I’ll just say that although I still disagree and I’m not convinced by the reasoning/logic, I know and recognize that many people would agree with you and are better off without health bars and medkits. Still, Halo CE’s multiplayer worked beautifully back then and I don’t remember anyone nagging in the chat about it. In fact, the only problems that people would ever complain about were wallhacks and lag (i.e. common videogame problems).
What about the lack of fall damage? Do you also think that it takes away a lot from a map’s design regarding its elevated places or do you think that the game is better without it? My opinion like I said before is that there used to be meaning to using stairs, obstacles and teleporters, instead of jumping off a bridge or base to avoid a fight.
And apparently really amazing shock absorbers since you can jump down from as high as you like.
A 450kg Spartan apparently can withstand a fall from 50 meters and the shield can absorb at least 220500 Joules without getting any damage, but hey, if you shoot a bullet at the shield (pick what muzzle energy you want it to have) it will receive damage. Nice.
H2A isnt really all that like halo2.
I loved halo 2 online, it waa my first main online game but I think objectively H2AMP is one of the best sandboxes in halo and sorely u der rsted and undersupported. It needed a couple more maps perhaps another vehicle or 2 and it would have been perhaps the greatest halo mp suite of all. Such a shame. Its super sweaty playing H2(A) but boy is it a fun time regardless.
It just offers a different design philosophy, now you are free to go wherever you please so the map creators need to be aware that you will almost always use stairs to go up but never down.
Without nerfing fall damage we would never be able to accomplish map flows like Construct or Zanzibar, as people would need to take the 1 or 2 staircases offered, which ultimately could have maybe helped construct, but defintely hurt Zanzibar, as you would avoid the wheel at all costs, because going up to the second level or using the wheel would have made you a sitting duck, and ultimately would’ve made the power position not worth it.
In halo CE the maps get away with being much bigger because they funnel you into areas, which im not a super big fan of being funneled into chokepoints. Every halo after that, you have been able to get creative with your routes so long as the enemy doesn’t directly counter it to avoid getting into an unfair fight.
Both design philosphies are valid, but they cater to 2 different skillsets, it would just seem that bungie preferred the movement skillset instead for their game after trying it out with 2.
They have titanium bones lol, and master chief has survived dropping from insane heights before, it’s not that absurd.
I’ll just say that I’ve played Zanzibar just fine in Halo Custom Edition. We’d even get down from high places by sliding on walls or crouching just before the landing impact I get your points, but removing all fall damage seems extreme to me - they could have simply reduced it enough to cater for all designs.
Now I can think of dozens of maps that will be negatively affected such as Danger Canyon (what’s the point of those high places and corridors now), Boarding Action (you could jump down the levels), Ice Fields (why stay and fight at the bridge) etc. So while they’ve helped some designs, they’ve ruined others. Bungie did - I love them but they are not saints either
Yeah, but that still keeps you a predictable target forced to go to the same couple areas.
That’s fair.
But it also just feels good to not have to worry about it at all, when I played Borderlands 2 for the first time it felt so relieving to not have to worry about fall damage as I jumped from the highest point of the map to get to the next section.
The important part of the design philosphy here is the casual friendliness they went for, because even up to 4 had fall damage, it was just determined by a “terminal velocity”.
I love boarding action but didnt play much danger canyon.
Hang em High is normally what I think of when I think of their design.
I just dont think they compensated for how the Magnum would function, however.
Or it prevents you from camping at high places once you’ve been exposed… well… until before 343i had the genius idea to cut you all the fun and throw you a warning demanding you to return to the battlefield asap… if they’d do that for Zanzibar’s wheel, then having fall damage or not won’t matter that much
Anyhow, I’ve never felt like fall damage made me too predictable because everyone had to think of a strategy before going to an area and thankfully there were many tactical and exit avenues and teleporters. There was still a variety of ways to get out of chokepoints. Most importantly, the game rewarded you for having a good strategy in regard to reaching a place and abandoning it if things got ugly. For instance, the sniper rifle in Danger Canyon was placed on a high cliff area that was mostly exposed and you had to cross thin bridges in order to reach it (if you fell down you’d probably die unless doing a trick landing jump), but it gave you enough exit avenues since there was a teleporter, rocks to hide behind and an overshield (you could use it to fall down and survive). Another example - Gephyrophobia had a fuel rod at a high exposed area where you had to take a risk to reach, but it was rewarding to obtain that weapon. There’s still that rewarding element in HI with risky or exposed areas but it doesn’t involve the risk of chokepoints and/or falling.
I love H5, but they could have just turned H2A into a live service instead of giving us H5 and it would have probably gone really well for the franchise. H2A plays REALLY well, and it’s got one if my favorite versions of blood gulch (when a hornet isn’t going too crazy)
I wanna disagree. H2A MP builds of H4 engine, and it has that very weird “here’s too much reflections” thing to it. It makes the game unenjoyable. But if they would just make Halo 3, a 15 year old game at that point, a Live Service though…
Have you even played H4 or H2A? The lighting is so atrocious in those games that it feels like you’re staring at a spotlight in any outdoors map. H4 and H2A using the H4 engine is straight up the worst video gaming experience, never mind a Halo experience.
I think what they mean is things that are dull surfaces like rock, dull metal, wood, floor planes like dirt and grass in many cases are reflective, either through actual reflectivity or specular roll off . It’s a base trait of a texture, another thing they usually got wrong alongside this was dull surfaces having too much eccentricity, so the specular highlights gave the impression that dull objects were very polished, which I think is ironic given the armours had next to none and were more dull than anything else.
To speak on Halo 4 another bad issue was the harsh lighting, which produced too much glare and as a result dark areas were genuinely difficult to see (a good example of this is Killer Instinct 2013), something H2A also suffers from to a lesser extent.
Master cheif fell from space, I think that explains it, and when it comes to bullets in multiplayer the spartans should not be allowed for balencing , the abilty to do so is probably disabled before every match. It is also explained in the fall of reach that full sheildung is for space (zero g conditions).