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Twinreaper

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Everything posted by Twinreaper

  1. The probem is, Bungie and 343 thought that we would all be mature enough to handle friendly fire being turned off. Big mistake! Especially when you combine standard gameplay with the exceptional long list of game type commendations. The commendation system in a way, turned MM into a free for all, forcing players to have to backstab teammates, just to afford opportunities to get the commendations. This is why the Rank system of Halo 2 worked so well. It promoted teamwork to level up outside of Rumble Pit. Now, we have Rumble Pit mentality on team based objectives, just so you can get ahead on your own service record.
  2. The betrayal system is tricky. Basically, if the game indicates the player action is in response to a certain proximity of an enemy, the game disregards it as a mistake. I am unsure as the actual distance needed to specify an accident, but as Im quite sure you found out, when you betray your teammate and no enemy is anywhere near you, you can be booted. Best advice I can give you is to file a feedback report to minimize any future chances of being paired with the player. The betrayal system is not perfect, nor is there ever going to be a perfect one.
  3. Agreed. But after the transition between Bungie and 343, Microsoft likely opted to get another Halo game out, rather than risk losing clientel to Sony if they delayed releases until Xbox One was ready. In a way, they kinda picked the lesser of two evils. Getting Halo 4 out of the way early also allowed MS Game Studios to really be able to focus on Halo 5, and other sequels.
  4. I personally never liked the idea of assassinations. They leave you open to attack, they are only astetic, and it's a waste of perfectly good play time. However, I would rather leave the mechanic as it is, rather than introduce yet another button into the already abysmal button layout.
  5. Brenton, you never played the Halo 2 Beta, so what your going about, I have no idea. The Halo 2 beta was never made public, and the actual print run of discs was around 7500. To get those discs you had to be an insider. Although yes, I do have the files for it. You would have been like 5 years old, I highly doubt you played it either way. Halo 3, yes, I'm sure you played that beta.
  6. Agreed Chris. If that was the attitude a lot of players had, we would not have seen the changes we got with Halo Reach after months of protest and posting our opinions. Airing out our desires, letdowns and opinions of all nature only serve to help the developer see where he/she went wrong. There is no hope to be lost, or anything to be sad about in this respect. As long as we are honest with ourselves and the developer, it can only serve as a learning experience. If enough people would voice their opinions and be true to their own feelings on the matter, I'm sure many things could get accomplished.
  7. As I don't have time to list or even illustrate with pictures, the error/spread/bloom for each weapon, I invite you to rather open the map files and go through the tag data yourself. It will save us both time, and teach you about some of the structures and mechanics. As for the CE Pistol......I hate that weapon, and it sucks! It is the only weapon to date that had a firing error/spread/bloom that went past the confines of the reticule. On top of that, it's deviation error for high firing rates was even greater than that of the Assault Rifle. Simply put, I don't even count the CE Pistol as a weapon. It's a mistake of a weapon in my eyes. I did however pull the assault rifle data for Halo 3 and Halo 4. You can see the structure change as well as the data. They are very close, but are different in many ways. I also pulled the BR data also, but did not have time to pull both Halo 2 and 3's BR data. http://www.freewebs.com/twinreaper/as_3_error.png[/img] I really wish I could find the thread I started way back during Reach's release. I had a comprehensive guide of all the weapons from every title, with all their damage, error, firing rates, blooms and recovery times all listed out. If anyone does happen to find it, please link me. My search of the forum leads me to believe some items were cleaned up after being so old, or possibly I'm just retarded and couldn't find it.
  8. With the BR, it does take skill to land all three projectiles from the burst with accuracy. I will warn you though, I have removed all error, magnetism and auto aim on the BR and DMR in Halo 2, and its nearly impossible to get a kill with a full clip. There needs to be a balance in play so that battles dont get dragged out. In terms of bloom, people often mistake bloom for what it really is. Bloom is and was never a tagged definition. Players refer to bloom as the reticule expanding and contracting. All this is, is simply a visual representation of the weapons error angles and . It just wasnt until Reach and 4, that the player was given a visual to show them where the shots would error to, after a certain rate of fire was hit. I believe the amount of error is minimal and it hasnt changed very much from title to title. Think of it as a visual distraction if you will. By showing the player where the general error is, it kind of fools you in a way to thinking that the weapon is acting up, when in reality, it is still firing in the same manor as the previous titles.
  9. Apple of Sodom - Marilyn Manson
  10. Reach was not a game for the community or fans. Reach was designed and developed as a way for Bungie to create and use everything they ever wanted in a Halo game since it's inception. I invite you to go on Youtube and shift through various dev diaries about Reach. Overall I like the direction of the build you describe. If you have Halo 2 for the PC, I invite you to try out my Powerhouse map, with refined weapons that function very much like you describe. You did lose me on a couple points. The term Bloom, or as it is more accurately called "weapon error", has existed on all weapons throughout the franchise. I just cant get behind the idea of having any weapon with no deviation angle or error. I understand the point you make with percision weapons, but that would be devistating to players. The BR as you exampled, in my eyes has a good blend of spread that really makes a player work for that full 3 burst actually hitting. Im not sure what you meant about Bumper Jumper. Im assuming you want the game to have only that scheme in which you called it superior. I have played the Legacy Inverted Default on a 1 sensativity for nearly 15 years. Making a certain layout or button assingment does not sit well with me. For me, I feel my scheme is superior. Again though, overall I like the ideas you laid out. Although some of them are not likely possible due to the current engine and limitations it proposes. But a very nice job on laying it all out and explaining it in great detail. In the future, dont fret about TL;DR posting. Im very well known for doing that, and in my eyes, the longer the post; the more thought that was put into it.
  11. Neither. They are both horrible games. SA even more so since it's almost a direct Smash TV ripoff.
  12. We have no need for Bungie or any other developer. What we need is the proper command line compiler and Editor. We can already recreate missing tags and a lot of content. One of the major drawbacks we have currently, is that we cannot compile JPT!, COLL and PHMO. Aside from that, we can pretty much create anything we want.
  13. You - The Pretty Reckless
  14. Words are wasted on this guy. Lock the thread already please....
  15. Invalid...LOL. Did you even read what you posted? Awww sorry they didnt include the friendly fire off. Its called teamwork! Just like in real life if you hit a friend, he gets hurt. Again your problem isnt the gametypes, its the people you game with and your own failed understanding of the gametypes. I wish i got paid for my knowledge....
  16. Hey idiot, it's called player feedback, and yes, they have an integrated app to help you avoid these trouble players. Your argument is invalid as everything you stupidly posted did not at all explain why the "GAMETYPE" itself was bad. All you did was cry about how the players in the gametype ruined it for you. Next time you post something.....re-read it before you hit the "posty" button. thanks.....END RANT
  17. Wow man, your leaving? I can honestly say that there is only a handful of people here who can articulately or intellectually challenge me on the forums and in Halo in general. YOU were one of those few people. We had many arguments, many rants, and what many may see as combative interactions. I however see it as a healthy expression of perspectives, and an unspoken respect and friendship. I am going to miss you Shock, and I hope you do return here at some point. We all have things in our lives that affect us, and our ability to be part of a community. I think people forget sometimes that most of us have busy and hectic lives outside of the forum that warrants us breaking from it from time to time. I can understand your standpoint and I wish you nothing but the best in the life my fiend!
  18. My type? Any.girl.that really gets me and understands me. I need a girl similar to my interests and intelligence. I had that once, and I likely wont ever find another.
  19. Then no, you can't do that. Sorry. If that is the type of thing you want to do, you need to start off slow. Re-animating a rigged biped isn't as easy as just saying "Ok, move here and do this". You need to assign key frames and move the characters using a solver then export & compile the animations. If you just want to mess around, I suggest importing biped models into 3dsmax, and making a semi-machinima video through that.
  20. Short answer, No. Although we the H2MT have made great progress with the HEK, we still can't make our own shared, mainmenu or sp_shared resource maps, which are needed to compile and make full custom campaign maps. We can compile maps into single player maps, but we lack a myriad of things to make it all work.
  21. All hail the Pink Nut!!!! Congrats bro, well deserved. I move to have the forum council pass a motion to permanently change his name to Unease P1nkNut. All in favor? All opposed?
  22. Firstly, those sources are not sources. They are simple fan sites and nothing more. Moving beyond that, Steve Downs did not confirm H2A. He simply made a sarcastic remark to ilicist a certain response. If you really take his comments with any seriousness, you might have brain damage. I trust Spanish and both 2nd & 3rd world country site sources, about as much as much as I trust a Down Syndrome bus driver. There has been no official released statements proclaiming that a remake is coming. If any of you dumb asses really want to keep saying it is happening and pass it off as fact, then back your shiut up! Quit using vague statements out of context and showing links to non off social Microsoft channels.
  23. Hey Bnus, just so you know you are not alone on the ODST maps. If it pleases you, I have a version of Crater for Halo 2 I made called Hollow. I also have both Security Zone and that Zoo type level in the works. ODST FF maps were very well done in both layout and lighting. Crater alone is probably one of the most detailed maps ever made.
  24. This is a very touchy subject for me and am I sure the entire community as well. Since the days of Halo 2, we have had remakes of maps from the granddaddy that started it all, Halo Combat evolved. While at first this made sense, as many players shared fond remarkable memories of pwnage, the updated maps seem to lose their luster when reworked and ported to newer titles. With Halo 2, the reimagined maps seemed to work the best. Halo 2’s gameplay mechanics were similar to Halo CE’s. In particular, the jumping, basic movement and basic player control, allowed the classic maps to maintain the same feel and gameplay. There was really nothing added to the gameplay that would adversely affect the strategy or mechanics of the original maps. The hardest part of the remakes is what and how to update them to fit the current title. With the dawning of Halo 3, we were again given a blast from the past. But, the remade maps lost even more of their luster and suffered greatly due to the improved and updated gameplay mechanics of it’s predecessor. Maps that once were well known and balanced, became a playground of confusion and the gameplay didn’t seem to fit well. Updating maps is a tough business, and no picnic for the developer. Aside from the challenges, I think a lot of the community saw constant remakes as a touch of the following… 1. Creative Laziness. 2. Milking previous titles to sell a current one. 3. Subpar environment artist in development and imagination. 4. Poor time management. So why even now do we want and ask for remakes? In my honest opinion, having a remake or updated map, makes us feel closer to a particular title we enjoyed the most, and allows us to relive those memories and forgive/forget that we are playing a title we do not enjoy on the same magnitude or level. If you carefully go through and examine the choices people make for their remake selection, you can almost with 100% certainty, pinpoint which title they enjoyed the most, and why. The overall map design and symmetries can tell you a lot about a player, their style, and their preferred title mechanics. As this is getting a bit long, my point is this. If we want to see a bright future for Halo and the franchise, we need to start moving away from the remakes, and the horrible Forge community maps. What we need is brand new vision. We need original designs and a new method to foster creativity both internally and externally. Don’t get me wrong, I think Forge was a good step in providing a middle ground for map makers, but it will never compare to the creative flow and imagination on a scale that will ever rival a PC Development Kit. Instead of focusing on remakes and Forge, I believe the future of Halo should incorporate a solid PC development pipeline, allowing the community to build maps, compile them, and upload them to the Fileshare. This would allow a greater expansion of customized gameplay for Custom games. Furthermore, we could then have the official channels of 343i, choose great maps from the community, and incorporate them into solid MM playlists for official use in the same way they use Forge maps. Again, this is getting too long. In a nut shell, remakes will only serve to stagnate and slow down the progressive creative scale of the Halo franchise. We DO NOT NEED MORE REMAKES! We need original design and flow. For those who lose track of maps for the franchise, here is a list of all the maps and their variants. Halo 1: 1. Battle Creek 2. Blood Gulch 3. Boarding Action 4. Chill Out 5. Chiron TL-34 6. Damnation 7. Danger Canyon 8. Death Island 9. Derelict 10. Gephyrophobia 11. Hang’em High 12. Ice Fields 13. Infinity 14. Longest 15. Prisoner 16. Ratrace 17. Sidewinder 18. Timberland 19. Wizard Halo 2: 6 remake maps / 16 original / But some resemble others in layout. 1. Ascension 2. Backwash 3. Beaver Creek = Battle Creek 4. Burial Mounds 5. Coagulaton = Blood Gulch 6. Colossus 7. Containment = Sidewinder 8. Desolation = Derelict 9. Ivory Tower 10. Elongation = Longest 11. Foundation 12. Gemini 13. Headlong 14. Lockout 15. Midship 16. Relic 17. Sanctuary 18. Turf 19. Terminal 20. Tombstone = Hang’em High 21. Warlock = Wizard 22. Waterworks 23. Zanzibar Halo 3: 7 remakes-mashups / 14 original 1. Assembly = Derelict = Desolation 2. Avalanche = Containment = Sidewinder 3. Blackout = Lockout 4. Citadel 5. Cold Storage = Chillout 6. Construct 7. Epitaph 8. Foundry 9. Ghost Town = Turf 10. Guardian = 50% Ascension & 50% Lockout 11. Heretic = Midship 12. High Ground 13. Isolation 14. Last Resort = Zanzibar 15. Longshore 16. Narrows 17. Orbital 18. Rat’s Nest 19. Sandtrap 20. Snowbound 21. Standoff 22. The Pit 23. Valhalla = 75% identical to Coag and Gulch Halo Reach: 4 original maps / 16 remade – mashup maps 1. Anchor 9 = Rat’s Nest 2. Battle Canyon = Battle Creek = Beaver Creek 3. Boardwalk = 75% Gephyrophobia 4. Boneyard 5. Breakneck = Headlong 6. Breakpoint = 75% Sidewinder 7. Condemed = Chillout = Cold Storage 8. Countdown 9. Forge World = Bloodgulch = Coagulation = Valhalla 10. High Noon = Hang’em High = Tombstone 11. Highlands = High Ground 12. Reflection = Ivory Tower 13. Penance = Damnation 14. Pinnacle = Ascension 15. Powerhouse 16. Ridgeline = Timberland 17. Solitary = Prisoner 18. Spire 19. Sword Base = Prisoner 20. Zealot = Midship Halo 4: 13 original maps / 12 remake-mashups. That aside, every map feels similar. 1. Abandon = Backwash 2. Adrift = Countdown 3. Complex 4. Daybreak = 75% Containment 5. Erosion = 50% Foundry & 50% Waterworks 6. Forge Island = Self Explanitory lol 7. Exile 8. Haven 9. Harvest 10. Impact 11. Landfall 12. Longbow = Breakpoint 13. Meltdown = Icefields 14. Monolith 15. Outcast = Foundation 16. Perdition = 50% Turf % 50% Terminal 17. Pitfall = The Pit 18. Ragnarok = Valhalla 19. Ravine 20. Shatter 21. Skyline = Warlock = Wizard 22. Solice 23. Vertigo 24. Vortex 25. Wreckage So in conclusion, while remakes do have their place in the franchise, as you can see, remakes make up a good portion of all the maps for the titles. 31 remakes (variations) to 66 original maps, and that’s being generous on the “original” part. 1:2 map ratios do not sit well with me. What do you guys think
  25. You all really don't grasp why exactly there is both a budget and piece limit. Im.gonna save myself the trouble of dumbing it down and just tell you to instead, learn how the Blam! Engine works and how the rendering layer of the engine processes and stores rendered data. There is a damn good reason why they both exist. Secondly I quite enjoy how simple minded you all have become. Thinking that just because we have new hardware, does not equate to that hardware being fully utilized. It takes a general 7 years for software to.catch up and become efficient enough to fully utilize hardware. Why do you think Sony, Nintendo and MS supported the last generation of console for so long? But please, continue your simple thinking. It does oh so amuse me.
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