Title Update Discussion

They could just take out friendly fire, that would solve all betrayal and team killing issues.

I have debated internally if taking out friendly fire would be good or not. I always come to the conclusion that it would be better to leave it in and just try and deal with betrayers. I LOVED the zero tolerance policy that Reach had. I wish it was still in force.

Taking out Friendly Fire causes 10x more issues than it solves:

  • Grenade spamming extremity
  • Launching Flag Carriers across the map with vehicles
  • KoTH, Oddball: just take the ball / go into hill and your teammates shoot rockets, grenades etc.

==> sorry it doesnt work.

These are some ideas to fix certain aspects of multiplayer generally piss many people off. Some of these ideas were my own, some not. I will try and find original threads that I got ideas from to give credit where it’s due.

The idea of this thread is to produce a list of problems with their solutions, feel free to add your own suggestions

AFKers- Remove match bonus, reward players based on performance ONLY

Quitters- Match players with similar quit percentages. Quitters with quitters, non-quitters with non-quitters.

Spawnkilling (objective games only)- End the game when a teams average life goes below a certain time.

Power weapon betrayers- Make it so betrayers cannot pick up the weapons of the person they betrayed.

Parties verses randoms- Match parties only with parties OR add a randoms only playlist (i.e. no parties allowed)

If you can think of any more issues like these, then post them along with possible solutions, I will also try to find or think of solutions to those problems. (one I haven’t thought of a solution to is griefing, if anybody has a solution to this, feel free to post).

Post your thoughts on these ideas too!

So, everybody has things they hated the original Halos so Bungie decided to implement new concepts. Well it turns out that this just added more to an already filled pot.

  1. Grenades (specifically Stickies) in Objective games

While Frags are powerful, they aren’t that useful in standard combat. Stickies, on the other hand, have a ridiculous blast radius and can stick to enemies. These things should never go together, but they do for some inexplicable reason. Just recently, I played an Invasion game with some kid (he must’ve been 8 because of his voice and maturity level) who played four-player split screen and proceeded to spam the hell out of his stickies, along with the gaggle of squeakers who played with him. After the first round (when he got the Spartan side), our team was down two players and we tied the game (core capture) faster than he did. He then chirped our team about his so-called skill, despite the fact all he did was spam stickies and fail miserably at defense or as a Spartan. While people like this don’t actually have an opinion (due to their heads being so far up their egos), it did raise a significant issue. Stickies have far too large a blast radius for a weapon of their magnitude. This needs to be dealt with.

  1. Armor Lock

While Armor Lock is annoying, it isn’t a threat at long range (considering people who use it are often terrible at this game). But when combined with a close-quarters map, Armor Lock becomes an overpowered weapon (yes weapon, not defense mechanism, as intended). If anything, it should be treated like an invincibility powerup, allowing movement but still being vulnerable to hits from behind. This would a) remove the EMP effect that should not have been in the game to begin with. b) Allow a player to actually survive a close encounter of the noob kind. c) Grant the player protection from vehicles and power weapons (Again, as intended). This problem brings me to my next point.

  1. Forge Maps in the Wrong Playlists

While Forge maps are not themselves terrible (some are quite good), the main reason people hate them is due to the fact that a map made for one intent was placed somewhere it shouldn’t have been. Maps like Asylum in SWAT or Hemmorage in Snipers was a stroke of idiocy and the person(s) responsible should seek other employment. The Forge maps were made for one type of playlist and should stay there. Not only would this encourage new Forgers and new maps, it would also eliminate the claustrophobic feel of a close quarters map on Slayer (and all but eliminate the AL spammers), or rid the game of huge expanses that require a full minute to cross sans Sprint.

  1. Vehicle campers

While eliminating camping is not practical (some game types require it, mainly objective), the people who camp the vehicle spawns on the wrong team should be dealt with. Spire offers no protection for the Banshee (the Elite’s only vehicle) while an Elite has to brave the Spartan Spawn points to reach theirs. Boneyard also features another Elite-based disadvantage since the Scorpion and Warthog are protected while the Ghost/Wraith/Banshee are not. By installing a force-field around faction-based vehicles, it would balance the game to an extent. If the Spartans can get their hands on the Banshee and Scorpion, the elites can pretty much wave good-bye to their Phantom.

If anyone has any other points they’d like to bring up, feel free to do so. If anyone disagrees with my views, please inform me why and offer mature and logical counterpoints. Thanks for your input!

> So, everybody has things they hated the original Halos so Bungie decided to implement new concepts. Well it turns out that this just added more to an already filled pot.
>
> 1. Grenades (specifically Stickies) in Objective games
>
> While Frags are powerful, they aren’t that useful in standard combat. Stickies, on the other hand, have a ridiculous blast radius and can stick to enemies. These things should never go together, but they do for some inexplicable reason. Just recently, I played an Invasion game with some kid (he must’ve been 8 because of his voice and maturity level) who played four-player split screen and proceeded to spam the hell out of his stickies, along with the gaggle of squeakers who played with him. After the first round (when he got the Spartan side), our team was down two players and we tied the game (core capture) faster than he did. He then chirped our team about his so-called skill, despite the fact all he did was spam stickies and fail miserably at defense or as a Spartan. While people like this don’t actually have an opinion (due to their heads being so far up their egos), it did raise a significant issue. Stickies have far too large a blast radius for a weapon of their magnitude. This needs to be dealt with.
>
> 2. Armor Lock
>
> While Armor Lock is annoying, it isn’t a threat at long range (considering people who use it are often terrible at this game). But when combined with a close-quarters map, Armor Lock becomes an overpowered weapon (yes weapon, not defense mechanism, as intended). If anything, it should be treated like an invincibility powerup, allowing movement but still being vulnerable to hits from behind. This would a) remove the EMP effect that should not have been in the game to begin with. b) Allow a player to actually survive a close encounter of the noob kind. c) Grant the player protection from vehicles and power weapons (Again, as intended). This problem brings me to my next point.
>
> 3. Forge Maps in the Wrong Playlists
>
> While Forge maps are not themselves terrible (some are quite good), the main reason people hate them is due to the fact that a map made for one intent was placed somewhere it shouldn’t have been. Maps like Asylum in SWAT or Hemmorage in Snipers was a stroke of idiocy and the person(s) responsible should seek other employment. The Forge maps were made for one type of playlist and should stay there. Not only would this encourage new Forgers and new maps, it would also eliminate the claustrophobic feel of a close quarters map on Slayer (and all but eliminate the AL spammers), or rid the game of huge expanses that require a full minute to cross sans Sprint.
>
> 4. Vehicle campers
>
> While eliminating camping is not practical (some game types require it, mainly objective), the people who camp the vehicle spawns on the wrong team should be dealt with. Spire offers no protection for the Banshee (the Elite’s only vehicle) while an Elite has to brave the Spartan Spawn points to reach theirs. Boneyard also features another Elite-based disadvantage since the Scorpion and Warthog are protected while the Ghost/Wraith/Banshee are not. By installing a force-field around faction-based vehicles, it would balance the game to an extent. If the Spartans can get their hands on the Banshee and Scorpion, the elites can pretty much wave good-bye to their Phantom.
>
> If anyone has any other points they’d like to bring up, feel free to do so. If anyone disagrees with my views, please inform me why and offer mature and logical counterpoints. Thanks for your input!

  1. Grenades

I agree with the stickies being changed, but a decent solution would be either make it so instead of two STICKY grenades spawning together, there is just ONE, or, Make it so you spawn with ONE Frag grenade and once again, only ONE Frag grenade per spawn place, and one FRAG grenade off-spawn.

  1. Armour Lock

Armour Locks intended use was to survive oncoming vehicles and by doing that, it either destroyed it or EMP’d it and finished it off.

I propose instead of ‘nerfing’ it, place it in Gametypes where Vehicles are a main factor instead of every playlist but The Arena or Squad Slayer.

  1. Forge Maps

I fully agree with this to a certain extent, maps like Wayont (I think that’s the one) is perfect for BTB CTF, but it’s terrible for Slayer due to the fact the map is to large and people camp in the bases.

I propose exactly as you suggested.

  1. Vehicle Campers

I actually support them here, maps like Spire or Boneyard were made for Invasion, if you are going to argue about them being unprotected in Invasion I would have to disagree with you for the sole fact that Elites are attackers, they are venturing into enemy territory to try and steal something that isn’t theirs.

But if you mean Big Team Battle, I agree, they need much more cover, I don’t see how but something needs to change.

> > So, everybody has things they hated the original Halos so Bungie decided to implement new concepts. Well it turns out that this just added more to an already filled pot.
> >
> > 1. Grenades (specifically Stickies) in Objective games
> >
> > While Frags are powerful, they aren’t that useful in standard combat. Stickies, on the other hand, have a ridiculous blast radius and can stick to enemies. These things should never go together, but they do for some inexplicable reason. Just recently, I played an Invasion game with some kid (he must’ve been 8 because of his voice and maturity level) who played four-player split screen and proceeded to spam the hell out of his stickies, along with the gaggle of squeakers who played with him. After the first round (when he got the Spartan side), our team was down two players and we tied the game (core capture) faster than he did. He then chirped our team about his so-called skill, despite the fact all he did was spam stickies and fail miserably at defense or as a Spartan. While people like this don’t actually have an opinion (due to their heads being so far up their egos), it did raise a significant issue. Stickies have far too large a blast radius for a weapon of their magnitude. This needs to be dealt with.
> >
> > 2. Armor Lock
> >
> > While Armor Lock is annoying, it isn’t a threat at long range (considering people who use it are often terrible at this game). But when combined with a close-quarters map, Armor Lock becomes an overpowered weapon (yes weapon, not defense mechanism, as intended). If anything, it should be treated like an invincibility powerup, allowing movement but still being vulnerable to hits from behind. This would a) remove the EMP effect that should not have been in the game to begin with. b) Allow a player to actually survive a close encounter of the noob kind. c) Grant the player protection from vehicles and power weapons (Again, as intended). This problem brings me to my next point.
> >
> > 3. Forge Maps in the Wrong Playlists
> >
> > While Forge maps are not themselves terrible (some are quite good), the main reason people hate them is due to the fact that a map made for one intent was placed somewhere it shouldn’t have been. Maps like Asylum in SWAT or Hemmorage in Snipers was a stroke of idiocy and the person(s) responsible should seek other employment. The Forge maps were made for one type of playlist and should stay there. Not only would this encourage new Forgers and new maps, it would also eliminate the claustrophobic feel of a close quarters map on Slayer (and all but eliminate the AL spammers), or rid the game of huge expanses that require a full minute to cross sans Sprint.
> >
> > 4. Vehicle campers
> >
> > While eliminating camping is not practical (some game types require it, mainly objective), the people who camp the vehicle spawns on the wrong team should be dealt with. Spire offers no protection for the Banshee (the Elite’s only vehicle) while an Elite has to brave the Spartan Spawn points to reach theirs. Boneyard also features another Elite-based disadvantage since the Scorpion and Warthog are protected while the Ghost/Wraith/Banshee are not. By installing a force-field around faction-based vehicles, it would balance the game to an extent. If the Spartans can get their hands on the Banshee and Scorpion, the elites can pretty much wave good-bye to their Phantom.
> >
> > If anyone has any other points they’d like to bring up, feel free to do so. If anyone disagrees with my views, please inform me why and offer mature and logical counterpoints. Thanks for your input!
>
> 1. Grenades
>
> I agree with the stickies being changed, but a decent solution would be either make it so instead of two STICKY grenades spawning together, there is just ONE, or, Make it so you spawn with ONE Frag grenade and once again, only ONE Frag grenade per spawn place, and one FRAG grenade off-spawn.
>
> 2. Armour Lock
>
> Armour Locks intended use was to survive oncoming vehicles and by doing that, it either destroyed it or EMP’d it and finished it off.
>
> I propose instead of ‘nerfing’ it, place it in Gametypes where Vehicles are a main factor instead of every playlist but The Arena or Squad Slayer.
>
> 3. Forge Maps
>
> I fully agree with this to a certain extent, maps like Wayont (I think that’s the one) is perfect for BTB CTF, but it’s terrible for Slayer due to the fact the map is to large and people camp in the bases.
>
> I propose exactly as you suggested.
>
> 4. Vehicle Campers
>
> I actually support them here, maps like Spire or Boneyard were made for Invasion, if you are going to argue about them being unprotected in Invasion I would have to disagree with you for the sole fact that Elites are attackers, they are venturing into enemy territory to try and steal something that isn’t theirs.
>
> But if you mean Big Team Battle, I agree, they need much more cover, I don’t see how but something needs to change.

The reason I’d prefer the Elite vehicles being protected is due to the terrible weapons and loadouts Elites get. None of the Loadouts make sense and their weapons are inferior in every aspect (other than the Needler vs AR). They are at a huge disadvantage when compared to Spartan Loadout/weapons. Even when Elites are defending, they get zero protection. So how fair is it when, while having inferior weapons, they have their vehicles jacked as well?

Wow, really?

Sorry posted twice for some reason.

> > > So, everybody has things they hated the original Halos so Bungie decided to implement new concepts. Well it turns out that this just added more to an already filled pot.
> > >
> > > 1. Grenades (specifically Stickies) in Objective games
> > >
> > > While Frags are powerful, they aren’t that useful in standard combat. Stickies, on the other hand, have a ridiculous blast radius and can stick to enemies. These things should never go together, but they do for some inexplicable reason. Just recently, I played an Invasion game with some kid (he must’ve been 8 because of his voice and maturity level) who played four-player split screen and proceeded to spam the hell out of his stickies, along with the gaggle of squeakers who played with him. After the first round (when he got the Spartan side), our team was down two players and we tied the game (core capture) faster than he did. He then chirped our team about his so-called skill, despite the fact all he did was spam stickies and fail miserably at defense or as a Spartan. While people like this don’t actually have an opinion (due to their heads being so far up their egos), it did raise a significant issue. Stickies have far too large a blast radius for a weapon of their magnitude. This needs to be dealt with.
> > >
> > > 2. Armor Lock
> > >
> > > While Armor Lock is annoying, it isn’t a threat at long range (considering people who use it are often terrible at this game). But when combined with a close-quarters map, Armor Lock becomes an overpowered weapon (yes weapon, not defense mechanism, as intended). If anything, it should be treated like an invincibility powerup, allowing movement but still being vulnerable to hits from behind. This would a) remove the EMP effect that should not have been in the game to begin with. b) Allow a player to actually survive a close encounter of the noob kind. c) Grant the player protection from vehicles and power weapons (Again, as intended). This problem brings me to my next point.
> > >
> > > 3. Forge Maps in the Wrong Playlists
> > >
> > > While Forge maps are not themselves terrible (some are quite good), the main reason people hate them is due to the fact that a map made for one intent was placed somewhere it shouldn’t have been. Maps like Asylum in SWAT or Hemmorage in Snipers was a stroke of idiocy and the person(s) responsible should seek other employment. The Forge maps were made for one type of playlist and should stay there. Not only would this encourage new Forgers and new maps, it would also eliminate the claustrophobic feel of a close quarters map on Slayer (and all but eliminate the AL spammers), or rid the game of huge expanses that require a full minute to cross sans Sprint.
> > >
> > > 4. Vehicle campers
> > >
> > > While eliminating camping is not practical (some game types require it, mainly objective), the people who camp the vehicle spawns on the wrong team should be dealt with. Spire offers no protection for the Banshee (the Elite’s only vehicle) while an Elite has to brave the Spartan Spawn points to reach theirs. Boneyard also features another Elite-based disadvantage since the Scorpion and Warthog are protected while the Ghost/Wraith/Banshee are not. By installing a force-field around faction-based vehicles, it would balance the game to an extent. If the Spartans can get their hands on the Banshee and Scorpion, the elites can pretty much wave good-bye to their Phantom.
> > >
> > > If anyone has any other points they’d like to bring up, feel free to do so. If anyone disagrees with my views, please inform me why and offer mature and logical counterpoints. Thanks for your input!
> >
> > 1. Grenades
> >
> > I agree with the stickies being changed, but a decent solution would be either make it so instead of two STICKY grenades spawning together, there is just ONE, or, Make it so you spawn with ONE Frag grenade and once again, only ONE Frag grenade per spawn place, and one FRAG grenade off-spawn.
> >
> > 2. Armour Lock
> >
> > Armour Locks intended use was to survive oncoming vehicles and by doing that, it either destroyed it or EMP’d it and finished it off.
> >
> > I propose instead of ‘nerfing’ it, place it in Gametypes where Vehicles are a main factor instead of every playlist but The Arena or Squad Slayer.
> >
> > 3. Forge Maps
> >
> > I fully agree with this to a certain extent, maps like Wayont (I think that’s the one) is perfect for BTB CTF, but it’s terrible for Slayer due to the fact the map is to large and people camp in the bases.
> >
> > I propose exactly as you suggested.
> >
> > 4. Vehicle Campers
> >
> > I actually support them here, maps like Spire or Boneyard were made for Invasion, if you are going to argue about them being unprotected in Invasion I would have to disagree with you for the sole fact that Elites are attackers, they are venturing into enemy territory to try and steal something that isn’t theirs.
> >
> > But if you mean Big Team Battle, I agree, they need much more cover, I don’t see how but something needs to change.
>
> The reason I’d prefer the Elite vehicles being protected is due to the terrible weapons and loadouts Elites get. None of the Loadouts make sense and their weapons are inferior in every aspect (other than the Needler vs AR). They are at a huge disadvantage when compared to Spartan Loadout/weapons. Even when Elites are defending, they get zero protection. So how fair is it when, while having inferior weapons, they have their vehicles jacked as well?

Once again, Invasion is meant to be pushed against the elites, they are attacking Spartans in there own territory.

I’ve been hearing a bunch of rumors about an update with the Bloom. Is it true that there will be an update between Aug 26 - Aug 29 that there will be an option to turn off the Ridicule Bloom off or on, and if kept on, will be slowed down? Also, is the DMR’s spam going to be slowed down? people keep telling me this but I’m not 100% sure if its happening or if its true.

As of now, this is all fake, bloom may be changed in the future for the Title Update but as of now, all fake & false information.

Well, not really fake. More like speculation.

> I’ve been hearing a bunch of rumors about an update with the Bloom. Is it true that there will be an update between Aug 26 - Aug 29 that there will be an option to turn off the Ridicule Bloom off or on, and if kept on, will be slowed down? Also, is the DMR’s spam going to be slowed down? people keep telling me this but I’m not 100% sure if its happening or if its true.

Its been hinted at by BS angel and her picture presentation of a spartan crying then a picture of flowers (bloom) then a happy spartan and then cookies.

So i think we can expect a fix for bloom in the TU

Yeah, we don’t know yet. Everybody is hoping for it, though.

Halo Fest. Wait until then.

Suppose I would make this topic as the other two are either bad info or full of spam.

http://www.youtube.com/watch?v=dSrlaIJkm0M

Bloom on DMR’s Removal

Skip to 4:13 in this video!

By the looks of it, it will be toggleable for each weapon, the Assault Rifle & Sniper Rifle still blooms.

Melee Bleedthrough Returns

Skip to 3:24 for proof of Melee Bleedthrough

Want more proof, http://gyazo.com/d2caade690d7da0a18ec3b1de7948f03

That was posted in this topic: http://halo.xbox.com/forums/games/f/7/p/21895/168732.aspx#168 732 over on the 343i Forums.

We will find out more at HaloFest!

Grenading someone out of Armour Lock?

Skip to 4:30, the guy seems to come out of Armour Lock the exact same time the grenade goes off.

This is pure coinsidence the guy got out at the same time or he was grenaded out of armour lock!

Bungie.net Topic Link: http://www.bungie.net/Forums/posts.aspx?postID=64690200&p ostRepeater1-p=1

EDIT: May I mention that considering NONE of this has been confirmed, it is all pure speculation, even though we have the evidence in plain sight, it’s all speculation.

http://www.youtube.com/watch?v=dSrlaIJkm0M&feature=feedu

AT 4:33 watch how he is in AL and a grenade goes off and suddenly his AL power power drops ALOT

Its official AL has been Nerfed

I was waiting for him to fire the magnum.

Disappointed. :frowning:

> This is the third thread yet on the topic. It seems like many people like these new game settings.
>
> (I still want Bloom on the Fuel Rod Gun though)

Agreed, I think it needs to be increased so Fuel Rods fire backwards sometimes. :slight_smile: