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Halo |OT16| Oh Bungie, Where Art Thou?

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You have quite the catch yourself King in the North.

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Oona is the winner.

Of everything.

Not an opinion.
Because you're banging chicks like that every night.
lol RIP Tawpgun

Dormer is very hot, anyone who says otherwise is a Tawpgun and is just jelly.
Cucumber Nipples
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Now, now. There's no reason to fight over the female cast of GoT, boys.

Dormer's the sexiest.

Chaplin's the prettiest.

And Clarke is the cutest.

It's like being at Baskin Robbins. No flavor is the absolute best: it's just a matter of which flavor sounds good that day.

Well, and we don't get to actually go to that Baskin Robbins...

EDIT: except for Tawpgun
 

blamite

Member
Certain Affinity/343 just cannot make maps that are fun to drive vehicles on.

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Look at this. Angled buildings that serve as ramps and tons of hills and sand dunes for vehicles to have fun with, but there's also enough cover and enclosed space to facilitate infantry combat and also give infantry the ability to move around relatively and set up attacks against the vehicles. This is a good map because it give players in vehicles plenty of space to drive around in however they want, giving them a number of approaches and options at any given moment but also giving infantry a pretty good chance to defend themselves and fight amongst themselves.

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The same is true of many of Bungie's other BTB maps (see: Blood Gulch, Sidewinder/Avalanche, Relic, Containment, Standoff). Vehicles and infantry both get plenty of opportunities to move around to their full potential.

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Then look at any map in the Castle pack, especially Outcast and Daybreak. They're just a bunch of preset paths for vehicles to drive through, nicely carved out with tire tracks and everything, basically saying "you have to go this way" surrounded by hills and cliffs only infantry can get to where they can rain down endless plasma pistol overcharges and plasma grenades to destroy any vehicles unlucky enough to pass by. There's no room for interesting vehicle maneuvers except for "go forward" and "go backwards." Trying to drive a Warthog on one of these maps is just a frustrating experience of traveling down a straight line trying to make the most of the tiny degree of freedom you're given.

The way CA talks about filing Daybreak's airspace with rocks and walls for Banshee pilots to avoid is a perfect example of their approach to making vehicle based maps: Rather then giving vehicles the freedom to move around an open space where they can attack and be attacked by infantry, vehicles are forced down narrow paths that keep them constantly in range of guys who spawn with some pretty effective anti-vehicle tools.

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If you're in a vehicle on one of these maps you have few other options than heading straight into a heavily trafficked area where you're constantly threatened by plasma pistols and grenades. Instead of pulling off sweet jumps and trading machinegun fire across the map you're stuck in a deathtrap that can only head straight at dudes who got their anti-vehicle tools off spawn.
 

Tawpgun

Member
@ Blamite

Sandtrap, Avalanche and Coag would all play like hot garbo with DMR's and spawning with p pistol/nades.




But you are correct, maps suck for vehicles.
 
I touched up the Gravity Gauntlet mechanics a bit.

-Now instead of sending out a big tractor beam, hitting right trigger shoots out a bright glowy projectile pretty much identical in speed and weight to a Pulse Grenade (glow), just blue.

-Whatever this "gaunt shot" hits determines what the Gravity Gauntlet does.

-If it hits a regular surface like a wall, you'll teleport with the exact same visual effect Promethean Knights use. Teleporting drains your shields and overheats the gun, but has virtually no limit in terms of distance.

-You can only teleport through open areas, because it essentially moves you in a straight line at near-hitscan speeds. Trying to go through a wall (for example chucking a gaunt-shot over a wall to infiltrate a base) will kill your Spartan instantly by slamming it into said wall at the speed of light.

-Hitting a weapon will make it teleport towards you using a variation of the same teleporting effect. Reeling in weapons eats up battery according to distance; try and snag one from too far away and it'll make your Gauntlet overheat.

-If it hits a player, friend or foe, they'll begin mildly glowing and tossing off sparks and so will your Gravity Gauntlet. For up to 5 seconds (at which point the Gauntlet overheats), said player gets their gravity reduced to 0%. Not low gravity, zero gravity. Any and all momentum will send them flying, shooting will send them backwards, and so on.

-There are about a billion different mind games possible with the zero gravity mechanic.

-A punch from a Gravity Gauntlet is as strong as a hit from a Melee weapon, considering it's a giant power fist.

Gauntlet Slayer on Construct? y/n/m
 

blamite

Member
@ Blamite

Sandtrap, Avalanche and Coag would all play like hot garbo with DMR's and spawning with p pistol/nades.

Yeah definitely. I'm not gonna try to pin it entirely on the map design wen so much of the way the loadout system works fundamentally breaks the way the whole vehicle combat loop used to work but the maps certainly aren't helping anything here. There are some maps that succeed more than others, the main one being Longbow off the top of y head but in general none of the games BTB maps give as much to vehicle players as they used to. And considering 6 of 9 DLC maps are designed for BTB it's kind of a glaring issue.

Halo 5 really does need a pretty big overhaul to loadout sysem and sandbox as a whole, in addition to better maps, to really fix BTB though.
 

blamite

Member
Wait, Team Objective is 6v6 now? And it's also absolutely terrible? KOTH on Ragnarok? Extraction 2-Site Small on Vortex? What is happening? Does 343 even want people to play this?

Has there ever been a successful/good 6v6 playlist in any Halo game, ever? I sure as hell can't think of one.
 
The post on vehicles was spot on, and part of the reason we don't see open maps like Standoff or Sandtrap anymore is because of the sandbox. They keep making these long ranged weapons that can hit so accurate way across the map, and then they increase the map size while simultaneously decreasing the amount of room for vehicles.

I love 4v4 maps with light vehicles on them, but between Sprint and the anti vehicle stuff, I can't even build for it anymore. For all the emphasis on BTB, good vehicle combat sure is lacking.

Wait, Team Objective is 6v6 now? And it's also absolutely terrible? KOTH on Ragnarok? Extraction 2-Site Small on VorteX? What is happening? Does 343 even want people to play this?

Has there ever been a successful/good 6v6 playlist in any Halo game, ever? I sure as hell can't think of one.

Invasion maintained a consistent population of 3500 players all the way till Halo 4 came out.
 

Striker

Member
Has there ever been a successful/good 6v6 playlist in any Halo game, ever? I sure as hell can't think of one.
There's been 6v6 Team Battle (obj, slayer) in Halo 2, Squad Battle in Halo 3 (obj, slayer), and Invasion for Reach. Neither 6v6 in Halo 2 or Halo 3 lasted super long. If the maps support it, it's often fun if you run in a party that is too large for basic 4v4 games (lol). You can argue Halo 4 does support this, but it just uses things like Oddball and King on mid-large maps that really has no business being there. Hilarious, really.
 
I miss Squad Slayer in Reach.

Can I have playlist management control of Reach?

Just played four hours or Reach. So gooodddd. Thx Ex Wife Poison Pnut and Odysseus!
 
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