Slayer "Pro" Concern

Hello,

My name is Blake, and I’d like to start out this post with a brief history of my Halo experience.

I am one of those Halo fanatics that has spent practically all of their time on the Xbox console playing Halo online since Halo 2. I have worked for MLG as a Gamebattles Ref and eventually promoted to Admin for the Halo 3 online competitive ladders. I have also competed in two MLG events in 2008 and 2009 respectively. I have also competed in local LAN tournaments hosted by semi-professional players while taking first in the 4v4 ladder twice in a row.

With this said I just want to express my utter frustration with how this game type, Slayer “Pro”, is configured. Specifically in playlist Rumble Pit.

Now that the CSR ranks are active, for the sake of common sense, please remove the radar. There is NOTHING “Pro” about the crutch for novice players you call a radar system.

I understand that it is difficult to take on feedback from the community, considering most posts are simply frustrated inexperienced players looking for a helping hand. So please, take it from a LONG time, skilled, and dedicated, Halo fan and fix this issue.

Thank you for reading,
Blake Stigerts (Maverick)

Unfortunately the Infinity Slayer fanboys love crutches and whine profusely when you take their toys away so they had to add in radar to keep them quiet.

The days of Halo with a skill gap are over.

Correct me if I’m wrong but MLG FFA had radar did it not?

> Correct me if I’m wrong but MLG FFA had radar did it not?

Yeah frankly I’m not buying his backstory.

Disable radar in FFA and you are left 7v1 with no way to tell where anyone is. Hardly competitive.

As for team based gametypes, Throwdown exists so radar in Slayer Pro isn’t an issue.

> Unfortunately the Infinity Slayer fanboys love crutches and whine profusely when you take their toys away so they had to add in radar to keep them quiet.
>
> <mark>The days of Halo with a skill gap are over.</mark>

What days are you referring to? Halo CE? Halo 2?

Guess what? Those all had radar. It wasn’t another one of the gimmicky Infinity Slayer toys. Radar is a franchise staple.

> Unfortunately the Infinity Slayer fanboys love crutches and whine profusely when you take their toys away so they had to add in radar to keep them quiet.
>
> The days of Halo with a skill gap are over.

You sound so tough when you talk like this. Tell me more.

im pretty sure slayer pro doesnt have radar (at least in infinity slayer)

and MLG FFA had radar, so considering you said you were a GB ref and admin for ladders, i dont believe anything you said LOL

> > Unfortunately the Infinity Slayer fanboys love crutches and whine profusely when you take their toys away so they had to add in radar to keep them quiet.
> >
> > The days of Halo with a skill gap are over.
>
> You sound so tough when you talk like this. Tell me more.

I could write a book about the crutches in this game… but for starters…

-stupid high aim assist / bullet magnetism
-huge melee hitboxes
-team spawning influencers so high it causes bad spawns
-radar
-sprint as an absurdly high % of normal movement speed allows players to run so easily… and you can’t shoot while catching up…
-terrible maps with little to no metagame give people who just run around like chickens with their heads cut off a relative advantage(Settler? Seriously? That is supposed to set an example for forgers?)
-massive bloom on autos, bloom on everything, spread to make even the people with the best aim miss.

There are a few things that 343 has incorrectly labeled IMO; Slayer Pro being one of them. “Pro” should always mean the motion tracker is disabled. Currently we have “Rumble Pro” and “BTB Slayer Pro” that both have a fully functional motion tracker. IMO these gametypes are fine, but they should be renamed to something other than Pro.

Another issue is that the mainsteam 4v4 and 8v8 slayer playlists are called Infinity Slayer but feature “Infinity Slayer” and “Slayer Pro” gamtypes. IMO these playlists should be renamed “Team Slayer” and “Big Team Slayer” respectively to better indicate what they actually are.

> I could write a book about the crutches in this game… but for starters…
>
> -stupid high aim assist / bullet magnetism
> -massive bloom on autos, bloom on everything, spread to make even the people with the best aim miss.

There has to be bloom on automatics as it encourages burst firing. There is hardly any bloom on any weapon other than the Magnum… BK’s can hit because of bullet magnetism but good players miss because of spread? What? Those 2 points are very conflicting.

> -team spawning influencers so high it causes bad spawns

It isn’t actually team influence that is high, it’s the enemy influence that is absurdly high to balance out instant spawn. It works fine for doubles, but is awful for anything else.

CE had really high team influence, and those spawns were predictable to the T.

> There has to be bloom on automatics as it encourages burst firing. There is hardly any bloom on any weapon other than the Magnum… BK’s can hit because of bullet magnetism but good players miss because of spread? What? Those 2 points are very conflicting.

-The Carbine has invisible bloom. It is still there, even after the patch.
-The BR has both spread and recoil. While I do not mind recoil, the spread can cause inconsistency at such a short range.
-Weapons like the Suppressor and Storm Rifle don’t need bloom. Their bullet speed is so slow to begin with that it’s near impossible to get consistent shots on a target at range. And if you are someone that can pull it off, all the more power to you.
-The Binary unscoped. That is all.
-The Scattershot not only has amazingly random spread, but the pellets actually disappear at random ranges. Even if 343 were to remove all spread from this weapon, it would still have pellets connecting at random intervals.
-Magnum bloom is unnecessary. The weapon already has so many downsides to the other rifles, and even the other secondaries.
-Even flinch is random. It’s based entirely on which direction you are getting shot at. The Sniper and Beam Rifle even flinch a player while they are unscoped, giving them even more of an advantage up close.

The game allows anyone to hit shots, but the randomness is there in an attempt to “balance” the stupidly easy aiming and slow strafe. It’s also there to limit weapons at range, but there are always better ways to do this than introducing randomness.

> > There has to be bloom on automatics as it encourages burst firing. There is hardly any bloom on any weapon other than the Magnum… BK’s can hit because of bullet magnetism but good players miss because of spread? What? Those 2 points are very conflicting.
>
> -The Carbine has invisible bloom. It is still there, even after the patch.
> -The BR has both spread and recoil. While I do not mind recoil, the spread can cause inconsistency at such a short range.
> -Weapons like the Suppressor and Storm Rifle don’t need bloom. Their bullet speed is so slow to begin with that it’s near impossible to get consistent shots on a target at range. And if you are someone that can pull it off, all the more power to you.
> -The Binary unscoped. That is all.
> -The Scattershot not only has amazingly random spread, but the pellets actually disappear at random ranges. Even if 343 were to remove all spread from this weapon, it would still have pellets connecting at random intervals.
> -Magnum bloom is unnecessary. The weapon already has so many downsides to the other rifles, and even the other secondaries.
> -Even flinch is random. It’s based entirely on which direction you are getting shot at. The Sniper and Beam Rifle even flinch a player while they are unscoped, giving them even more of an advantage up close.
>
> The game allows anyone to hit shots, but the randomness is there in an attempt to “balance” the stupidly easy aiming and slow strafe. It’s also there to limit weapons at range, but there are always better ways to do this than introducing randomness.

Many of your complaints simply indicate that the game is working as intended. The storm rifle and suppressor are not supposed to be used at range. The binary rifle isn’t intended to be used unscoped. The magnum without bloom would be ridiculous given its firing speed.

I agree the scattershot is annoyingly inconsistent while operating within its wheelhouse.

How do you suggest to limit hitscan weapons at range without implementing spread?

> > > There has to be bloom on automatics as it encourages burst firing. There is hardly any bloom on any weapon other than the Magnum… BK’s can hit because of bullet magnetism but good players miss because of spread? What? Those 2 points are very conflicting.
> >
> > -The Carbine has invisible bloom. It is still there, even after the patch.
> > -The BR has both spread and recoil. While I do not mind recoil, the spread can cause inconsistency at such a short range.
> > -Weapons like the Suppressor and Storm Rifle don’t need bloom. Their bullet speed is so slow to begin with that it’s near impossible to get consistent shots on a target at range. And if you are someone that can pull it off, all the more power to you.
> > -The Binary unscoped. That is all.
> > -The Scattershot not only has amazingly random spread, but the pellets actually disappear at random ranges. Even if 343 were to remove all spread from this weapon, it would still have pellets connecting at random intervals.
> > -Magnum bloom is unnecessary. The weapon already has so many downsides to the other rifles, and even the other secondaries.
> > -Even flinch is random. It’s based entirely on which direction you are getting shot at. The Sniper and Beam Rifle even flinch a player while they are unscoped, giving them even more of an advantage up close.
> >
> > The game allows anyone to hit shots, but the randomness is there in an attempt to “balance” the stupidly easy aiming and slow strafe. It’s also there to limit weapons at range, but there are always better ways to do this than introducing randomness.
>
> Many of your complaints simply indicate that the game is working as intended. The storm rifle and suppressor are not supposed to be used at range. The binary rifle isn’t intended to be used unscoped. The magnum without bloom would be ridiculous given its firing speed.
>
> I agree the scattershot is annoyingly inconsistent while operating within its wheelhouse.
>
> How do you suggest to limit hitscan weapons at range without implementing spread?

I think what he means is:

  • Supressor and Storm would be incredibly difficult to use at range even without bloom. Unlike the AR, their shots aren’t hitscan.

The bloom only serves to make them worse within their own range.

  • The sniper isn’t meant to be used unscoped either, but it isn’t random. Rather than making it luck of the draw, they made it difficult. (well, not as such in Halo 4 but that’s besides the point).

The magnum would definitely be an annoyance. The thing is more accurate than a BR and if I recall correctly, it’s got a longer RRR as well. There are better ways to balance it than bloom however…

A good start for the magnum would be to lower its RRR and take of bloom. That way it wouldn’t be super deadly at range, but it would still be a viable weapon if used correctly.

> Many of your complaints simply indicate that the game is working as intended. The storm rifle and suppressor are not supposed to be used at range. The binary rifle isn’t intended to be used unscoped. The magnum without bloom would be ridiculous given its firing speed.

Yes, I understand this game was designed around random spread. That does not make it a good design choice.

> How do you suggest to limit hitscan weapons at range without implementing spread?

Either with predictable recoil, spread that always has a consistent pattern to eliminate randomness(like Counter Strike), or not at all. Why do hitscan weapons need to be limited?

> > Many of your complaints simply indicate that the game is working as intended. The storm rifle and suppressor are not supposed to be used at range. The binary rifle isn’t intended to be used unscoped. The magnum without bloom would be ridiculous given its firing speed.
>
> Yes, I understand this game was designed around random spread. That does not make it a good design choice.
>
>
>
> > How do you suggest to limit hitscan weapons at range without implementing spread?
>
> Either with predictable recoil, spread that always has a consistent pattern to eliminate randomness(like Counter Strike), or not at all. Why do hitscan weapons need to be limited?

You don’t see how an assault rifle or battle rifle with no spread would effectively have unlimited range?

> > > Many of your complaints simply indicate that the game is working as intended. The storm rifle and suppressor are not supposed to be used at range. The binary rifle isn’t intended to be used unscoped. The magnum without bloom would be ridiculous given its firing speed.
> >
> > Yes, I understand this game was designed around random spread. That does not make it a good design choice.
> >
> >
> >
> > > How do you suggest to limit hitscan weapons at range without implementing spread?
> >
> > Either with predictable recoil, spread that always has a consistent pattern to eliminate randomness(like Counter Strike), or not at all. Why do hitscan weapons need to be limited?
>
> You don’t see how an assault rifle or battle rifle with no spread would effectively have unlimited range?

They would. But not if they had recoil.

> You don’t see how an assault rifle or battle rifle with no spread would effectively have unlimited range?

He sees that crystal clearly.

He’s asking why its an issue.

Regardless, recoil limits effective range without randomizing the gun itself.

Projectiles limit effect range by scaling difficulty at long ranges.

There are ways to limit range without negatively impacting skill and consistency.

> Correct me if I’m wrong but MLG FFA had radar did it not?

Exactly - every MLG FFA list or semi pro event I’ve played in has had radar for FFA. No radar is appropriate for team play but not FFA.

> > Correct me if I’m wrong but MLG FFA had radar did it not?
>
> Exactly - every MLG FFA list or semi pro event I’ve played in has had radar for FFA. No radar is appropriate for team play but not FFA.

yup. team play emphasizes coordination, working together to cover points of access, and accounting for enemy players. FFA without radar emphasizes being able to stay on the tilt-a-whirl without vomiting.

> > Unfortunately the Infinity Slayer fanboys love crutches and whine profusely when you take their toys away so they had to add in radar to keep them quiet.
> >
> > The days of Halo with a skill gap are over.
>
> You sound so tough when you talk like this. Tell me more.

Read my post history, I’m probably well known for posts like that.