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Halo |OT18| We're Back Baby!

Srsly, a more accurate GIF would be some one-shot asshole sprinting around a corner and popping a regen field, or sneaking up on someone only to get promethean'd. I kind of like the turbo Legendary BR gameplay (except for flinch), but leaving all the other Halo 4 "features" out of the early info was frustrating in retrospect.
 
Sweeping BR headshot. Slow strafe. Blatant melee lunge lock-on.

That looks good to you?

$200,000 was won with a sweeping BR shot, in a sudden death 1v1, one kill to win. I think the majority of Halo players these days will say that yes, it does look good.

Don't get me wrong, I strongly dislike everything about the BR. BUT.. I wouldn't want it removed from Halo. I'd probably like it a lot more if they tightened the spread, increased the fire rate and lowered the aim assist/kill time. Single shot precision weapons > burst fire anyday.

Just won a Halo 3 TS game 50-49 and ranked up. Dat adrenaline rush man. That's what keeps you playing, not gaining exp!

This just got me pretty hyped. Let's see what Halo 3 BTB looks like these days.


-EDITS-

That Halo 3 Mythic menu music is so good.

Damn and so is the lobby music.
 
+1 for getting a Destiny thread. Hopefully that means that we can get the Destiny crap out of this thread and get back to talking about what the thread is actually about. Halo.

Anyway, I'll probably make it to customs tomorrow night but not until after the Wild game. So roughly 9:30 Central or so. If you guys aren't still playing customs I'll likely just be on BTB or something. Maybe some SWAT. Haven't played that in a while.
 
Don't get me wrong, I strongly dislike everything about the BR. BUT.. I wouldn't want it removed from Halo. I'd probably like it a lot more if they tightened the spread, increased the fire rate and lowered the aim assist/kill time. Single shot precision weapons > burst fire anyday.
Even the Reach DMR? I mean this seriously, considering the vitriol for the weapon (moreover its firing behavior). I haven't been around long enough to learn your opinion, though I suppose I could guess.
 
K

kittens

Unconfirmed Member
Isn't Halo 3 already out, tho? It's the free game for October, right? Do those not launch on the first of the month?

And yeah, I'll believe it when I see it.
 
Even the Reach DMR? I mean this seriously, considering the vitriol for the weapon (moreover its firing behavior). I haven't been around long enough to learn your opinion, though I suppose I could guess.

The only bloom I like is that of an Outback onion. There's only one single shot weapon in my heart, two if you count the H3 Beta Carbine. I do like H4's DMR though, but they'd need to tone down the aim assist and remove bloom in order to be up there.

And while on the subject of weapons, these two need to make a return as well:

maxresdefault.jpg

0121.Weapon_2D00_Grenade_2D00_Launcher.jpg

Was never big into playing myself, but this alone killed 50% of the spectator experience for me.

It ruined the edge games. That would be cool if there were toggles for custom matches though, but hopefully the online is much better this time around.

They can't afford to mess this up again.
 

Booties

Banned
I haven't played halo in forever. I still can't believe how badly they ruined the matchmaking lobby. Those vertical bars showing parties was great.
 

Fuchsdh

Member
On the subjects of weapons...

if you had to pick a grand total of 12 weapons from all the series for your own sandbox, which would they be?

I think my picks are:
*MA5D (Halo 4)
*M6H (Halo 4)
*BR (4sk, but keep H3 aesthetics 'cause the future is black)
*Carbine (Halo 4 TU)
*Sniper Rifle (Halo 3)
*Shotgun (tossup between Halo 1 and Halo Reach here, but definitely Halo 1-3 aesthetics)
*Rocket Launcher
*Grav Hammer (I really, really love the "plink" sound it makes in 4 for some reason)
*Energy Sword (clang and melee blocking again!)
*Plasma Pistol (Reach)
*Plasma Rifle (CE)
*Needler (prolly cross between Halo 3 and 4 in power if possible, if not take Halo 4)

And yeah, Adrift did look a bit more interesting, especially with what looks like fog going on.
 
K

kittens

Unconfirmed Member
What are the MA5D and the MH6? Don't make me look this stuff up.
 
Yeah on Saturday. 9PM Eastern/8PM Central/who cares after that :p

But usually you just have to send a message to Tashi and he'll invite you. Can't remember what his exact gamertag is.

Hope everything goes well for you and your wife.

Hope everything goes well with the surgery.

Just message TashiGAF Saturday night and I'll get you in

Hey thanks a lot guys, she is home and doing ok. Lots of pain but today went really well. Really hopeful it improves her overall condition. Shes got severe Anemia and had to go for frequent infusions through IV so hopefully today will help that.

I'd like to get on tomorrow, see how she is feeling as I got kids/cooking details all weekend. Thanks again for the good wishes.
 

FYC

Banned
Excellent post. Developers just don't seem to understand this concept at all recently or choose to ignore it. The most popular current FPS games have a skill gap where almost everyone achieves near identical kill-times. It seems pointless to even play them. I don't understand how these CoD fans derive any enjoyment from it.

I guess its the constant back patting and levelling up that keeps them playing thinking they are earning something. Such numpties.

I don't think enjoying Call of Duty makes one a numptie. It's a very casual shooter, but there's fun to be had despite the low skill ceiling.

Having recently borrowed Black Ops II from my brother, I must say I've been pleasantly surprised by the campaign. There're some neat ideas in there. http://www.youtube.com/watch?v=A108MkAsloY
 
Was never big into playing myself, but this alone killed 50% of the spectator experience for me.
Half the excitement of watching or playing Smash is the offstage and edgeguarding game. Floaty physics, OP recoveries, auto ledge grabbing, backwards ledge grabbing no matter the spacing and ENORMOUS ledge grab range just kills it.

Even the Reach DMR? I mean this seriously, considering the vitriol for the weapon (moreover its firing behavior). I haven't been around long enough to learn your opinion, though I suppose I could guess.
The zero bloom DMR is probably the most skill intensive precision weapon in Halo since the CE Magnum. The small and static reticule make a pretty noticeable difference when it comes to aim magnetism.
 
On the subjects of weapons...

if you had to pick a grand total of 12 weapons from all the series for your own sandbox, which would they be?

I think my picks are:
*MA5D (Halo 4)
*M6H (Halo 4)
*BR (4sk, but keep H3 aesthetics 'cause the future is black)
*Carbine (Halo 4 TU)
*Sniper Rifle (Halo 3)
*Shotgun (tossup between Halo 1 and Halo Reach here, but definitely Halo 1-3 aesthetics)
*Rocket Launcher
*Grav Hammer (I really, really love the "plink" sound it makes in 4 for some reason)
*Energy Sword (clang and melee blocking again!)
*Plasma Pistol (Reach)
*Plasma Rifle (CE)
*Needler (prolly cross between Halo 3 and 4 in power if possible, if not take Halo 4)

And yeah, Adrift did look a bit more interesting, especially with what looks like fog going on.
* MA5B (I love that sound effect, though I would probably make its performance more akin to the Halo 4 variant)
* M6G (Reach variant. Very satisfying to hear and use)
* DMR (Negligible bloom and and a weaker scope if it has one at all.)
* Needle Rifle (Yeah, I like it more than the Barney boogie board).
* Sniper Rifle (Halo: CE)
* Shotgun (Reach or CE. Either works. I like either sight color, too. In a dream world they would match the team they're on, lol)
* Rocket Launcher (Reach, but I'd like that *WHOOMP* sound when it's brought out from Anniversary. One of the few additional sounds I really liked)
* Gravity Hammer (Reach sound and look, Halo 3 gravitational effects)
* Energy Sword (Sword clashing, looks more like Halo 2 variant artistically. I'd love a custom game mode that made it act like the crazy ass Halo 2 sword, too)
* Needler (Reach variant with a bit more power. I like how it behaves moreso than most, even if I appreciate its buff in Halo 4)
* Plasma Rifle (Yeah, CE.)
* Plasma Pistol (Reach)

I'd also bring back Spike Grenades into the sandbox because they were underrated. I'd add a pulldown delay ala the GL grenades and the original Halo 2 Plasma Grenades to differentiate them from the Plasmas a bit.
 

Obscured

Member
Halo could benefit from a training mode like the Dojo Mode in Killer Instinct. Plenty of games have advanced tech tutorials, so this could allow for some passive button combos to return like backpack reloading. XXY greatly sped up the flow of combat and contributed to the deep metagame, so with a tutorials walkthrough that would eliminate the main issue brought up by 343 of people being unaware.



2v2 BG CTF Hogs only was so fun. I know these days it would seem crazy to play 2v2 on a BTB map, but it was a different era back then. Players weren't concerned with filling bars and unlocking a flashy new toy, they just played to have fun and to get better. The core of what made Halo multiplayer exciting.

Some of those matches lasted several hours long and it was pure enjoyment.

Although Black Ops 2 never pulled me in (thought I'm trying to spend a bit more time with it again) I thought the way they handled trying to introduce new players into the game was fantastic and would love to see something like that for Halo. Rather than remove parts of the game that require work, inform players what they should be working on. I think there can be parts of the game mechanics that encourage a certain type of play, but you have to spell it out for people and give them some kind of introduction. I don't think I really played 'right' for the first half of my time with Halo 3.

Also nice to see the Bungie Weekly update back, I wish there was a Destiny thread here.
 

Booshka

Member
The zero bloom DMR is probably the most skill intensive precision weapon in Halo since the CE Magnum. The small and static reticule make a pretty noticeable difference when it comes to aim magnetism.

Which is ironic because a lot of people assumed that Zero Bloom would make it too easy to land shots. But, when your reticule is always pretty small and players have a higher movement speed and better jump height, landing all of your shots takes a bit more effort than just full bloom spamming at their body.

That was the biggest issue with DMR Bloom in Reach, even at full bloom your reticule would be red and you could land body shots, and random headshots frequently. Unlike in Shadowrun (oh my god Booshka STFU about SR being the solution to everything) where a full bloom rifle was literally totally random and highly improbable to land any shots on everything but a Troll.

I think a Shadowrun Rifle with the Movement bloom removed so that the gun fired as if you were crouched and shooting at the proper pace even while moving and jumping for Halo would work well. Make the player models smaller, hitboxes smaller, and tone down the aim assist levels to Halo CE levels and you got yourself a good primary rifle weapon.

Babbys like Tawpgun keep acting like the CE pistol would break modern Halo's because it kills too quick. It doesn't kill too quick, it's not overpowered, the core mechanics of shooting, moving and aiming of CE make landing 3sk's rare and 5-7 shot kills are the most common. That kill time is right in line with where Halo should be, the skill that should be required to land those kills, and the skill gap/ceiling that players can strive for, to consistently dominate lesser skilled players and constantly get better against the best of the best.

If you threw a CE Pistol into Halo 4 with its insanely easy shooting mechanics, little to no strafe, generous hitboxes and huge player models, yes it would break the game. That is why suggesting the CE Pistol as the solution to Halo's problems also suggests that the entire core mechanics of shooting, aiming, and movement need to be revised. Players should be required to learn and get better at mechanics, a true skill gap and ceiling should exist. Josh Menke's amazing ranking and skill matching talents would actually matter because the core mechanics of the game support a proper skill gap. Starcraft 2, one of the most skill based and mechanically sound video games ever created show off this amazing ranking system, because the video game supports the strive toward perfection.

Similar to Halo CE, the casuals can still enjoy the game, and the hardcore dedicated players can strive for perfection with a skill gap that actually respects their time and dedication to perfecting the game.
 

Sai-kun

Banned
Which is ironic because a lot of people assumed that Zero Bloom would make it too easy to land shots. But, when your reticule is always pretty small and players have a higher movement speed and better jump height, landing all of your shots takes a bit more effort than just full bloom spamming at their body.

That was the biggest issue with DMR Bloom in Reach, even at full bloom your reticule would be red and you could land body shots, and random headshots frequently. Unlike in Shadowrun (oh my god Booshka STFU about SR being the solution to everything) where a full bloom rifle was literally totally random and highly improbable to land any shots on everything but a Troll.

I think a Shadowrun Rifle with the Movement bloom removed so that the gun fired as if you were crouched and shooting at the proper pace even while moving and jumping for Halo would work well. Make the player models smaller, hitboxes smaller, and tone down the aim assist levels to Halo CE levels and you got yourself a good primary rifle weapon.

Babbys like Tawpgun keep acting like the CE pistol would break modern Halo's because it kills too quick. It doesn't kill too quick, it's not overpowered, the core mechanics of shooting, moving and aiming of CE make landing 3sk's rare and 5-7 shot kills are the most common. That kill time is right in line with where Halo should be, the skill that should be required to land those kills, and the skill gap/ceiling that players can strive for, to consistently dominate lesser skilled players and constantly get better against the best of the best.

If you threw a CE Pistol into Halo 4 with its insanely easy shooting mechanics, little to no strafe, generous hitboxes and huge player models, yes it would break the game. That is why suggesting the CE Pistol as the solution to Halo's problems also suggests that the entire core mechanics of shooting, aiming, and movement need to be revised. Players should be required to learn and get better at mechanics, a true skill gap and ceiling should exist. Josh Menke's amazing ranking and skill matching talents would actually matter because the core mechanics of the game support a proper skill gap. Starcraft 2, one of the most skill based and mechanically sound video games ever created show off this amazing ranking system, because the video game supports the strive toward perfection.

Similar to Halo CE, the casuals can still enjoy the game, and the hardcore dedicated players can strive for perfection with a skill gap that actually respects their time and dedication to perfecting the game.

Totally seconding this post. Great stuff, booshy~~ #HGS
 
Which is ironic because a lot of people assumed that Zero Bloom would make it too easy to land shots. But, when your reticule is always pretty small and players have a higher movement speed and better jump height, landing all of your shots takes a bit more effort than just full bloom spamming at their body.

That was the biggest issue with DMR Bloom in Reach, even at full bloom your reticule would be red and you could land body shots, and random headshots frequently. Unlike in Shadowrun (oh my god Booshka STFU about SR being the solution to everything) where a full bloom rifle was literally totally random and highly improbable to land any shots on everything but a Troll.

I think a Shadowrun Rifle with the Movement bloom removed so that the gun fired as if you were crouched and shooting at the proper pace even while moving and jumping for Halo would work well. Make the player models smaller, hitboxes smaller, and tone down the aim assist levels to Halo CE levels and you got yourself a good primary rifle weapon.

Babbys like Tawpgun keep acting like the CE pistol would break modern Halo's because it kills too quick. It doesn't kill too quick, it's not overpowered, the core mechanics of shooting, moving and aiming of CE make landing 3sk's rare and 5-7 shot kills are the most common. That kill time is right in line with where Halo should be, the skill that should be required to land those kills, and the skill gap/ceiling that players can strive for, to consistently dominate lesser skilled players and constantly get better against the best of the best.

If you threw a CE Pistol into Halo 4 with its insanely easy shooting mechanics, little to no strafe, generous hitboxes and huge player models, yes it would break the game. That is why suggesting the CE Pistol as the solution to Halo's problems also suggests that the entire core mechanics of shooting, aiming, and movement need to be revised. Players should be required to learn and get better at mechanics, a true skill gap and ceiling should exist. Josh Menke's amazing ranking and skill matching talents would actually matter because the core mechanics of the game support a proper skill gap. Starcraft 2, one of the most skill based and mechanically sound video games ever created show off this amazing ranking system, because the video game supports the strive toward perfection.

Similar to Halo CE, the casuals can still enjoy the game, and the hardcore dedicated players can strive for perfection with a skill gap that actually respects their time and dedication to perfecting the game.

Thirding. #HGS
 

Madness

Member
Do people like smaller reticules or larger ones? Asking because one of the problems a lot of people have currently with GTA V is that they feel the reticule is too small and they can't see where to shoot.

I actually like the single shot aspect of the DMR and to be honest, bloom never bothered me. I know the problems inherent but meh. I hated it's long 3X zoom, but I've come to understand, if it was harder to shoot with and took skill, I wouldn't hate getting cross mapped somewhat, especially if I could strafe to avoid shots.

Ideally, I'd take whatever Booshka, BigShow and Unknown say regarding aim assist, magnetism, strafe speed and use a 2x DMR to shoot with.
 
Half the excitement of watching or playing Smash is the offstage and edgeguarding game. Floaty physics, OP recoveries, auto ledge grabbing, backwards ledge grabbing no matter the spacing and ENORMOUS ledge grab range just kills it.

The zero bloom DMR is probably the most skill intensive precision weapon in Halo since the CE Magnum. The small and static reticule make a pretty noticeable difference when it comes to aim magnetism.

lol that Brawl video.. The next one seems to have less distance for that nonsense, but it still seems to be there.

ZB DMR is legit. I'd rather it have 2x and no hitscan.
..on Xbox One dedicated servers.
I'd like to test changing the DMR to the Halo 1 Pistol and making the Light Rifle 3x zoom.

Although Black Ops 2 never pulled me in (thought I'm trying to spend a bit more time with it again) I thought the way they handled trying to introduce new players into the game was fantastic and would love to see something like that for Halo. Rather than remove parts of the game that require work, inform players what they should be working on. I think there can be parts of the game mechanics that encourage a certain type of play, but you have to spell it out for people and give them some kind of introduction. I don't think I really played 'right' for the first half of my time with Halo 3.

Also nice to see the Bungie Weekly update back, I wish there was a Destiny thread here.

Yup, it would be beneficial to put effort into this because it just adds to that mentality of wanting to improve. Halo players want to get better, many of them just don't know it.

While we're at it, make default radar sound-based. Let's cut back on the crutches for default settings while adding more customization.

If you threw a CE Pistol into Halo 4 with its insanely easy shooting mechanics, little to no strafe, generous hitboxes and huge player models, yes it would break the game. That is why suggesting the CE Pistol as the solution to Halo's problems also suggests that the entire core mechanics of shooting, aiming, and movement need to be revised. Players should be required to learn and get better at mechanics, a true skill gap and ceiling should exist. Josh Menke's amazing ranking and skill matching talents would actually matter because the core mechanics of the game support a proper skill gap. Starcraft 2, one of the most skill based and mechanically sound video games ever created show off this amazing ranking system, because the video game supports the strive toward perfection.

Similar to Halo CE, the casuals can still enjoy the game, and the hardcore dedicated players can strive for perfection with a skill gap that actually respects their time and dedication to perfecting the game.

Good post, especially the bolded. H1 was the simplest and most accessible Halo, but it was also the one with the most depth.
 
MA5D = Assault Rifle in 3 and 4
M6H = Halo 4 magnum
MA5C was the AR in Halo 3. MA5D was the model of Halo 4. Which makes the start of Halo 4 extremely hard to reconcile since Chief was last seen with an MA5C with one bullet in it and wakes up with a newer generation rifle with a full clip. But then, he also wakes up on board a ship that makes the final cutscene of Halo 3 impossible (Halo 4 FUD doesn't have a rear vehicle bay), so that shows how much 343 cared for maintaining a plot line and lore consistency.

Edit: Whoops.
 
MA5C was the AR in Halo 3. MA5D was the model of Halo 4. Which makes the start of Halo 4 extremely hard to reconcile since Chief was last seen with an MA5B with one bullet in it and wakes up with a newer generation rifle with a full clip. But then, he also wakes up on board a ship that makes the final cutscene of Halo 3 impossible (Halo 4 FUD doesn't have a rear vehicle bay), so that shows how much 343 cared for maintaining a plot line and lore consistency.

Oops, didn't google thoroughly enough.
 

heckfu

Banned
MA5C was the AR in Halo 3. MA5D was the model of Halo 4. Which makes the start of Halo 4 extremely hard to reconcile since Chief was last seen with an MA5B with one bullet in it and wakes up with a newer generation rifle with a full clip. But then, he also wakes up on board a ship that makes the final cutscene of Halo 3 impossible (Halo 4 FUD doesn't have a rear vehicle bay), so that shows how much 343 cared for maintaining a plot line and lore consistency.

http://www.youtube.com/watch?v=IRsPheErBj8
 
Halo's a pretty cool guy.

Smash 4 looks like it'll be a less stupid Brawl, but it's no Project M. Can't wait to try out the new and improved Roy!

FUNfact: The dude who created Project M is in iXi. He wrote the clone engine which allowed for Roy and hopefully more characters.

May be corny to Chambers, but clubhouses are where great friendships are born. We all wear propeller hats and shit too, pretty neat. -pushes glasses up-


I love the shit outta Smash though. The art style of the new one looks soo good. Sakurai hopefully won't mess this up, but it seems like he's learned some lessons from Brawl (ie: wasting resources on SSE, faster gameplay, etc.).
 
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