- last post: 01.01.0001 12:00 AM PDT
Posted by: No1 But Some1
My previous post was far from an attack, I am simply explaining myself.
I'm not going to try and say it in a nice way, I'm going to tell you how it is.
Hardly "far from an attack", friend, you'd piss off quite a few people if you talked with them in such a manner ;) Anyways, gun balance can be looked at from so many different angles and perspectives, there isn't any "this is just how it is" involved.
And as it stands, you still have to show any competence in Halo: CE multiplayer.
My total playtime and skill level in Halo 1 multiplayer hasn't been recorded on any program or website that I'm aware of, so I'm afraid that's quite impossible. I expect many others in this thread are no different, so I give them the benefit of the doubt before questioning their competence.
Thereby, you think every last gun in Halo 3 should be used. Why is that? I have no clue. Bungie isn't a "God" figure, and as of yet, they've been far from perfect.
I don't demand perfection, I just enjoy the gunplay far more when it hits close to the "sweet spot" where most of everything is useful in many situations.
Did I ever say that you said that? I said it seems that you think in this manner.
All the same, you seemed to be coming to a conclusion I had denied many other times in this thread.
There is no such accepted term as a "Trio" weapon.
The specific term itself, no, as I coined it here, but the thing I was referring to was the archetypal FPS [shotgun]-[sniper]-[rockets] class of weaponry that's regarded as a separate class from all the other weapons. "Trio weapon" is a whole lot easier to say than "archetypal FPS [shotgun]-[sniper]-[rockets] class weapon" :p
Between taking down shields in less than a second, freezing an opponent in their tracks, and following up with a melee or BLB, it's a very effective gun if used in the right situation. (Overshield perhaps). Watch some MLG gameplays, they don't ignore the gun if it's laying on the ground.
I realize it's effective in the right situations, but I don't believe it's powerful enough to be useful through the entire game (I want guns that can do this, you may not, each to his own), there's many more situations where it becomes so trivially outgunned. I can see pros enjoying better use of it, but I'm no pro, and Bungie's goal is to target the masses.
With downed shields, even at midrange, shooting at full auto, you can kill an opponent within a second or two.
And until the shields are down, it behaves almost like a "half-weapon", it can be made up with your second weapon, of course, but then you're cutting out other weapon choices just to make up for the weaknesses of the AR. You may prefer having it this way, but I don't.
Main weapon is the AR and Pistol, all others are secondary or power weapons first off.
The pistol in the right hands negates the power weapons and specialty weapons to the point where greater skill will conquer more often.
Skill by accuracy, yes, but I'm no fan of it tipping the balance so drastically. Let's say Player A did this in the game:
-Picks up rockets, fights with Player B
Player B does this:
-Picks up the Pistol, fights with Player A
When it's in the right hands, as you say, and the player with Rockets dies, this is the way I look at it:
-Player A used his knowledge of the map to secure a powerful weapon
-Player A probably put in more travel time
-Player B probably spawned with the Pistol, or secured it close to spawn
-Player B probably puts in less travel time, if any
Player B used the map better, played smarter, but Player A triumphed because of his ability to aim, more than anything else. MLG and other shooting-skilled oriented players like this, and that's fine for them, but the mainstream doesn't like it as much.
I prefer a different balance, where tactics are as equally important as the ability to shoot. Player A played the game smarter than Player B by arming himself with a weapon that should give himself an advantage, and that should be rewarded most of the time against players who did not take such advantages. Skill in shooting should be rewarded as well, too, but in the situation you mention, the effort to get the result is disproportionate.
That's my view on how gunplay should work, at least.
I'd agree if your opponent stood still and didn't bother to shoot back. The pistol's reticule had to be reset with a flick from time to time, so during a 1v1 you weren't always going to land the shots are "supposed" to. And correct me if I'm wrong, but landing 3 headshots in a row within about a half of a second is a lot more effective and difficult than getting 5 out of 12 bullets to hit an opponent over the course of four or five seconds, right?
Wall of text above is probably better here than a giant rehash, but I'll note that even though latency in HPC makes landing headshots with the Pistol difficult, it's still an insanely attractive weapon to have, is always used, and is a problem, in my opinion.
You misread what I said. Take a somewhat skilled player and give him a pistol, with his novice adversary using power weapons. The person that is better will win 9/10 times.
Now give the experienced person an AR or something of that nature and let the novice keep the guns he had. Without a reasonable way to defend himself, the somewhat skilled player will lose much more often than before.
While we're on the first, I'll reference the wall again, I believe skill to shoot is overvalued.
On the second, I'd warrant the novice player deserves the kills, as he made more of an effort to get weapons, the time invested should be noted, too.
Plasma Rifle/AR close range will more likely win.
(Not well enough, in my opinion)
(Trio weapons > else typically, just one reason why I maintain they're not classifiable as "regular" weapons)
[Rockets will most likely win.
Sniper will most likely win.
Shotgun will most likely win.]
But the pistol gives a person the chance to survive and kill his opponent.
A weapon giving the player a chance to survive and kill his opponent is a good goal, but I believe the pistol crosses the line into territory of domination with little resistance. My solution would have been either nerf the pistol down into the neighbourhood of the other "main" weapons, or buff the "main" weapons to the point where they're far more useful.