No but yes
Dunno they seemed to joke around a lot. They do have buck after all.True I guess, but it's not like Locke's squad acts like this either and they are still all serious minded military people. Plus, it's about the mood for me. If I'm acting silly as a player, then I want to be able to do that, but I want my spartans to be serious otherwise, but that's just my personal preference.
This is why I think that equippable emotes is the way to go. Let the people who want their guys to be super stoic super soldiers do that, and let the rest of us bump our chests or do the "come at me" gesture.True I guess, but it's not like Locke's squad acts like this either and they are still all serious minded military people. Plus, it's about the mood for me. If I'm acting silly as a player, then I want to be able to do that, but I want my spartans to be serious otherwise, but that's just my personal preference.
The issue isn't what your own avatar is doing, it's the tone of having scenes like that at all. Saying that the poses would be fixed by being user-selectable is like saying that Armor Lock is fine because you don't have to choose it as your loadout.This is why I think that equippable emotes is the way to go. Let the people who want their guys to be super stoic super soldiers do that, and let the rest of us bump our chests or do the "come at me" gesture.
You could even have emotes locked behind outcomes, building on the way that the 3-man win is more over-the-top than the 4-man.
I'd agree with all or nothing, but I'd prefer "all." The canonization is fun, and takes away nothing from the people who don't care about the lore and just want to play (who are what the old status quo was essentially for). The only ones with reason to object are the people who do care but are embarrassed by the idea of their Spartan behaving like a "dudebro," which is solved by player options.The issue isn't what your own avatar is doing, it's the tone of having scenes like that at all. Saying that the poses would be fixed by being user-selectable is like saying that Armor Lock is fine because you don't have to choose it as your loadout.
If they're going to have post-game poses, they should go with the early style, because right now it looks bad with a bunch of spartans standing around like they're not sure what they're supposed to be doing. I'd prefer just cutting to nothing, though. (And related to that, scrap the current faux-canonization of multiplayer. These things go hand-in-hand.)
Biggest disappointment in the beta was winning as a two man team, grinding it out, and the victory animation was still the 3 man. I was hoping it would have just been the two of us going apeshit.
Maaaan that would've been dope.Biggest disappointment in the beta was winning as a two man team, grinding it out, and the victory animation was still the 3 man. I was hoping it would have just been the two of us going apeshit.
Maaaan that would've been dope.
I want a 1-man where your Spartan literally moons the camera.
modvoice
True I guess, but it's not like Locke's squad acts like this either and they are still all serious minded military people. Plus, it's about the mood for me. If I'm acting silly as a player, then I want to be able to do that, but I want my spartans to be serious otherwise, but that's just my personal preference.
I wouldn't mind victory poses, but I just don't think this is how Spartans would do it.They're child soldiers who have been raised to be machines of war. They obviously enjoy and participate in some levity, but they don't act like frat stars that just downed a keg.
For me, disliking the post-game poses isn't a matter of embarrassment, it's a matter of preferring that Halo MP isn't packaged with a tone that doesn't appeal to me. In that respect, the current approach to canonization does take something away from me.I'd agree with all or nothing, but I'd prefer "all." The canonization is fun, and takes away nothing from the people who don't care about the lore and just want to play (who are what the old status quo was essentially for). The only ones with reason to object are the people who do care but are embarrassed by the idea of their Spartan behaving like a "dudebro," which is solved by player options.
I choose not to address the comparison to Armor Lock because it's ridiculous.
The act of canonizing the multi doesn't add any particular tone, though. If all you want is less fluff, a "skip" option would fit perfectly well into a player choice paradigm.For me, disliking the post-game poses isn't a matter of embarrassment, it's a matter of preferring that Halo MP isn't packaged with a tone that doesn't appeal to me. In that respect, the current approach to canonization does take something away from me.
My comparison to armor lock was an analogy; I wasn't saying that it has a similar impact on that game, but that it's similar in that the issue is present regardless of whether I actively use it.
The implementation details around the canonization do, the poses being probably the biggest example.The act of canonizing the multi doesn't add any particular tone, though.
It would, and one suggestion I'd have would be a setting that eliminates the pose screens entirely. There's a considerable perceptual difference between seeing 2% of a sequence and skipping the rest, and seeing none of something.If all you want is less fluff, a "skip" option would fit perfectly well into a player choice paradigm.
Halo 5 had great mechanics, but - due to it being the first game to have these mechanics, a generally reactionary fanbase, and a lackluster campaign - it's probably seen as more negative than it actually is.Hey guys, I just need some validation. I feel like Halo 5's mechanics were top notch. I love how the weapons felt, charging, charge/slide, spartan smash - it just all felt good to me. Multiplayer was so damn satisfying that it made me feel sad that the single player felt short. This could have been an amazing game.
Halo 5's MP is my least favorite in the series, but that's mostly because the methodical rhythm of the older games appeals to me. I think that it has considerably fewer blatant design problems than it's immediately predecessors of Halo 4 and Reach. If I enjoyed the controls changes and was fond of the audio and visual style, I'd likely consider it one of the best.Hey guys, I just need some validation. I feel like Halo 5's mechanics were top notch. I love how the weapons felt, charging, charge/slide, spartan smash - it just all felt good to me. Multiplayer was so damn satisfying that it made me feel sad that the single player felt short. This could have been an amazing game.
I guess I wouldn't mind this.This is why I think that equippable emotes is the way to go. Let the people who want their guys to be super stoic super soldiers do that, and let the rest of us bump our chests or do the "come at me" gesture.
You could even have emotes locked behind outcomes, building on the way that the 3-man win is more over-the-top than the 4-man.
Hey guys, I just need some validation. I feel like Halo 5's mechanics were top notch. I love how the weapons felt, charging, charge/slide, spartan smash - it just all felt good to me. Multiplayer was so damn satisfying that it made me feel sad that the single player felt short. This could have been an amazing game.
Bungie???Halo 5 gameplay feels incredibly tight, but there are certain things about it that are problematic.
1. Sprint. Bungie tried to balance it by not allowing you to charge shields when you sprint. In practice this is just frustrating and the normal design issues of sprint still exist. Which have been talked to death here and in the community. The cons of sprint are all very important and far reaching design issues. The pros are quite literally "but it feels like I need it" or "it feels odd without it"
2. Clamber. It feels nice and cool to be able to parkour parkour everywhere, but once again it has stupid consequences on map design. Jumps are made with clamber in mind instead of just being... jumps. Clamber takes you into an animation instead of being able to shoot. Clamber should either be removed or should be kept but NOT DESIGNED AROUND. Keep it as a handicap for people that may have missed a jump by a little, but don't make a map and say "well you can't normally make this jump but with clamber you can" I don't mind it in the game, I mind when maps are designed around it.
3. Thruster stuff. Because of higher mobility... enemy AI shoots faster and more accurate. Explosions are bigger. You can escape bad positioning better. Etc. I'm actually very conflicted on if I like the thrust stuff tbh.
I mean 343.
Actually the magnum seems more or less fine. I think its the most punishing precision starting weapon since the CE magnum. It is not easy to track and hit targets in this game. As far as MCC goes, I think the 5 magnum is harder to get perfects than the CE magnum.Let's not forget the problems with making magnetism higher on hitscan weapons to account for thrusts and such. They might as well rename the magnum the magnet.
I mean 343.
But lets not forget it was Bungie who set this mobility and map design issue in motion with Reach
Actually the magnum seems more or less fine. I think its the most punishing precision starting weapon since the CE magnum. It is not easy to track and hit targets in this game. As far as MCC goes, I think the 5 magnum is harder to get perfects than the CE magnum.
In fact, one of the reasons H5 doesn't seem so popular is I think they went a little TOO hardcore. It definitely seems like the least accessible multiplayer made to date.
There are some magnetism issues. I remember that one HCS clip of a sniper straight up doming someone behind a wall because the other guy thrusted behind it.
I dunno man.When it comes to aiming, magnetism makes the game VERY generous, across just about every weapon. Definitely not too Hardcore.
Imo what makes it "less accessible" is the very thing that casual fps fans expect out of a shooter- the movement options.
Confirmed: Old Halo fans hate fun.The implementation details around the canonization do, the poses being probably the biggest example.
Actually, even if we're just talking about the canonization in terms of 343i defining the MP to be a certain thing, I'm not sure it's strictly true to say that it doesn't add tone. Conceptualizing actions as the combat simulations of a particular faction versus leaving things nonspecific or abstract does color perception, sort of. The lack of explicit purpose was sort of the theme of the start of Red vs Blue, for instance.
It would, and one suggestion I'd have would be a setting that eliminates the pose screens entirely. There's a considerable perceptual difference between seeing 2% of a sequence and skipping the rest, and seeing none of something.
Although, I think the benefits of such options are complicated... It adds difficulties in controlling how parts of the user interface aesthetically flow together, and there are subtle benefits to nailing that. That is to say, even if I didn't like the pose screens and could disable them, if the interface was designed with their presence in mind then I'm not sure I'd actually prefer to have them disabled.
I dunno man.
I'm landing crispy 4 shots in MCC but getting dunked on in Halo 5. It's night and day for me.
I see you, hot dogs and all.
I'd like both of these lol. If not both, then at least S-1337.They might as well give us the S-1337 armor and a slew of DBZ poses.
I paid for my ticket by carrying y'all here on my BACKSo any of you peeps going to be at the Philly Outpost besides the freeloader Poodle or nah?
Let's not forget the problems with making magnetism higher on hitscan weapons to account for thrusts and such. They might as well rename the magnum the magnet.
Halo 2/3 BR have more bullet magnetism and more range for headshot prioritization, due to it not being restricted to inner reticle. You can aim at someone's hip in Halo 2 or thighs in Halo 3 at the far end of red reticle range, and it will register as a headshot, it will even be signified with a red dot at the centre of the reticle.
@Aozolai's testing shows bullet magnetism neutralizing projectiles.
Halo 3 BR vs Halo 5 BR on standing target
Halo 3 AR vs Halo 5 AR
Halo 5 Laser requires more accuracy than Halo 3 Laser
Sniper is the only exception.
How interesting...
I always felt the "thrust = easier guns" argument was largely conjecture with little evidence ever actually provided.
Whatever the actual metrics are, I think its fair to say aiming shots on target is harder in H5 than in any of the other Halos. I've heard that sentiment from a lot of people.The evidence provided is the developer saying as much. Without it, one could only speculate as to why the weapons were made to be more forgiving, but the fact that movements in H5 would be harder to track w/o assistance is a reasonable theory.
These standing target "tests" are pretty useless, considering people don't typically stand around during gunfight.
He should Have a guy strafe at the edge of H3's RRR in H3. Measure the lateral distance between the reticle and the Spartan, every time he's hit. Then have the Spartan back up and do it again.
Next, Then have a guy strafe at the edge of H3's RRR in H5, make those measurements again. Then have the H5 guy back up and do it again.
Then compare results.
There's no way H5 isn't more forgiving, probably much less so since the tuning update though.
Whatever the actual metrics are, I think its fair to say aiming shots on target is harder in H5 than in any of the other Halos. I've heard that sentiment from a lot of people.
So to me, even if by the numbers H5 has more magnetism, its still tougher to hit people so what does it matter.
Once again, anecdotal, but I had friends who didn't like H5 because it was too hardcore now.I think this becomes more true the higher level of play, because people figure out how to, more consistently, make their avatar harder to track.
But your average player, and those on the left side of the skill curve are using weapons that have more assistance against opponents that aren't moving so well.
Its the same as with sprint- if you make adjustments that are in place all the time, to compensate for a state that is only in effect some of the time, then much time will be spent overcompensating.
Personally, I think the h5 mag has been in a pretty good spot all along - Second only to the CE magnum. But all the other precision weapons were too easy, especially at launch.
Once again, anecdotal, but I had friends who didn't like H5 because it was too hardcore now.
Who are you again? A Moose or a nilla? Which tier poster?
Halo 2/3 BR have more bullet magnetism and more range for headshot prioritization, due to it not being restricted to inner reticle. You can aim at someone's hip in Halo 2 or thighs in Halo 3 at the far end of red reticle range, and it will register as a headshot, it will even be signified with a red dot at the centre of the reticle.
@Aozolai's testing shows bullet magnetism neutralizing projectiles.
Halo 3 BR vs Halo 5 BR on standing target
Halo 3 AR vs Halo 5 AR
Halo 5 Laser requires more accuracy than Halo 3 Laser
Sniper is the only exception.
How interesting...
I always felt the "thrust = easier guns" argument was largely conjecture with little evidence ever actually provided.
I share similar sentiments. Arguments saying how removing sprint from Halo 5 would "break" the sandbox have always been exaggerated imo because not only are there gametypes out there proving otherwise, Halo 5's gunplay still feels more rewarding than most Halo games.Whatever the actual metrics are, I think its fair to say aiming shots on target is harder in H5 than in any of the other Halos. I've heard that sentiment from a lot of people.
So to me, even if by the numbers H5 has more magnetism, its still tougher to hit people so what does it matter.
Agree except for the sniper.Who are you again? A Moose or a nilla? Which tier poster?
Henery is somewhere weeping.
I share similar sentiments. Arguments saying how removing sprint from Halo 5 would "break" the sandbox have always been exaggerated imo because not only are there gametypes out there proving otherwise, Halo 5's gunplay still feels more rewarding than most Halo games.