In Reach, strafe acceleration (being unable to change directions instantly) makes strafing feel sluggish and unresponsive while rendering it almost completely ineffective. I seriously have won DMR battles with 5 shots without touching the right stick. Yeah…
But there was a time, circa CE-H2, where your strafe was just about as important as your shot. If you perfected the art of strafing, there were times were you were untouchable. You could be creative and unique with your strafe. It was an art form.
We need that back in CE Anniversary. With the addition of the 3sk Reach magnum, which is much easier to use than CE’s, it’s a necessity.
I was feeling it pop a little more when I played the gametypes, but I obviously didn’t have the time to actually test it. Maybe they did tweak it a little bit. All I know is that strafing seemed to play a bigger part when I played Anniversary Slayer.
> I was feeling it pop a little more when I played the gametypes, but I obviously didn’t have the time to actually test it. Maybe they did tweak it a little bit. All I know is that strafing seemed to play a bigger part when I played Anniversary Slayer.
Maybe with the speed increase and less gravity you slid a bit easier:)
> I was feeling it pop a little more when I played the gametypes, but I obviously didn’t have the time to actually test it. Maybe they did tweak it a little bit. All I know is that strafing seemed to play a bigger part when I played Anniversary Slayer.
> The key features that the aniversary playlist needs to make the magnum feel like the original CE magnum is…
>
> - low aim assist/bullet magnitism
> - and increased strafe acceleration
>
> and if possible
> - no hit scan. As long as reaches netcode can hadle it with out giving the host the advantage.
I’d like to see the aim acceleration gone too… it really screws me over most of the time… if I want it to be responsive I have to have it set from 8-10 but I just want it to be 8… all the time… instead of going from 0-8 in two seconds… I just want 8.
If yoou don’t understand… just know that in Reach and Halo 3 you’ve had to wait for your aim to speed up… it’s hard to explain for me… because I’m not very bright today… maybe someone else can explain it for you… but let’s just say it takes a few seconds to reach “top speed” when that top speed should be your default speed.
> I was feeling it pop a little more when I played the gametypes, but I obviously didn’t have the time to actually test it. Maybe they did tweak it a little bit. All I know is that strafing seemed to play a bigger part when I played Anniversary Slayer.
Just hope it counters that move players like to do when juke to right, juke to left NONSTOP, in quick half steps. It feels cheap and looks like it is an exploit.
Anyone else feel same as I do? Or am I really jumping the gun with that observation?
I agree, no one strafes anymore. To be honest, I find crouch firing in a DMR fight being more effective considering the slower bloom effect when you do so and that’s just sad.