Turn AI Off For Ranked

Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.

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> Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.

I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.

I’m certain at the very least Spartan chatter will automatically be off in Ranked, as players would be expected to communicate themselves. I wouldn’t mind having the personal AI be off as well, and also optional in general, just let me unequip it entirely or have an AI that is completely silent.

> 2533274810177460;3:
> I’m certain at the very least Spartan chatter will automatically be off in Ranked, as players would be expected to communicate themselves. I wouldn’t mind having the personal AI be off as well, and also optional in general, just let me unequip it entirely or have an AI that is completely silent.

If it’s optional in ranked that’d be unbalanced. If you have it off and some other player has it on and the AI says “power weapon available” it leaves you at a disadvantage.

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> > 2533274810177460;3:
> > I’m certain at the very least Spartan chatter will automatically be off in Ranked, as players would be expected to communicate themselves. I wouldn’t mind having the personal AI be off as well, and also optional in general, just let me unequip it entirely or have an AI that is completely silent.
>
> If it’s optional in ranked that’d be unbalanced. If you have it off and some other player has it on and the AI says “power weapon available” it leaves you at a disadvantage.

Not optional in ranked, but optional in social. In ranked it should be off for all players. In social, if your AI is off it should replace the voice line with a simple, but recognizable sound indicating that you should look at your feed, where it should say in text “15 seconds to insert weapon/power up here” maybe a sound similar to the whistle Vergil makes in ODST. Speaking of which, Vergil should be an option for your personal AI because he’s iconic and his “uses stock city-related dialogue recontextualized to fit the situation” personality is so ridiculously charming.

> 2535438636443468;2:
> > 2535415525919240;1:
> > Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.
>
> I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.

Telling a player when the flag is taken is fair. Telling a player that a power weapon is available who is closer to it is unfair. People didn’t camp power weapons in Halo 2/3 as much as 5. Instead of fighting they just sit and wait for the power weapon to spawn. Dulls the game imo

I dunno man there comes a point in competitive where everyone is timing everything anyway. Might as well leave it on for those that need it. The UI that is, wouldn’t mind it being optional for the HCS modes.

Would like the option to have no Spartan chatter or AI for HCS though as could dilute the commentary a bit.

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> > 2535438636443468;2:
> > > 2535415525919240;1:
> > > Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.
> >
> > I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.
>
> Telling a player when the flag is taken is fair. Telling a player that a power weapon is available who is closer to it is unfair. People didn’t camp power weapons in Halo 2/3 as much as 5. Instead of fighting they just sit and wait for the power weapon to spawn. Dulls the game imo

The reason is that in games like CE the very point was that everyone would know that a power weapon was available and they would fight over it, the entire point is that you are supposed to fight over it because everyone knows where it is. If some players don’t know that a power weapon is available and thus don’t even get a shot at getting it THAT is unfair.

> 2533274801036271;7:
> I dunno man there comes a point in competitive where everyone is timing everything anyway. Might as well leave it on for those that need it. The UI that is, wouldn’t mind it being optional for the HCS modes.
>
> Would like the option to have no Spartan chatter or AI for HCS though as could dilute the commentary a bit.

I’d rather have a battlefield where everyone stumbles across a power weapon than one that makes players sit and watch for a power weapon. Waiting for a power weapon to drop slows the game down.

> 2535438636443468;8:
> > 2535415525919240;6:
> > > 2535438636443468;2:
> > > > 2535415525919240;1:
> > > > Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.
> > >
> > > I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.
> >
> > Telling a player when the flag is taken is fair. Telling a player that a power weapon is available who is closer to it is unfair. People didn’t camp power weapons in Halo 2/3 as much as 5. Instead of fighting they just sit and wait for the power weapon to spawn. Dulls the game imo
>
> The reason is that in games like CE the very point was that everyone would know that a power weapon was available and they would fight over it, the entire point is that you are supposed to fight over it because everyone knows where it is. If some players don’t know that a power weapon is available and thus don’t even get a shot at getting it THAT is unfair.

Thing is, the player count dropped more so in Halo 5 compared to Halo 3. I think a huge part in that was because people were fighting in different parts of the map. Every game felt different which made it last longer in the longevity. Make everyone just focus on power weapons makes every game feel very same-y, then it makes the game stale in the long run because it’s the same focus for everyone, whereas back in the day(not trying to sound like a boomer) it was more replayable. We’ll see how long Infinite lasts longevity wise with all these innovations that are continued. I’m not saying I want a Halo 3 clone. I just think the sandbox is more important in Halo.

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> > 2533274801036271;7:
> >
>
> I’d rather have a battlefield where everyone stumbles across a power weapon than one that makes players sit and watch for a power weapon. Waiting for a power weapon to drop slows the game down.

I dunno man it’s kind of brutal for newer players. The better players time weapons, will specifically play to control parts of the map where those weapons spawn and will get the weapons most of the time anyway.

Half the game is controlling the power weapons which means you are ready to take it when it comes back. You cant just go grab it as it hits 0 and spawns, got to set up ready for it and be in control.

It increases the skill gap not having it, but I wouldn’t say it is a huge skill to time stuff anyway yet is extremely punishing for those that don’t when playing those that do.

Going to be pretty competitive going for the power weapons now…

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> > > 2533274801036271;7:
> > >
> >
> > I’d rather have a battlefield where everyone stumbles across a power weapon than one that makes players sit and watch for a power weapon. Waiting for a power weapon to drop slows the game down.
>
> I dunno man it’s kind of brutal for newer players. The better players time weapons, will specifically play to control parts of the map where those weapons spawn and will get the weapons most of the time anyway.
>
> Half the game is controlling the power weapons which means you are ready to take it when it comes back. You can go grab it as it hits 0 and spawns, got to set up ready for it and be in control.
>
> It increases the skill gap not having it, but I wouldn’t say it is a huge skill to time stuff anyway yet is extremely punishing for those that don’t when playing those that do.

Everyone was new to the game before. If it ain’t broke, don’t fix it. Again I’ll say that the reason Halo 3 lasted longer than 5 and a huge part of it was every game played different. It was more fresh and replayable over time. Whereas in 5, the population dropped due to multiple assets but I can assure you that a big one is because all these games being focused on power weapons more dulls the game down. Every game feels more same-y whereas before every game felt more different.

> 2535438636443468;2:
> > 2535415525919240;1:
> > Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.
>
> I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.

to be fair it takes away the pre-requisite knowledge of respawn time or keeping track if the weapon is still in play. it allows anyone to know which inherently lowers the skill floor and ceiling.

Halo 3 is hyper focused on power weapons and control. All the Halo games are, but I’d say 3 is actually the worst for it out of all of them because of the slower starting weapon kill times. The power weapons completely dominate and are the key focus of every map.

Bots I get. But the timers, they literally do such a small addition to the game and proven to not be detrimental to the game.

The AI timer call outs are fine. People run Halo CE tournaments with external timers that call out when power ups and power weapons will be respawning. The personal AIs seemed like a natural inclusion of that concept. Unlike grenade hit makers, weapon timers and locations are considered universal information and now you don’t really have to go into forge and log all the arbitrary times weapons will respawn. It’s a greater means of accessibility especially for solo players.

> 2535415525919240;9:
> > 2533274801036271;7:
> > I dunno man there comes a point in competitive where everyone is timing everything anyway. Might as well leave it on for those that need it. The UI that is, wouldn’t mind it being optional for the HCS modes.
> >
> > Would like the option to have no Spartan chatter or AI for HCS though as could dilute the commentary a bit.
>
> I’d rather have a battlefield where everyone stumbles across a power weapon than one that makes players sit and watch for a power weapon. Waiting for a power weapon to drop slows the game down.

While playing the flight I did not see one player sit and camp a power weapon spawn. I fail to see how announcing something is going to make someone camp it. We also don’t even know what ranked is going to look like and I’m sure if something becomes an issue across the community, the devs will tweak it accordingly. 343 has already stated that they want to bring in new players and as the previous Halo games were not welcoming at all to newcomers, in my opinion, I think the slight changes in this one are very constructive. When I play Battlefield, most of my frustrations are surrounding the players who do not go for the objective. Whether that’s from lack of attention to the in game alerts or they just don’t understand what the key objectives are to win the match, announcing power weapon spawns will help players understand that they should probably assist their team in securing that part of the match. Anyways, these are just my opinions of course and I don’t think it’s that big of a deal as everyone is going to adapt. And remember… older isn’t always better and what you might think isn’t “broken” might be to someone else.

Cheers.

> 2533274801036271;7:
> I dunno man there comes a point in competitive where everyone is timing everything anyway. Might as well leave it on for those that need it. The UI that is, wouldn’t mind it being optional for the HCS modes.
>
> Would like the option to have no Spartan chatter or AI for HCS though as could dilute the commentary a bit.

That takes ae skill of timing weapons which have been implanted since CE. Take off the annoucements for when power weapons and armor abillites will be up. That certain skill is an asset to what makes competitive actaully competitive. Also, definitely turn off the AI in competitive. Can’t have none of that mess goin around lol.

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> > 2535438636443468;2:
> > > 2535415525919240;1:
> > > Once again, aside from grenade hitmarkers. Callouts for power weapons give too much information to the player and weakens the sandbox. Also turn off timed UI for power weapons, overshield, and active camo in ranked.
> >
> > I don’t think that there is anything wrong with giving a player battlefield information on an incoming equipment drop, telling the player that a Gravity Hammer is going to be dropped is not any more helpful than telling the player that the Flag has been stolen. You might as well eliminate all dialogue which would make it feel a lot less active.
>
> to be fair it takes away the pre-requisite knowledge of respawn time or keeping track if the weapon is still in play. it allows anyone to know which inherently lowers the skill floor and ceiling.

There are only have a dozen apps and websites that will tell you exactly when they spawn anyway.