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Halo |OT9| One Final Effort Is All That Remains

Thet were a terrible clan who thought they were the shit. It's d-list celebrity train-wreck attention.

And if you guys thought Halo 3 was good, I can see why you're not concerned for Halo 4.
The flip side of this being since you only like one game in the series released over a decade ago, sometimes people wonder why you're here at all
 

Ramirez

Member

LOL

The music just makes it...

And if you guys thought Halo 3 was good, I can see why you're not concerned for Halo 4.

The flip side of this being since you only like one game in the series released over a decade ago, sometimes people wonder why you're here at all

Checkmate.jpg
 

DeadNames

Banned
Thet were a terrible clan who thought they were the shit. It's d-list celebrity train-wreck attention.

And if you guys thought Halo 3 was good, I can see why you're not concerned for Halo 4.

Just looked them up. Most of them play MW3. No longer surprised at what you said about them.
 

Korosenai

Member
Halo 3. Such great memories.

The best time i've ever had with a video game. Met a lot of new friends (online), one that even lives in the same state as me and we are pretty much best friends now. There is no telling how many hours i've put into this game (36 days total multiplayer on my main account, every achievement, and about 20+ second accounts).

My first game:

jJDgV7Ep8dnIh.png
 
Mind the derp, I'm part German. Google translate LIED to me. I don't suppose it'd be easy to snag DLC codes and return the game or something? I'd be willing to work out a deal with someone who actually has access to that retailer.
 
There are lot of nooks in a Narrows base that allow it safe spawns, especially from top mid. In fact, to effectively lock down spawns on Narrows, you can't just sit top mid. You need people in the base running around. It takes real coordination. The man cannon and the man cannon jump to top mid are serious monkey wrenches in the setup. It also takes real coordination to break a setup.

With the spawns changed you could be the team with top control and middle position and be caught in a sandwich because how often do you get 4 players down at the same time? It changed player behavior. You saw more people sitting back to force the enemy spawning in front of them. And because spawns were so easily effected, those killed spawned essentially in random locations. YAY WE'VE BEEN BAILED OUT. Bullshit. You like it, I don't. We'll just have to agree to disagree. *offers handshake*

MHOXm.gif


Holy shit. It's almost like you understand strategies and teamwork. Tempest Slayer has this same issue. If anyone on your team goes past midfield, your opponents can spawn literally 2 feet behind you, no matter how many of you are on your own side of the map.

No offense to anyone, but there's a reason that Blizzard listens to the top tier players and not the bronze league when making balance changes and map alterations. They know how the matches play out between players that really know what they're doing.

Which would you feel you earned more (or gave you a greater sense of accomplishment): breaking a setup and retaking map control through teamwork, or dying and respawning behind the other team because one of them moved out of position to avoid a grenade. YAY YOU WIN BECAUSE...THINGS! Fully dynamic spawns are not the best solution for slayer variants. Just like fully static spawns are not the best for every objective.
 
If Halo was ran by Blizzard, dear lord...

The changes Blizzard has made to D3 is insane. The game is like 350% better than it was at release.

I dunno how but they nail like every problem posted on NeoGAF and just pound them out and fix it so good. Dunno if they just read this forum and shape the game based on us but its crazy.

For example they took this wall that players felt they hit at Inferno the hardest difficulty, where they couldnt get enough good gear drops to progress in the game and they took another problem people swapping MF/GF gear right before they kill bosses and elites that give good gear drops. They took both these problems and used one to fix the other. With one solution.

They invented Paragon levels which let you feel progression by gaining 100 more levels after level 60. Each Paragon level gives you 3% more MF/GF so eventually MF/GF gear swapping becomes less important and that wall of no progression was torn down because even if you get no loot the feeling of gaining a level means progression.

I had actually stopped playing until neoism PM'd me about the new Paragon stuff. This change alone brought me back in because of the new content. I had come back to Reach, and I haven't played Reach for a little more than a month (until last night) Its like Blizzard is saying "No matter what no game will be perfect, but heres some changes and new stuff we've added for you" as opposed to what Bungie and 343 have done in the past their action says something more like "Most of the game is fine and how we want we will just alter some stuff based on numbers you never get to see" The trasparency between the two companies is vastly different.

This solution Blizzard made also added to another problem players mentioned of "no end game content" people hit the end of Inferno much quicker than Blizzard had anticipated. Adding this new Paragon gave some more content. Now with the next major patch in store they are adding Uber boss modes, a new legendary item everyone will chase for, and Monster Power levels. Slowly adding more and more features to the end game. Awaiting ultimately PvP they are working on.

Anyways,

In respect to 343/Bungie we still have jetpacks and Uncaged. So yea....
 

FyreWulff

Member
Safely spawning is a bailout? Wow.

Wow.


MHOXm.gif


Holy shit. It's almost like you understand strategies and teamwork. Tempest Slayer has this same issue. If anyone on your team goes past midfield, your opponents can spawn literally 2 feet behind you, no matter how many of you are on your own side of the map.

If they're spawning right behind you in dynamic sided spawns, there isn't enough spawns on the map to support the amount of players in the gametype.
 
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