I just played Halo Reach for the first time in the last 2 years.

Azumarill | Mythic Invincible!
 
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Even with being able to choose which weapons you want to spawn with I would say it's still balanced. In Halo 3 and Reach if you have an AR and I have a BR/DMR you are screwed even at close range.

The DMR/BR definitely dominated, as they do in Halo 4. But I feel with Reach you could still make a comeback when playing 4v4 slayer if it was AR spawns. Mostly due to map design though, not a well balanced weapon sandbox.
yeah, i think this is due to the fact that vehicles (aside from the banshee) were slightly weaker (easier to break vehicle based map control) and there werent as many midrange weapons sitting on the maps; the maps themselves also trended towards a larger size (zealot was much bigger than, say, midship/heretic) due to the inclusion of sprint, which made map control in 4v4 harder to maintain.


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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.


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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)


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the one true God is Doctor Doom and we should all be worshiping him.
What do you expect from a 5 year old game, who's current owner hasn't touched in 4 years?

>343 doesn't touch it
>still manages to screw it up

dang brah
343 made Reach playable though
this. 343 did more than they ever had to. that title update saved the game from being completely worthless
What exactly did they change?
http://www.halopedia.org/Halo:_Reach_Title_Updates
A shame that post-TU was flooded with shitty forge maps though
thats still bungies fault for making like, 2 playable default maps
thank god for free maps in h5 so it won't be a fractured population
Funny you say that. I can only recall like two maps from reach multiplayer.
Sword Base and Countdown?
Swordbase and Spire
i just barfed in my mouth a little
Swordbase every game until you like it

Embrace the lower vent

I wonder why I was the only one who bothered going for the energy sword when I spawned blue.


Azumarill | Mythic Invincible!
 
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What do you expect from a 5 year old game, who's current owner hasn't touched in 4 years?

>343 doesn't touch it
>still manages to screw it up

dang brah
343 made Reach playable though
this. 343 did more than they ever had to. that title update saved the game from being completely worthless
What exactly did they change?
http://www.halopedia.org/Halo:_Reach_Title_Updates
A shame that post-TU was flooded with shitty forge maps though
thats still bungies fault for making like, 2 playable default maps
thank god for free maps in h5 so it won't be a fractured population
Funny you say that. I can only recall like two maps from reach multiplayer.
Sword Base and Countdown?
Swordbase and Spire
i just barfed in my mouth a little
Swordbase every game until you like it

Embrace the lower vent

I wonder why I was the only one who bothered going for the energy sword when I spawned blue.
shotty was stronger, its smarter to try to get control of its room
Last Edit: July 24, 2015, 07:36:59 PM by Azumarill


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the one true God is Doctor Doom and we should all be worshiping him.
What do you expect from a 5 year old game, who's current owner hasn't touched in 4 years?

>343 doesn't touch it
>still manages to screw it up

dang brah
343 made Reach playable though
this. 343 did more than they ever had to. that title update saved the game from being completely worthless
What exactly did they change?
http://www.halopedia.org/Halo:_Reach_Title_Updates
A shame that post-TU was flooded with shitty forge maps though
thats still bungies fault for making like, 2 playable default maps
thank god for free maps in h5 so it won't be a fractured population
Funny you say that. I can only recall like two maps from reach multiplayer.
Sword Base and Countdown?
Swordbase and Spire
i just barfed in my mouth a little
Swordbase every game until you like it

Embrace the lower vent

I wonder why I was the only one who bothered going for the energy sword when I spawned blue.
shotty was stronger, its smarter to try to get control of its room

Red grabs the shotgun. Red grabs just about everything, in fact, except the sword, and I never figured out why everybody else on blue rushed the lift instead of grabbing the only power weapon they get at the start.


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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)

Or its just not enjoyable? People always complained about the DMR being a spam fest, but holy jesus does that increase when you get rid of bloom. The DMR is not a weapon that should exist without bloom. With it being a hitscan weapon, it just doesn't work well and turns it into a god weapon, hence why everyone used it in Halo 4 before the BR got a buff.

The DMR should just be taken out of Halo entirely at this point. It works well with Reach's gameplay style, but Halo fans don't like Reach's gameplay style.


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What do you expect from a 5 year old game, who's current owner hasn't touched in 4 years?

>343 doesn't touch it
>still manages to screw it up

dang brah
343 made Reach playable though
this. 343 did more than they ever had to. that title update saved the game from being completely worthless
What exactly did they change?
http://www.halopedia.org/Halo:_Reach_Title_Updates
A shame that post-TU was flooded with shitty forge maps though
thats still bungies fault for making like, 2 playable default maps
thank god for free maps in h5 so it won't be a fractured population
Funny you say that. I can only recall like two maps from reach multiplayer.
Sword Base and Countdown?
Swordbase and Spire
i just barfed in my mouth a little
Swordbase every game until you like it

Embrace the lower vent

I wonder why I was the only one who bothered going for the energy sword when I spawned blue.
shotty was stronger, its smarter to try to get control of its room

Red grabs the shotgun. Red grabs just about everything, in fact, except the sword, and I never figured out why everybody else on blue rushed the lift instead of grabbing the only power weapon they get at the start.
you lose a lot of pressure just going to get the sword, iirc. i avoided sword base as often as i could so im not 100% on this. of course its nice to have that power weapon but you really need to rush to try and get control of the dominant weapons and worry about the less important stuff later. shotty was a gamechanger on that POS map


Azumarill | Mythic Invincible!
 
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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)

Or its just not enjoyable? People always complained about the DMR being a spam fest, but holy jesus does that increase when you get rid of bloom. The DMR is not a weapon that should exist without bloom. With it being a hitscan weapon, it just doesn't work well and turns it into a god weapon, hence why everyone used it in Halo 4 before the BR got a buff.

The DMR should just be taken out of Halo entirely at this point. It works well with Reach's gameplay style, but Halo fans don't like Reach's gameplay style.
its a catch 22. the DMR should never have been included as a default weapon (precisely because its so fucking powerful at mid and long range), but bloom was a really bad way to compensate for the fact that the DMR wasnt the right weapon to use in the first place. bloom just acts as a random spread mechanic that punishes players with a fast shot- thats flat out ridiculous. ZBNS (and even 85% bloom) was ultimately more skill based and therefore the better choice, even though it was still not even close to ideal.

i agree with your sentiments about the DMR not belonging. i hate it.


Tackel | Heroic Unstoppable!
 
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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)

Or its just not enjoyable? People always complained about the DMR being a spam fest, but holy jesus does that increase when you get rid of bloom. The DMR is not a weapon that should exist without bloom. With it being a hitscan weapon, it just doesn't work well and turns it into a god weapon, hence why everyone used it in Halo 4 before the BR got a buff.

The DMR should just be taken out of Halo entirely at this point. It works well with Reach's gameplay style, but Halo fans don't like Reach's gameplay style.
its a catch 22. the DMR should never have been included as a default weapon (precisely because its so fucking powerful at mid and long range), but bloom was a really bad way to compensate for the fact that the DMR wasnt the right weapon to use in the first place. bloom just acts as a random spread mechanic that punishes players with a fast shot- thats flat out ridiculous. ZBNS (and even 85% bloom) was ultimately more skill based and therefore the better choice, even though it was still not even close to ideal.

i agree with your sentiments about the DMR not belonging. i hate it.

Maybe it'll work out in Halo 5 since it's a map pickup.


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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)

Or its just not enjoyable? People always complained about the DMR being a spam fest, but holy jesus does that increase when you get rid of bloom. The DMR is not a weapon that should exist without bloom. With it being a hitscan weapon, it just doesn't work well and turns it into a god weapon, hence why everyone used it in Halo 4 before the BR got a buff.

The DMR should just be taken out of Halo entirely at this point. It works well with Reach's gameplay style, but Halo fans don't like Reach's gameplay style.
its a catch 22. the DMR should never have been included as a default weapon (precisely because its so fucking powerful at mid and long range), but bloom was a really bad way to compensate for the fact that the DMR wasnt the right weapon to use in the first place. bloom just acts as a random spread mechanic that punishes players with a fast shot- thats flat out ridiculous. ZBNS (and even 85% bloom) was ultimately more skill based and therefore the better choice, even though it was still not even close to ideal.

i agree with your sentiments about the DMR not belonging. i hate it.

Maybe it'll work out in Halo 5 since it's a map pickup.
i think that really depends on how common it is as a spawn. it should be a neutral pickup, like 2 of them max per map if its as strong as it usually is. its a pseudo power weapon so it should be treated as such


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if you're dumb enough to get close to a sword user then that's your own fault.

Except you know, on maps like Sword Base, which had a sword and was designed so that almost every encounter would be CQC.
mechanics shouldnt be altered to make up for shitty map design

Literaly anyone who makes custom game and forge maps can tell you why that statement is full of shit.
right.

edit: i think you missed the point. or maybe my phrasing was off. in this case, the "sword base is intended for CQB so sword block is necessary" statement doesnt hold water- that map is god fucking awful, so it doesnt make any sense for them to allow melee to block sword just to compensate for the fact that they fucked up big time when designing the map. is a cqb map inherently a bad thing? no, sword base just happened to be terrible in a myriad of other ways.

of course you should alter mechanics for different gametypes on different maps, when its necessary. but that argument in favor of sword block doesnt make any sense, methinks.

Apparently the whole of the Halo community disagrees with you. If the TU offered good gameplay, then the Team Slayer playlist supporting it would have a decent population, no? Even back when Reach had a constant 60k-100k players, that TU playlist never got more than 600 players in it.
good thing most of the halo community is pure trash and i care 0% about their feelings or opinions.


also you should use source material when making claims about statistics. otherwise it just kinda looks like you pulled them out of your ass.

"hurr durr, I'm right and everyone else is wrong"

If you can find a population tracker for Reach, it's there. Reach stayed a steady 60k-90k players, 100k during holidays, until Halo 4 came out. The TU came out a good year or so before Halo 4. For that entire length of time, I never once say the Super Slayer playlist go above 1k players. You can go on Reach now and look, it's stupidly low compared to the other playlists.
im not saying youre wrong, im just saying that its kinda silly when you put stats up without proof.

The site that used to keep up with such things has been shutdown it appears. The only left overs seem to be screen caps of Halo 4's population, which doesn't really help at all.

Last time I was on Reach, Team Slayer (Pre TU) had 4k players and Super Slayer (TU) had 200.
default playlists generally have larger populations because the majority of the player pop doesnt care about playing more balanced gametypes. theyre happy to jerk around in the vanilla game because theyre not theorycrafters or competitive players. same reason why social slayer and SBTB were generally the most populated playlists in h3 (and h4 as well, iirc)

Or its just not enjoyable? People always complained about the DMR being a spam fest, but holy jesus does that increase when you get rid of bloom. The DMR is not a weapon that should exist without bloom. With it being a hitscan weapon, it just doesn't work well and turns it into a god weapon, hence why everyone used it in Halo 4 before the BR got a buff.

The DMR should just be taken out of Halo entirely at this point. It works well with Reach's gameplay style, but Halo fans don't like Reach's gameplay style.
its a catch 22. the DMR should never have been included as a default weapon (precisely because its so fucking powerful at mid and long range), but bloom was a really bad way to compensate for the fact that the DMR wasnt the right weapon to use in the first place. bloom just acts as a random spread mechanic that punishes players with a fast shot- thats flat out ridiculous. ZBNS (and even 85% bloom) was ultimately more skill based and therefore the better choice, even though it was still not even close to ideal.

i agree with your sentiments about the DMR not belonging. i hate it.

Maybe it'll work out in Halo 5 since it's a map pickup.
i think that really depends on how common it is as a spawn. it should be a neutral pickup, like 2 of them max per map if its as strong as it usually is. its a pseudo power weapon so it should be treated as such

I think there were only 2 on Truth in the beta.


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Oh yeah and what's with the whole probation thing when you quit a few games? I'm not inclined to stick around if Zombie Ghosts gets voted 4 times in a row, and if I'm seriously lagging to the point where literally nothing can be accomplished, it's likely that me leaving is doing the rest of the lobby a favor.