Elitist1945
Member
My favorite Halo game, even if I only played it when MCC came out.
Nobody likeing breakout (some people did), doesn't make it not exist. New games don't need every mode from previous games. Warzone alone probably took more man hours to create than any other mode in Halo's history combined. If 343 had a vision for something new, they shouldn't be punished for what they left behind. They're making new games, not updates to old ones. I loved halo 5, and while reach is my favorite still, halo 5 had plenty of content for me, as I played warzone more than any other mode.
https://mobile.twitter.com/Vetoed/status/763775656928874497/video/1
Overblown? A scenario where two players can be aimed at each other's head, and each fire 4 shots on target, yet have different results SHOULDNT BE POSSIBLE. (Which is why MLG buffed the damage) There's no argument FOR the gun to be designed this way.
A problem in close-mid? No
Mid-long? YES
Long? YES
Mid-long firefights (where BRs should've been ideal) were a game of chance, and at long range they were inadequate at rewarding skill.
One of the disappointments with Halo:Reach was the lack of communication and engagement that Bungie had with Halo 3. When Halo:Reach launched, they wouldn't respond to any of the gameplay criticisms, and didn't update the game a single time. They then transferred the games management to 343 industries and it felt like an extremely janky transition, and was one of the biggest mishaps for Halo:Reach. The rare event of them giving blue flames out for Bungie day was nice, and was the only time things felt similar to Halo 3 in the games life.
Jagged Alliance: Deadly Games had an integrated scenario/campaign editor in 1996, I'm not claiming it to be the first one though. I don't remember in what version these were added but in Counter-Strike you couldn't only save replays but to spectate too if the server had HLTV on. There was also Clanbase internet portal that covered many different games, it had league rankings for competitive gaming and even additional cups. Official CB games also had to follow it's rules. And for even more serious gaming there was CPL that stands for Cyberathlete Professional League, which was founded 1997. Few examples there. Nip, Ninjas in pyjamas that are active once again were formed in 2000.
Edit: And I'm not really here to argue that these wouldn't be cool features that Halo had, since they are. My peeve was only with calling them ahead of it's time, dismissing a huge part of gaming history.
I miss the glory days of Halo 3 when it was the most popular game on Xbox Live. There was something so special about that era.
One of the big reasons Halo 3 was number 1 was because we lacked choices.
What were our choices for a great multiplayer experience? Halo 3, Call of Duty? Battlefield was gimped (besides BC2). Other games just didn't have the level of polish of CoD and Halo.
Now we have so many choices. Battlefield with 64 player matches, Overwatch, Halo 5, Call of Duty, Doom, Titanfall, Destiny etc.
I feel like people who say halo 5 launched with little content never played it.
The only way you say it had little content is if you never played breakout or warzone. Which I know a lot of people didn't, cus they were new and different.
But to say, when I ignore the half of the game that isn't what my nostalgia remembers the game doesn't have much content, you loose a lot of legitimacy.
And then the game went and had some of the best post launch support ever.
halo 3 genuinely changed my life and is the reason i joined gaf. shoutouts to halo 3-era halogaf.
it's crazy how easy halo 3 made sharing stuff. it's a shame they kind of lost all of that with later releases and then also destiny. i thought the insane stat tracking and file sharing would stay with them forever.
are the archived halo 3/odst/reach stat sites available still?
Okay, here is the reason why I took longer to reply to this. The video that you posted is not a good represantation, because of multiple reasons:
- Vetoed is not shooting at an enemy.
- Vetoed is shooting at a range larger than the H3 BR's effective range unzoomed. Meaning, at that range, the reticule of the BR would not be red anymore.
- Because the reticule of the BR is not red anymore, you are missing out on some of the aim assist and bullet magnetism. Both of these are not that high when compared to other games, but they are still there.
These are all factors that all have to be considered, because in the real scenario, you are still shooting an enemy and not at the wall.
I've made a quick and rubbish video. The results are pretty much the same, except that in the effective BR range, there is not a single bullet that will miss the target. I'm sure I could have shot the dummy account 100+ times at that range and there wouldn't be a single bullet hitting the wall. This is what I meant with overblown.
Bungie has them still at Halo.Bungie.net.
I was actually going through all my accounts and matches some week ago, to find out when I 1st met my now best friend in matchmaking. It was in July 2009. Memmories man.
In a way that's true, but 2007 was no slouch of a year. And 2008 introduced even more games for us to forget Halo 3 for but we still didn't.
That being said, everything about Halo 3 was amazing to me except the controls. The input lag on aiming was weird and clunky, coming from Halo 2 which felt so much smoother. I tried so hard to get into it because the content was amazing, but I was never able to click with the way the aiming changed. I heard the MCC fixed that though with the FPS increase so I'm excited to try that sometime.
Ain't that the truth. Halo 3 was packed with all the cool features like theater and forge, but there was nothing about the gameplay nor the multiplayer maps that set the world on fire. Horrible BR spread and wonky melee system. I would have traded all the features for a more solid matchmaking experience.When I first played Halo 3 it was a Custom Game with friends. After the match I double checked the settings to make sure it was default because of how sluggish and floaty it felt. At that time it hit me hard, "Bungie made the game slower and more inconsistent than Halo 2."
However, I do appreciate Halo 3, blemishes and all, but damn if I wasn't disappointed by its gameplay after 3 years of waiting, then knowing this would be the main Halo game played for the next 3 years.
Rocket splash damage was lowered in Halo 3 (along with the lock on being removed). As for EMP on the plasma pistol it can be argued it was a bit to much, but I would argue it was somewhat needed.Plasma Pistol EMP just halted gameplay to a crawl (like equipment did). They added the Spartan Laser, missile pod, and a few pieces of equipment to 'balance' out the overpowering vehicles.
I actually think the rocket splash was higher in Halo 3, but it traveled much slower. In Halo 2 it traveled fast due to the lock-on and larger maps.
The hype for Halo 3 ... man its still unmatched. That game was probably the best thing i've experienced aside from maybe GTA 4 or 5. What a legendary game.
Features were amazing at the time.
Shame about the game/gunplay
I mean, those features are still nice, no question, but having 1 feature vs. multiple features is not the same.
What did valve do during CS 1.6's lifetime that related to the professional scene? The only thing I can think of is when they accidentally broke russian walking.
Wait what? Destiny had voice chat since the Destiny alpha.
Halo 3 was fun but imo Halo 2 was better. I put so many hours into both though over the years. 343i will never top a Bungie Halo game.
Yeah... seems like nostalgia has made people forget that Halo 3 had major flaws. Going back to it today, the BR spread is just as ridiculous and frustrating as it was in 2007, and the netcode is freaking horrendous. The game had an enormous amount of bells and whistles with Forge, Theater, file sharing, customization options up the wazoo, etc. but the actual core gamplay (the guns + melee + grenades + movement) was a major step backwards from Halo 2.Yeah, but the BR spread and netcode were still bullshit. Spartan Laser is fun to use, but vehicle gameplay-breaking.
I absolutely loved armor customization though.
Yeah... seems like nostalgia has made people forget that Halo 3 had major flaws. Going back to it today, the BR spread is just as ridiculous and frustrating as it was in 2007, and the netcode is freaking horrendous. The game had an enormous amount of bells and whistles with Forge, Theater, file sharing, customization options up the wazoo, etc. but the actual core gamplay (the guns + melee + grenades + movement) was a major step backwards from Halo 2.
It does have the best art design in the series though. Halo 4 and 5 have a ton of visual noise in comparison.
Yeah... seems like nostalgia has made people forget that Halo 3 had major flaws. Going back to it today, the BR spread is just as ridiculous and frustrating as it was in 2007, and the netcode is freaking horrendous. The game had an enormous amount of bells and whistles with Forge, Theater, file sharing, customization options up the wazoo, etc. but the actual core gamplay (the guns + melee + grenades + movement) was a major step backwards from Halo 2.
It does have the best art design in the series though. Halo 4 and 5 have a ton of visual noise in comparison.
This would be fine, if we never find ourself engaging enemies outside of Red Reticle Range. But it Halo, you find yourself engaging enemies at all different ranges. A good utility weapon- while most effective at mid range, would be suitable for combat at any range- provided the skill is there to use it.
Often, when we are in a BR battle, both players are knocked out of zoom. The victor of this 1v1 is then determined by who has the best shot w/o the assists. But in H3 randomness is thrown into the mix.
All the random bullet does is limit the impact of skill when using a gun outside of its RRR- the exact kinds of moments where you'd actually want skill to shine. (This is what makes no scopes exciting, or crossmap kills with the H5 magnum. )
The ramifications of this, when shooting at a real player instead of a wall, further highlights this issue- If I'm engaging a player outside of RRR, and I am skilled enough to remain on target DESPITE the lack of aim assist and magnetism, I should get the kill, it shouldn't be up to chance. Your video just proves that these moments are up to chance- that's definately not a good thing. Make spread static and you still limit effective range, yet kills outside of RRR would be 100% up to skill.
The amount of stats they used to offer is amazing. It's absolutely insane that I can find the exact spots I died....in a match that happened nearly 10 years ago.
These days you have a hard time finding just population numbers.
My entire point (and probably Bungie's too) was that the random spread in Halo 3 was a precaution, so that the BR wouldn't dominate at all distances.The whole Halo 3 BR spread topic is overblown in my eyes and the fact that people were not even willing to lead their shots and were constantly blaming it on spread is yet an other example.
And I just can't agree that a utility weapon should be suitable at any range. If that was the case, we would still play BR starts in H5, but we are in fact playing Magnum starts for a reason. Weapons with too much effective range are destroying maps, as currently seen with H5 BTB BR starts. You will also see this being the case, once they are adding the H3 Forge Playlist to Halo 5, just like it could have been seen in the Halo CE playlist.
All I know is that I want projectile based weapons back and that's where I will end the topic at.
I respect your opinion, but I also have my own opinion on this topic and nothing will change it.
Such a fantastic site to this date. Simple and clean.