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Halo |OT 23| Thruster is Love, Thruster is Life

CliQ

Member
Jul 2, 2012
676
0
0
Remixed maps are a phenomenal addition to multiplayer because they artificially increase the map count without the resources of creating an entirely new map.

So I guess this means we can expect more than 10-12 maps for launch hopefully? Hoping for 20+ lol (reach for the skyyyy)
I will be severely disappointed if we only get like 10-12 maps including the remixes. They say it takes less time tp develop but we'll see what the excuse is when we only get 10 maps come launch (don't forget the on disc DLC). I don't count forge maps either so the number may be less than 10. I'm hoping for the best though.
 

AlStrong

Member
Aug 9, 2007
5,867
0
0
Remixed maps are a phenomenal addition to multiplayer because they artificially increase the map count without the resources of creating an entirely new map.
Isn't that what Forge is for? :p

Anyways, rebaking the lighting for a different time-of-day can still be a lengthy process, although I suppose it depends on how good a quality they want it to be. Would be curious to know how their production pipe has evolved since hardware has changed so much since H3's baking days.

edit:
If it's just a way to keep the server farms busy while whole other maps are still being designed, then it's pretty much a bonus. I would have liked to see rain & thunderstorm on Eden.
 

TTUVAPOR

Banned
Jan 28, 2014
2,429
0
0
Gonna post my mega feedback once beta is over...but I'll do it over at Waypoint...and paste it here. I figure do it after the beta is over because that way I get more time into the beta to come to a final consensus. ;)
 

CliQ

Member
Jul 2, 2012
676
0
0
Gonna post my mega feedback once beta is over...but I'll do it over at Waypoint...and paste it here. I figure do it after the beta is over because that way I get more time into the beta to come to a final consensus. ;)
I'll probably be SR30+ by the time the beta is over and i'll post my thoughts as well. I'll try and keep it as organized as possible.
 

-Ryn

Banned
Oct 14, 2012
4,191
0
0
It's one of my favorite things to do. I play very reckless because of it.
Combined with the thruster pack it's possible to be a lot more aggressive provided you've got the moves. Really looking forward to what it's like in BTB.
 
Apr 13, 2014
1,695
0
0
Alberta
He said we were in for a good week back in December and nothing happened, not convinced he knows more than most of us.
Eh, I think he is privy to at least a bit more than us.

http://www.neogaf.com/forum/showthread.php?p=124716302&highlight=#post124716302
http://www.neogaf.com/forum/showpost.php?p=124543601&postcount=78
http://www.neogaf.com/forum/showpost.php?p=124833059&postcount=114

IIRC, he is with the Crackdown team now but can't find the verifying post.
But at the very least, he isn't completely lying about everything.
 

Blueblur1

Member
Jul 27, 2007
16,637
0
0
Miami, FL
www.twitter.com
Why? It should hypothetically double the map count, and the 2 we've played are vastly different from the originals.
They play differently and they're not bad. But they feel very same-y. I'd like more variety.

If we end up with 18-20 maps instead of 9-10 I'm all for it.
If that ends up being the case I'm all for it. I'm just afraid that we'll get 11 or 12 including remixes.
 

User 73706

Banned
Aug 3, 2010
20,496
1
0
24
Mary Esther, FL
For map counts, I'm expecting:

approx. 6-7 small-scale arena maps
- remixes for all of them, so up that to 12-14
big team / even bigger team maps take up more resources, so they don't have remixes, total of about 4 or 5, so up potential counts from 16-19
add in 3 or 4 baked-in forge canvases in matchmaking, so 19-23

Now let's count remixes as .5 of a map. Likewise for forge canvas templates. That gives us a total 14-17.5 "original" maps. That's pretty high for launch. If you don't count forge maps or remixes at all, only "original" maps, you have 10-12.

There's no doubt in my mind they're going to pitch multi as having the "most maps on launch in a Halo title to date (barring MCC)," though obviously fan opinions will debate that.

That gives you three possible total map counts: 10-12, 14-17.5, or 19-23. That's either low, average, or a lot. Either way, I do not see fans being happy with any of those possible outcomes. I already know everyone's going to want like 10 arena maps, 10 remixes of those, and then a separate 10 big team maps with no forge canvases.
 

Magwik

Banned
Jul 30, 2013
21,727
0
0
Detroit, MI
twitter.com
For map counts, I'm expecting:

approx. 6-7 small-scale arena maps
- remixes for all of them, so up that to 12-14
big team / even bigger team maps take up more resources, so they don't have remixes, total of about 4 or 5, so up potential counts from 16-19
add in 3 or 4 baked-in forge canvases in matchmaking, so 19-23

Now let's count remixes as .5 of a map. Likewise for forge canvas templates. That gives us a total 14-17.5 "original" maps. That's pretty high for launch. If you don't count forge maps or remixes at all, only "original" maps, you have 10-12.

There's no doubt in my mind they're going to pitch multi as having the "most maps on launch in a Halo title to date (barring MCC)," though obviously fan opinions will debate that.

That gives you three possible total map counts: 10-12, 14-17.5, or 19-23. That's either low, average, or a lot. Either way, I do not see fans being happy with any of those possible outcomes. I already know everyone's going to want like 10 arena maps, 10 remixes of those, and then a separate 10 big team maps with no forge canvases.
We'll get 6 arena, 6 remixes, and 8 BTB at most.
 

Karl2177

Member
Jul 3, 2010
9,344
0
695
If you're dying because you're spotted first the majority of the time, you are bad at the game.
Ehhhh. I feel like at mid-range and shorter, players have less of a chance of surviving than previous games if they are shot at first. I wouldn't put that as much on player skill, but more on feedback, time to kill, and/or shield recharge rate.
 

Ramirez

Member
Jun 7, 2004
34,255
0
1,310
Ehhhh. I feel like at mid-range and shorter, players have less of a chance of surviving than previous games if they are shot at first. I wouldn't put that as much on player skill, but more on feedback, time to kill, and/or shield recharge rate.
The chance to survive after being shot first has always been low, it's not new to 5.
 

Ramirez

Member
Jun 7, 2004
34,255
0
1,310
Ehhhh. I feel like at mid-range and shorter, players have less of a chance of surviving than previous games if they are shot at first. I wouldn't put that as much on player skill, but more on feedback, time to kill, and/or shield recharge rate.
The chance to survive after being shot first has always been low, it's not new to 5.

The skill matchmaking is almost assuredly playing a part in this. Ive had very few games where I didn't feel like my opponent was equal or greater than my skill level, which is of course going to result in me dying more consistently if I'm caught in a bad spot.
 

TTUVAPOR

Banned
Jan 28, 2014
2,429
0
0
I'll probably be SR30+ by the time the beta is over and i'll post my thoughts as well. I'll try and keep it as organized as possible.
EDIT: Preface:: I only enjoy Halo 5 in its current form because of the AR/BR start. Former starting weapons in week one and week two were not enjoyable at all. :)

The one thing I'm worried the most about is the weapons getting nerfed. I've lurked Waypoint and I keep seeing people say nerf the AR, nerf the SMG, the game is too much BR and DMR...etc. That worries me. The single that that has plagued Halo since Halo 2 was weak starting weapons, intentional of course so that we were forced to pick up better weapons and easily pick off respawning players spawning with crap. The BR start was always the fallback because it provided the utility weapon gameplay that made Halo CE so good.

Even MLG's tournament settings were specifically trying to re-create Halo CE as much as possible...but the issue with the BR start was that the entire weapon sandbox was not designed behind a BR start, it was designed behind the default starting weapon.

Thus:
Halo 2 = SMG starts
Halo 3 = AR starts
Halo 4 = custom loadouts that basically negated ever pick up weapons on the map, plus shitty ordinance weapon drop concept...horrible design decision there.

Now we have Halo 5 with BR/AR start, and funny thing is, all the weapons on the map currently, outside of the pistol, are viable pickups. I'd take the SMG over the AR and I'd take the DMR over the BR. On top of that, the power weapons, sword, snipe and rockets (hyrda needs some tweaking in my opinion, I get the concept of lock-on when ADS, but I think it needs to be tweaked...not sure yet as to what), make the game feel a bit like Halo CE. I think once they add in the powerups, say, OS and camo on all the maps, yes, all the maps, I even think Truth should have powerups on it (look at Halo CE's wizard, a map smaller than Truth and it had OS and Camo), the game will be pretty solid overall.

Now we haven't even seen covey weapons or the shotgun. The light rifle is bad ass, and while every map shouldn't have every single weapon in the sandbox, I think this time around, Halo 5 has made a turn back to its roots from Halo CE, but it really comes down to the starting weapons being the AR/BR start by default across the board. If they change this, this will be worse than weapons being nerfed in my opinion.

Hopefully 343 just lays down the hammer and says, learn to use the weapons, learn to master the game that is Halo, learn to use the counters to the weapons, etc.

Whenever a new Street Fighter game comes out, people are so quick to say NERF NERF!!! Then after a couple of months of playing the game, it dawns upon them that the shit Capcom designed has counters to it...but knowing this comes from playing the game and discovering it.

Again, I'd be very careful to suggest nerfing anything in the game right now. I'd say, let the game launch come later this year, and if after a few months of playing the game, we'll know if weapons need obvious nerfs. Three weeks of playing an FPS and calling on weapons to be nerfed is just stupid. Three weeks is not enough time to make that determination.
 

jem0208

Member
Jul 17, 2013
11,386
0
395
I've been thinking about a gamemode which I think would be quite fun and I'm curious to hear what you guys think.

It would basically be Nidhogg, except team based and Halo.

You'd have long and thin maps, these maps would be sectioned into multiple seperate arenas along the length of the map. The game would start with each team spawning on either side of the central arena. Each team would have a capture zone which they own. If a team captures the enemy zone, the arena and spawns shift forward, towards the enemy's side. This arena would have the same setup, each team has their own capture zone. This would mean the team that lost the previous arena could rally forward and push their enemy back. The way to win would be to capture the zone in the last arena on the enemy's side. Or, if a time limit was introduced, whichever team was closer to the enemy's side. If the time limit finished in the central arena it would be sudden death.

It would be quite a competitive mode, 4v4 probably, equal sides. I'd set the capture time for the zones to be quite short to make it quite fast paced. Maybe make it so each player only has one life...

I was wondering whether you guys think this would work in Halo... I think it would be quite interesting and would set up some seriously clutch and stressful moments. I also really like the idea of lots of pushing forward. It would be an extremely aggressive game mode with loads of action. I also think it might be possible to set up using H2A's forge...

What do you guys think?
 

-Ryn

Banned
Oct 14, 2012
4,191
0
0
Dont jump the nerf gun
Definitely agree with this.
The game looks fantastic and for once we seem to have a viable sandbox where each weapon is useful. I'd hate to see that killed. There needs to be some tweaking of course but I wish people (not referring to anyone here specifically) weren't so quick to ask for things to be nerfed.

This looks weirdly delicious
 

User 73706

Banned
Aug 3, 2010
20,496
1
0
24
Mary Esther, FL
I've been thinking about a gamemode which I think would be quite fun and I'm curious to hear what you guys think.

It would basically be Nidhogg, except team based and Halo.

You'd have long and thin maps, these maps would be sectioned into multiple seperate arenas along the length of the map. The game would start with each team spawning on either side of the central arena. Each team would have a capture zone which they own. If a team captures the enemy zone, the arena and spawns shift forward, towards the enemy's side. This arena would have the same setup, each team has their own capture zone. This would mean the team that lost the previous arena could rally forward and push their enemy back. The way to win would be to capture the zone in the last arena on the enemy's side. Or, if a time limit was introduced, whichever team was closer to the enemy's side. If the time limit finished in the central arena it would be sudden death.

It would be quite a competitive mode, 4v4 probably, equal sides. I'd set the capture time for the zones to be quite short to make it quite fast paced. Maybe make it so each player only has one life...

I was wondering whether you guys think this would work in Halo... I think it would be quite interesting and would set up some seriously clutch and stressful moments. I also really like the idea of lots of pushing forward. It would be an extremely aggressive game mode with loads of action. I also think it might be possible to set up using H2A's forge...

What do you guys think?
Isn't that basically Breakout SHWATty Swordbase on Longest?
 

FUNKNOWN iXi

Member
May 27, 2012
12,028
2
525
New York
Combined with the thruster pack it's possible to be a lot more aggressive provided you've got the moves. Really looking forward to what it's like in BTB.
Now imagine if you didn't have to worry about motion tracker displaying your every move to the enemy and could be more creative in your approaches.
Ehhhh. I feel like at mid-range and shorter, players have less of a chance of surviving than previous games if they are shot at first. I wouldn't put that as much on player skill, but more on feedback, time to kill, and/or shield recharge rate.
Hitscan might be more of an issue issue here over TTK and recharge rate. Also, it would be interesting to see where people are dying that they feel like they should have survived.

So many complaints, yet no clips or videos to show. If you guys complain about something so much, make some videos and let's discuss it, no?
 

TTUVAPOR

Banned
Jan 28, 2014
2,429
0
0
Definitely agree with this.
The game looks fantastic and for once we seem to have a viable sandbox where each weapon is useful. I'd hate to see that killed. There needs to be some tweaking of course but I wish people (not referring to anyone here specifically) weren't so quick to ask for things to be nerfed.
Usually nerfing something is bad in video games, especially a first person shooter, because unless the thing is completely game breaking meaning there's literally no counter to it at all, the mob decides it's OP and protests for a nerf. Hell, the HCE pistol to many people today is still considered OP, but it's not. No matter how you explain it, show video proof, show pros playing, show stats, etc, people will still call it an OP weapon. Why? Why is the HCE pistol OP? Because it can kill in 3-shots? Ok, the avg Halo player, how many times can they actually land a 3-shot kill consecutively? They can't and won't because their level of skill aiming-wise, just isn't there, over time they probably eventually will, but the avg Halo player's level of skill isn't there.

So, why the complaints? Probably because some friend of theirs back in the system link or same screen Xbox days would stomp on them time after time with just the pistol. The same way back in the arcade days of Street Fighter 2, there was always that one guy who could pull off the flying attack of M bison or just spam fireballs with Ryu or Ken and would win at doing it. The loser would complain that it was cheap, e.g., the loser was a scrub (insert Sirlin article on scrub).

Many people who complain about the HCE pistol barely played HCE mutliplayer.

It's the same people who complained about BR starts in Halo 2, and in Halo 3. They're pissed that they're being forced to start with a precision starting weapon. And they're already at a disadvantage when they spawn because there are better players who can be more precise on the controller, thus, they get they get their panties in a wad and cry on forums that shit is OP.

Now what's funny is that in Halo 5, the opposite is happening. The BR favored players are complaining that the AR is OP because that middle ground distance that used to be dominated by the BR on the SMG and Halo 3 AR is no longer dominated by the BR, it has an actual COUNTER!!!! WOW, who would'a thought of that?

So when someone gets hosed down by the AR, their immediate reaction is, "OH FUCK ME THAT SHIT IS OVER POWERED GET IT OUTTA HERE!!!"

I play a variety of FPS games, and it dates back to the late 90s with Counterstrike, Day of Defeat, Quake 3, Unreal Tournament 99, Halo CE (2001), etc. (I don't claim pro status by any means, I'm basically a casual competitive player, I love competitiveness in FPS games) I proudly admit I know my way around shooters, I'm well versed in them and how their weapons deal damage...and trust me when I say that the current weapon set we have in Halo 5 including what we start with and the weapons on map, nothing is OP right now. People are just getting pissed they can't counter the opposition with their poor-ass aim and bad play.
 

TTUVAPOR

Banned
Jan 28, 2014
2,429
0
0
Now imagine if you didn't have to worry about motion tracker displaying your every move to the enemy and could be more creative in your approaches.

Hitscan might be more of an issue issue here over TTK and recharge rate. Also, it would be interesting to see where people are dying that they feel like they should have survived.

So many complaints, yet no clips or videos to show. If you guys complain about something so much, make some videos and let's discuss it, no?

LOL...that will never happen because it will unveil their poor play.
 

Ramirez

Member
Jun 7, 2004
34,255
0
1,310
I'm pretty sure once the flinch is took out, the AR is going to get dumped on in like past games.
 

jem0208

Member
Jul 17, 2013
11,386
0
395
I like it.

Though it'd need to be a bunch of short rounds if it were based on lives. I think it'd work best without lives and have a 4-5 minute timer. Make it 3 rounds perhaps?
It's not really round based though.

If a team wins an arena they advance forward a step, if they lose the next arena they move back to the previous arena.

The single life per arena thing would make it move a lot faster. The biggest worry I have about it would be having a match stagnate, with a single arena going on for too long. I think it could definitely work with unlimited lives, it would just be a much slower paced game.




Edit: repost becasue of being at the bottom of the page...

I've been thinking about a gamemode which I think would be quite fun and I'm curious to hear what you guys think.

It would basically be Nidhogg, except team based and Halo.

You'd have long and thin maps, these maps would be sectioned into multiple seperate arenas along the length of the map. The game would start with each team spawning on either side of the central arena. Each team would have a capture zone which they own. If a team captures the enemy zone, the arena and spawns shift forward, towards the enemy's side. This arena would have the same setup, each team has their own capture zone. This would mean the team that lost the previous arena could rally forward and push their enemy back. The way to win would be to capture the zone in the last arena on the enemy's side. Or, if a time limit was introduced, whichever team was closer to the enemy's side. If the time limit finished in the central arena it would be sudden death.

It would be quite a competitive mode, 4v4 probably, equal sides. I'd set the capture time for the zones to be quite short to make it quite fast paced. Maybe make it so each player only has one life...

I was wondering whether you guys think this would work in Halo... I think it would be quite interesting and would set up some seriously clutch and stressful moments. I also really like the idea of lots of pushing forward. It would be an extremely aggressive game mode with loads of action. I also think it might be possible to set up using H2A's forge...

What do you guys think?
 

CliQ

Member
Jul 2, 2012
676
0
0
So my friend sent me a funny song and told me to make a H5 montage out of it so i did. Please enjoy it as it's meant to be comical and in no way a showing of my skill. It's not edited well and it was done in about 30 minutes.

Enjoy!

Halo 5 Ground Pound Montage
 

VinFTW

Member
Jul 19, 2014
5,271
2
0
get good teammates

alternatively, git gud
I WAS semi-pro, not sure what happened with the switch between early access and the beta but the patch fucked me I'm pretty sure. So not sure what you mean by git gud...

Nice contribution though.

My complaint was me having a 2.0kd nearly all 10 of my games and only dropping 2 and getting Gold 1 when the people I played against were Gold, Onyx, and only a few qualifiers.
 

CliQ

Member
Jul 2, 2012
676
0
0
I WAS semi-pro, not sure what happened with the switch between early access and the beta but the patch fucked me I'm pretty sure. So not sure what you mean by git gud...

Nice contribution though.

My complaint was me having a 2.0kd nearly all 10 of my games and only dropping 2 and getting Gold 1 when the people I played against were Gold, Onyx, and only a few qualifiers.
I think he was saying you can say get good teamates and git gud teamates as a joke ya know?
 

Madness

Banned
Jan 1, 2013
22,126
0
0
Usually nerfing something is bad in video games, especially a first person shooter, because unless the thing is completely game breaking meaning there's literally no counter to it at all, the mob decides it's OP and protests for a nerf. Hell, the HCE pistol to many people today is still considered OP, but it's not. No matter how you explain it, show video proof, show pros playing, show stats, etc, people will still call it an OP weapon. Why? Why is the HCE pistol OP? Because it can kill in 3-shots? Ok, the avg Halo player, how many times can they actually land a 3-shot kill consecutively? They can't and won't because their level of skill aiming-wise, just isn't there, over time they probably eventually will, but the avg Halo player's level of skill isn't there.

So, why the complaints? Probably because some friend of theirs back in the system link or same screen Xbox days would stomp on them time after time with just the pistol. The same way back in the arcade days of Street Fighter 2, there was always that one guy who could pull off the flying attack of M bison or just spam fireballs with Ryu or Ken and would win at doing it. The loser would complain that it was cheap, e.g., the loser was a scrub (insert Sirlin article on scrub).

Many people who complain about the HCE pistol barely played HCE mutliplayer.

It's the same people who complained about BR starts in Halo 2, and in Halo 3. They're pissed that they're being forced to start with a precision starting weapon. And they're already at a disadvantage when they spawn because there are better players who can be more precise on the controller, thus, they get they get their panties in a wad and cry on forums that shit is OP.

Now what's funny is that in Halo 5, the opposite is happening. The BR favored players are complaining that the AR is OP because that middle ground distance that used to be dominated by the BR on the SMG and Halo 3 AR is no longer dominated by the BR, it has an actual COUNTER!!!! WOW, who would'a thought of that?

So when someone gets hosed down by the AR, their immediate reaction is, "OH FUCK ME THAT SHIT IS OVER POWERED GET IT OUTTA HERE!!!"

I play a variety of FPS games, and it dates back to the late 90s with Counterstrike, Day of Defeat, Quake 3, Unreal Tournament 99, Halo CE (2001), etc. (I don't claim pro status by any means, I'm basically a casual competitive player, I love competitiveness in FPS games) I proudly admit I know my way around shooters, I'm well versed in them and how their weapons deal damage...and trust me when I say that the current weapon set we have in Halo 5 including what we start with and the weapons on map, nothing is OP right now. People are just getting pissed they can't counter the opposition with their poor-ass aim and bad play
.
Usually I can get what you're saying, but I disagree with this quite a bit. The nerf of the AR has less to do with the fact it's a beast at low to mid range, and more to do with the fact that when scoped is ridiculously more accurate and deadly over hip fire. ADS on the AR promotes camping style gameplay. Maybe you're a higher tier and don't see it, but most of my deaths started to become people just waiting and watch motion tracker while sitting scoped. Coupled with stabilizers, the game is rewarding them for turtling with a spray and pray gun.

The CE pistol used a lot more skill in OG Xbox to use. The AR here especially with scope uses very little. Just point and hold down trigger. Chances are, if you saw them first, were waiting for them, you're going to get the kill. Even more so if you have SMG.

You've gone off on a wild tangent of assumption for some reason. I've probably been top player or positive for almost 20+ of my last games. I honestly don't give a shit if I drop neg bombs, if I was out shot or out fought. I routinely get out worked with the BR by better players and I see clips from guys like Funk and Ram and know they're better than me, but nothing grinds my gear more than some guy just hiding with AR scoped for some reason. I feel as if it's a cheap kill. If they keep spread and damage/TTK the same as hipfire for AR/SMG, I wouldn't care as much.