I was so excited to play legendary brs, and I got to play on abandon. I’m not happy, at first I saw the ordnance marker for overshield (I don’t care that it’s ordnance, since the only way to put it on map is as an ordnance drop) and I was beyond happy. Then I looked to the left and saw the marker for a concussion rifle and another for a sniper rifle. Why?.. Why can’t we just have the overshield, and keep the sniper rifles and other weapons as on map weapons. It still feels like legendary brs, but it feels off, not like the playlist I’ve come to love in halo 4. I’m pretty sure even those that hate ordnance drops would be fine if there was just an overshield. But why make the other weapons ordnance drops.
Probably to make it a little more accessible to the existing Infinity Slayer playlist players. I don’t like it either, but it’s a small price to play to actually be able to play this gametype, even if it is 10 months after launch.
I don’t know why its there to be honest. The main reason I liked Legendary Slayer was because of the ability to have to time a weapon spawn. Now everyone and their grandma run to the weapon and it turns into a cluster of melees and grenades lol
Thank god. At least something went right with this ledgendary BR thing. It’s bad enought they insist on this archaic halo.
> Thank god. At least something went right with this ledgendary BR thing. It’s bad enought they insist on this archaic halo.
oh please.
Just because you hate the traditional way Halo is played does not make it archaic or bad.
I see no reason ordinance drops needed to be added to that gametype, it’s muddied up what was a relatively fun game mode and felt close to traditional.
Wow really they take away legendary slayer and then add legendary BR it sounds good but what o wait Legendary BRS has drops .
And how did we get that .
It was probably easier for them to set up map ORD rather then just lay them down on each map. Or to make it a tad accessible like the rest of infinity slayer is. IMO it’s not a big deal.
It’s the same to me as the way the new human sniper looks. I don’t like it but i can live with it. If it was random ORD or POD was enabled then i could see it being a big deal.
There are still plentiful static weapon spawns on the map, right?
It is still an improvement over personal or random ordnance drops. I’ll just use the drop waypoints as delicious bait.
Although I haven’t gotten into legendary BRs at all, I’ll agree with you on this. Keep it how it was in its own playlist.
> Probably to make it a little more accessible to the existing Infinity Slayer playlist players. I don’t like it either, but it’s a small price to play to actually be able to play this gametype, even if it is 10 months after launch.
When will 343i learn that this whole “making it more accessible” idea is what ruined Halo 4 in the first place? At first, I was excited for Legendary BRs, but now, not so much anymore… Why can’t 343i just give us a regular, nice classic gametype?
Knowledge is not real skill. What you do with that knowledge is skill. You can easily go into forge and see where which weapons spawn, it takes almost no effort. However, if you and your team devise strategies around those weapons, than that is a skill. The ordnance markers essentially put players on equal footing. Everyone knows we’re the guns are, what I do with that info will determine the match.
> Knowledge is not real skill. What you do with that knowledge is skill. You can easily go into forge and see where which weapons spawn, it takes almost no effort. However, if you and your team devise strategies around those weapons, than that is a skill. The ordnance markers essentially put players on equal footing. Everyone knows we’re the guns are, what I do with that info will determine the match.
No, knowledge is not necessarily skill, but Halo has always been a game where knowledge is as essential to winning as skill. A player who knows the map, its jumps, the “secret” ways to move around the map, the superior firing positions, the weapon spawns and timers, etc. always had a better chance at winning over a player who never bothered to know these little things. Knowing which weapons spawn on the map and knowing if/when they are picked up and which team has them allowed strategies to be formed. For example, we all know that there are Rockets on The Pit. The team who could time the spawn properly got the advantage, but the other team could devise a way to work around it if they were smart.
So, in short, Halo was a game where you needed to think as much as have a straight aim to win. It was never meant to be super easy to play, it was never meant to hold the players’ hands.
> Knowledge is not real skill. What you do with that knowledge is skill. You can easily go into forge and see where which weapons spawn, it takes almost no effort. However, if you and your team devise strategies around those weapons, than that is a skill. The ordnance markers essentially put players on equal footing. Everyone knows we’re the guns are, what I do with that info will determine the match.
I think the bigger problem with Ordnance is that the marker gives away the immediate position of whoever picks it up because the marker disappears immediately. As soon as I pick up rockets, everyone sees the marker go away, so they immediately know where I am and that I have rockets.
This is why I (and many others) prefer map pickups to Ordnance. Although I do like that Ordnance weapons appear in canisters, which look prettier, and are immovable until picked up, which prevents them from being blown around like in previous Halo games.
> > Knowledge is not real skill. What you do with that knowledge is skill. You can easily go into forge and see where which weapons spawn, it takes almost no effort. However, if you and your team devise strategies around those weapons, than that is a skill. The ordnance markers essentially put players on equal footing. Everyone knows we’re the guns are, what I do with that info will determine the match.
>
> I think the bigger problem with Ordnance is that the marker gives away the immediate position of whoever picks it up because the marker disappears immediately. As soon as I pick up rockets, everyone sees the marker go away, so they immediately know where I am and that I have rockets.
>
> This is why I (and many others) prefer map pickups to Ordnance. Although I do like that Ordnance weapons appear in canisters, which look prettier, and are immovable until picked up, which prevents them from being blown around like in previous Halo games.
That actually takes away some of the randomness. Now both teams know the most power weapon on the map has been picked up.
> That actually takes away some of the randomness. Now both teams know the most power weapon on the map has been picked up.
The point of a strategic game is for the unpredictability to come from the players. The rules need to be predictable so that better players will be able to outsmart the other players by playing unpredictably.
The more unpredictable the game is, the more the game is in control of who wins or loses. The more predictable the game is, the more the players are in control of who wins or loses.
> > Knowledge is not real skill. What you do with that knowledge is skill. You can easily go into forge and see where which weapons spawn, it takes almost no effort. However, if you and your team devise strategies around those weapons, than that is a skill. The ordnance markers essentially put players on equal footing. Everyone knows we’re the guns are, what I do with that info will determine the match.
>
> No, knowledge is not necessarily skill, but Halo has always been a game where knowledge is as essential to winning as skill. A player who knows the map, its jumps, the “secret” ways to move around the map, the superior firing positions, the weapon spawns and timers, etc. always had a better chance at winning over a player who never bothered to know these little things. Knowing which weapons spawn on the map and knowing if/when they are picked up and which team has them allowed strategies to be formed. For example, we all know that there are Rockets on The Pit. The team who could time the spawn properly got the advantage, but the other team could devise a way to work around it if they were smart.
>
> So, in short, Halo was a game where you needed to think as much as have a straight aim to win. It was never meant to be super easy to play, it was never meant to hold the players’ hands.
I agree with you, but I wouldn’t consider halo 4 super easy to play. Just easy in comparison.