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Halo |OT| HaloGAF Evolved

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Havok

Member
It's because map control is based on high ground a lot of the time, and jetpacks negate that. Vertical movement is a lot more powerful than horizontal movement
I don't disagree, and I don't love the idea of specialized traversal in the first place, but I'm interested in seeing how we mitigate the impact that the ability has on Reach. The ability itself isn't going away anytime soon. I do think, though, if you are in a situation on a map like Reflection where your team controls the top hallway that a jetpacker who is defenseless by taking a risk and jumping up is exponentially less annoying than one that can rain down grenades and AR fire. Ultimately, I think it comes down to a better-balanced ability being single-minded in it's capability rather than giving you extra abilities on top of your normal killing power.
 
evPwr.jpg


Rough sculpt finished (after having to revert from a sizeable loss from file corruption) Onto re-topology and detailing for the final mesh.
 

Ramirez

Member
I don't disagree, and I don't love the idea of specialized traversal in the first place, but I'm interested in seeing how we mitigate the impact that the ability has on Reach. The ability itself isn't going away anytime soon. I do think, though, if you are in a situation on a map like Reflection where your team controls the top hallway that a jetpacker who is defenseless by taking a risk and jumping up is exponentially less annoying than one that can rain down grenades and AR fire. Ultimately, I think it comes down to a better-balanced ability being single-minded in it's capability rather than giving you extra abilities on top of your normal killing power.

I really feel like the Grav Lift was the jet pack perfected. I know a lot of people hate equipment, but with proper spawn timers, and a re-tweaking of some of them, to me, they're hands down better than load outs and AAs.
 
I don't disagree, and I don't love the idea of specialized traversal in the first place, but I'm interested in seeing how we mitigate the impact that the ability has on Reach. The ability itself isn't going away anytime soon. I do think, though, if you are in a situation on a map like Reflection where your team controls the top hallway that a jetpacker who is defenseless by taking a risk and jumping up is exponentially less annoying than one that can rain down grenades and AR fire. Ultimately, I think it comes down to a better-balanced ability being single-minded in it's capability rather than giving you extra abilities on top of your normal killing power.
I agree. If you couldn't shoot or throw grenades, or maybe even just the grenades, it might be better.

Or just lower how long you can use it, essentially making it a double-jump

I really feel like the Grav Lift was the jet pack perfected. I know a lot of people hate equipment, but with proper spawn timers, and a re-tweaking of some of them, to me, they're hands down better than load outs and AAs.
I loved the grav-lift
 

FyreWulff

Member
I agree. If you couldn't shoot or throw grenades, or maybe even just the grenades, it might be better.

Or just lower how long you can use it, essentially making it a double-jump


I loved the grav-lift

I loved the grav lift too but the problem was that people eventually just put them in the same optimal spot each time, so at that point you might as well have a button on the map that turns on/off a mancannon/path/door. And it was usually placed right next to the optimal spot so you didn't even need to go to one part of the map to secure it and then bring it back to the optimal spot.

Although levitating a bubble shield or flag on top of one was pretty hilarious.
 

Havok

Member
I really feel like the Grav Lift was the jet pack perfected. I know a lot of people hate equipment, but with proper spawn timers, and a re-tweaking of some of them, to me, they're hands down better than load outs and AAs.
I agree that things like the gravity lift that were designed around secondary systems were great. I think the Radar Jammer and Grav Lift could have had incredible impact on the state of objective gametypes. Equipment was marred by the focus Bungie put on survivability and kill-enabling pieces and that they were never as scarce as they should have been. It enabled a new level of camping and being cheated out of kills. It was never an event, because you'd see it 4-10 times per game. We already had an item that increased survivability: the Overshield, an item that was rare, predictable, and not deploy-at-will. Adding more which were not only more effective, but more convenient and frequent, on top of that really destroyed my enjoyment of the average game.

It was a case of something that has been touched on in the last few pages - change that could have been something great but that lacked in execution or that became fundamentally flawed at some point along the way.
 

wwm0nkey

Member
I loved the grav lift too but the problem was that people eventually just put them in the same optimal spot each time, so at that point you might as well have a button on the map that turns on/off a mancannon/path/door.

Although levitating a bubble shield or flag on top of one was pretty hilarious.

We need more buttons in Halo maps.

Loved Containment and Relic's use of switches.
 
I loved the grav lift too but the problem was that people eventually just put them in the same optimal spot each time, so at that point you might as well have a button on the map that turns on/off a mancannon/path/door.

Although levitating a bubble shield or flag on top of one was pretty hilarious.
That's true, I guess, but people were always finding new places for them, or new uses, like making warthogs fly over you instead of into you. The bubble shield thing was pretty funny too. I don't think buttons quite have the same interaction reward that throwing down a grav-lift has though
 

Ramirez

Member
I agree that things like the gravity lift that were designed around secondary systems were great. I think the Radar Jammer and Grav Lift could have had incredible impact on the state of objective gametypes. Equipment was marred by the focus Bungie put on survivability and kill-enabling pieces and that they were never as scarce as they should have been. It enabled a new level of camping and being cheated out of kills. It was never an event, because you'd see it 4-10 times per game. We already had an item that increased survivability: the Overshield, an item that was rare, predictable, and not deploy-at-will. Adding more which were not only more effective, but more convenient and frequent, on top of that really destroyed my enjoyment of the average game.

Yea, I definitely agree. The other thing that killed some equipment was that it affected both teams no matter what. A Flare/Radar Jammer is worthless if it affects you as well, there's no point to it really, then you have griefing with the Trip Mine, etc. Good idea, poor execution on a lot of them.

I'll never forget that time I grabbed the flag on High Ground, the gate wasn't open, so I threw my grav lift down and jumped to the top of the turret making my escape, so good. See, I don't have a problem with that type of change, but when you go mucking up my gunplay and nades, we got problems.
 

FyreWulff

Member
That's true, I guess, but people were always finding new places for them, or new uses, like making warthogs fly over you instead of into you. The bubble shield thing was pretty funny too. I don't think buttons quite have the same interaction reward that throwing down a grav-lift has though

A compromise here would be to make the jetpack drain faster and have a lengthy cooldown so it acts more like a grav lift that you can redeploy. More jumppack than jetpack.
 
I still find it odd that they played MW3 over Reach.

Bungie makes the game Bungie wants to play... ... ... until the next Modern Warfare comes out.

map control is based on high ground a lot of the time, and jetpacks negate that. Vertical movement is a lot more powerful than horizontal movement

Yes! On some maps (Uncaged, for example) jetpack is better at horizontal movement as well.

The auto-high-ground issue that you mentioned is exacerbated by the fact that many of the maps have almost no vertical cover. Powerhouse has tons of cover for conventional encounters, but almost none vs. a jetpacker.

Ironically, Sword Base has plenty of cover vs. jetpackers but because of the layout of the map the jetpackers will get to the actual high ground and/or power weapons before anyone else and still have the advantage. The same holds true for Countdown, Reflection, etc.
 
Everytime I read a comment about Halo 4 must get/needs/should get big changes, a German folk wisdom comes into my mind. We German says "Only if you lost it, you understand which value it had." People never really clarify what they mean with "big changes". I grasp that they want big gameplay changes. I heavily disagree. Reach is a good example. Reach has big changes in the gameplay fomular. Some people love it first. (I belong to them, too) But at the end I start hating it. Do not misunderstand me. It isn't like that Reach is bad. The gameplay is great now. And if I play Custom games or lag-free games where no one quits, I have fun too. But I miss the former gameplay. I miss the freedom in level-design I had in Halo CE, Halo 3 or ODST. etc. About the multiplayer I share Ramirez' opinion.

Now that I'm late to the discussion, no one cares about this post. I shall continue sleeping and dreaming about the hoodie.
 

Tashi

343i Lead Esports Producer
Ugh I just fucked up the recording on this MLG song hard. LOL I was supposed to go through the chord progression 4 times and then hit the ending but I recorded multiple takes with bass and acoustic guitar only doing the chord progression 3 times. FUCK!

edit: Scrapping bass, sounds like ass.
 

kylej

Banned
arguing about reach is pretty cool but not as fun as reading fox news comments about the Anonymous phone call leak

Osama Obama Biden (Bi)n La(den)
One coincidence? Two coincidences?
NO COINCIDENCE
Unelected officials have taken over Washington and are orchestrating the daily news. 90% of the comments and replies you're reading online come from an NSA software program spamming the internet. COMMENTS ARE CREATED BEFORE THE STORY IS REPORTED. They are designed to generate a response and will engage people in real time.

The oldest, first, highest, best, and most popular rated comments are all propaganda. They are conducting Psy-ops (psychological operations) for domestic spying. They have 1000's of handles and are determined to bury the truth and attack anyone...
 
Everytime I read a comment about Halo 4 must get/needs/should get big changes, a German folk wisdom comes into my mind. We German says "Only if you lost it, you understand which value it had." People never really clarify what they mean with "big changes". I grasp that they want big gameplay changes. I heavily disagree. Reach is a good example. Reach has big changes in the gameplay fomular. Some people love it first. (I belong to them, too) But at the end I start hating it. Do not misunderstand me. It isn't like that Reach is bad. The gameplay is great now. And if I play Custom games or lag-free games where no one quits, I have fun too. But I miss the former gameplay. I miss the freedom in level-design I had in Halo CE, Halo 3 or ODST. etc. About the multiplayer I share Ramirez' opinion.

Now that I'm late to the discussion, no one cares about this post. I shall continue sleeping and dreaming about the hoodie.

No, honestly this is a very true and good point. A lot of things can go unappreciated and you dont recognize their potential and value until they are gone. Im not saying I dont want changes for Halo 4, but I also am not saying to completely undo what past titles have established.

Hell, Im willing to bet some things from Reach that people complain about a lot would be missed if they were gone completely.
 

feel

Member
Barlow is this what you mean?

Agreed with ply, don't like that lining.

Reach HUD is awesome
I think he meant the HUD somehow having a bigger contrast with the scenery. It's hard to to read stuff sometimes depending on what's going on in the background and often you have to readjust the camera to a darker shot just to be able to see/read something clearly.
 

stephen08

Member
The great thing about past Halo's was that they were deceivingly simple at a glance, but the more you played, the more complex the game became to truly master.

You can't master Reach's systems.

That's not at all accurate especially coming off of Halo 3 which instead of Bloom had random spread and travel time on it's utility weapon. You have a better chance of mastering bloom than the BR's spread as it's something you actually have a measure of control over.
 
No, honestly this is a very true and good point. A lot of things can go unappreciated and you dont recognize their potential and value until they are gone. Im not saying I dont want changes for Halo 4, but I also am not saying to completely undo what past titles have established.

Hell, Im willing to bet some things from Reach that people complain about a lot would be missed if they were gone completely.
I'm not against changes etc. But even small changes can give the game freshness.
 

Stinkles

Clothed, sober, cooperative
Sitting in a meeting with Greg Bear playing him the soundtrack and showing him the game as we hammer out details of the third book.
 

wwm0nkey

Member
Sitting in a meeting with Greg Bear playing him the soundtrack and showing him the game as we hammer out details of the third book.

I still really want to hear what the music of Halo 4 will sound like. Its going to be weird without Marty but it can also be very very good too.

(Also better not show him level 3, still needs more tightening)
 

Stinkles

Clothed, sober, cooperative
Tell him to make the first half more interesting and for shits to actually happen. :p

No but for real.

I just did. Now he is writing a character called Senador who goes through a brevit mutation and becomes a one-legged midget with a hitler mustache. But in the first half.
 
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