Halo 4 Discussion

Discussion in 'Halo and Forge Discussion' started by thesilencebroken, Jun 6, 2011.

  1. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    Also, the respawn time is a penalty for dying. It affects your entire team as they're now one guy down for a short period of time. Removing that is another step towards catering to casuals.
     
  2. Wood Wonk

    Wood Wonk Ancient
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    i feel like thats a bit of an exaggeration. slayer spawn times are, what, 4 or 5 seconds? and there will be a small delay, if not a time where the person is yelling at their tv then at least time it takes to press the spawn button, youre not gonna instantly press it the moment you die. i cant see a 2 or 3 second spawn difference making a huge difference.
     
  3. RightSideTheory

    RightSideTheory Legendary
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    Compare (I know this analogy is getting some mileage) Call of Duty spawns with Halo. In halo, if you lose somebody, your team suffers. They're outnumbered, and they can't rely on you to do anything for them until you respawn. It allows teams to make pushes for key points, weapons, just an outright attack, etc. If your only negative side to dying is that you have to almost instantly appear in a different place it's just a license to rush out, shoot, die, spawn, repeat.

    Halo is about using your head to outsmart people, stay alive, and kill. Instant respawning is about running out, dying while trying to take someone with you, and then respawning.

    It is a big issue, it's not something that you can simply say "Oh, you won't notice."
     
  4. Wood Wonk

    Wood Wonk Ancient
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    theres some validity in that, but i still disagree. good players who played smart and worked as a team im previous titles will still do the same, instant press to spawn isnt going to change that. and less skilled players who ran out at the the other with their ARs blazing are still going to do that with press to spawn. and i still think a 2 or 3 second difference isnt that much. in that amount of time you couldnt even get from the bottom tree trunk spawn on guardian to the mancannon.
     
  5. Overdoziz

    Overdoziz Untitled
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    On a competitive level it can be very important. For casuals it will play faster and more 'fun'.
     
  6. The Trivial Prodigy

    Senior Member

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    You keep using that word. I do not think it means what you think it means.
     
  7. Shanon

    Shanon Loves His Sex Fruits
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    Naw, we know.

    Thanks though, nice knowing that you're a real bro.
     
  8. ThrowinDemBows

    ThrowinDemBows Takoyaki?
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    That's enough time for to me be unpredictable enough to where the enemy can't just respawn and throw grenades or rush in my direction. At this point I likely have no chance to shift momentum by going after a weapon or a position because they're right back in my face. Hectic gameplay with no form of map control IMO.
     
  9. The Trivial Prodigy

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    I try my damnedest.

    On topic, I'm a bit disappointed that FF, among other things, is apparently not returning. Come on 343i, please don't make us wait til Halo 5 for Flood FF. It would be the perfect addition to FF.
     
  10. Waylander

    Waylander Ancient
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    So you want them to copy other games without copying other games? How many titles these day have hordemode or zombies or firefight or whatever it's called in Mass Effect 3. I think Firefight has been over done lately and better done in other games.

    Not sad to see it go, particularly since it's main use in reach was for credit grinding.
     
  11. artifact123

    artifact123 Forerunner
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    Thanks for defending me. My definition of Casual players are people who don't take the game too seriously and play for fun. And NOT people who play once a week and are nooby. Those are just... I dunno.
     
  12. RightSideTheory

    RightSideTheory Legendary
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    On the topic of FireFight... It's not gone. It's just in a different form. They have said that you'll get your normal firefight action from the new spartan ops, they were vague, bu my guess is we'll have FF style hold out missions.

    Replayable Holdout missions, on specific "levels", with up to four players? Sounds just like firefight to me.
     
  13. Oli The G

    Oli The G Forerunner
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    Little


    Little discovery here. The face of the AR is shown. I do hope that that isn't the final version. It's incredibly sloppy.
     
    #1833 Oli The G, Apr 12, 2012
    Last edited: Apr 12, 2012
  14. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    The ****?
    Wrong video? I see no ARs there....
     
  15. Security

    Security Ancient
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    On the screen behind one of the guys it shows the AR. At like 0:40.

    I think it looks fine.
     
  16. Ticky

    Ticky Forerunner
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    Looks fine to me. The reticle looks just like Reach so I hope there's still no bloom on it. The menu reminds me of Halo 3
     
  17. cluckinho

    cluckinho Well Known
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    Your comments are starting to bug me... I think the AR looks perfect; not overdone and it still retains that classic feel in my opinion.
     
  18. Neoshadow

    Neoshadow Forerunner
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    I like the look of the Assault Rifle. Doesn't look sloppy to me.

    I don't know, these are guys that have been playing Halo for all their lives, guys who were involved in the entire series and brought us everything we know and love. If they say "Trust us, it feels like Halo", then I'm going to go ahead and hand then my blind faith on a silver platter.
    I have no doubt it will be a quality game, and I'm excited for it.
     
  19. Oli The G

    Oli The G Forerunner
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    I phrased that badly. The weapon itself looks brilliant, therees just something about the blue thick face of it I find odd.
     
  20. Pegasi

    Pegasi Ancient
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    Precisely.

    Respawn times are incredibly key to the idea of map control. Even aside from objective, in a competitive Slayer game a kill is more than just a point. It's a dent in the opponent's map control and a chance to further that of your own team which, if used well, is much more important than the single point that it earned. If you don't use the couple of seconds that a slayer kill yields in terms of the enemy team being one down then that's your own fault, but if you're not even afforded the chance to move up and earn some more map control then that hurts a key aspect of the competitive game.

    Again, I'm fine with them doing what they want in the majority of MM slayer because unless you're working as a team then map control and respawn times are significantly less important. But we really need the ability to manipulate respawn times in both Slayer and objective games.

    I personally hope that we'll effectively just have an extra option in the respawn time section of gametype settings, like it'll go: Instant>3 seconds>5 seconds>10 seconds etc. When Frankie says that objective games won't have instant respawn, I wouldn't be surprised if it was technically an option, but just one that's never enabled in MM objective gametypes.

    It'd seem really odd to have a disparity between possible settings in objective and Slayer games, so (if the above set up is how it works in terms of game type options), it'd make sense to have it available in both. That'd mean we can have classic Slayer gametypes easily, and also have instant respawn objective if we really wanted (could be useful for odd customs or a mini game etc.). If that's the case then it'll actually be great for filling a void that we had to fill with modded gametypes in the past, like the instant respawn Octagon gametype.
     

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