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Everything posted by RedStarRocket91
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Fix'd. You are aware Mystic is actually probably the best player on here after Biggles, right? And even then that's only because he's MLG. Besides, even if someone isn't a good player, that doesn't mean they can't be right. And what's wrong with having a favourite gametype, anyway?
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Halo: Reach Halo Reach: The Drone
RedStarRocket91 replied to Bobo Magroto's topic in Competitive Maps
Hi Bobo! I've played over the map, and while I really do like the general aesthetic, I think there are a few ways that it could be improved. First off, while the lower level is fine, the upper deck really needs some help - as is, while the varying heights of different sections help break things up a little there really is nowhere near enough cover. Someone could stand on the 'Nade Launcher spawn and hit someone anywhere else on the top deck without moving, which is a particular problem considering how small the map is. Adding just a few columns or covers or even a glass sail here and there would really help the flow of the map, because as it is now there really isn't much incentive to use the top deck unless you're going for the Rocket/Plasma launcher spawns. That brings me on to the second point, which is the weaponry. While everyone loves having a power weapon, it feels like there are just too many to be crammed into a space this small. In a four player game, every single player could have two power weapons at the same time, which is frankly insane. It really would be worth considering toning down the amount of game-changing weaponry here. Lastly, it might also be worth adding two-way teleports between each of the dishes, to give players more options for getting in and out of their bases: the fact that there's only one way out now could lead to absolutely awful spawn camping, and due to the amount of weaponry there would be almost no way to break out of it. This would also really improve the flow of the map, and since it's so open up players who were paying attention wouldn't be caught off guard by it. Anyway, positives! I really, really do like the way it looks, the sections on the bottom are reminiscent of The Cage in what is one of the few good points of that level, and I like the fact that there are two main combat decks, as well as the risk involved in going for the power weapons on the bottom deck. The lower level is itself really well designed, there's a god balance between sight lines and cover, especially considering that it can be attacked from above - I like as well the fact that it's actually possible to jump down to the bottom level from outside the bases, which could definitely be exploited by clever players. The lower parts of the stairs would also make really good spots for the Health Packs to move to, as well. The fact that the 'Nade Launcher spawn is also very exposed to all directions is also a really good design choice, and well done on remembering the kill barrier, so many maps forget to put them in at all. In short, it could use some work, but I definitely think it has potential!- 4 replies
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...I don't know why, but I can't stop laughing at this... OT: I'd like to see Elites make a return, they add a bit of variety to the game and provide a different sort of challenge.
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That still overlooks that one console might end up with an incredibly lucrative exclusive deal. If you're making the entirety of a game like CoD's profits rather than sharing it with a competing platform, that almost certainly covers up any loss of profit from not having used games. And even if there are a lot of used games sold, that doesn't actually make any profit for those companies.
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Unfortunately there probably just aren't enough players in the current ZB Slayer playlist to justify that. I can't remember the last time I saw it above 500 population and so if they were to add any other gametypes, it would probably just end up being condensed into a general ZB playlist, rather than each game type getting its own individual one.
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The awkward moment when you've played so much Halo that you mistake the half-painted heart on the site banner for an assist medal.
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I think it's different this time around though, Director. Back when those consoles were released we didn't have things like Call of Duty or Battlefield, games which can quite easily make half a billion pounds within days of release. Microsoft frankly cannot afford to lose something like that, and of course Activision aren't under contract to make games for them. If they were to threaten to stop releasing these games for the Xbox unless Microsoft included this kind of restrictive DRM - and considering Activision's track record when it comes to treatment of their customers and general profit hunger, it would surprise me more if they didn't once the technology becomes available - Microsoft wouldn't really have a lot of choice but to give in, because since the gaming world is now so apparently heavily populated with idiots who think that modern shooters actually have the best video game endings ever, having Call of Duty go PlayStation-exclusive would be the PR failure of the century for Microsoft, and would cost them a small fortune in Xbox gamers who would switch over to Sony in order to play the latest repetitive 'realistic' military shooter. The fact that I'd be happy to see these idiots go is irrelevant, as it translates as significantly less money for Microsoft to invest in new technology and games.
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Yet another piece of casual discrimination against people who don't have internet access for their consoles. If I can't get online to tie said DRM to my Gamertag, does that mean I can't play it at all? I'm sick of this kind of rubbish, it's like day-one DLC. I don't want to clog up my hard drive with stuff that should be on the disc, and worry about how big the file is because my university has a tiny download limit, just because there's a chance I could have bought the disc second hand. If I bought a game new and for whatever reason couldn't get onto the internet, that is me being criminalised despite going out of my way to buy a game new. Game publishers already make more money than God, and treating all their customers like potential pirates and thieves just makes me want to go out and pirate stuff, because it would be easier than all the hassle I get from trying to play by the rules. I completely agree with Mystic, if games companies are so worried about the second-hand game market, why not just lower the price of your games? I won't ever pay £40 or more for a game on day of release, no matter how good it is. I probably would however pay in the region of £30 for something that's actually well-designed and not just an unimaginative sequel or an uninspired, focus-group-tested game designed to sell lots of copies rather than actually provide a unique and original gaming experience. Do something to make your customers actually feel appreciated, the impression that's given off by companies like Activision and Ubisoft is that they actually resent the people who fund them, and only tolerate players because otherwise they wouldn't have jobs. Companies like Valve and Bungie do a great job of making everyone feel welcome, and as a result just look at how many fans they have. So give out free bonus stuff, or one-time activation codes which allow you to access stuff already on the disc instead of downloading it. Add weapon skins, gamer pictures, themes, characters, whatever. Just stop threatening your own player bases with increasingly Draconian measures, and stop being so obviously obsessed with profit. Most games now on console are also available for PC, and if I feel like I have a choice between giving money to a company which actively hates me and which deliberately makes my life hard, or getting a game for free without any DRM hassle, then I will be a pirate every. Single. Time. This is from the perspective of someone who doesn't actually support piracy, by the way. But it's often how I feel when I hear these companies whingeing about how they "only" made £100million on some game and that every player should be punished as a result.
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Halo: Reach Red's 'Micro Warfare' Map Pack
RedStarRocket91 replied to RedStarRocket91's topic in Competitive Maps
I'll show you how in a PM, it's much easier to explain with pictures and I don't want to get too sidetracked in this topic! While I'd be happy to help test your map, you may have difficulty getting 12 people together Anyway, I think I know where you mean by 'bumps', unfortunately there's not a lot I can do about that because of the way Forge stores object data - it can be corrected in-game with a Monitor, but unfortunately every time it's saved and reloaded the same thing happens. I have tried to work out a solution, but unfortunately it doesn't look like there's a way to do so - as far as I can tell, apart from looking a little rough it doesn't actually affect gameplay though, which is lucky. -
Halo Anniversary Community Playdate Feb. 25
RedStarRocket91 replied to AgentLoFi's topic in Announcements
Gamertag is the same as my username, definitely count me in! -
We had a Title Update a few months ago, which has been applied to most of the playlists and which they're currently deciding whether or not to apply to Team Slayer. They also brought in a new playlist, which doesn't feature any bloom at all, so you can fire as fast as you like without your weapons becoming less accurate. Anyway, I'll list the changes the Title Update made: - Bloom has been reduced to 85%, so you can now fire slightly quicker before you start to lose accuracy. - Damage is now bleed-through, so if you attack an enemy and do more damage to them than they have left in their shield, that extra damage actually hurts their health. - You can now decrease the amount of energy left in the bar of someone using Armor Lock by attacking them - People using Active Camouflage lose energy faster while they're standing still It's a much bigger change than people give credit for. But anyway, welcome back to Reach and indeed to the forums!
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The "Official" What Do You Want Out Of Halo 4?
RedStarRocket91 replied to Exploseth's topic in Halo 4
Gauss Sniper Rifle... oh God, I think I'm in love! -
Oh well, I was kind of hoping it would turn out that there was some leftover bot coding or whatever. Thanks for clearing that up though, Twin - I had always wondered about that.
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From the top of my head, the Sword can be countered by using Armor Abilities to stay out of range (as with Sprint, Evade, and Jetpack), confuse the wielder (Hologram and Active Camouflage), or just plain prevent the attack (Armor Lock and Drop Shield). It can also be countered by backpedalling and firing your weapon, moving to the right and jumping as the sword wielder lunges, throwing grenades in front of them to knock them backwards, using a weapon with high force like the Concussion Rifle, attacking at long range, sticking to open areas with long sight lines, and staying with a team which coordinates fire.
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True, playing Slayer endlessly really wouldn't be a lot of fun, an considering how poorly populated the Objective playlist usually is - and how high the average rank and skill of its community is - I'd imagine a lot of players would be nervous about going into it for fear of losing badly, and that's definitely where bots could come in well. I don't suppose you happen to know anything about the 'Ghosts' sometimes encountered on certain maps, do you? From what I've heard and with my admittedly very limited knowledge, they sound a little like proto-bots.
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Halo: Reach Red's 'Micro Warfare' Map Pack
RedStarRocket91 replied to RedStarRocket91's topic in Competitive Maps
Thankyou, Azure - and welcome to the forums! As far as tweaks would go, what exactly would you suggest? -
Halo Reach February Updates in Full
RedStarRocket91 replied to Spectral Jester's topic in Halo Reach
If it turns out the majority of players don't want TU settings in Team Slayer, then they won't permanently put TU settings in Team Slayer. That's the whole point of trying to find out what players want. Team Slayer is actually my favourite playlist now that there's a chance of getting a TU gametype. I've been playing a lot of Squad Slayer beforehand purely because of that, even though I disliked 5-a-side and getting matched up with big parties against big parties. This is a great way of finding out what the community as a whole, not just those in the forums, actually want. Also, why is 'adapt' suddenly incredibly unfair as soon as you're the ones being asked to do it? Give me a good answer to that and I'll start taking you seriously. -
Reach has a real shortage of good small-scale maps. While maps like Countdown, Zealot, or Powerhouse can feel exciting and lively if they appear in matchmaking, if you prefer to play custom games and don't have a lot of friends on Reach or are playing a local game of splitscreen, they can feel oversized and - worse - empty. As someone who for a very long time didn't have access to the internet, this is an issue particularly close to me. It's all very well turning movement speed up, setting low respawn times and increasing damage, but there comes a point where it simply has to be admitted that what's really needed are small, fast-paced maps suitable for just two or even three players to have a game of Slayer or Oddball and actually enjoy it. Without further ado, I therefore present to you two such maps of my own creation: 'Rapids' and 'Entrenched'. Rapids Rapids is a re-imagining of one of my first maps, 'Duel'. It features an open central courtyard ringed with a covered path on three sides and direct access from the fourth, with rooftop access from both bases as well as a combination of open sightlines and powerful weapons. Both bases feature a DMR and Plasma Pistol, as well as providing an overlook of the central area and quick rooftop access to one another, as long as the player is a good jumper. Plasma Batteries provide an incentive not to spend too much time in one place, as a single well-placed grenade can provide beautiful views of the respawn screen. Rocks around the outside of the map can be accessed, but soft kill zones ensure that it's not at the expense of the action. Lastly, the cetral courtyard features a single obelisk for cover, while the tunnel to the East has shield doors at both ends to make up for being filled with explosives, making camping a big risk even for the alert player. Rapids is set up for all game types except Race and Invasion, although it does support Invasion Skirmish. It also works with both team games and free-for-alls with up to eight players, although I would recommend no more than four for ideal game conditions. An overhead view shows the map's outline. The Shotgun on the centre platform can be accessed via the Gravity Lift to the East! The view from Red Base. The tunnel to the right houses a Grenade Launcher, but beware the explosives inside - one brave grenade and you'll be wishing you'd kept on the move! The Man Cannon at the corner of the map allows fast access to the upper catwalk through a one-way shield, allowing for a fast escape or a surprise attack! Entrenched Entrenched is very loosely inspired by both Halo 3's 'Narrows' and the design philosophy of Halo 2's 'Midship'. Attention to aesthetics has been made with the appearance of the bases at either end, and the floor of the main deck is inspired by the bridges of Halo: CE, allowing players to see who is above or below them directly. Teams start out at either end of the main deck, protected by a cover on the opposite side of which is located a Health Kit and a Needle Rifle. The centre of this deck features a Concussion Rifle, although the central path is flanked by tunnels which can only be attacked via the ends and which each feature an Assault Rifle. The 'spine' of the lower deck features a Shotgun and is protected from the flanks by metal 'ribs', although gaps in the floor to either side mean access is risky at best. The flanks themselves provide access to the top of the main deck's tunnels, which feature Plasma Grenades but are very exposed to fire. Entrenched works with all game types except Race, Invasion, or Invasion Slayer, and is more fun if played with teams in symmetrical gametypes. Although ideal with four to six players it supports up to eight, and is also set up to accomodate free-for-all gametypes. An overhead views reveals a transparent floor to the main deck - use this to spot players above or below you! The map isn't very long from end to end - try sprinting along the flanks on the lower level or riding the man cannons to the top deck in order to catch your opponents off guard! The Needler spawns at either end of the 'ribs' are protected from direct fire by shields, but a well placed 'Nade can flush a player out and into the comforting arms of the nearby Shotgun! Download Links 'Rapids' can be downloaded here. 'Entrenched' can be downloaded here. 'Red's Slayer' can be downloaded here, and is a suggested custom gametype which features reduced melee damage and slightly tweaked movement and health properties. Feedback I really do appreciate any comments or suggestions you may have. If there's something which strikes you about a map - aesthetics, weapon placement, sightlines, team balance, objective placement or even something as detailed as item respawn timers - whether for the better or the worse, please let me know!
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So you're saying it would definitely be possible to play with Bots on vanilla maps, even if not Forged ones? I'm not sure I agree that this sort of thing would only be fun if it were to be used outside vanilla maps. If for whatever reason I wasn't able to get online to play Matchmaking, I'd certainly consider it to be a lot more fun playing against Bots on something like Countdown or Reflection tan not being able to play multiplayer at all. It definitely wouldn't be as much fun as playing against real people, but I'd still enjoy it all the same.
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I think what he means is that there should be Zero Bloom options to vote for in other playlists, so that if you go to, say, Squad Slayer, you might get the option of voting for TU Slayer on Countdown , TU Slayer DMRs on Sword Base, and ZB Slayer on Asylum. If that's the case, I'm not sure I agree. Zero Bloom caters to a very specific niche and a lot of players don't like it. It might be nice if there were Objective gametypes in the Zero Bloom playlist as well as just Slayer, but considering how low the population is anyway it's probably not really worth it.
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It takes a lot more skill to get a kill with the Pistol than it does with the DMR, anyway. The Pistol is less accurate even on the first shot and requires more trigger discipline if you want to hit anything after that. Plus it has a weaker scope. The trade-off is that if used effectively it can kill more quickly than the DMR, albeit over a shorter range. As far as Armor Lock goes, I can't really be objective about it. People using Armor Lock to regenerate shields after fights they should have lost, win melee battles against me when they have a Plasma Repeater and I have an Energy Sword, and generally slowing down the pace of the game just makes me think they can't nerf it enough, and that anyone who whinges about how they can't use it to ruin my game anymore because it's 'too weak' is the kind of person I just don't want to play with. If I were to try and be impartial though, I'd say that it really needs altering in two ways - firstly, that the ability to shed plasma grenades is brought back, as that's what it is supposed to do, and secondly that the EMP upon exiting needs some time to be built up at all, instead of working from the very first moment and just getting bigger after that, as that would prevent the current unfair Lock/melee combination.
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It's already been applied to Big Team games.
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Thank you, Absolute! Although it's a little early to be adding my own thoughts, for fear of corrupting the result, I do agree that there has to be all-new content. Building a vanilla multiplayer almost exclusively from campaign maps and remakes really frustrated me as it felt like Bungie had run out of ideas, rather than seriously thinking about what kind of maps they were shipping.
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Slayer Matchmaking since 343 Takeover
RedStarRocket91 replied to LucidOverSeer's topic in Halo Reach
It's not solely dependant on just your connection, anyone who has a weaker connection will handle a little differently in-game and will affect your experience, too. Anyway, in order: - Sniper rifles can 1-hit kill outside the head if the target is already even mildly wounded. Alternatively, it could be the player just ducked at an awkward time - the hitbox would have moved even if the animation hadn't finished from your own perspective, so it may have just looked like the target was just hit in the stomach. - DMR three shots can be the same, target may already be wounded or could have been taking fire from more than one opponent without your noticing. - Armor Lock has always been horrible and glitchy, that's another part of why so many players hate it. - The Shotgun in Reach has a MUCH greater kill distance than its equivalents in previous games, close to Halo: CE in effective range. Rounds also scatter randomly, so it's entirely possible that on occasion they'll all clump together and hit one spot beyond what is the normal effective range for massive damage. It's rare but hypothetically possible. I'm not sure these issues are really such big problems, they just happen from time to time.