR at long range. The only other option is for bloom to actually have an effect on the DMR. However, this still makes it somewhat viable at close range, so a slight ROF decrease seems like a better option. The Carbine and LR should also get a slight buff. LR should have a slightly higher ROF, but you will be unscoped when hit. Carbine should have a damage increase so that it takes perhaps one less shot to kill. For those that say gameplay speed would get slower, the kill times in previous halo games for these weapons was slower, and the game rolled just fine. Halo 3 was probably the pinnacle of multiplayer for Halo, and the kill times were not this fast. I think that if 343 made these slight tweaks to these weapons, it would be far more balanced and I could actually consider using something other than the DMR because the DMR just beats everything. I am personally a huge BR fan, and I am very accurate with more precision weapons. Since my goal is to win a match, of course I'll pick the loadout that has the stronger precision weapon. I hope they make changes so that it is viable to use the BR or the DMR.
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You'd have to be a fool to not see that the DMR is currently the strongest starter precision weapon because of it's all around effectiveness.
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The LR is 4 shot at long range, but twice that many at short-medium range because scoping is rather redundant at a short range because you miss more. The BR, thus, should be 4 shot at close to medium range. At long range, BR will be ineffective because of spread. DMR stays the same, being an "all-around" weapon because it is 5 shot no matter where you are because it doesn't miss if you have good aim. A DMR can take on a LR and close to medium range, and a BR at long range, but does not defeat the weapons in their respective ranges. Carbine just takes too many shots to kill someone. In the current state, assuming two players of good skill, a LR will beat a DMR at long range. Fair enough. Assuming two players of good skill, a DMR will beat a LR and close to medium range. Fair Enough. In the current state, assuming two players of good skill, a DMR will beat a BR at long range. Fair enough. Assuming two players of good skill, a DMR will beat a BR at close-medium range. Wait what? Make the BR 4 shot so that it is the go-to weapon for close-to medium precision. At long range, a DMR will still beat it. DMR is the only weapon in the game that does not change in effectiveness at close or long range assuming the player can land all their shots. DMR has basically become what the BR was in previous Halos, magnum in Halo CE, and (lol) DMR was in Halo Reach. It is the all-around weapon, that is not weak anywhere, but not super strong anywhere. It is effective in all situations. Although the LR is more effective that the DMR at long range and less at close, this is not the case with the BR where the DMR will beat the BR at all ranges assuming the DMR user lands all their shots. This is not the case with the LR or BR, both of which are most effective at only their own range, and not all ranges.
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Here is my proposed fix on the starting weapons that there are controversy over. I feel like the weapons don't live up to their justice of role (AR is pretty much useless, although I never use it, and the DMR is very strong in all situations): DMR: Keep the damage per shot and 5 shots to kill, but decrease the firing rate to how fast it was if you controlled your DMR shots in Reach, or perhaps about the time, give or take a tenth of second.. This will make it better for long range - mid range only, as in close range a faster firing weapon will win. However, since it is still accurate, it is still a good weapon, just not as much close range. BR: Return the 4 shot kill, but increase the shot spread. Not by a huge amount, because then it would be incredibly inaccurate, but impose a randomized spread so that is is still very effective at short and mid ranges, but more ineffective than the DMR at long range. This is not OP because 4 shot is as in the shields are still up after the 3rd shot, ONLY if all 3 bullets of each shot have hit the target. Finally, the 4th shot only kills the enemy if all 3 bullets hit as well, and the last bullet connects with the head. The 2nd bullet of the final shot takes out the shields, so if you didn't hit the head with the 3rd bullet, it becomes a 5 shot kill. Applying this, and increasing the spread/bloom of the BR will not change how hard it is to kill people with the BR as much, as every bullet from every shot must hit the enemy to kill them (with the final bullet being to the head). Basically, return it back to the old way, but increase bloom/spread so you actually have to aim. This also makes it weaker at long ranges. At close range, an AR or any close range weapon can beat it if the user does not aim properly. AR: Increase damage, increase bloom/spread, and bloom/spread rate. In close quarters, it will beat a BR or DMR unless someone is very good with a DMR/BR. Lightrifle: The light rifle is weak at close range, but strong at long range. Therefore (and this applies to all weapons) you should be unscoped whenever you get hit so the Lightrifle's scope power cannot be abused at close range. Carbine: The carbine is pretty good and very balanced. They could possibly decrease by 1 hit the amount of hits it takes to kill the enemy, and slightly decrease firing rate as well. Magnum: No real problem here, but it's a tad bit too accurate for a pistol, so they could make it a little less accurate for it's fire rate. But don't take my opinion here, because I have no problem with the magnum. Quote MultiQuote Edit
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Here is my proposed fix on the starting weapons that there are controversy over: DMR: Keep the damage per shot and 5 shots to kill, but decrease the firing rate to how fast it was if you controlled your DMR shots in Reach, or perhaps about the time, give or take a tenth of second.. This will make it better for long range - mid range only, as in close range a faster firing weapon will win. BR: Return the 4 shot kill, but increase the shot spread. Not by a huge amount, because then it would be incredibly inaccurate, but impose a randomized spread so that is is still very effective at short and mid ranges, but more ineffective than the DMR at long range. This is no OP because 4 shot is as in the shields are still up after the 3rd shot, ONLY if all 3 bullets of each shot have hit the target. Finally, the 4th shot only kills the enemy if all 3 bullets hit as well, and the last bullet connects with the head. The 2nd bullet of the final shot takes out the shields, so if you didn't hit the head with the 3rd bullet, it becomes a 5 shot kill. Applying this, and increasing the spread/bloom of the BR will not change how hard it is to kill people with the BR as much, as every bullet from every shot must hit the enemy to kill them (with the final bullet being to the head). AR: Increase bloom and increase rate of bloom, and slightly increase damage. In very close quarter scenarios, an AR should be able to beat a DMR and a BR, unless the enemy is a pro with either weapon. Lightrifle: The light rifle is weak at close range, but strong at long range. Therefore (and this applies to all weapons) you should be unscoped whenever you get hit so the Lightrifle's scope power cannot be abused at close range. Carbine: The carbine is pretty good and very balanced. They could possibly decrease by 1 hit the amount of hits it takes to kill the enemy, and slightly decrease firing rate as well. Magnum: No real problem here, but it's a tad bit too accurate for a pistol, so they could make it a little less accurate for it's fire rate.