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Posted by: General Heed
I actually dislike bloom in Halo: Reach, which is why I said Halo: Reach is too balanced because I feel it makes the game too balanced. The pistol in Halo 3 is far from powerful unless you dual-wield it. It takes 2 Halo 3 pistols to match the power of a Halo 1 pistol.How did bloom balance the game at all? Pretty much everyone agrees that it was too random to be balanced what so ever. Any "random" aspect in a game takes away from the skill/balance of a game. Also, why did you start talking about the Halo 3 pistol? When I said I thought Halo 3 was balanced in the same way I was talking about the battle rifle being a bit more difficult to get consistent shots in. I'm not an idiot, I know how the pistol in Halo 3 works. :P
Bungie believed all the previous Halo games were unbalanced which is why in Halo: Reach they did what they did. They considered dual-wielding to be unbalanced. Now don't get me wrong, Halo 3 is my favorite Halo game but I feel it's not as balanced as Halo: Reach, which is why I like Halo 3. I prefer a game to be less balanced.None of the Halo games were well balanced. Not even the two I listed before. They're primarily for fun gameplay like you're saying. Thing is though, Reach was not any more balanced than the other games. The only thing that was better in the balance was the exclusion of dual-wielding like you mentioned.
The Falcon in multiplayer is a further example of balance in Halo: Reach. You don't even get to shoot the guns on the Falcon. But in Halo 3, the original Hornets were so deadly. The machine gun kills in a couple seconds and the missiles lock on and do severe damage to vehicles.I'm talking specifically about weapon balance in a truly competitive 4v4 setting. I'm not talking about BTB. Halo multiplayer has always been a mess when it comes to vehicles in terms of balance. No need in even discussing that...
I'll rephrase what I said about Halo: Reach being balanced. Bungie attempted to make Halo: Reach the most balanced Halo game ever.They did but sadly enough they failed. Bloom was a good idea in theory but in practice it absolutely failed.
As for what DusK said about the Unreal Engine and Halo stuff, I'll stand down on my arguments. That debate could literally go on for a much longer time. I still find the prevelance of bulky character models to be more than just a coincedence though. However, I'm not going to debate on that any further unless you try to get me to continue. What prevalence? You only listed 3 games. Unreal Tournament/Gears of War which were created by the same developer that obviously used the same assets for the two projects and Mass Effect which has about two species that have always been planned to be bulky in the first place. For every bulky character model you name I could name 5 that aren't. You have to remember these are even just three out of about twenty to fifty games. That is not prevalent in any sense of the word. Your entire argument has always been flawed.