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Halo |OT 24| In Before the Locke

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I'm cautiously optimistic about AR/Pistol starts. The AR is an actual gun now, and if they can bring the pistol up to the point where it's a viable utility weapon in its own right, it could work.

Especially since the spawns are pretty generous with the rifles. IIRC, Truth had three of the things inside each base, and more scattered around the map. If you get totally locked out of precision weapons, that's... kind of on you.
 
Been saying it since the beginning of time, AR/Magnum starts is the way to go. I'll be twirling my invisible mustache if Halo 5 proves that to be correct.

Next up is convincing more people about #NoMotionTracker and a #CustomGamesBrowser. Shoot me a PM Frank/Josh, let's discuss these strats over a nice beer/bowl (whatever you're into) on Skype. Reading Josh's responses got me hyped to talk/think critically about Halo, one of my favorite things to do in gaming.
 

Welfare

Member
Has it ever been considered to include a short tutorial mode in? I think I remember seeing that CS:GO had a target shooting mode that explicitly teaches a lot of the mechanics. I know it's not ideal to force players to play a learning mode but there's definitely been stuff in previous Halos that can be tough to learn without reading up online (Halo 3's non hitscan BR for example)

A CS:GO like obstacle course should be a thing in Halo 5 for new players to quickly learn the new systems.

Titanfall had one for the movement and was done really well, and not everyone plays the campaign. People just want to play multiplayer.
 

Tawpgun

Member
The "map movement" argument for AR starts is null in Halo 5 because of all the movement options.

"Weapon variety" has always been suspect. Me spawning with a crap gun to only discard it for a better weapon isn't variety, it's the developer spawning me with a crap gun.

If the AR is actually a good weapon in H5, than I should have to think if I want to drop it or not, not go immediately to the nearest BR/DMR/LR/SMG and swap it.

#2cents

T H I S

The AR's role in previous halo has been the Garbo gun you want to get rid of. Or in the lower skill brackets, the ez mode pew pew beat down.

Just goes to show how different skilled players want different things out of the game
 
Joystick on the back of my head. Push up, tilt my head down. Push down, tilt my head up. It does make sense, but the fact is that if I play default for say five minutes, it's really confusing to go back to inverted. However, I never get good with default, just passable.

Just like you pivot your head to the right to look left?
 

HTupolev

Member
Joystick on the back of my head. Push up, tilt my head down. Push down, tilt my head up.
Push left, tilt your head right. Push right, tilt your head left.

Inverted always gets weird when you consider both axes, unless you're also inverting horizontal.
 
T H I S

The AR's role in previous halo has been the Garbo gun you want to get rid of. Or in the lower skill brackets, the ez mode pew pew beat down.

Just goes to show how different skilled players want different things out of the game

And lest we forget the ez mode people will Leave the game in a week for CoD anyway so why listen to anything they say?
 
K

kittens

Unconfirmed Member
And lest we forget the ez mode people will Leave the game in a week for CoD anyway so why listen to anything they say?
On the other hand, the AR and SMG feel more like military FPS weapons than ever before. And I personally think they look really fun to use (I never played the H5 beta tho, so I don't actually know). So who knows, maybe more COD kids will stay around this time. And I still think 343 is gonna go berserk with a drastic BTB overhaul. Maybe COD kids will like that more, too.
 
Joystick on the back of my head. Push up, tilt my head down. Push down, tilt my head up. It does make sense, but the fact is that if I play default for say five minutes, it's really confusing to go back to inverted. However, I never get good with default, just passable.

Push left, tilt my head right.

wait-
 
I play vertical inverted, but when a game has horizontal inverted (especially if I can't change it back to default) I get beyond annoyed. That shit is so wrong.
 

FyreWulff

Member
Goldeneye was pretty bad tbh. It was the best FPS on consoles, which wasn't saying much at the time. I still played the hell out of it, though. Perfect Dark was a good step up, and Halo CE was a HUGE step up.

What made Goldeneye fairly innovative, imo, was less the controls but more the mission layout and how the game played completely differently on Agent compared to 00 Agent with the changing objectives and usage of the level.

Perfect Dark took it so far that Agent and Perfect Agent on PD are practically 2 separate campaigns in the same game, even though they're on the same levels (and even then, Deep Sea changes it's layout completely on Perfect Agent)

No other console FPS, or any FPS has really done that before or since. Hell, we haven't even gotten Counter Agent as a regular feature, and we were almost sorta there with Firefight Versus in Reach. but it's one of the reasons I can go back to PD and actually want to play the lower difficulties.

Halo also shares the same history with GE in that multiplayer was bolted on at the last second under the table.
 
K

kittens

Unconfirmed Member
What made Goldeneye fairly innovative, imo, was less the controls but more the mission layout and how the game played completely differently on Agent compared to 00 Agent with the changing objectives and usage of the level.

Perfect Dark took it so far that Agent and Perfect Agent on PD are practically 2 separate campaigns in the same game, even though they're on the same levels (and even then, Deep Sea changes it's layout completely on Perfect Agent)

No other console FPS, or any FPS has really done that before or since. Hell, we haven't even gotten Counter Agent as a regular feature, and we were almost sorta there with Firefight Versus in Reach. but it's one of the reasons I can go back to PD and actually want to play the lower difficulties.

Halo also shares the same history with GE in that multiplayer was bolted on at the last second under the table.
I have wayyyyyy more positive things to say about PD than GE. The mission objectives stuff was great and innovative, definitely, but it was the vast feature set and options in PD that really wowed me. I played the multiplayer in that game endlessly. Still, when you realize Halo CE came out just a year after PD, it shows how clunky and unsophisticated the core gameplay in GE and PD was. The movement and controls in Halo were just light years beyond the Rare games. Still, the overall package GE and PD offered were great at the time, especially if you were a console exclusive gamer.
 

Mix

Member
Inverted is for scrublords and BKs

All hail default!


What we should be talking about is look sensitivity.
 

RSB

Banned
Ah, the classic Inverted/Non-Inverted debate. For me, it depends on the game:

Shooters (Halo, Gears) Y inverted X Normal

Shooters where you move the cursor across the screen (Rez HD, Child of Eden) Y Normal X Normal

Third person games where you move the camera around the character (Okami, FFXII) Y Inverted X Inverted

Edit: On Halo I play Inverted Bumper Jumper at 4 sensitivity (and hold crouch)
 
thou art too slow

king_sonic_by_sonicshadowfan13-d6ddlme.png
 
K

kittens

Unconfirmed Member
Button Layout: Bumper Jumper
Look Controls: Default
Sensitivity: Default
Crouch Behavior: Toggle (don't hate)
Clench Protection: On
 
Inverted is da bes, and more people need to try 10 sensitivity; it's great once you get used to it
biggy was the nerd crouching at training, literally staring into the wall while watching my red dot appear with that Rocket. Go ahead bruh, post the gif. ujustmadthatibestylin

#HuntTheTruth
 
K

kittens

Unconfirmed Member
Yo Frankie/David/Tashi/Melad/Grizz, what are the chances of Halo 5 copying Destiny's motion tracker?
 

singhr1

Member
Yo Frankie/David/Tashi/Melad/Grizz, what are the chances of Halo 5 copying Destiny's motion tracker?

Destiny's motion tracker is ok but there is one thing that I hate and that is you still show up even when crouched. I don't care if it's less often... it's dumb.
 
K

kittens

Unconfirmed Member
Destiny's motion tracker is ok but there is one thing that I hate and that is you still show up even when crouched. I don't care if it's less often... it's dumb.
In a game that lets you spawn with shotguns I'm pretty okay with knowing where other people are camping. On the other hand, the motion tracker helps them camp, too...
 

Leyasu

Banned
In a game that lets you spawn with shotguns I'm pretty okay with knowing where other people are camping. On the other hand, the motion tracker helps them camp, too...

Well hopefully the boltshot will be a pick up this time around. I liked the radar in the beta
 
K

kittens

Unconfirmed Member
Well hopefully the boltshot will be a pick up this time around. I liked the radar in the beta
I was talking about Destiny lol, but yeah, I think 343's learned from the boltshot fiasco.
 
Might be a dumb question but, is there no way to do firefights in the ODST update?

edit: i dont think i posted this in the right thread.
 

Haruko

Member
Goldeneye, the pioneering console FPS, shipped with the default control scheme inverted. Goldeneye was my first console FPS, so inverted has been programmed into me ever since.

Super influential though - and a lot of its failures inspired "fixes" you see in other games. And it had twin stick support (I didn't know this till years later).

I stick with either default controls on Goldeneye/PD, or make use of the 2-controller 2-stick schemes on the rare occasions i'm playing with just 1 friend. There's something so hilariously goofy about dual wielding N64 controllers, too.

But for modern 2-stick gamepad controls, I have to have non-inverted schemes. I got used to Halo CE with Default everything/5 sens, and that's carried on until HMCC where i've begun rewiring my brain to use Universal Bumper Jumper for everything.

For H5B, I used the Halo 4 scheme.
 

Mistel

Banned
Might be a dumb question but, is there no way to do firefights in the ODST update?

edit: i dont think i posted this in the right thread.
You did believe it or not. There's is no way to play firefight in ODST update campaign only, probably will never have it either.
 

Impala26

Member
What made Goldeneye fairly innovative, imo, was less the controls but more the mission layout and how the game played completely differently on Agent compared to 00 Agent with the changing objectives and usage of the level.

Perfect Dark took it so far that Agent and Perfect Agent on PD are practically 2 separate campaigns in the same game, even though they're on the same levels (and even then, Deep Sea changes it's layout completely on Perfect Agent)

No other console FPS, or any FPS has really done that before or since. Hell, we haven't even gotten Counter Agent as a regular feature, and we were almost sorta there with Firefight Versus in Reach. but it's one of the reasons I can go back to PD and actually want to play the lower difficulties.

Halo also shares the same history with GE in that multiplayer was bolted on at the last second under the table.

Damn, just had to remind me about this one... ouch.
I STILL talk about counter-operative because I've not seen any other game come close to emulating how it played.
 

FyreWulff

Member
Imagine you could play campaign in a Halo game and random Elites were actual humans


PDXBLA had matchmaking for Counter Op. So you would select counter op online, and try to finish the level without the other human controlled AIs killing you. Was pretty tense. In the original game it was splitscreen only, so you could screenlook to see where they were setting up on you.
 
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