Now with this new Halo coming this year, all I gotta say is that I hope it’s better than Halo 4. Thing is I’m not bashing on Halo 4 but I feel that even hiring MLG player will not make the mp experience any easier or better.
When people started playing people expected the stupid 4 shot be BS but turned out to be a five shot instead to counterbalance the DMR. Shortly after fans complained and bitched things changed and weapons got their perspective tuning to what fans wanted. The thing is the 4 shot doesn’t do well in Halo Reach or Halo 4’s formula simply because of the hit scan system Bungie threw in. So instead of aiming ahead of the target you simply aim over the opponent and fire and boom you got a hit. Not to mention the massive aim assist and bullet magnetism each weapon has, making frustrations very common and making the game not fun. Well for me at least.
The Forge itself has nice improvement but had major set backs which ultimately upset us forgers. Now some might agree but other might not. Yes 343 gave us different maps to forge on because we wanted that but people complained. I personally liked Impact, and Ravine. Erosion wasnt taken to heart by most. Thus giving us Forge Island, though not much was really given. Despite that the game itself was pushing things alittle too far with change and addin things and removing things.
I for one at first enjoyed the game but sadly realized I just couldn’t enjoy the series any longer and I barely come back to play but whenever I try I just can’t seem to enjoy it as much.
I’m hoping 343 can pull thing next game around and make it play better, and be ultimately better than the previous titles.
I’m with you. If it ain’t epic, Halo just might… Die
I would be fine with a return to projectile weapons, as long as the networking is strong enough to keep things consistent.
> I would be fine with a return to projectile weapons, as long as the networking is strong enough to keep things consistent.
Agreed, Halo 3 had a lot of latency issues resulting in bullets not registering. This caused a lot of frustration for me.
> When people started playing people expected the stupid 4 shot be BS but turned out to be a five shot instead to counterbalance the DMR.
Assuming that you’re talking about the BR, how would increasing the kill time make it counterbalance the DMR if the latter is no less weak and has the advantage of greater range and singles-shot consistency?
I would think that a 4sk BR to begin with would introduce the trade-off of power versus range.
Halo 2 is widely considered the best and most Competitive Halo in the Franchise.
Halo CE is also widely considered the best and most Competitive Halo in the Franchise.
Both of these games had hitscan.
Halo 2’s BR was 4 shot with a faster RoF than Halo 4’s BR AND had far more Aim Assist, and could even be glitched to fire full auto.
Halo CE’s Magnum was 3 shot with a faster RoF than Halo 2’s BR, and had roughly equal Aim Assist to the Halo 4 DMR, but with a radius of Bullet Magnetism confined entirely to the reticle, as opposed to slightly wider.
Argument completely invalid.
What made Halo 4 a competitive failure was the kinds of things hiring several pro or semi-pro employees CAN fix for the next release. As they can advise which ideas that went into Halo 4 were bad ones, and can playtest and advise tweaks to levels of aim assist, movement speed, and other finer details to make the game better from a competitive standpoint. For instance, they can basically say “Hey, know what worked in Halo? Not Sprint!” and bam, no more Sprint.
> I would be fine with a return to projectile weapons, as long as the networking is strong enough to keep things consistent.
I absolutely would too. Halo Reach before the move to 343i’s servers most definitely could have handled it IMO. And Dedicated Servers are definitely a step in a Projectile-capable direction. Though even latency notwithstanding the weapons shouldn’t have near the ridiculous spread Halo 3’s BR had, and bullets should travel a lot faster through the air. It takes a BR bullet 7 frames to cross Sandtrap, I think it should take closer to 4. (The Halo 3 Sniper took 2 frames to cross Sandtrap for reference).
Halo CE was projectile not hitscan.
> Halo CE was projectile not hitscan.
That’s a common misconception I have proven false in the past, and you can prove false with two controllers and a copy of the game.
The reason the misconception that Halo CE’s shots are not hitscan and are instead projectiles is because of the animation for the Magnum’s “bullet smoke” or “spark” when it hits a wall.
When you fire the Magnum in Halo CE, and you are close enough to any surface, you can clearly see where the misconception comes from, as the wall actually flashes twice, once lightly and harder to notice, the second time after a very brief delay and much brighter.
However, the “shot” only registers as a hit if the target is in range of the FIRST ‘flash’. You can test this by firing right beside a player, and having them walk in and try to intercept the shot before the bigger, delayed flash appears against the wall. It is impossible because the shot actually hits the wall instantly because it is hitscan.
As well, if you load up Blood Gulch an even easier way to test is to just keep backing player 2 away while player 1 periodically fires shots, and see how quickly player 2 is affected. You will see that no matter the distance, so long as the shot hits (as there is spread if the enemy is beyond reticle range), player 2 will react instantaneously to the trigger pull, with zero delay.
> Pistol/Sniper Bullet Speed Demonstrated - Halo 1 - YouTube
What I proved in gameplay was that the hit registration on a player is instantaneous while the marker on a wall was delayed. What appears visually on screen isn’t the same as what the mechanic of the shot is. If you are shooting at a player, his shield and hand flinch animation (because Halo CE did that), will react instantly to the shot being fired, regardless of how long the visual animation appears to hit the wall.
If you shoot at a wall, and a player next to it steps in the way before the shot visually ‘hits’ the wall, the shot will still hit the wall and the player will be undamaged.
As I said if you want to load up the game and test this yourself be my guest, I was extremely thorough when I tested it.
Another example of the shot being visually different than it is mechanically is Halo 4, where the BR despite being hitscan, visually fires a tracer you can see travel through the air as if it was a bullet.
> I’m with you. If it ain’t epic, Halo just might… Die
No, it will go missing in action!
Honestly people these days.
> > Halo CE was projectile not hitscan.
>
> That’s a common misconception I have proven false in the past, and you can prove false with two controllers and a copy of the game.
All of Halo: CE’s weapons shot projectiles.
I tried to PM you proof, but it wouldn’t send because we’re not “buddies.” There’s a setting in your preferences you have to change.