Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Whole Sandbox Is Not Broken | |
Posted By: Hoovaloov | Date: 1/31/12 4:09 p.m. |
In Response To: Re: re: DMR Study Update (new spreadsheet) (Gravemind) : So in other words the sandbox is completely broken as a consequence of : reduced bloom, resulting in a "one gun to rule them all" : situation like Halo 1 where (in most people's experience) the M6D was the : only "standard" weapon that saw regular use, or in Halo 2 & : 3 where the BR filled that role? Sounds about right. In vanilla Reach, you : can kill a rifleman with automatic weapons at closer rangers. In TU : Reach... eh, not so much. And from seeing you and Hoovaloov exchange : comments and data, it seems that it's inconclusive at best as to whether : or not pacing is rewarded more in 85% bloom than in 100% bloom. As for whether the whole sandbox is completely broken, that is up to your definition of whole sandbox. Does a ZB Needle Rifle make Rockets, Sniper, Sword, Hammer, Laser, Banshee, Warthogs, Grenade Launcher, grenades worthless? No. Does it make Automatic Weapons worthless? Yes. So the whole sandbox isn't "completely broken," just automatic weapons. I would argue that in a game where DMRs are the starting weapon, automatic weapons are worthless anyway, regardless of bloom setting. How often do you switch out your DMR for an AR or Plasma Repeater in a Default BTB game? Hopefully never. That's just not a good idea. So it's fair to say the TU reduces the effectiveness of guns that were not effective in DMR-start games in the first place. Now let's look at AR-start gametypes. Most of the time, AR-start games have some amount of DMRs and NRs on the map. They are treated as a kind of power weapon (i.e. weapons that are more powerful than the ones you start with). 100% bloom did this even before there was a TU. So why there is an outrage now is beyond me. Perhaps the argument is that in 85% bloom, if the other team all has DMRs, then it's almost impossible to win when spawning with an AR. So the root problem isn't the bloom setting, it's that one team can control the other because they got all the DMRs and you're spawning with ARs. If this means the sandbox is "completely broken" I would argue that this is exactly the case in 100% bloom. This can only be fixed by either removing DMRs from the map (boring), making everyone start with DMRs (which is what the majority of gametypes do anyway), or making the ARs more lethal (this is my vote). So it's obvious to me that the AR was never supposed to be the equal of the DMR. Arguing that it should be more effective is fine, but we should both agree that it's not very effective in either bloom setting. Personally, I would like to see a major buff to automatic weapons, both in accuracy and damage. It almost takes a full AR clip to kill someone at close range, and more than one at medium. A skilled player can kill three people in one DMR clip. That is the real imbalance, not the TU.
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |