New news, same as the old news: - Sign-up thread appearing in t-minus 105 minutes. - The Meet Your Maker contest ends tomorrow so submit now! - Juanez has finally released Radiant as well as Impacted; I've released Bleached and Smallsylum, and not that long ago, Vandelay and Congealed (yeah, I had a bit of a backlog); TMR Legend released Waterfront. Audience's Jade came out a little while back but has legs on it and was in the now-closed voting for Forge Hub Favorites. I haven't seen any other new map threads for our regulars in the last couple weeks, but if I'm overlooking you, say so!
Lobby for Tuesday March 12th, 7 PM EDT Correction, and thanks to Tombo for pointing this out: tonight's lobby is at 7 EDT, not EST, since we just had our time change in most of the US. Need to know how this works? Click here to read our FAQ and rules. You may want to actually read them this week, if you're not familiar with some recent changes that were made. This lobby will be held on Tuesday March 12th, starting at 7 PM Eastern Daylight Time and ending around 10. Attendees: 1. Juanez Sanchez 2. Tombo V1 3. CyborgAnthro 4. AnotherClaymore 5. Nutduster 6. xAudienceofone 7. unrivaled20 8. LEE C G 9. El Trocity 10. UNSC Fenix Hulk Reserves: 1. ExTerrestr1al 2. TMR Legend 3. iArkitek 4. KRUS4DE
The pyramid strategy seems pretty useful, thanks for sending that my way. I think the three zones versus two plus an anti should be about the same thing, but I probably will try it both ways.
me................ Btw i checked at 1:20 and there was no lobby, then i go out to shovel my driveway and the lobby not only appears but 4 people have signed up already. Anyways i have 2 new competitive 4v4s this week.
Apparently antis are not especially useful for this purpose, mainly because of the way 343 decided to heavily weight enemy proximity over all other factors. Weak antis have a weight of -1 and regular antis have a weight of -2. Both of these are almost nothing; it just means that given an entirely neutral map with no other influencers whatsoever, you'll spawn in other zones over this one. But ANY negative influence will be enough to offset or overrule that, based on MrGreen's testing. Here's his full post on weights (very long, a little dry) and here are his findings in a nutshell: AllyLOS(in the typical case) and EnemyLOS(in the typical case) off the charts < -300 Enemy Proximity: roughly -20 out to about 9 units away, then mimics negative Ally Influencer to about 25 units away. OddBall: -5 out to 12 units, then drops to 0 for a total radius of about 15 units. EnemyLOS(in the special case): around -2 to -3, depending upon the weapon Ally Death (and probably Suicide as well): -2 at center of death, drops off to 0 after 12 units away. Anti Respawn Zone: -2 Weak Anti Respawn Zone: -1 Weak Respawn Zone: +1 Ally Proximity: a little more than +3, slow drop off to 0 around 25 units. Respawn Zone: +14 Enemy Death, Ordnance Drops yields no influence. AllyLOS(in the special case) = 0 Imminent Danger is extremely strong and extremely short lived. There has never been a Halo title that has demonstrated dynamic zone influence. Notice that even the weakest negative weights tend to be -2 and most of them are more than that, meaning if there are negative influences on all of the intended respawn points, the ones inside your strong anti- zone will be either preferred, or at least equally weighted and thus basically a coin flip. You really should think of anti zones as less of insurance to get players not to spawn in an area, and more like "players will be a bit less likely to spawn here under most circumstances." Stacking multiple respawn zones is the best way to guarantee spawning in particular areas (and thus not spawning in other areas) because the weight of each zone is so much higher - seven times the effect of a strong anti zone.
When did you get time to type all that at work lol I read this and i must say I only got some of it- the most crucial elements as i see them are that enemy positions are the most influential thing, and team spawn zones must be stacked to try and achieve any decent results.