I like the plasma caster on very vertical maps like mine where spamming really isn't an option. Sentinel beam is pretty nice as a long range lockdown. Lighrifle is fine, Carbine is fine, Damage boost is the best pickup for 1v1's and overshield could maybe work if the placement is super punishing. You could also have a hydra as a counter to os but I hate that it's viable to spam up close. --- Double Post Merged, Aug 29, 2017 --- if you can't miss then you didn't earn anything and your opponent didn't have a chance to outplay you. That's why the super high bullet mag and aim assist on some of these weapons are stupid
Can you miss with anything in Halo 5 though? Literally everything is easy to use except the starting weapon, which even becomes easy when you pick up damage boost. I'm not ignoring the fact that there are some weapons where you literally can't miss with, and maybe that's what they wanted considering that the only sandbox update they did to this game was to make the only two fair weapons as broken as everything else.
My 1v1 map weapon set is currently: 1x Damage Boost 1 x Light Rifle 1 x BR 1 x Tacticoool Magnum 1 x Needler 1 x Plasma Nade 1 x Splinter Nade. And that's it....and it feels like too much.
Mine has; 1 x damage boost 1 x sentinel beam (pad) 1 x carbine (pad) 1 x ar 1 x plasma nade 1 x splinter nade 2 x frag nades I have no idea what I'm doing btw.
These maps are gonna get stale if people don't use OP stuff honestly. Maybe they won't be balanced perfect but it will still be fun in some circumstances. We do need to pick maps that work for the competition so there is that.
I'm putting a Voids Tear on mine. It's OP, but it only has two shots and perfectly counters players trying to hold the top of the pyramids. Sucking a player off the top and killing them mid air is super satisfying. I think any weapon can work if you limit the kills that can be achieved with it. More than two seems questionable. It depends on where a player has to move to get the weapon too obviously.
There will be a singular Incineration Cannon with 12% Power on my Duel map respawning every 90 seconds. Plus some frags and stickies. Shouldn't be too overwhelming.
That gif never fails to make me laugh. Happy to take suggestions on something more suitable? I'm trying to go with Power weapons that aren't actually power weapons.
Don't get me wrong, I understand the point you're making, and there's validity to it. I'm mostly just concerned that knowing you're a judge, everyone is going to use only the weapons you say are acceptable. This would be extremely boring, and possibly cause the contest and the community to lose out on something really cool because people are playing it safe. Also, just to clarify, challenging OS with a pistol isn't a mistake. Straight up dueling in that scenario would be. The person without OS should be trying to put 1 or 2 shots in at a time and then get behind cover. Do this a couple of times and the OS is neutralized. And a lot of the time one person will end up with OS, while the other person prioritizes and obtains a different item. There's nothing wrong with one person having a significant advantage when that advantage has been earned through out-positioning, out-thinking, and/or out-shooting the other person. I just don't agree that we should only be using items that provide a small advantage in one or two battles. Part of what's awesome about 1v1's is embarrassing someone that has a huge advantage over you.
I kinda want to put in the hydra now because there is actually a good amount of use/counters for it on my map Also voids tear because gravity-themed Brute plasma is absolute cancer in mildly cramped areas How do you all feel about specially designed dynamic elements that provide area denial when placed/thrown, that also take down shields? Think power drain but easier to dodge and without the blue filter
I have two submissions so far, and neither really allows you to just run and spartan charge. And my first submission is a respectable size. It could easily probably be a 2v2, but I've designed it in a way that allows fast pace movements across the map and a fairly predictable spawn system to keep the pace up instead of hide and seek.
https://www.halowaypoint.com/en-us/...tspartin_1975fa46-44d7-45ca-ac2d-3303dd2f04ca here it is, with all three 2 tactical mags, one clip each on short spawn 15% void's tear - 240 second 1clip req2 hydra - 240 second damage boost - 180 second? 2 plasmanade, 2 frag, 2 splinter and the custom area-denial Gornball, coutersy of @ExTerrestr1al, respawns every 30 seconds after use, I believe toss it at your opponent or leave it in a path to trip them up and take out their shields (listen for the explosion after 9 seconds), it's a neat idea, and has been tested on the map 'Gorn' to pretty good results when used properly once picked up, the opposing player cannot see the navpoint, making tripping them up with it possible I also opened up some sightlines a bit more and extended the landingpad staircase a few feet should be public if you want to take it for a spin or tell me it sucks :^) pics to come
To elaborate on the "Gorn ball" (temp name) used in this map, here is specifically how it works: Players battle for access to the ball. They or their team (for compatilibity with more players) are able to place it wherever they want on the map. They all gain immunity to tripping it (like a mine). The opposing players walk through its radius (currently at 25 units) and set off a 9-10 sec countdown with sound notification and temp screen effects, and then an explosion hits the player if they are not sprinting or jumping fast enough at that 0 sec moment. It takes out their shields and leaves them 1 shot. This has the effect of adding a meta-game element to basic gunfighting without actually changing the gametype. Controlling the ball is not the goal, but a tool towards the goal of slaying. Like a mobile death trap that you can still out-maneuver if you try hard. It also has the benefit of dynamically changing the map's playable space based on tactics. You can set this, and bait your opponent to walk through it, and make important game-changing decisions about pushing, retreating, etc. There is talk about replacing the explosion with a fire fx that will chase you... so feedback on the current "ball" setup is appreciated even beyond how it specifically operates for this map. Thanks!
I made a sinking boat on a 15 degree angle that was super vertical with 4 damage boosts for multi. But it doesn't look like a boat so I stopped