New Pit is Bad ( can be fixed with forge)

Honestly, I think the map is better than the original. Its a lot more competitive since the games a lot faster, and I see myself staffing, crouching and jump shooting with the BR again, just like I did in Halo 3.

This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.

*Original post. Click at your own discretion.

> It works flawlessly, better than the original IMO.

Hahaha, thats funny. Your funny. This is soo funny.

> After one day, there is no way on earth you could have played enough games on the Pit in order to gather enough quality information to come up with a well thought out solution to whether or not sprint hurts the Pit’s gameplay or actually improves it. I’m not trying to say that the new Pit is awesome and great, but nobody can say without a doubt that it plays worse with how much information someone could gather since the release. That would be a hasty conclusion. I;m not trying to say that your opinion is wrong, but on DAY 1 of the Pit’s release in Halo 4, there’s no way you can come to a respectable conclusion on the quality of the map and gameplay. Especially with how common DLC maps are being played. Furthermore, you put the focus of your post on sprint, and now brought up weapons. That is something that applies to every map in the game, not just the pit.

Well, actually one can look at sprint, it’s possible uses and it’s possible effects. We can look at how power positions work, why they work, why they are needed and what elements of the sandbox have various effects on power positions. One can also look at the various abilities we’ve been exposed to for 8 months now, and put forward their uses and strategies to come up with an educated guess and likely conclusion on areas that will be largely effected by their introduction.

We can look at what we do know about the map, such as the change in jumps and movement options, and we can look at what those changes might bring in and how they can be used, as well as how they will work with other items in the sandbox that we’ve previously looked at.

Weapons can be examined for their primary uses in the previous iteration of the map, how that roll could change in this version and guess at how well or effective the previous strategy will be once fleshed out in this iteration of the sandbox.

It’s really not that hard to make an educated guess or formulate an opinion when you examine what you do know. Obviously that isn’t the be-all/end-all, but it can be helpful.

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

> > It works flawlessly, better than the original IMO.
>
> Hahaha, thats funny. Your funny. This is soo funny.

Thats because it’s true =]

This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.

*Original post. Click at your own discretion.

> > > It works flawlessly, better than the original IMO.
> >
> > Hahaha, thats funny. Your funny. This is soo funny.
>
> Thats because it’s true =]

Then say why and entertain my some more…

  1. Let’s hear some examples of old jumps not working anymore to keep this open.

  2. Complaining a 1-shot weapon can’t kill a sprinter quick enough??? Grasping at straws with that minimum 2-shot wonder there aren’t we?

>

It plays as close as the original as possible with infinity setting which actually makes it quicker and generally more fun. The weapons on the map are balanced.

In general its like halo 3 pit with loadouts, sprint etc. which actually works really well since its really quite balanced.

> 1) Let’s hear some examples of old jumps not working anymore to keep this open.
>
> 2) Complaining a 1-shot weapon can’t kill a sprinter quick enough??? Grasping at straws with that minimum 2-shot wonder there aren’t we?

It’s really more that you don’t have time to react to them. If you’re on snipe tower, you’re on one of the most open positions on the map. Now, before that wasn’t a massive problem as you had the barrier to protect you (which obviously is still there now) and there were only two ways (ignoring specialised jumps) to assault the tower.

Now however, there is no one way to assault the position if you have a jetpack. You can come from anywhere, at any time. That cover that was effective before won’t be near as effective now, and the inclusion of stickies will allow for easier grenades to land at the feet of the sniper behind the barrier.

If the sniper must now pay a larger amount of attention to the skies around him, the ground below him, pretty much anywhere due to jetpack, that means there is going to be less focus put into guarding the “Street” area’s by long hall and the open sightline from snipe to green.

Along with that, with the inclusion of sprint, one can close that distance significantly faster than they could before, allowing them to bypass the snipers sightline before the sniper had any time or chance to watch the area or pull off a shot. That is to say, unless the sniper was specifically watching that area, in which case they are open to jetpack attacks.

And of course there is Personal Ordinance to worry about here.

I mean, the map will likely play fantastic Legendary Slayer, Slayer Pro and Throwdown (it does, given the few remakes I’ve played) but I don’t expect it to play Infinity very well by any stretch of the imagination.

> > After one day, there is no way on earth you could have played enough games on the Pit in order to gather enough quality information to come up with a well thought out solution to whether or not sprint hurts the Pit’s gameplay or actually improves it. I’m not trying to say that the new Pit is awesome and great, but nobody can say without a doubt that it plays worse with how much information someone could gather since the release. That would be a hasty conclusion. I;m not trying to say that your opinion is wrong, but on DAY 1 of the Pit’s release in Halo 4, there’s no way you can come to a respectable conclusion on the quality of the map and gameplay. Especially with how common DLC maps are being played. Furthermore, you put the focus of your post on sprint, and now brought up weapons. That is something that applies to every map in the game, not just the pit.
>
> Well, actually one can look at sprint, it’s possible uses and it’s possible effects. We can look at how power positions work, why they work, why they are needed and what elements of the sandbox have various effects on power positions. One can also look at the various abilities we’ve been exposed to for 8 months now, and put forward their uses and strategies to come up with an educated guess and likely conclusion on areas that will be largely effected by their introduction.
>
> We can look at what we do know about the map, such as the change in jumps and movement options, and we can look at what those changes might bring in and how they can be used, as well as how they will work with other items in the sandbox that we’ve previously looked at.
>
> Weapons can be examined for their primary uses in the previous iteration of the map, how that roll could change in this version and guess at how well or effective the previous strategy will be once fleshed out in this iteration of the sandbox.
>
> It’s really not that hard to make an educated guess or formulate an opinion when you examine what you do know. Obviously that isn’t the be-all/end-all, but it can be helpful.

In the end, it’s still all assumptions and educated guesses without any hard evidence. I know a lot of people are wired to be able to process that just fine, but my brain fights that kind of reasoning. My point, is that people are willing to argue to the death, it seems, and fight for their educated guess or assumption (doubt n7r’s even played MM on the map yet). As I said, I’m not saying the new Pit will be great or bad, but that we don’t have enough information yet to tout our opinions as if they are infallible like n7r tried to do. Honestly, I can understand the issues your stating, but without quality, quantitative hard evidence… I WILL NOT SAY that the Halo 4 version is better OR worse.

So the Pit must only be played on Throwdown or Pro settings?
I think you are forgetting about gametype options.

> So the Pit must only be played on Throwdown or Pro settings?

I didn’t say that. I just said I doubt it’s going to play Infinity nearly as well as those gamemodes.

> > So the Pit must only be played on Throwdown or Pro settings?
>
> I didn’t say that. I just said I doubt it’s going to play Infinity nearly as well as those gamemodes.

Wouldn’t you say it’s a matter of your choice of playstyle that determines that, not the playlist?

I like the new one though it is not a 100% remake.

> > > So the Pit must only be played on Throwdown or Pro settings?
> >
> > I didn’t say that. I just said I doubt it’s going to play Infinity nearly as well as those gamemodes.
>
> Wouldn’t you say it’s a matter of your choice of playstyle that determines that, not the playlist?

Not necessarily. I can choose whichever playstyle, that won’t stop people from using their own. I can’t stop someone from using a jetpack, or camping the sword room. My choice of playstyle won’t affect theirs, and the items they choose to use will unbalance the map all the same.

Unless one day this map will be added to LS i won’t buy/ play/ download it…won’t let AA’s ruin another map for me. worst thing that happened to halo

Your words are conflicting.
Not only can I camp in Sword Room no matter what gametype I am playing, you belief jetpack imbalances things… Imbalances what, predetermined jump paths?

> Your words are conflicting.
> Not only can I camp in Sword Room no matter what gametype I am playing, you belief jetpack imbalances things… Imbalances what, predetermined jump paths?

Indeed, there are option in Infinity slayer however, that make the room much stronger than other gamemodes.

I’ve also pointed out the possible effects previously in the thread, of both jetpack and the items available in Infinity slayer and how they can (and very likely will) be used.

I’m not saying jetpack will cause in imbalance in the jump paths. Where you got that idea from, I don’t know, but as I’ve stated earlier in the thread, the imbalance it brings is that it will allow anyone and everyone to bypass the normal map routes up to the top of the Sniper tower. This will make it a less effective power position which in turn causes an imbalance in favour of a rush from the long hall area (combined with sprint).

I think it may be easiest if I draw a (likely crude) diagram. I may or may not post one, dependend on your reply to this post.

> Your words are conflicting.
> Not only can I camp in Sword Room no matter what gametype I am playing, you belief jetpack imbalances things… Imbalances what, predetermined jump paths?

It makes for imbalanced map movement and makes for easier map speed IMO, just how the DMR kills map movement.

> Your words are conflicting.
> you belief jetpack imbalances things… Imbalances what, predetermined jump paths?

serious? why ask? the two words “jetpack” and “imbalance” are tied together. no explanation needed if you’re aware of what it did to the matchmaking of halo

To be clear, you feel that an ability everyone will be able to do imbalances things.

In this case, “things” refers to previously determined paths that are still useful but are also instead now useless to someone who has a jetpack.

And this started off by fearing sprint would make the 1-shot if to the head but still 2-shots regardless sniper harder to use?

Is there anything Forge itself can do for such a problem?