What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. qrrby

    qrrby Waggly piece of flesh
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    To further put this in perspective, I would usually start out at low diamond and work my way up to onyx.

    After my placement matches, I started at Diamond 6.

    Strafing feels a little more worthwhile.
     
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  2. Goat

    Goat Rock Paper Scissors Scrap
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    Seth shits on me all the time so that's irrelevant.


    And how is giving a supposedly overpowered weapon low energy different than a scarab gun that spawns every 6 minutes? You can nerf the plasma pistol by taking away its ability to hold down its charge until you see a player, but its still a noob combo weapon.


    You can't design a map in a bubble, and this made up scenario where you give someone feedback and their map wins over yours is ridiculous.

    Because that went so well for Orxgens...

    Judges should not be altering contest maps in any form or fashion. You judge what is submitted, not what you wish was submitted. You're looking for maps to win a contest, not maps to fill a playlist, and doing that arbitrarily will invalidate the integrity of the contest.

    If someone has a shitty weapon set on their map, or any other problem with it, then it means it was not tested and it should be disqualified. It has nothing to do with "weapons or spawns being easy to change" and everything to do with you changing someone's entry to begin with.

    By all means, do it for your curiosity if the map is rendered 'unplayable' due to a camo pickup or a railgun. But I think most people would agree that losing to a map that was changed by the judges would feel like a slight; unless there is some consensus that the contest is testing only a map's geometric design, whereby anything else on top is irrelevant to "how good it actually is".
     
    #18382 Goat, Sep 12, 2017
    Last edited: Sep 12, 2017
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  3. Goat

    Goat Rock Paper Scissors Scrap
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    MAYBE WE WOULDN'T HAVE STUPID ARGUMENTS OVER ****ING WEAPONS IF THREE FOUR ****ING THREE KNEW WHAT THE **** THEY WERE DOING
     
    #18383 Goat, Sep 12, 2017
    Last edited: Sep 12, 2017
  4. icyhotspartin

    icyhotspartin Legendary

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    can't wait to spam gunfighters and camo on my maps starting next month
     
  5. Goat

    Goat Rock Paper Scissors Scrap
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    the fact that camo - the most bullshit powerup in the game - was buffed to be more invisible and not simply changed to "poor camo" while having no footstep sound or radar blip says all you need to know about 343's sandbox team. this is how they ruined the plasma caster.

    no point in giving them feedback. it takes them 2 years to come up with stupid changes so clearly they're not listening.
     
  6. icyhotspartin

    icyhotspartin Legendary

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    oh but you see they're trying to make it BALANCED for the new motion tracker.

    I mean, if you're moving at normal speed anyway and don't have a tracker blip (unless you sprint, etc), then u can't do it for camo, that would make it a "bad pickup" for the new motiontracker - making players play stealthily with something that is supposed to be a stealth pickup just isn't VALUABLE enough in a gametype where a HUGE amount of stealth (halo-speaking) is possible on base settings. It makes perfect sense.












    I want to make a SAW blended needler. should I kill myself first?
     
  7. Goat

    Goat Rock Paper Scissors Scrap
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    I'm not sure if you're being sarcastic or not.
     
  8. MartianMallCop

    Forge Critic Senior Member

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    Active camo is the worst powerup in Halo IMO. It's okay for casual BTB on large open maps but in competitive it just slows the game down where you spend a ton of time just trying to find a player.

    Since they are updating it: Camo was meant to be an ability where it was supposed to make you play more offensively and thus giving you a cloak so you can push without being seen. Doing **** like making it un-camo you when you move fast is dumb. If I wanted to sneak and crouch walk, then I wouldn't need camo to do that anyway.
     
  9. Goat

    Goat Rock Paper Scissors Scrap
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    I agree it should be used offensively, and I agree that spending time to look for a person who is invisible is stupid, especially in smaller player counts.

    Which is why I think it should not make you 100% invisible, nor should it change cloaking depending on how fast you're moving unless you are using a spartan ability. It should simply make you harder to see and hear. You shouldn't be able to run directly towards someone with camo and not be seen in my opinion, but you shouldn't have to crouch walk just to stay hidden.
     
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  10. TheLunarRaptor

    TheLunarRaptor Legendary
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    I think a good solution is to keep the invisibility but make the cloak effect way more obvious so from a distance they can clear the map without being seen but up close its still obvious that they exist. i always felt like camo was good for large player counts for allowing someone to sneak behind enemy lines but in small player counts it just pisses me off. If the almost water like effect was super strong up close it would really help everyone. That way it is more like a camouflage and less like a cloak, its intended purpose.
     
  11. icyhotspartin

    icyhotspartin Legendary

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    @A 3 Legged Goat

    I wish I was, but here's what I just figured out





    - ------ - if picking it up nerfs your movement, then the only way to make it valuable is to make base movement EVEN STEALTHIER - ------ -

    You can see players from across the map, and see them in close quarters, but you've no tracker to tell you when you can't see them. In normal settings, players would have to crouch to take them off radar in CQC. This is redundant with the new settings (what I can only assume is going to be standard practice in H6), players don't need to crouch to get a leg up in CQC.

    In regular settings with a player who has camo, they have to crouch, and so does the other player (assuming they know that someone has camo, and actually wants to have a leg up on them) in order to avoid detection - movement speed is equalized, and leads to various mixtures of these outcomes:
    - the camo player has to give up speed to make use of camo
    - the camo player has to give up the benefit of camo to attack and have a chance of dodging in CQC
    - or the non-camo player has to give up movement to counter the camo
    - the non-camo player has to risk/reward moving faster in the hopes of spotting the camo player and having an advantage in encounters once that player is spotted

    in this case, there are two speeds (in CE - H3):
    normal (fast - detectable)
    crouched (slow - invisible)

    In H5, there are 3 speeds:
    sprint/abilities (fast - detectable)
    normal (detectable)
    crouched (slow - invisible)

    on normal settings, crouching is valuable, especially with camo, because you can get the jump on encounters, especially in CQC, but you are still detectable if moving at normal speeds, so you have to balance that with being extra careful when you see a blip on your radar, ensuring that there is the possibility for a non-camo player to position themselves better without being crippled by the benefits of camo. There is only a x1 movement difference involved on these normal settings, so any regular moving player has just the same amount of being blipped as a sprinting player. Not to mention the visual effect when moving at greater than crouched speeds.

    In H5 Team Arena (and H6 standard, I guess), we have this:

    fast (detectable)
    normal (invisible)
    slow (invisible)

    That means that there is a x2 movement cripple on camo players - while they are still invisible to radars at normal speeds, they will be visible because they are not moving at walking or crouched (slow) speeds. This forces a camo'd player to move at the cripplingly slow speed of 'crouched', giving up all encounters to players who'd normally be blipped on their radar, making hiding out with it useless, and moving with it useless, unless you're sure no one can see you, but that kinda defeats the purpose of cloaking yourself in the first place.

    So, what would make anyone want to give normally detectable players a x1 or x2 speed advantage in CQC encounters that their pickup is supposed to give them an advantage over? I can't think of a single thing, and that seems to be why 343 is making camo more valuable at normal speeds, and making crouching with camo redundant.

    This isn't even full circle, this is the slippery slope becoming a waterslide.
     
  12. Spranklz

    Spranklz Ancient
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    I just don't see the point in arguing about weapons.
     
  13. Goat

    Goat Rock Paper Scissors Scrap
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    I've read this thrice and I don't understand it.

    You should be fully cloaked while you are moving with your gun up and the distortion of your player model should be more apparent when you are closer to a player. Your cloaking should only dissipate when you fire your weapon or use a spartan ability - both of which are the only way to appear on the new radar.

    That's really all that needs to be said, and if that's not what 343 has done, then they've ****ed up.
     
  14. icyhotspartin

    icyhotspartin Legendary

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    keep in mind, i'm not saying anything about **whether or not the settings as they were are any good**, I'm only **trying to show that 343 has completely lost the plot after having lost the plot**
    --- Double Post Merged, Sep 12, 2017 ---
    exactly, because that's what 343 has done
    but the point is that their choice to buff the camo comes from a real problem in the sandbox, and from their inability to recognize that the sandbox contains not sand, but broken volcanic glass; they don't want to replace the sand, they want to replace the tools, so instead of a shovel and pail and water (the golden triad of sandboxes everywhere) that don't work at all on volcanic glass, we get excavator drills, TNT, and lava.
     
    #18394 icyhotspartin, Sep 12, 2017
    Last edited: Sep 12, 2017
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  15. Goat

    Goat Rock Paper Scissors Scrap
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    snorkles pls
     
  16. Sethiroth

    Sethiroth Sensei
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    Wow. I told multi that's unfair and now you want to do it also.... judges altering maps is not a good idea and we are going to repeat the whole thing that happen in the 2v2 contest with orxgens.
     
  17. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    I forgot- do teleporters count as hard or soft routes??
     
  18. HeX Reapers

    HeX Reapers Legendary
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    Imagine a backwards camo. Like, you have to keep moving in order to stay cloaked.
     
  19. Sethiroth

    Sethiroth Sensei
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    I define hard routes as a route that can be walked. So by that meaning a tele would be a hard route because you simply just walk. You dont have to jump or clamber or do anything special. But thats my opinion and definition.

    I could write a book on teleporters but i will save that for another day
     
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  20. Goat

    Goat Rock Paper Scissors Scrap
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    I consider a hard route a direct, uninterrupted connection that physically joins one area to another. Most paths are hard routes, and if it changes elevation and requires you to jump, I consider it a hard route so long as it doesn't require a secondary function to traverse.

    A teleporter, lift, a man-cannon, or a clamber all require a secondary function to move from one area to a next, so I would consider them soft routes, or indirect connections.

    As for crouch jumping, it depends. Crouch jumping from one area to another would be a hard route, but crouch jumping onto an intermediary structure (such as a crate) to get to another area would be a soft route. In that instance, the crate functions as the secondary function.

    edited for clarity.
     
    #18400 Goat, Sep 12, 2017
    Last edited: Sep 12, 2017

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