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Member
(04-07-2012, 09:42 PM)
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Quote:
GAME OF FOREVER |
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Member
(04-07-2012, 09:44 PM)
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Instant respawn doesn't bother me as much as the other stuff assuming that shield recharge is quick. Joining games in progress is long overdue as are choosing weapon loadouts. |
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Member
(04-07-2012, 09:45 PM)
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Member
(04-07-2012, 09:46 PM)
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New players lack of knowledge - This is obviously the main reason they are doing this. Could easily put a HUD notification for power weapons spawning so new players know when and where the weapons will spawn. Focal Points - That's what static power weapon spawns do. They are placed accordingly on maps for this exact purpose. Reduces Camping - Only if power weapons are poorly places. Reduced Skill gap - This is obviously a huge detriment to having random locations. How could reduced skill gap every be a good thing though?
I would rather the game didn't have AA's (at least ones you spawn with), but I like the ability to pick your starting weapon. That is a huge addition for matchmaking I think. Gets rid of the AR vs BR fiasco, and allowed for stuff like the BR and DMR to exist so that people can choose if they want burst fire or single shot.
Last edited by Steelyuhas; 04-07-2012 at 09:50 PM.
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Member
(04-07-2012, 09:56 PM)
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I think AAs add more problems than they solve. Were it not for AAs, I'd probably be feeling better about most of these changes. Except sprint. That needs serious re-working, or else it needs to go. Are you playing Team Slayer? That playlist is godly. <3
Last edited by Dax01; 04-07-2012 at 09:59 PM.
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Member
(04-07-2012, 10:06 PM)
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Member
(04-07-2012, 10:10 PM)
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I REALLY like the idea of giving the player the sense that they are inside that Spartan armor, with little effects like subtle helmet effects. That is something I've long wanted out of Halo. That and more audio/visual effects that communicate the armor's bulk and strength.
I'd still love to see a shower of sparks as weapons tear into unshielded armor, and some way of communicating a difference to the player between shots deflected by your shields and ones soaked or deflected by your armor. |
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sober, clothed, willing
(04-07-2012, 10:11 PM)
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The weapon drops are not "random." They are telegraphed and in some ways, predictable. There is variation, however. Map control will still be key, but yes, changed. Custom games will be heavily customizeable, and initial playlists will be clean and focused. Players will not be presented with stacksof lists, but there will be variety for different tastes. |