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Halo |OT8| A Salt on the Control Room

The answer is clearly Rayman Origins, anyway

or perhaps Yoshi's Island

It's not all about fancy shaders and lighting effects, ya know

yoshis-island-super-mario-advance-3-image194683.jpg

Most technically and graphically advanced game of the SNES?

WINNING confirmed.

EDIT: I realized too late that your picture is not the game I spoke of. Still, SMW2 ftw.
 
Can the water in Reach carry weapons and stuff along a "current"?

I distinctly remember BR-ing a player with a shotgun on Valhalla on the stream, then someone else came at me, as I went to reload I accidently held it to hard and picked up the guys Shotgun and 1-shotted my attacker, we were like 10 or more feet down from where I started

Watching the replay was pretty awesome, the shotty literally followed me down stream

I know for a fact that the water on Winter Contingency/Overlook can carry dead covie bodies.
 

nillapuddin

Member
I believe it can, or has the ability to. It was mentioned in the Legendary commentary for Reach that there used to be a bug in the first level where Noble Team would get washed down the river because they were considered light enough for the current to pick them up

Serious response:
That woulda been.. inconvenient. I didnt remember that part, thanks.

I hope Halo 4's water is (interactive)
In my opinion some of the "best" Halo moments are when the environment is alive, water, moving gates, buttons, wildlife, etc

Not for cereals:
The engineers were trying to snip the retcons in the bud ;)
 

FyreWulff

Member
Speaking of Halo 3's water, awesome lighting

fyresnorkel.jpg


fyre_fogofwar.jpg


watersnipe.jpg


The water discussion also reminded me of the green outline debug mode that Frankie discussed in the Halo 3 updates where he'd talk about walking around with it on, the suddenly stumbling upon a fully rendered river because the effect ignored the water.

I wish they'd make that an actual skull, I know they re-used it for the H3 sniper scope and various Reach weapon scopes and the vehicle viewscreens in H3 and Reach. But it'd be cool to have something 'trippy' as a skull or effect.
 

Tashi

343i Lead Esports Producer
The "better competition" is because everyone can aim with a mouse lol, not because there are so many skilled players.

@ Ray... I'll be on... just not sure when.

It's probably both. Also, I know if I play on Xbox I'll be pretty good right away. With PC, I haven't played a shooter on there in so long, it will be much harder for me to hold my own.
 

Tawpgun

Member
Idk. Im thinking he means it reduces your combat ability while jetpacking. Movement will be more or less the same.

Hopefully PAX build has jetpacks.

You know what really sucks? Halo 3 featured a bunch of jumppack brutes. They jumped up, couldn't/didn't shoot, and had to wait a bit before jumping again.

Why this wasn't naturally evolved into Reach I don't know.
 

Slaker117

Member
That is not possible.

Armor lock was annoying as hell, but most of the time all it does is slow things down. Jetpack dramatically changes the way players move and the way maps flow. Personally, I find it less immediately frustrating then armor lock, but I'd argue that it has a broader effect.
 
So what if my team does the same? See my post above... we have a clash over the power weapon and the winning team in that interaction profits... as they should.

That's fine if the profit is not so severe that the other team can find themselves 30 kills down, trapped inside their base with little to no retort. The punishment for not acquiring the Laser was far too steep. The weapon in and of itself is unique in the Halo sandbox in that it not only grants you power weapon advantage (at least five easy kills if you hit all your shots) but layers near exclusive access to the vehicle sandbox on top of that.

Your Pit analogy doesn't work either. There is a difference between a team securing ALL the power weapons on a map as opposed to securing one Laser. One team holding the power weapons on the Pit doesn't preclude the other team using newly spawned power weapons; the Laser entirely prevents the opposing team even using their base spawn vehicles, so rapid and effective it is in obliterating them.

You claim that people who decry the Laser's power only do so because they want to go on easy vehicle rampages yet the very existence of the weapon allows teams to do just that while the other team cannot even use their own vehicles to try and combat them.
 
Armor lock was annoying as hell, but most of the time all it does is slow things down. Jetpack dramatically changes the way players move and the way maps flow. Personally, I find it less immediately frustrating then armor lock, but I'd argue that it has a broader effect.

The only time a jetpack user is given any unusual advantage is when they have a rocket launcher. Otherwise, they are very easy targets for needlers and automatic weapons fire. They completely forfeit cover by using that armor ability, generally have predictable flight paths, and you most often see the armor ability used by people who aren't particularly good. Fundamentally, it allows people to get from one place to another quicker; it does not break actual combat in the way that Armor Lock does.
 
The only time a jetpack user is given any unusual advantage is when they have a rocket launcher. Otherwise, they are very easy targets for needlers and automatic weapons fire. They completely forfeit cover by using that armor ability, generally have predictable flight paths, and you most often see the armor ability used by people who aren't particularly good. Fundamentally, it allows people to get from one place to another quicker; it does not break actual combat in the way that Armor Lock does.
I'd argue that you haven't played against or with people who are good with jetpacks. Sure, they don't have any cover, but that doesn't matter when they get the first three shots on you when DMR-ing you from across the map 30 feet in the air. And let's not get into jetpack+grenade spam


Jetpack doesnt change map flow.

It completely negates intended flow.

It completely negates "High Ground"

It shits over map control and design.
exactly this
 

Swarmerr

Member
The only time a jetpack user is given any unusual advantage is when they have a rocket launcher. Otherwise, they are very easy targets for needlers and automatic weapons fire. They completely forfeit cover by using that armor ability, generally have predictable flight paths, and you most often see the armor ability used by people who aren't particularly good. Fundamentally, it allows people to get from one place to another quicker; it does not break actual combat in the way that Armor Lock does.

Except when you factor in a team working in unison with the jetpack user... Kind of hard to hit the jetpack user if his/her team is putting you in a bad spot, (shooting at you, limiting your lanes of fire, limiting your movement etc.)
 
Is it fair to say that the vertical sensitivity on xbox controllers sucks? It seems to me like Jetpacks give people an advantage, because even though Jetpacks can only go straight up. Its a LOT easier for them to track you than it is for you to track them.

I never play Reach seriously, I tend to primarily use the jetpack just for a bit of fun, and I have found it pretty OP'ed. I find that by the time I have gone straight up and got the easy kill im coming straight down so the other team doesnt have the advantage of a sitting/flying duck.

Not going to lie, even though I abuse the thing, I would never want it to be in a Halo game that actually played well.
 
Is it fair to say that the vertical sensitivity on xbox controllers sucks? It seems to me like Jetpacks give people an advantage, because even though Jetpacks can only go straight up. Its a LOT easier for them to track you than it is for you to track them.

Plus your head is completely exposed to them while their head is hidden from you by their body.
 

Deadly Cyclone

Pride of Iowa State
Is it fair to say that the vertical sensitivity on xbox controllers sucks? It seems to me like Jetpacks give people an advantage, because even though Jetpacks can only go straight up. Its a LOT easier for them to track you than it is for you to track them.

I never play Reach seriously, I tend to primarily use the jetpack just for a bit of fun, and I have found it pretty OP'ed. I find that by the time I have gone straight up and got the easy kill im coming straight down so the other team doesnt have the advantage of a sitting/flying duck.

Not going to lie, even though I abuse the thing, I would never want it to be in a Halo game that actually played well.

I actually find sort of the opposite. Not necessarily a mechanic, but dumb people. I love playing against jetpacks (in some cases) because as soon as some people get shot while using it they jetpack straight up, as if the wide open sky is going to provide them cover. I then finish them off even quicker.

Or you have those people who spawn on the other side of the map and fly as high as they can, so they can't get down before a DMR takes them out.

Hilarious.
 

Risen

Member
That's fine if the profit is not so severe that the other team can find themselves 30 kills down, trapped inside their base with little to no retort. The punishment for not acquiring the Laser was far too steep. The weapon in and of itself is unique in the Halo sandbox in that it not only grants you power weapon advantage (at least five easy kills if you hit all your shots) but layers near exclusive access to the vehicle sandbox on top of that.

Your Pit analogy doesn't work either. There is a difference between a team securing ALL the power weapons on a map as opposed to securing one Laser. One team holding the power weapons on the Pit doesn't preclude the other team using newly spawned power weapons; the Laser entirely prevents the opposing team even using their base spawn vehicles, so rapid and effective it is in obliterating them.

You claim that people who decry the Laser's power only do so because they want to go on easy vehicle rampages yet the very existence of the weapon allows teams to do just that while the other team cannot even use their own vehicles to try and combat them.

The analogy does work for what it was... the idea being discussed was a team having the laser AND vehicles... such that they essentially have ALL the powerful items, and that leading to dominating the the other team... and THAT being unbalanced because of how powerful the laser was. Comparing it to a team on The Pit with all the power weapons is directly analogous in the vein it was discussed... that the weapons were won or lost based on the merits of the team and that had nothing to do with the weapons themselves.

To use your words...

One team holding the vehicles and the laser doesn't preclude the other team using newly spawned power weapons either.

I'm not sure how it's possible people miss what I'm saying, since I've repeated it so many times... but comments like the above seem to suggest they are not... so here:

The laser had 5 shots, correct? That's a kill on a tank, a wraith, and a hog... or 5 infantry kills (misapplied but possible). However you mix and match... and say the respawn on Valhalla was 180s... interestingly they spawned Wraiths at 180s and Warthogs at 90s... but I digress a bit...

So - take that laser and place 3 shots in it, and have it spawn every 240s and spawn it by the antenna rather than top of the hill... keep the Wraith at 180 and increase the hog to 120... what does that then look like?

Now - one has a powerful weapon to fight over, that's worth having, that cannot be wasted on infantry lest one waste shots that would end a vehicle, and it is not always on the map and in play. It means that both teams will in all probability have vehicle on vehicle combat during multiple phases of the game. It means the other "power weapons" for infantry to use against vehicles are more important as well. It also means teams will have to shift in order to control the next spawn and cannot as easily sit on top and automatically secure the laser.

My point remains the same... it's not the power of the weapon that's a problem and those that typically hate on it suggest that it is. All of the support given for why it is bad centers around it's power and how easy it is to gain kills with it. The only issues that weapon had were in its frequency of spawn, location of spawn, and amount of ammo.
 
I actually find sort of the opposite. Not necessarily a mechanic, but dumb people. I love playing against jetpacks (in some cases) because as soon as some people get shot while using it they jetpack straight up, as if the wide open sky is going to provide them cover. I then finish them off even quicker.

Or you have those people who spawn on the other side of the map and fly as high as they can, so they can't get down before a DMR takes them out.

Hilarious.

I would imagine 90% of the people on matchmaking would do that kind of thing with any tool they are given. I see people switch to the AR then get eaten alive by the opponents pretty regularly.

I dunno, as much as the Jetpack can be self balanced by idiots emulating Icarus, its just too powerful/ annoying a tool. I mean I use it, and I dont even try, and seem to do ok with the thing, so I know the self balancing isnt enough. :p


Risen, the point your missing is though, while you have the laser, your team has free reign to circle theyre base and spawn kill them. How can they go get a vehicle when those vehicles are outside of theyre spawns? Even if your laser runs out, you have that vehicle dominance and are garunteed a new laser long before they break out of theyre spawn. I think your right in saying it can be nerfed, but if you nerf the laser but keep strong vehicles, how does the vehicle/ infantry dynamic work? Might be better to work on better balance there than have weapons like the Laser being 'wildcards' which have 3 shots but otherwise leave infantry exposed. Meh I think it would be cleaner to take vehicle combat back to Halo 1 basics and delete the Laser.
 

Tawpgun

Member
The analogy does work for what it was... the idea being discussed was a team having the laser AND vehicles... such that they essentially have ALL the powerful items, and that leading to dominating the the other team... and THAT being unbalanced because of how powerful the laser was. Comparing it to a team on The Pit with all the power weapons is directly analogous in the vein it was discussed... that the weapons were won or lost based on the merits of the team and that had nothing to do with the weapons themselves.

To use your words...

One team holding the vehicles and the laser doesn't preclude the other team using newly spawned power weapons either.

I'm not sure how it's possible people miss what I'm saying, since I've repeated it so many times... but comments like the above seem to suggest they are not... so here:

The laser had 5 shots, correct? That's a kill on a tank, a wraith, and a hog... or 5 infantry kills (misapplied but possible). However you mix and match... and say the respawn on Valhalla was 180s... interestingly they spawned Wraiths at 180s and Warthogs at 90s... but I digress a bit...

So - take that laser and place 3 shots in it, and have it spawn every 240s and spawn it by the antenna rather than top of the hill... keep the Wraith at 180 and increase the hog to 120... what does that then look like?

Now - one has a powerful weapon to fight over, that's worth having, that cannot be wasted on infantry lest one waste shots that would end a vehicle, and it is not always on the map and in play. It means that both teams will in all probability have vehicle on vehicle combat during multiple phases of the game. It means the other "power weapons" for infantry to use against vehicles are more important as well. It also means teams will have to shift in order to control the next spawn and cannot as easily sit on top and automatically secure the laser.

My point remains the same... it's not the power of the weapon that's a problem and those that typically hate on it suggest that it is. All of the support given for why it is bad centers around it's power and how easy it is to gain kills with it. The only issues that weapon had were in its frequency of spawn, location of spawn, and amount of ammo.
Do you at least understand where we're coming from?

It's NOT fun. It's frustrating. It might be balanced, agaisnt the super powerful vehicles from Halo 3, but it wasn't FUN.

Why a laser is necesary vs Paper Mache vehicles in Reach I have no idea.
 
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