Reminds you of Halo 2 EVEN with all the armor abilities, ability to choose starting weapons, and sprint?
The Halo 3 Beta Carbine was glorious. I shed a tear when I played the final game and realized it was a shell of its former self. It was like Michael Jordan on the Wizards.
Not too much no. Its just that the post you referred me to didn't clear the matter up.
I understand that if you don't design your maps to include armor ability usage you're doing it wrong.
There's just something sorely missed in a Covvie rifle that doesn't punctuate a bodyshot kill with the warmest and pinkest orgasm seen this side of the Pleiades.The Halo 3 Beta Carbine was glorious. I shed a tear when I played the final game and realized it was a shell of its former self. It was like Michael Jordan on the Wizards.
No wonder you're confused. We have completely different viewpoints on what makes Halo multiplayer great. You've probably played a lot of Reach and enjoyed your time with it. Reach is a good game, but it's a terrible Halo game. If you had sunk hundreds of hours into the first two games, it would be obvious how and why Reach defeats itself as a Halo game. That's rather vague, but it's very difficult and would take way too long to explain all the ways in which Reach/armor abilites/etc. break the gameplay and map design. I'll try to better explain the jetpack issue though.
Proper Halo map design should be based around the core Halo gameplay (run, shoot, melee, grenade, jump); in other words, the gameplay aspects that every player has access to in order to make the map balanced for every player. If the map designers have to change the way in which they design maps in order to accommodate for an armor ability, then it shouldn't be in the game. As stated by others in this thread, the jetpack "lets players bypass intended map movement paths and sight lines." That gives jetpack users a huge advantage. In order to fix this, the map designers would have to reevaluate their approach to map design; for example, maps would probably have to be way more vertical, closed off, and compartmentalized in order to keep jetpack users from having such a large tactical advantage. Anyone who played a lot of Halo 1 and 2 knows that compartmentalized maps are terrible Halo maps. Sword Base is a perfect example of a map that was designed with jetpacks in mind. Super compartmentalized, super vertical, super terrible Halo map. The maps that are actually great (Lockout, Midship, Hang 'em High, etc.) would be completely broken by the jetpack. Sight lines, height advantage/verticality, shortcut jumps, risk/reward power weapons -- these things that are integral to great Halo map design and gameplay don't matter when the jetpack is in play. The easier solution is to remove it.
That wasn't exactly concise, I guess, but hopefully that explained it better.
No wonder you're confused. We have completely different viewpoints on what makes Halo multiplayer great. You've probably played a lot of Reach and enjoyed your time with it. Reach is a good game, but it's a terrible Halo game. If you had sunk hundreds of hours into the first two games, it would be obvious how and why Reach defeats itself as a Halo game. That's rather vague, but it's very difficult and would take way too long to explain all the ways in which Reach/armor abilites/etc. break the gameplay and map design. I'll try to better explain the jetpack issue though.
Proper Halo map design should be based around the core Halo gameplay (run, shoot, melee, grenade, jump); in other words, the gameplay aspects that every player has access to in order to make the map balanced for every player. If the map designers have to change the way in which they design maps in order to accommodate for an armor ability, then it shouldn't be in the game. As stated by others in this thread, the jetpack "lets players bypass intended map movement paths and sight lines." That gives jetpack users a huge advantage. In order to fix this, the map designers would have to reevaluate their approach to map design; for example, maps would probably have to be way more vertical, closed off, and compartmentalized in order to keep jetpack users from having such a large tactical advantage. Anyone who played a lot of Halo 1 and 2 knows that compartmentalized maps are terrible Halo maps. Sword Base is a perfect example of a map that was designed with jetpacks in mind. Super compartmentalized, super vertical, super terrible Halo map. The maps that are actually great (Lockout, Midship, Hang 'em High, etc.) would be completely broken by the jetpack. Sight lines, height advantage/verticality, shortcut jumps, risk/reward power weapons -- these things that are integral to great Halo map design and gameplay don't matter when the jetpack is in play. The easier solution is to remove it.
That wasn't exactly concise, I guess, but hopefully that explained it better.
That thruster looks complete nuts, like it would explode in a second. I love it.
What's friday?
Guns still sound like airsoft. Looks awesome except for that.
A few, yeah. But what made most Reach maps bad wasn't that they did or didn't have armor abilities in mind when they designed them, they were just crappy on their own merit.You guys think Halo Reach shipped with good maps?
You guys think Halo Reach shipped with good maps?
This is a big fundamental problem with jetpack. Completely breaks good maps. Also, in H4, you don't have to trade sprint for jetpack. You get both.No wonder you're confused. We have completely different viewpoints on what makes Halo multiplayer great. You've probably played a lot of Reach and enjoyed your time with it. Reach is a good game, but it's a terrible Halo game. If you had sunk hundreds of hours into the first two games, it would be obvious how and why Reach defeats itself as a Halo game. That's rather vague, but it's very difficult and would take way too long to explain all the ways in which Reach/armor abilites/etc. break the gameplay and map design. I'll try to better explain the jetpack issue though.
Proper Halo map design should be based around the core Halo gameplay (run, shoot, melee, grenade, jump); in other words, the gameplay aspects that every player has access to in order to make the map balanced for every player. If the map designers have to change the way in which they design maps in order to accommodate for an armor ability, then it shouldn't be in the game. As stated by others in this thread, the jetpack "lets players bypass intended map movement paths and sight lines." That gives jetpack users a huge advantage. In order to fix this, the map designers would have to reevaluate their approach to map design; for example, maps would probably have to be way more vertical, closed off, and compartmentalized in order to keep jetpack users from having such a large tactical advantage. Anyone who played a lot of Halo 1 and 2 knows that compartmentalized maps are terrible Halo maps. Sword Base is a perfect example of a map that was designed with jetpacks in mind. Super compartmentalized, super vertical, super terrible Halo map. The maps that are actually great (Lockout, Midship, Hang 'em High, etc.) would be completely broken by the jetpack. Sight lines, height advantage/verticality, shortcut jumps, risk/reward power weapons -- these things that are integral to great Halo map design and gameplay don't matter when the jetpack is in play. The easier solution is to remove it.
That wasn't exactly concise, I guess, but hopefully that explained it better.
Why?I have played a lot of Halo multiplayer. I have over 4,000 Halo 2 matches under my belt alone. I could not disagree with you more.
Definitely not. The best was probably Powerhouse. (Still iffy.) There just wasn't a Guardian, Lockout, or Pit-quality map. I do like Uncaged, but jetpack breaks that beyond belief.You guys think Halo Reach shipped with good maps?
I disagree with the general thrust of this post, but the bolded is something I strenuously disagree with. That's a recipe for franchise and design stagnation if I've ever seen one. To say map design is immutable and unbending, it's to doom the series to forever parrot and revisit old concepts and old ideas merely for the sake of those things working in their respective games (and once you're at that stage, you're better off just making DLC for games that have since been released).No wonder you're confused. We have completely different viewpoints on what makes Halo multiplayer great. You've probably played a lot of Reach and enjoyed your time with it. Reach is a good game, but it's a terrible Halo game. If you had sunk hundreds of hours into the first two games, it would be obvious how and why Reach defeats itself as a Halo game. That's rather vague, but it's very difficult and would take way too long to explain all the ways in which Reach/armor abilites/etc. break the gameplay and map design. I'll try to better explain the jetpack issue though.
Proper Halo map design should be based around the core Halo gameplay (run, shoot, melee, grenade, jump); in other words, the gameplay aspects that every player has access to in order to make the map balanced for every player. If the map designers have to change the way in which they design maps in order to accommodate for an armor ability, then it shouldn't be in the game. As stated by others in this thread, the jetpack "lets players bypass intended map movement paths and sight lines." That gives jetpack users a huge advantage. In order to fix this, the map designers would have to reevaluate their approach to map design; for example, maps would probably have to be way more vertical, closed off, and compartmentalized in order to keep jetpack users from having such a large tactical advantage. Anyone who played a lot of Halo 1 and 2 knows that compartmentalized maps are terrible Halo maps. Sword Base is a perfect example of a map that was designed with jetpacks in mind. Super compartmentalized, super vertical, super terrible Halo map. The maps that are actually great (Lockout, Midship, Hang 'em High, etc.) would be completely broken by the jetpack. Sight lines, height advantage/verticality, shortcut jumps, risk/reward power weapons -- these things that are integral to great Halo map design and gameplay don't matter when the jetpack is in play. The easier solution is to remove it.
That wasn't exactly concise, I guess, but hopefully that explained it better.
Certainly do, though my taste is more on the BTB side of things (and has been ever since Halo 1).You guys think Halo Reach shipped with good maps?
How come i looked at the jet packers as easy kills. Eh too each their own. i don't know if the jet pack and thruster pack are two different things, but the thrusters is definitely the AA most people will use. It has so many benefits it could be game breaking.
They very quietly have the perks system on the 343 page.
COD in my Halo, probably not even gonna buy this one.
I honestly don't see how it could be game breaking compared to what we had to deal with in Reach...
you can sprint then thrust with the sword to get a lunging sword kill. BR and DMR battles will now consist of strafe, shoot, thrust left(right), shoot, strafe, thrust right(left) and so on. It will make things more intense imo if two people have it, but if one does and the other doesn't the one without will be complaining.
Reminds you of Halo 2 EVEN with all the armor abilities, ability to choose starting weapons, and sprint?
Yes or the person with thrust may be able to easily overcompensate distances considering it's a one use then recharge. I just don't see with how little information we have regarding it that it could already be seen as overpowered, at least to me I feel I need more information or to play it first to come to that conclusion. Especially with the return of the jetpack.
A few, yeah. But what made most Reach maps bad wasn't that they did or didn't have armor abilities in mind when they designed them, they were just crappy on their own merit.
Would have been happier without a jetpack, but I think the jetpack can work without upsetting people as long as it is entirely mobility-oriented, disallowing the user from shooting or throwing grenades in the same way that Sprint does. Sitting ducks shouldn't shoot back or crap out a grenade as they die. I seriously doubt that's what the Halo 4 variant does, but it'd be nice. Glad camo loadouts bit the dust much more.
Yep, no criticism should ever be leveled at anything ever, just deal with it. Nothing can ever be tweaked to be made more balanced, it exists in one state for all of eternity.We can find something wrong with every god damn ability in the game. But since those are the ones those people don't like, those are the ones they focus on. Hell, some people actually hate sprinting of all things. Its not fair when the guy can run away....
Flying is flying
Invisible is invisible
Deal with it
THIS IS ALL I WILL DO IN THIS GAMEWonder if there will be more than just those guys as the Prometheans enemy type.
Also thruster pack shot:
Yep, no criticism should ever be leveled at anything ever, just deal with it. Nothing can ever be tweaked to be made more balanced, it exists in one state for all of eternity.
THIS IS ALL I WILL DO IN THIS GAME
****ing awesome.
Also, I just know 343 has some Forerunner vehicles up their sleeve that they'll blow our minds with. Hope they're not restrained to set pieces in Campaign though.
I'm hoping for a land/air hybrid that you can drive around and take off at will. Would be the tits.Also, I just know 343 has some Forerunner vehicles up their sleeve that they'll blow our minds with. Hope they're not restrained to set pieces in Campaign though.
THIS IS ALL I WILL DO IN THIS GAME
Fucking awesome.
Also, I just know 343 has some Forerunner vehicles up their sleeve that they'll blow our minds with. Hope they're not restrained to set pieces in Campaign though.
I'm hoping for a land/air hybrid that you can drive around and take off at will. Would be the tits.
Wait. People didn't like Snowbound? WHAT WORLD AM I WAKING UP TO?
HALO 3's maps shit all over Reach's maps.
Thinking about Forerunner vehicles gets me all giddy. Oh the possibilities.
That is a drastic oversimplification that ignores the very detailed discussions that have gone on about how to balance abilities in a Halo game by the people you're so derisive towards. You can choose to ignore them, but I cannot take your opinions seriously when you refuse to acknowledge that people have legitimate criticism with these abilities like you've done in the discussions you've taken part in in the past, both in the OT and other Halo threads.Tweaked ive got zero problems with, but when arguments like "the guy is above me so its no fair" or "i should be able to see the invisible guy on my radar", thats when i stop listening.
If some of the people in here would design a game, it would be 8 guys spawning on a completely empty perfectly square map, 4 people on each side facing each other perfectly with the same one gun like a mexican standoff, match starts, everyone dies. Game would last about 13 seconds, zero fun but oh, its PERFECTLY balanced.
You can do it in Reach!ZOMG.
Seriously though, just give us the fucking Pelican already.
They could start their HALO 5 E3 with a shot of the Pelican and will win the show for me.
It's been five fucking games now. Gimme dat dropship.
No game will ever have as many good maps as Halo 2 maps. Soooooo many good and memorable maps.Yet it pales to many Halo 2 maps... Snowbound is crap.
Nothing will top the Brute Chopper.
NOTHING.
Forerunner Chopper.Nothing will top the Brute Chopper.
NOTHING.