If you don’t know, in the MLG playlist the power weapons spawn every 2 minutes no matter what. I enjoy this because it promotes map movement and fights over the weapons. This system makes the game more consistent IMO. What do you guys think?
It is preferable to the dirtying of weapon spawns which happened in Halo 3 MLG.
At most levels of the game, this is completely irrelevant.
Consistency is always better than randomness.
So in Halo 4 they will add a random +/- 30 second timer to all weapon drops.
> Consistency is always better than randomness.
This generalisation is untenable. Take, for example, player spawn points.
> If you don’t know, in the MLG playlist the power weapons spawn every 2 minutes no matter what. I enjoy this because it promotes map movement and fights over the weapons. This system makes the game more consistent IMO. What do you guys think?
i suppose you would also have us use only 1 weapon other than the single power weapon provided? as the only other weapons on the map, or spawned with are all the same 1 weapon, in H3 it was the BR in reach it was the DMR. or has MLG learnt to use something other than the weapons that can kill infantry and vehicles with equal amounts of ease, is highly advantageous to the host, and very random ‘so many perfectly lined up head shots, so many misses’
if you want to play MLG go play in customs or the MLG playlist, if 343i give you one.
> > Consistency is always better than randomness.
>
> This generalisation is untenable. Take, for example, player spawn points.
A consistent sdpawn system with perfect predictability is a much better system than a spawn system that spawns players in utterly random locations. Take the spawn system of CE for example. With the right understanding of the spawn system, you could practi ally decide where to spawn your teammate or an enemy. Thus adding an extra level of skill to the game. Of course, before any misunderstandings happen, I am not referring to a spawn system anyone can predict, but a spawn system that can be predicted from hundreds of games of learning.
So yes, consistency is better than randomness in every possible case when it comes to competition.
> > If you don’t know, in the MLG playlist the power weapons spawn every 2 minutes no matter what. I enjoy this because it promotes map movement and fights over the weapons. This system makes the game more consistent IMO. What do you guys think?
>
> i suppose you would also have us use only 1 weapon other than the single power weapon provided? as the only other weapons on the map, or spawned with are all the same 1 weapon, in H3 it was the BR in reach it was the DMR. or has MLG learnt to use something other than the weapons that can kill infantry and vehicles with equal amounts of ease, is highly advantageous to the host, and very random ‘so many perfectly lined up head shots, so many misses’
> if you want to play MLG go play in customs or the MLG playlist, if 343i give you one.
/facepalm
He didnt say anything about weapons on the map…just consistent weapon spawn timers. Which the average player would barely even notice a difference… Your post just serves no purpose other than letting everyone know you dont like MLG settings…which is heard enough already on these boards.
OT: Consistency is always a good thing. Randomness breaks competitive games. If random weapon spawns were desired for casual playlists however, i could understand that as well though. Considering if hardcore players always knew and tracked weapon spawns in casual games the casuals would not enjoy not ever getting to pick up the power weapons.
> Consistency is always better than randomness.
>
> So in Halo 4 they will add a random +/- 30 second timer to all weapon drops.
Where did you read this? This was never confirmed so is it a theory?
If it’s not where is your proof? I feel like some people have insider information or claim to have.
> > Consistency is always better than randomness.
> >
> > So in Halo 4 they will add a random +/- 30 second timer to all weapon drops.
>
> Where did you read this? This was never confirmed so is it a theory?
> If it’s not where is your proof? I feel like some people have insider information or claim to have.
I think he was making a joke since every halo seems include more and more random mechanics with every iteration of the game.
> A consistent sdpawn system with perfect predictability is a much better system than a spawn system that spawns players in utterly random locations. Take the spawn system of CE for example. With the right understanding of the spawn system, you could practi ally decide where to spawn your teammate or an enemy. Thus adding an extra level of skill to the game. Of course, before any misunderstandings happen, I am not referring to a spawn system anyone can predict, but a spawn system that can be predicted from hundreds of games of learning.
>
> So yes, consistency is better than randomness in every possible case when it comes to competition.
If your’e advocating for a spawn system that eventually becomes predictable enough so that players can exploit it for the sake of killing newly spawned players, then… I won’t even bother supplying a counterargument, because you’re obviously playing these games for a very different different reason than I am.
YES.
It doesn’t hurt casual-style play at all and it makes competitive play more consistent. No cons.
> > A consistent sdpawn system with perfect predictability is a much better system than a spawn system that spawns players in utterly random locations. Take the spawn system of CE for example. With the right understanding of the spawn system, you could practi ally decide where to spawn your teammate or an enemy. Thus adding an extra level of skill to the game. Of course, before any misunderstandings happen, I am not referring to a spawn system anyone can predict, but a spawn system that can be predicted from hundreds of games of learning.
> >
> > So yes, consistency is better than randomness in every possible case when it comes to competition.
>
> If your’e advocating for a spawn system that eventually becomes predictable enough so that players can exploit it for the sake of killing newly spawned players, then… I won’t even bother supplying a counterargument, because you’re obviously playing these games for a very different different reason than I am.
I definitely am playing the game for a different reason than you. But you may want to know that if Halo 4 had this spawn system, and a properly working TrueSkill matchmaking, you would never need to run into a person who has enough knowledge to control the spawn system, as you would be playing on completely different levels. Of course, I completely understand why you wouldn’t want this spawn system as there is nothing more frustrating than being continuously spawn killed by an organize team when you just want to play casually.
> If you don’t know, in the MLG playlist the power weapons spawn every 2 minutes no matter what. I enjoy this because it promotes map movement and fights over the weapons. This system makes the game more consistent IMO. What do you guys think?
Like I try telling many of my competetive friends. It isn’t the maps and gametypes wrong with the game, its the players. The reason MLG is the way it is, is because all anyone in MLG thinks about is “SNIPER!”. Like all my friends say that the new T7 maps are stupid because Penance has a shotgun. They called me stupid for saying take out rockets and sniper on BC and add shotguns with no spare ammo. IMO shotties with no spare ammo would make for the best balanced version of the map and adds variety. Instead of the game needing to be bended into MLG, MLG needs to bend its gametypes back as close to original maps as possibly keeping the game competetive. This way it will not only satisfy us competetive people but bring new people in. Thats why for halo 4 MLG should be as close to the setting that are right out of the box as possibly. Thats what I liked about H2 MLG. It was using the same maps that casual players were playing. I’m also sick of this every MLG map needs to be symetric. Im going to cut it off here because I could go on forever.
> I definitely am playing the game for a different reason than you. But you may want to know that if Halo 4 had this spawn system, and a properly working TrueSkill matchmaking, you would never need to run into a person who has enough knowledge to control the spawn system, as you would be playing on completely different levels. Of course, I completely understand why you wouldn’t want this spawn system as there is nothing more frustrating than being continuously spawn killed by an organize team when you just want to play casually.
It’s not a matter of casual versus hardcore, it’s (in my eyes) a matter of fun versus… something that isn’t fun.
If you take a 1v1 game with two hardcore players, then the first person to die is going to be the person who loses the match; presumably, the other player will always know where the first player will spawn and will exploit that advantage until he or she amasses twenty five kills.
> > I definitely am playing the game for a different reason than you. But you may want to know that if Halo 4 had this spawn system, and a properly working TrueSkill matchmaking, you would never need to run into a person who has enough knowledge to control the spawn system, as you would be playing on completely different levels. Of course, I completely understand why you wouldn’t want this spawn system as there is nothing more frustrating than being continuously spawn killed by an organize team when you just want to play casually.
>
> It’s not a matter of casual versus hardcore, it’s (in my eyes) a matter of fun versus… something that isn’t fun.
You know what is fun in my eyes? A predictable spawn system. Now, like tsassi already said, if we simply match players like you and me with their appropriate counterparts…you can have predictable spawns without players getting spawn killed for 10 minutes.
> If you take a 1v1 game with two hardcore players, then the first person to die is going to be the person who loses the match; presumably, the other player will always know where the first player will spawn and will exploit that advantage until he or she amasses twenty five kills.
Do you honestly believe this is the desired outcome when we advocate for a static/predictable spawn system? And there are so many factors that come into play in a FPS, that even with predictable spawns, there will very rarely be spawn killing. Watch
Dynamic spawns are horrible for competitive gaming.
I wouldn’t mind this.