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| Posted By: RC Master | Date: 3/1/12 2:13 p.m. |
In Response To: Halo Bulletin: TU vote = everyone wins! (pete_the_duck) Why did it take them 5 months to figure out bleedthrough was a mistake? I mean really, something went wrong there. A developer should NOT be flip-flopping on a damage paradigm like that on a released game. 'Super Slayer' seems like a weird name for a TU'd copy of Team Slayer TBH. Why not just 'TU Slayer'? Trying to make it sound more appealing? I'm interested to see how that playlist fares - with no more bleedthrough it'll play more similarly to TS so part of me thinks "Whats the point?" Pure duplication isn't good... Hmm, looks like Multi-team is back on my 'to play' list anyway, so thats cool :) Still, even though the difference between default and and TU will be less, I still wish we just had 1 version of Reach. I'll kind of miss evade in a way since I did use it all the time it was available - but that was precisely because it outclassed the other abilites. Good decision in lieu of being able to nerf it. I'll probably go back to using sprint :P Anniversary Squad was dying so I get why it's removed, but where do people that want to play REACH on their newly purchased Anniversary maps go? Why not include it as a tertiary voting option (at least?) in Anniversary Classic? Ya know, since getting DLC maps in non-required playlists is notoriously impossible? BTB Heavies seems weirdly implemented - why change base movement speeds? The 'it plays better this way' doesn't fly with me - I really don't think the cost of breaking a player's expectations is worth it, ever. People might expect different base traits in Action Sack but not BTB. If the gametype really needs faster movement speed, thats more a sign of overdoing the heaviness, or underdoing the extra cover/other infantry movement assists. At least to me. I'd like to know more about the scoring set-up too: you can have a variety of different levels of base and bonus points in Slayer. With a score cap of 200, that would suggest that base points are still 1 - since with bonus points setting base points to 2 would result in shorter games. Which mean the bonus points are the same amount (or more) as an ordinary kill - which is a lot. Depending on the map variants (Oh god, hemmorhage) I can forsee games just going to the time limit as teams purposefully avoid getting the additional points for more kills. Example: use a Scorpion, Banshee, Wraith, Rocket, sniper body-shots, Focus Rifle, shotgun, grenade launcher and it's essentially just a 200 point slayer game... For constrast, when I was playing around with the 'Stylish Slayer' idea in January, I had set it up thusly:
Score Limit 400, 2 rounds of 8 minutes max. This means you'd get up to 80 kills in each round - rare in 8 minutes - for a max of 160 kills over the whole game, but with a regular occurance of headshots it'd be more like 57 kills. So it's far less than a double-limit slayer match at all times and usually kinda in line with it. If you didn't want the round structure you could adjust that to:
with a score limit of 300 that would give exactly 100 headshot kills, but definitely no more than 150 total kills. That'd probably be what I would have done. Good to see those features finally getting used though. I've heard so people say that Reach's Objective plays better in 5v5 anyway and with no more Squad I can see why they made that change, but honestly the gametypes are the problem, not the number of players. There is too many, many of which are far too griefable so I don't see this change making a big impact. Final note I guess is that there will be a free playlist slot from March onwards: new playlist in April? Good update. Faith metre gone up a little bit ;)
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