I sincerely believe the Gauss works for maps like standoff or superstition but not most maps. I like it in heavy maps.
lmao, I was playing spartan ops, and I think each time I headshotted a grunt there were like confettis popping out and a "YAY" sound. what the hell is that?
It's called the birthday something or other You can get it for yourself and when someone kills you you do the same.
Random thought of mine on Pro mode in Halo 4: Spoiler Whenever a 343 makes/has made a competitive playlist, it always ends up as a trainwreck when it's the only playlist of its kind (like Team Throwdown or Halo Reach's MLG and Zero Bloom Slayer). This has less to do with the general public not liking the competitive gametypes, but more with the fact that they avoid the playlist like the plague because they think that they will find the most dedicated tryhards 9/10 times, get completely destroyed, and have a terrible time, especially if they're not playing with friends by their side. Making 2 playlists doesn't really fix the problem when the other 95% of playlists are far less competitive, either. You could use the numbers given by playlists, and say that "Infinity Slayer is 1000x better than Slayer Pro and Legendary Slayer: just look at the numbers" but you're never going to get the common person out of their comfort zone if you hold out 2 gametypes, one promised to make them sweat/try/possibly rage and the other promising a relaxing time, so it's hard to actually see what the average player thinks of the gametype rather than the playlist. The only way you can break people's comfort zones (not saying that competitive modes are gruesome and uncomfortable, but rather "scary" to so many casuals) is to force competitive modes. Infinity Slayer should be the minority, or at least just not be the majority, for those casuals who absolutely don't have/want even the slightest competitive bone in their body, but for everyone else, semi-competitive modes should be dispersed among the game so that people can enjoy them without being intimidated by one low-population playlist that consists mainly of 4-man-teams of extreme tryhards. If Pro options were more ubiquitous and less of a choice that you could work around, you'd probably see more people feel the need to get used to it. I don't think "pro" is a good word to describe these gametypes, because they imply that if you're not playing infinity, you're up against your TV sweating and screaming; these pro/classic gametypes don't eliminate casual/relaxing play: it does when the only people you're playing against are 4-man-sweaty-tryhard teams (and that gametype is isolated into 1 playlist), but casual play is still there otherwise. Halo 3 never had armor abilities, ordnance, perks, etc... and was the casual community just nonexistent in its HUGE population? No-it made up the majority-but the only difference was that the game had room for everyone; it wasn't segregating different communities and throwing certain ones under the bus. These gametypes offer so much for both kinds of player, so why is 343 suppressing one community and thinking that throwing them a bone that won't last more than 5 minutes is good enough?
oh, it's one of the skulls. I didn't activate any of them, but maybe they are activated by default in some missions. that may also explain why covenants were stronger than usual, since it looks like a skull does that too.
I agree with your general suggestion that competitive settings should be the core settings. I feel like 343 is actually moving Halo 4 in that direction now by reducing some of the Infinity options in Infinity Slayer, and replacing them with less random options. It seems like the sustain team always ends up moving Halo games in that direction as time goes on. I just hope that when it comes to Halo 5, they will start there from the beginning. On the other hand, I feel like keeping both types of settings segregated can work also. The main problem that I see is the ineffectiveness of the matching and ranking systems. In Halo 2, people of almost any skill level could go into Team Hardcore and have fun. This was because if you weren't very good (like me), you would be matched with other players that weren't very good. The skill difference between different levels in that game was very clear. Also, the matching guidelines were much more restricted, meaning that you were consistently matched with people close to your own skill level. In Halo 4, you can enter Throwdown as a level 1 and be matched up with someone who's at level 50. Matchups like that happen FAR too often. Matching guidelines are much too lenient. Then you have the problem that the skill required to attain a level 50 in Halo 4 may be equivalent to the skill required to attain a level 30 in Halo 2, which means that even players at level 50 in Halo 4 can vastly differ in their skill. - Spread out the skill by making it more difficult to rank up, or by adding additional ranks. - Tighten matching guidelines to assure that players don't get matched with people more than 10 ranks higher or lower than them (with a few exceptions). Those two things alone would go a long, long way towards fixing the problems that contribute to Infinity having high population numbers and Throwdown having low population numbers. As a disclaimer, I should say that implementing those changes right now would probably be a disaster. People would have very long wait times due to the diminished population. I hope something like that comes to pass in Halo 5 though.
I can't speak for the bulk of casual players, but no matter where you stick a 'pro' playlist I'll be far from it. If it were more 'ubiquitous' as you put it players like myself would be outright driven away.
Halo 3 showed us the same game played across two categories of playlists works well. Just return to the Casuals and Ranked categories of playlists, problem solved. Same game types, same maps, perhaps minor adjustments on the maps of weapons, but essentially different rewards.
The only difference between vanilla settings and "pro" settings should be the inclusion of radar and a precision weapon primary. If not we get into one of two situations. Situation 1: Settings are slightly changed to be more competitive but no where near as much as they need to be in order to still be accessible to the majority of the player base. Situation 2: Settings are drastically changed in order to be competitive but this is such a huge difference from vanilla that very few players want to transition. If the core game is not competitive out of the box then the competitive scene may as well throw in the towel because neither solution is viable.
As for radar: IMO the best solution is to activate radar for both competitive and casual gametypes, but have it only display enemies who are in your / your teammates' FoV ala CS - that way, radar acts as a communication crutch for people without mics while not affecting competitive play with mics. Agreed with coldfusion. Comp should be as close to casual as possible. Preferably identical, maybe minus friendly fire or whatever.
I like the radar. it gives me a nice advantage against the majority of players who apparently don't know how to use it.
that also doesn't sound convenient for duels no, I meant just using the radar to locate enemies and plan attacks. I have the perk for extended range.