Post Your Unpopular Halo or Forge Opinions

Discussion in 'Halo and Forge Discussion' started by Goat, Mar 4, 2016.

  1. MultiLockOn

    MultiLockOn Ancient
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    You're joking right
     
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  2. a Chunk

    a Chunk Blockout Artist
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    Giving players an advantage for dying is counter-intuitive. I don't see any benefit to it.
    If you kill your opponent, YOU should be in an advantageous situation, not the person who died.
     
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  3. K a n t a l o p e

    K a n t a l o p e Promethean
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    The Money Store should be the main menu art and music for Halo 6. I will fight for this.
     
  4. a Chunk

    a Chunk Blockout Artist
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    Of course it can be fixed. It was fixed in subsequent Halo games. It came at the expense of the pace of play, by making maps increasingly larger and adding more cover to them. I don't like the trade-off.
     
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  5. K a n t a l o p e

    K a n t a l o p e Promethean
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    The CE maps allowed for the 'fixed'(not to be confused with fixed) spawns, this would be so if it had accounted for enemy sight lines. that's the only thing that I would change in that game because it doesn't truly impact gameplay at the extent of which map design changes did in subsequent Halos. Only teammate positions and enemy sight lines are necessary for a punishing, but not infuriating, spawning system. I'm currently making a game, so if this idea doesn't work then **** me, amirite???
     
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  6. a Chunk

    a Chunk Blockout Artist
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    In theory, having los influence spawning makes sense. If I was starting with CE spawning as a base though, that wouldn't be the thing I'd change.

    I'd have death be a larger influence. Wherever you die, any spawns within a specified range would have their weighting lowered. Ideally this would simply increase the odds of getting a random spawn. I have no idea how realistic it would be to implement something like that though.
     
  7. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    then it really wasn't fixed, was it?

    Just fix the real problem.

    Spawns should never be out in the open where a spawn trap can be executed. That is pretty obvious and simple to grasp. If a spawn point is in the open and it does lead to a trap, then the location of the spawn point is erroneous and needs to be corrected.

    But if the problem is pace of game, there are a variety of factors including the map design that need to be adjusted to correct this different problem.

    And if you feel the pace of the game requires spawn kills to accomplish a healthy pace, then we are talking about two vastly different games. I don't think that the pace of a game should ever be decided by a flawed mechanic.

    As for my idea for a spawn system where the player who is spawning can decide where to spawn, wouldn't you say that if a player who killed him is in a disadvantageous position (e.g., the spawning player spawns behind him) then that is his fault, not that of the spawning player? I seriously would have expected some of you to come to that conclusion, and I am surprised that none of you did. I have yet to hear a reason why this is a bad idea and I am seriously considering it.

    Instead of learning how to manipulate the spawns for your advantage, you learn the spawn system on a map to avoid the disadvantage positions and capitalize on where you think the player would likely choose to spawn from based upon the state of the game and *gasp* studying his tactics during the game play.
     
    #547 MrGreenWithAGun, Dec 23, 2016
    Last edited: Dec 23, 2016
  8. HeX Reapers

    HeX Reapers Legendary
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    To those who have had experience using both settings I'd like to ask - Old School or Evolved? Personally I prefer Old School's map pool and starts (CBR + Gunfighter) compared to Evolved's (Tac Mag + AR). Thoughts?
     
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  9. MultiLockOn

    MultiLockOn Ancient
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    Evolved for the better strafe and 4sk pistol. No discussion. Old School starting weapons are idiotic.
     
  10. Kell Of Scots

    Kell Of Scots Legendary
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    Yeah well you're face is idiotic!

    In all seriousness, and you and I may have had this discussion before, can't remember but Halo 5 Magnum and by extension TacMag and Gunfighter were so finicky and horrible to use while we tested our settings, due to shitty H5 Aiming/Connection/Everything we already complain about in H5.

    Magnums are fine if you're American playing with Americans, or if the Internet is stable, but for a general purpose, not purely hyper competitive situation, Old School is "Better" while Evolved very clearly go for the most optimised competitive, Halo CE inspired experience, which if your looking for in old school, you're looking in the wrong place, it's like loading up Halo 5 and complaining about it not being Halo CE-3....... oh wait..... Oops, hmmmmmm.......

    Also, there are no movement/strafe differences besides gravity from Old School vs Evolved as far as I am aware.
     
    #550 Kell Of Scots, Dec 24, 2016
    Last edited: Dec 24, 2016
  11. Kell Of Scots

    Kell Of Scots Legendary
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    You kinda missed his point

    Choosing where you spawn is massive ****ing advantage, regardless of its limitations
     
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  12. MultiLockOn

    MultiLockOn Ancient
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    Calling it idiotic was extremely facetious on my part. I enjoy old school quite a bit and I understand the magnum handles like dog **** on oversea connections, which is unfortunate. I think if people have the luxury of good internet then Evolved is the way to go. If not then Old School is still awesome.

    And I was under the impression evolved had 10% faster base movement speed. I could be wrong though
     
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  13. Kell Of Scots

    Kell Of Scots Legendary
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    I would be quite the hypocritical if I was going to get offended by someone being facetious with myself of all people, on an unrelated subject, your face is still idiotic, ya wank.

    I love evolved settings too, it emulates the CE Halo style as much as it can, Old School emulates Halo 2/3 Halo style as much as it can, and for what each of the settings set out to do, the acheive them fairly well.

    Evolved is likely what I would prefer if 343 hadn't made the most one of most connection based Halo games ever, as the first dedi server Halo (I would ask how do you even **** up that bad, but that is beating a dead Frankie)

    I know it isn't in the cards but I think if Evolved had the same kill time it has but as a 3SK, it would be much better, currently I feel by time you've turned to engage you are half dead due to the RoF of the Magnum as a 4SK but thats my personal, unfixable gripe with evolved, the other is the grenades, they feel like they have and obnoxiously and deceptively high range, like vanilla H5, which gets very annoying when they clip the tiniest piece of shields preventing a recharge when you think you're far enough away, not intuitive or particularly fun to play with IMO.
     
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  14. a Chunk

    a Chunk Blockout Artist
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    After re-reading, I realize I misunderstood what you were saying when I replied. You're right, the pace of play wasn't fixed. I was referring to the 'spawning in the open' being fixed, which I now realize isn't what you were talking about in that post.

    Then that's our problem, lol. I'm talking specifically about Halo CE in my replies to you. Regardless, it's not that simple. Spawning is one of many things that influences how a game plays. You can't just single it out like that. I think CE is a perfect example of why, because it has spawning that I would consider sub optimal in a lot of scenarios, but I think it works quite well in that game.

    I never meant to imply that a game requires spawn killing to create a healthy pace of play. If that's what you got out of what I said then it was a misunderstanding. I said that the measures required to change it (in Halo CE specifically) would slow down the pace of play. That's not the same thing.
     
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  15. Goat

    Goat Rock Paper Scissors Scrap
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    i just want that crispy 0.7 second optimal kill time.
     
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  16. Xandrith

    Xandrith Promethean
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    you're all wrong
     
  17. HeX Reapers

    HeX Reapers Legendary
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    no
     
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  18. Goat

    Goat Rock Paper Scissors Scrap
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    yea they should all sea town. i mean sit down.
     
  19. HeX Reapers

    HeX Reapers Legendary
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    Hey now, there is no reason to cobalt each other. ****, I meant "combat". Ok, I'll go goldleaf myself. Dammit, "relieve" myself.
     
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  20. Goat

    Goat Rock Paper Scissors Scrap
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    if i was still staff i would attack this post with white cells and launch it into oblivion
     

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