someone in a post asked “or did bungie decide to have Luck factor in more than skill” or something like that, anyway my point is Maybe bungie did have luck factor into a firefight more than skill, isnt that the main characteristic of master chief and noble six? so maybe the did and maybe people should stop hating on the Luck factor.
The problem with luck is it doesn’t make for good gameplay. It’s no fun to fail because of something you have no control over, and conversely, it isn’t as satisfying succeeding at something that you only did so because the RNG Gods took pity on you, as opposed to doing so because you’re good at it. As an example, let’s say you have a stealth-based mission in a a game. You have to infiltrate the base without being detected by guards. Which would be more fun: a luck-based one, where the guards can detect you behind a wall because the game said so, or a skill-based one, where you have to use cover and avoid the guards?
I have no idea what the original argument was, but this is my take.
I find the people that complain about “luck” are the ones who just aren’t very good at Reach. And what better way to save your image than to pull something else down in your stead.
I am not claiming to be great in any respect. I just notice that people need a crutch.
I don’t believe in any “luck” that people are whining about. I admit, I’m not a great player, but I’m not a bad one neither.
Through out the game I realized that the more I spam the less I kill. But the more I pace the more accurate and deadly I become. Pacing beats spamming all the time.
And I find it funny that they whine about spamming when in past Halo’s we did the same thing without bloom.
Luck actually plays a fairly large role in Reach’s multiplayer, specifically in factors like:
Armor Abilities: This creates a luck factor for a player killing another player, because he has to HOPE they can’t Armor Lock, Evade away, Sprint up and double beat down etc. etc.
Grenade buff: Grenades weren’t just buffed with a larger blast radius or more damage, they literally have an aim assist factor that changes the direction/speed of a grenade when it bounces to make it more likely to hit the target. This makes grenade ticking timebombs that have a random chance of hitting or missing based in no way on your dodging skill or their throwing skill.
Bloom: It works fine on the Needle Rifle and Magnum, because spamming for “lucky kills” are really ineffective with them. But the DMR’s bloom is actually really ineffective. Spam with the DMR actually IS FEASIBLE to have a faster kill time consistently compared to timing shots. That means just one player spamming shots creates a real luck factor, as spam is fairly random.
Luck plays a role in Multiplayer more than anything else (such as firefight). Watching even the most brilliant game, there are events that cannot be attributed to the skill of one player or the lack of skill of another. They are happenings over which we have little control, adding another dimension to the game. Sure, they may be frustrating at times, but they are integral to the fun and challenge of Matchmaking.
Luck=bad for gameplay. You’ll find people getting more and more furstrated after losing a fight because of luck rather than skill with the weapon, and they’ll probably just leave the game.
I feel luck has less to do with loosing than a good connection or host.
> Luck actually plays a fairly large role in Reach’s multiplayer, specifically in factors like:
>
> Armor Abilities: This creates a luck factor for a player killing another player, because he has to HOPE they can’t Armor Lock, Evade away, Sprint up and double beat down etc. etc.
>
> Grenade buff: Grenades weren’t just buffed with a larger blast radius or more damage, they literally have an aim assist factor that changes the direction/speed of a grenade when it bounces to make it more likely to hit the target. This makes grenade ticking timebombs that have a random chance of hitting or missing based in no way on your dodging skill or their throwing skill.
>
> Bloom: It works fine on the Needle Rifle and Magnum, because spamming for “lucky kills” are really ineffective with them. But the DMR’s bloom is actually really ineffective. Spam with the DMR actually IS FEASIBLE to have a faster kill time consistently compared to timing shots. That means just one player spamming shots creates a real luck factor, as spam is fairly random.
No - the other player using them is a tribute to their skill, not your luck. Pay attention to when they use them. If you do so and know what armor abilities the user has then their actions become predictable.
Grenades are strong, the game has almost been out for a year. You can’t tell me they’re based on luck. A well placed made will outshine any randomly thrown grenade any day. Your aim determines which it becomes. Not luck.
I’ve yet to see someone kill me while I pace my shots. Having said that, I’ve been outshot plenty. But it’s mostly because I get so excited by the situation that I rushed my own shots.
Luck is a crutch. Learn to walk.
> Luck actually plays a fairly large role in Reach’s multiplayer, specifically in factors like:
>
> Armor Abilities: This creates a luck factor for a player killing another player, because he has to HOPE they can’t Armor Lock, Evade away, Sprint up and double beat down etc. etc.
>
> Grenade buff: Grenades weren’t just buffed with a larger blast radius or more damage, they literally have an aim assist factor that changes the direction/speed of a grenade when it bounces to make it more likely to hit the target. This makes grenade ticking timebombs that have a random chance of hitting or missing based in no way on your dodging skill or their throwing skill.
>
> Bloom: It works fine on the Needle Rifle and Magnum, because spamming for “lucky kills” are really ineffective with them. But the DMR’s bloom is actually really ineffective. Spam with the DMR actually IS FEASIBLE to have a faster kill time consistently compared to timing shots. That means just one player spamming shots creates a real luck factor, as spam is fairly random.
I don’t see how AAs create luck in Halo. I thought it was more of a way in/out of situations. Example: Sprint+Energy Sword, Invis+Sniper, etc… If you keep falling for the same tricks, then it isn’t rotten luck that is happening here.
Grenades are fun little nukes and one of the few things in Halo that can truly be “lucky” - You know what I am talking about. Toss a nade in the air just to do it and you get a kill from it. That’s luck. As for this Aim Assist you are referring to for the grenades to change speed and trajectory to hit enemies, this is something new to me. My grenades like to bounce off walls and glide over the shoulder of the intended target quite often.
I still don’t issues with bloom. It does slow down game play a little due to pacing trigger pulls, but when you think about it there isn’t that much that it is slowing down. Kills happen just as fast; sometimes faster when you pace. Which, I think doesn’t have any luck factor.
If you are still on these forums in January of 2013, after Halo 4 has released, you will find people voicing complaints similar to the ones they voiced about Reach. Just replace Reach’s new game mechanics with H4’s. It’s interesting how each successive game in a franchise like COD or Halo has a strong backlash on forums when it is released, and once the next game is released, the complaints are transferred over to the next game, while the former is revered as what the next sequel should be like.
I don’t like the luck argument. If you don’t like the new game mechanics in Reach simply say that. They are different and require a new approach, change up your tactics if you want to get better. Just don’t blame luck.
If I see these heat seeking grenades you speak of in the wild, I’ll be sure to inform the UNSC. Sounds like vital technology to me!
> If you are still on these forums in January of 2013, after Halo 4 has released, you will find people voicing complaints similar to the ones they voiced about Reach. Just replace Reach’s new game mechanics with H4’s. It’s interesting how each successive game in a franchise like COD or Halo has a strong backlash on forums when it is released, and once the next game is released, the complaints are transferred over to the next game, while the former is revered as what the next sequel should be like.
>
> I don’t like the luck argument. If you don’t like the new game mechanics in Reach simply say that. They are different and require a new approach, change up your tactics if you want to get better. Just don’t blame luck.
>
> If I see these heat seeking grenades you speak of in the wild, I’ll be sure to inform the UNSC. Sounds like vital technology to me!
This made me lulz!
> I find the people that complain about “luck” are the ones who just aren’t very good at Reach. And what better way to save your image than to pull something else down in your stead.
>
> I am not claiming to be great in any respect. I just notice that people need a crutch.
Really?
Reach has the most luck-based precision weapons in the franchise. Yet everything about my stats say that I am better than Reach than I am at Halo 3. My K/D is better, my win/loss is better, and my stats are better. If luck actually made a direct impact at my skill level, my Reach stats wouldn’t be better than Halo 3’s. But it is. Why? Because luck has nothing to do with skill.
It’s just like rolling the dice. It’s completely random, and you will never get the exact same results over and over again. No mtter how many times yo roll the dice, and how much time you spend in playing, you will never get 12 every single time. There’s no skill involved in luck, and there never has been, whether it’s in Reach, or gambling, or anything else.
Take bloom, for instance. I pace my shots and someone spams. Sometimes the spammer will win, even though I played the game as consistently as possible and had better aim. That must make me bad at the game, right? How I clearly had better aim, better cadence, and yet I was still outplayed by someone who can spam the trigger? If bloom had actually worked the way it should work, I would obviously win. I had better aim and I had a better cadence. The spammer, on the other hand, can no longer abuse the faulty algorithms and can’t rely on his luck to fill in for the skill he didn’t have, so he would lose. That’s how bloom should work.
> …everything about my stats say that I am better than Reach than I am at Halo 3. My K/D is better, my win/loss is better, and my stats are better…
Did you want to have stats worse than Halo 3?
The only two things I can recall that actually depend on luck are team mates and bloom.
If you’re playing alone, it really comes down to luck whether or not you’ll be matched with people on your team who can hold their own or go -10 or worse in Team Slayer. Of course, playing with a party of friends eliminates that. But I don’t always want or can play with friends.
The second thing is bloom. And since I don’t want to get into yet another discussion about it, I’m just going to say that it was sheer luck that this opponent who killed me got a perfect 5-shot-kill with the DMR on Hemorrhage from his teleporter exit to mine while he was spamming the DMR as quickly as possible. I watched the game in theatre mode from his PoV, and he actually did shoot as fast as possible. And not only did all five shots hit, the fifth was a headshot. If that isn’t luck, I don’t know what is.
> > …everything about my stats say that I am better than Reach than I am at Halo 3. My K/D is better, my win/loss is better, and my stats are better…
>
> Did you want to have stats worse than Halo 3?
As if that could possibly happen. Even if I intentionally tried killing myself,somehow along the way I would accidentally kill someone with the game’s mechanics.
here are the two luck arguments and why they are wrong:
- bloom…perfect example of being able to CONTROL your luck. I don’t care what you say, spamming looses to precition at medium range, and at close range the better shot wins because you both should be spamming at the same pace and reticule covers their entire head.
2 AAs…“you have to guess which AA they have and get lucky!” No, you need to be a well prepared, smart player and be ready to counter anything at anytime. This used to mean another enemy coming, your opponent turning to run, or your opponent turning around and launching a grenade. Now it is also your opponent’s AA. What does this mean? Because of armor lock, DON’T run in for the mele, mele is for noobs or people that are loosing the DMR fight (in which case you deserve to die) Because of sprint/evade, position yourself to be able to continue to shoot no madder where they go, and because of camo/hologram, well you don’t really need to do anything. ITS NOT THAT HARD.
> If you are still on these forums in January of 2013, after Halo 4 has released, you will find people voicing complaints similar to the ones they voiced about Reach. Just replace Reach’s new game mechanics with H4’s. It’s interesting how each successive game in a franchise like COD or Halo has a strong backlash on forums when it is released, and once the next game is released, the complaints are transferred over to the next game, while the former is revered as what the next sequel should be like.
>
> I don’t like the luck argument. If you don’t like the new game mechanics in Reach simply say that. They are different and require a new approach, change up your tactics if you want to get better. Just don’t blame luck.
>
> If I see these heat seeking grenades you speak of in the wild, I’ll be sure to inform the UNSC. Sounds like vital technology to me!
Don’t all games get complaints from their fans? Is it wrong to complain or what?
luck, randomness… they’re all the same. If I’m 1v1 someone in swat for example and we both miss our first shot so we instinctively shoot a second shot both at the same time and he kills me because the bullet “luckily” hit me in the head but not mine, what do I blame it on? Myself? I had no control on where the bullet was going to land, neither did he. Pace my shot you say? Fine, I shoot, I miss, he misses, I wait till the reticule fully resets… bam! I’m already dead before I know it. It’s all luck.
Heat seeking grenades… ugh… It is true that grenades move slightly towards your opponent but that’s all because of aim assist to cope with lag.
In my opinion Reach has veered way off the path when it comes to Halo games. I know many casual fans that can recognise every halo game but can’t spot the similarities in reach. In my opinion the game play is flawed:
Grenades: Grenades are overpowered. They do have aim assisst and they do change direction mid bounce, I have tested this, it happens.
Movement speed and jump height: We move at walking pace compared with other Halo titles, and jumping is all but useless now.
The -Yoink- DMR: This thing is a -Yoinking!- power weapon. Seriously, no marksmen weapon should beat the AR at close range, this needs a serious nerf. There is no use arguing, it is obvious that this gun is far too powerful. It is the opinion of many that the AR takes the most skill of all the guns in reach, bloom must be carefully managed, and dodging ability is actually a factor.
> I find the people that complain about “luck” are the ones who just aren’t very good at Reach. And what better way to save your image than to pull something else down in your stead.
>
> I am not claiming to be great in any respect. I just notice that people need a crutch.
This is not true at all, in fact it is the exact opposite. It is the better players who complain about luck because it reduces the skill gap making bad players able to keep up more so than if it was more skill based. Many realize that at this point it isn’t as huge of a deal as it once was but it is still a very poor game mechanic that makes for sub optimal competitive play.