Ramirez said:So, havin a bridge that if turned off would result in your doom doesn't sound gimmicky? All it would take is one unlucky respawn or someone just suiciding to the switch to turn it off and ****ing you over.
Ramirez said:So, havin a bridge that if turned off would result in your doom doesn't sound gimmicky? All it would take is one unlucky respawn or someone just suiciding to the switch to turn it off and ****ing you over.
Sean said:I like the idea of light bridges, but I dunno about having a switch on both sides.
I think the best thing to do would be have just one switch on the defense side of the bridge, and when pressed it'd only activate for a very short time period (like 30 seconds or so) - just enough time for the offense team to press the button and cross with the flag. The defense team would be able to press the button again to deactivate it, so if the flag carrier is crossing the bridge they could stop him that way.
So it'd require actual strategy. You'd have to press the switch and cross quickly - and the defensive team still can shut it off on you while you're halfway across so you'd need someone on your team to defend the switch and prevent it from being disabled.
That picture is amazing.OverHeat said:![]()
The picture was in another thread
OMG full plumage!OverHeat said:![]()
The picture was in another thread
NJ x Falkor said:
Many bad experiences with unfair spawns.Spawning on some of the maps showed some unhappy patterns, but in that case, we were sort of expecting the unexpected dialing in spawning in is half personal preference, half black magic.
lolJT: Frank and Joe beat me and Luke at Double Team yesterday. Badly. I admire their skill greatly [Ed. note - paraphrased (Editor's editor's note: Frankie is erecting palaces of lies for you, dear reader)].
OverHeat said:The picture was in another thread
HahahahahaStinkles said:Oh and you thought, "I'll just spread all this love," did you?
and the Warthog was somewhat harder to kill,
Not many surprises, just affirmation of some things we were hoping (like Territories being fun)
and things we sort of already knew (like VIP being kind of campy on Valhalla).
Ya, Territories is NOT fun. It is fun in Halo 2.Sean said:only "somewhat"? More like damn near impossible.
Was that supposed to be a joke? Territories gets instantly vetoed in nearly every single game. That is the one mode that everyone seems to hate.
Glad they admitted that.
Stinkles said:Oh and you thought, "I'll just spread all this love," did you?
thekad said:I like the new Territories.
:lolJT: Frank and Joe beat me and Luke at Double Team yesterday. Badly. I admire their skill greatly [Ed. note - paraphrased (Editor's editor's note: Frankie is erecting palaces of lies for you, dear reader)].
Same here. It was sometimes a chore on Valhalla due to the size, but it'd be a lot better in BTB. Loved it on Highground though. <3thekad said:I like the new Territories.
Me too.thekad said:I like the new Territories.
I think it was mine as well. But then, I love all of the objective games. Territories and Assault are my favorites. I would have liked to play Assault on High Ground.pj325is said:territories on high ground was my favorite objective game
GhaleonEB said:I don't think falling to your "doom" from a de-activated light bridge would be a good gameplay idea, but perhaps falling to "a place where it's harder to get the flag back and you're likely to get owned". If the light bridge represents a shortcut, as opposed to the only route out, then it creates
Like I said, it would be a shortcut. You would be dropped into a route that is doable, but harder to defend - perhaps more exposed through less cover or simply a little longer. The risk is the longer, more exposed route back. The reward of the bridge is the shortest route back to the cap point.Mr. Lemming said:I agree that falling down bottomless, lava filled, or spiked lined pits as a penalty for losing control of a hypothetical light bridge is a little harsh but I also think that where the flag party would drop to should be just a "regular" route that would normally be taken more often than not. If the flag were to fall into a place where it is difficult to get the flag out pretty much your best option would be to let the flag reset and try to take control of the flag mount.
Now with this in mind you would still need to give some sort of corresponding risk for the 'reward' of potentially getting the flag back home quicker. You could make the bridge itself out in the open where using it is risky in of itself. Another option would be to give the defense some advantage when the bridge is available, such as opening a door that gives them faster access to the flag route.
A light bridge would be an awesome gimmick in multiplayer.
That was the original idea (and a good one at that). No clue why everyone started this falling to your death stuff.Mr. Lemming said:I agree that falling down bottomless, lava filled, or spiked lined pits as a penalty for losing control of a hypothetical light bridge is a little harsh but I also think that where the flag party would drop to should be just a "regular" route that would normally be taken more often than not.
GhaleonEB said:Each of the three maps we played had one "gimmick" on each. On Snowbound, it was the shield doors, Valhalla the man cannons and the gate switch on High Ground. I don't think falling to your "doom" from a de-activated light bridge would be a good gameplay idea, but perhaps falling to "a place where it's harder to get the flag back and you're likely to get owned". If the light bridge represents a shortcut, as opposed to the only route out, then it creates a level of risk and strategy - securing the bridge and switch for the duration of the crossing would result in a faster score. Getting dropped halfway accross - not so much.
It's not that hard.Sean said:only "somewhat"? More like damn near impossible.
I think we have the option to make them indestructable now.Trasher said:I would totally prefer the warthogs to be like they were in Halo: one grenade can flip them up in the air and they are invincible.
I totally agree. Assault on Valhalla and Territories/CTF on High Ground. Are the best objective games.GhaleonEB said:I think it was mine as well. But then, I love all of the objective games. Territories and Assault are my favorites. I would have liked to play Assault on High Ground.
ToyMachine228 said:One of my very first impressions was that Bungie made slight improvements to all of the Skirmish modes that existed in Halo 2 for Halo 3. The changes to Assault and Territories are both small, but very nice. I personally like Land Grab as well for a nice change of pace but a lot of people don't seem to share that feeling. VIP however...Bleh. It's all right but shouldn't appear that often in Matchmaking, and the Plasma Pistol needs to be fixed. VIP makes people exploit it. It shouldn't drain BOTH shields.
I thought every single Skirmish mode was better. Having to arm the bomb and defend it on Assault meant you couldn't do a suicidal run at the arming point, which added to the strategy - it was less of a bum rush. Territories is a great mode in that the tension gets ratched up steadily as plots are grabbed...the last one is always a bloodbath. CTF is improved in a number of ways. I like both the lack of flag bounce and the one-hit kill with the flag now.DopeyFish said:negative. Skirmish in Halo 3 is nowhere near as complete/fleshed out/as good as it was in Halo 2. (from the beta at least)
a lot of this can be seen in simple interface problems (wish max hoberman would have stayed until halo 3 was done :/ ) to some other things like... why the Land Grab mode even exists.
It needs some more work to feel as blood pumping as it did in Halo 2.
CTF is close. (but can't really comment too much since the best mode CTF classic wasn't on the playlists) Territories (new variant) is good but also the old version in H2 was very good... Assault is different as it seems the most excitement is getting the bomb TO the base... in halo 2 the excitement was when you trying to actually arm it.
now on too oddball and king of the hill. The new versions of both are nowhere near as good as their Halo 2 variants.
Halo 3 will probably be great in skirmish when it comes out, but it just didn't have the polish the halo 2 skirmish had (yet) and they've still got 1-2 months to do that so I'm not worried.
CreepingDea7h said:I don't get it Dopey, exactly what kind of "polish" are you talking about that can be added to the gametypes? I mean, the mechanics are basically the same as before, with the exception of Assault and Territories. I've only had Oddball like two times so I can't really comment on that, but what else is different other than the one hit kill? King of the Hill is also the same AFAIK with the exception of the really bad hill marker that blocks your view. Are those the kinds of things that you're talking about (the hill marker)?
Oh, and CTF classic (that is when each team has their own flag, right?) was actually in the beta - I only got it twice, but it was on the BTB playlist on Valhalla.
That's understandable. I haven't really noticed any problems myself (other than the hill), but I honestly haven't played as many objective games as I would have liked. I just hope Bungie does not make a skirmish playlist that includes TS in the final game.DopeyFish said:CTF classic is touch return CTF (with flag home to score)
what was in the beta (on the playlists) was multi-flag CTF and 1-Flag CTF. free flag scoring and no touch return (which means it's easier to score)
the markers, a ton of interface problems likewrong indicators, using ssss instead of mm:ss for oddball / king of te hill / bad use of icons (like the flag taken/away icon being minimized to a tiny icon beside the score).
It's easier to ignore the problems because the gunplay in H3 is far better than it was in H2. imo it's like Halo 3 is 3/4 the way inbetween Halo and Halo 2 in terms of skirmish. there may be more options than halo 1 and 2 multipled by each other, but it's not as tight as Halo 2.
CreepingDea7h said:That's understandable. I haven't really noticed any problems myself (other than the hill), but I honestly haven't played as many objective games as I would have liked. I just hope Bungie does not make a skirmish playlist that includes TS in the final game.
Yep, it just scares me that they included a separate TS playlist in the beta but kept TS gametypes in Skirmish.DopeyFish said:They did in Halo 2, originally there was no team slayer playlist when the game first came out
the disgruntled gamer said:I totally agree. Assault on Valhalla and Territories/CTF on High Ground. Are the best objective games.
DopeyFish said:CTF classic is touch return CTF (with flag home to score)
what was in the beta (on the playlists) was multi-flag CTF and 1-Flag CTF. free flag scoring and no touch return (which means it's easier to score)
CTF Classic, Multi-CTF, 1 CTF, and Neutral Flag all should be in Halo 3. They were all in Halo 2. Why not the third?Son of Godzilla said:I really don't see touch return so different than secure return to distinguish them. Really don't see them making two seperate game types for them either.