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Messages - Tackel

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481
Gaming / Kelly is best girl
« on: October 18, 2015, 06:56:42 PM »


Prove me wrong.

Protip: You can't.

482
Gaming / Re: halo is dad | 9 days to Halo 5 | No spoilers allowed
« on: October 18, 2015, 06:54:35 PM »
Nothing beats when TB members got put in their place on their forums by Frankie for being so obnoxious.
Link?

Happens in this thread




(images from Tackel)
I'm most likely stereotyping but I take it the majority of the people on that site want Halo to be built exactly how they want it and nothing built for the non-competitive population?

Pretty much. They think that Halo 2 is literal perfection and that the 'casuals' shouldn't be allowed to play the game.

Glitch Simulator 2004 is a perfection of God's rectum. How dare you speak badly about the game.

483
The Flood / Re: God made you for something
« on: October 18, 2015, 12:24:48 AM »
I jacked off into a wet towel today. I think I've reached the pinnacle of existence.

484
Gaming / Re: Spooky Games
« on: October 18, 2015, 12:21:08 AM »
Minecraft can be pretty terrifying
Because of its fanbase?

 excruciatingly horrifying

YouTube

485
How the hell though.

486
Serious / Why do Americucks think Bernie Sanders has a viable tax plan?
« on: October 18, 2015, 12:16:07 AM »
YouTube


This video sums it up pretty nicely.

487
Serious / Re: Gotta be honest, I don't like Bernie
« on: October 18, 2015, 12:14:35 AM »
FREE STUFF LMAO

488
Gaming / Re: halo is dad | 9 days to Halo 5 | No spoilers allowed
« on: October 18, 2015, 12:09:23 AM »
Nothing beats when TB members got put in their place on their forums by Frankie for being so obnoxious.
Link?

Happens in this thread




(images from Tackel)

Awww, you saved them.

489
Gaming / Re: PS3 and 360 versions of Blops 3 will not be getting campaign.
« on: September 25, 2015, 06:02:31 PM »
TOP FUCKING KEK

490
Gaming / Re: MLG Star Wars Battlefront
« on: August 14, 2015, 03:28:37 PM »
kek

491
Gaming / Re: Does anyone want to play old school rs
« on: August 13, 2015, 08:07:07 PM »
You missed the mega thread back in February. We were all on that shit for about a month or so,

492
The Flood / Re: is https://plug.dj/sep7 dead?
« on: August 04, 2015, 11:02:41 PM »
Time for a rave.


493
Gaming / Re: Sep7agon Chess Tournament
« on: July 29, 2015, 08:20:25 PM »
Why the fuck not. Sign me up.

494
Gaming / Re: Controversial opinions?
« on: July 26, 2015, 11:59:18 PM »
Having to buy and read books to get the full story behind a videogame is fucking stupid

Looking at you halo

To be fair, that has only risen in since 2010 onwards when 343 took over and Microsoft decided for Halo to be a franchise. So, Halo.. even though it started with games, isn't limited to that now and is even going to have a TV show released in 2016.

It's a multi-media franchise, like Star Wars.

495
Gaming / Re: You know what I miss?
« on: July 26, 2015, 10:41:23 PM »
We need Bad Company. Too bad current DICE developers don't know why the fans want it in the first place.

Anyway, Baattlefield music is best music.

YouTube


YouTube

YouTube
YouTube
YouTube

>he doesn't even post the best music

>TFW the next Battlefield will probably be 2143 so Battlefield can stay in with the future warfare shit.
>TFW they will remove all the original gameplay of 2142 and replace it with Titan fall and Advance Warfare mechanics.

496
Gaming / Re: You know what I miss?
« on: July 26, 2015, 10:30:47 PM »
We need Bad Company. Too bad current DICE developers don't know why the fans want it in the first place.

Anyway, Baattlefield music is best music.

YouTube


YouTube

497
Gaming / Re: Controversial opinions?
« on: July 26, 2015, 11:56:39 AM »
Games should always be played with the default settings on your first playthrough.
If the default settings suck, this harms the game.

A bad game doesn't automatically become good just because you have the option to block/remove the bad parts.
(Maybe not controversial, but when people tell me to just "shut the feature off" if I don't like it, that's not a real solution)
(If a feature is bad, it shouldn't be in the game, period)

All games are interactive movies.

Are you talking no modding or you can't change your control scheme? If it's the latter, then fuck right off.

498
Gaming / Re: How do you set your camera controls?...
« on: July 25, 2015, 11:57:44 PM »
1:55

YouTube

499
Gaming / Re: BF4 Gamenight Gamemode poll
« on: July 25, 2015, 09:57:15 PM »
I haven't enjoyed Rush since Bad Company 1 and 2. Just not as fun in the newer games to me.

Conquest is king.

ew bf4 conquest

i hate it, i literally just run around for 3 minutes only to get shot in the back by a tank a billion miles away

that's why i prefer bfh conquest over bf4 conquest  8)

Get in a squad, you dumb nigger. I bet you're one of those faggotsthat flies and crashes a helicopter just to get to an area too.

Shitposting aside, which console we doing this on?

500
Gaming / Re: BF4 Gamenight Gamemode poll
« on: July 25, 2015, 04:54:22 PM »
I haven't enjoyed Rush since Bad Company 1 and 2. Just not as fun in the newer games to me.

Conquest is king.

501
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.

502
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.

503
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.

504
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.

505

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.

Halo 4's weapon sandbox is fantastic on it's own. Yet, when you add in ordinance, Spartan Upgrades, and Custom loadouts, it falls apart at it's seems.

I'm not saying Reach is far better than 4, they are pretty close to the shit meter gameplay wise. But with Reach having preset loadouts and not allowing players to spawn with almost any weapon in the game, I think it pulls out a bit farther than 4. Both are shit, Reach is just a little less shit.

506
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.

507
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.

508
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.

509


I liked that machinima

When we started working with BPS, they wanted us to create some sort of new custom game thing like that (as well as the squabble squad thing I posted earlier). I'm not helping with it anymore, so IDK what's going on... but something like it should release on the BPS channel in October if I remember correctly. If you're interested in that sort of mumbo-jumbo that is.

510
YouTube

That video is beautiful.

OT: I have no idea what <insert rights owner at the time> were thinking when they made Zombie Ghosts a matchmaking gametype, that more often than not, ends up being all 3 choices without a "none of the above" option. Seriously, I'd rather shit in my hands and clap than play that shit gametype. It's worse than the Assassination Custom game. Also in the past few weeks I've had some lag issues on matchmaking, and I haven't played a single custom game in the past month without having at least 1 second of delay in my actions.

They could've given the Plasma Rifle and Shotgun the same damage/range they had in Halo 1, because on most maps, those, the spiker, the Plasma Repeater and the Focus Rifle were as useful as shooting the enemy with harsh words. Invasion was a fun gametype though, and with a better balance, I'm sure it would've proven to be a brilliant gametype. It's a shame that only Swat, Living dead, and BTB playlists have a remotely significant population these days. I don't like waiting MCC-tier times for a match as much as the next person.

Oh yeah, the Betrayal booting mechanic seems to almost exclusively work when it's an accidental betrayal, and does sweet fuck all if a teammate shoots you to death/kills you in a painfully obviously deliberate manner.



Yeah, people may praise 343 for their last Title Update to the game, but they ruined the game with the last playlist update right before Halo 4 came out.

- Added Zombie Ghosts and replaced old maps with edited versions so no one could camp to survive (even though it never worked)
- Removed Firefight limited gametype. Now you have to hope it gets voted for when you play, which it never does.
- Removed all Halo CE Anniversary gametypes except Slayer and Firefight ( I had so much fun on BTB with those maps, now they never get voted for)
- Removed the DLC 6v6 playlist (Oh, you paid $20 extra on this game? lol fuck you)
- Made Team Slayer still vanilla, the TU playlist barely gets 200 people

And some other shit I can't remember. It's amazing that Reach still has a solid 20,000 players left after 5 years. Even "Muh button Combos" was down to less than 10k players when it was 5 years old, and that's supposedly the greatest Halo game ever. That game only ever showed a spike when it was about to be shutdown. I guess that just shows how much 343 fucked up the other games.

Halo CE did get plasma weapons right. I doubt we'll ever see those mechanics return though. Invasion is fun, I usually play it with a party of 6 though, so I don't have long wait times. Betrayal Booting has been broken since Halo 2. Hopefully they find a nice balance for it in Halo 5.


Quote
It's worse than the Assassination Custom game.

I forgot that existed, You reminded me of a cringy fucking video my friends and I made for shits and giggle a few years ago. 

YouTube


Holy shit, how the fuck did it get 240,000 views?

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