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This topic has moved here: Poll [17 votes]: Do the MP levels in HALO2 need to be more balanced than the ones in...
  • Poll [17 votes]: Do the MP levels in HALO2 need to be more balanced than the ones in...
Subject: Are the MP levels in HALO too unbalanced?
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Poll: Do the MP levels in HALO2 need to be more balanced than the ones in...  [closed]
They need to be more balanced.:  29%
(5 Votes)
The MP levels in HALO were fine.:  71%
(12 Votes)
They need to be more unbalanced.:  0%
(0 Votes)
Total Votes: 17

to clarify, some levels (damnation, wizard, derelict) offer some very, VERY strategic locations that, when held, can virtually end a game. you all know where they are. damnation - top near the cloak. only 2 ways up. when it's held by 2 or more skilled with the sniper rifle/pistol, it is extremely difficult to uproot their hold on it. wizard - the ramp with the pistol/overshield. you can't compete without the pistol in that level, so if you've got a team squatting on that area, it's basically end game. derelict - sniper rifle/rockets/invisibility/overshield/needler(haha) are all up top. again, only 2 ways up. the team that gets up there first will rack up, usually, an insurmountable number of kills. this is either frustrating or boring to me, depending on which side of the coin i'm on.
i was just wondering if anyone else out there would like to see bungie put more time (not that they didn't in the first one) into seeing that more of these areas are not around in HALO2. i'm NOT saying that there shouldn't be areas of strategic importance. i'm just saying that they should be a little harder to defend - more entrances, lower ground, don't put power-ups in such close proximity, etc.

  • 05.04.2004 8:08 AM PDT

bah

I usually find that there areas are relatively easy to take from the enemy. All you need to do is be twice as good as they are. That's not very hard to do when they are being rooted in a single spot. Their immobility makes them a prime target for grenades. An organized team could easily remove anyone from a single spot.

  • 05.04.2004 8:37 AM PDT

I myself have noticed that Hang 'em high gives an unfair advantage to (I think it is) the blue team.

But maybe it's just me. Anyone else notice this?

  • 05.04.2004 8:41 AM PDT
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Yeah Barron, the blue base in Hang'em is way higher up, which creates way more of an advantage that Bungie probably wanted to make. It's very important because whoever controls that has the entire level in view (and being a pistol level, you can have many easy kills from just staying near the ledge and looking at your opponents on the ground below). As soon as camo appears, get it, pillar, RL, more kills.

But I guess there is imbalances in every level.

  • 05.04.2004 9:07 AM PDT
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Posted by: The Rip Saw
That's not very hard to do when they are being rooted in a single spot. Their immobility makes them a prime target for grenades.

that's true for the scenario in wizard, though they do have the overshield and health in close proximity. but in damnation and derelict, there is too much open space for throwing grenades to work. you can always retreat up the catwalk or into the red base in damnation, and so long as one guy lives, the others will respawn in close proximity. and the entire upper floor in derelict is simply too big to shower with grenades.

Posted by: Banshee Barron
I myself have noticed that Hang 'em high gives an unfair advantage to (I think it is) the blue team.

i'm not sure which base it is, but i know you can get the sniper rifle easily (slayer) from one side by tossing a perfectly calculated grenade onto the platform that it rests upon. the sniper rifles flight takes a very prediactable path straight to where the person threw the grenade.

  • 05.04.2004 9:31 AM PDT

for all game besides ctf, all the levels are fair because there is no set respawn place for your team. i know a number of tactics that can make the advantage go from one team to the other. of course, these tactics only work with an organized team, but if the team already in the advantageous area is organized, then it is difficult to take, but nowhere near impossible.
but yeah, the only fair ctf levels are blood gulch, sidewinder, longest, wizard, derelict, and boarding action

  • 05.04.2004 9:38 AM PDT

At first glance you would think that Blue Base in Hang Em is unbalanced. However, once you get into grenade tricks and good pistoling, you will find that Red Base may be the better.

  • 05.04.2004 9:44 AM PDT
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Posted by: meshnaster
for all game besides ctf, all the levels are fair because there is no set respawn place for your team.

it's been my experience in team slayer that when you die, you are most likely to respawn at a point nearby a living member of your team. so, if you've got a firm foothold on an area, it makes it harder for the other team to kick you out if your team keeps respawning in close proximity.

  • 05.04.2004 10:03 AM PDT
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Im agreeing with Rip Saw, anyone staying in one point will end up with a plasma grenade on their foot, and if its a team game, launch a two pronged or organised attack

  • 05.04.2004 10:07 AM PDT
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Damnation was pretty unbalanced... Red could hide in the teleporter and melee blue people in the back (unless they backed up into the portal) and they also had the hight advantage over blue, making it a bit easier to get headshots and kill people faster.

Battle Creek is also more favorable towards (I think) blues team, making it easier to get to the rocket launcher, then to the other teams base without losing any health... Plus the fact that they actually get health packs in their base (by the flag, which I think was a mistake bungie made)... These are probably Battle Creek's worst advantages/disadvantages...

I don't include any levels that they made half of it, then copied/pasted it to make the other half of it (Longest, Damnation, Boarding Action, Wizard, ect.), since the map is the same for each team, giving no one an advantage over the other (the easiest way, but corniest in the long run to make a level).

  • 05.04.2004 10:23 AM PDT

"The world is a dangerous place, not because of those who do evil, but because of those who look on and do nothing." Albert Einstein
"You must not lose faith in humanity. Humanity is an ocean; if a few drops of the ocean are dirty, the ocean does not become dirty." Gandhi

I've never had a problem on Wizard, because we always start with Generic, so we always have the pistol.

Damnation is one of my fave's. I just bust through the portal, pistol blazing, double kill baby.

Derelict, does seem to give an advantage to the team that holds the top.

On Hang 'em high, the blue base does seem t obe easier to defend, but the red base is pretty hard to escape with the flag.

  • 05.04.2004 10:28 AM PDT
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Posted by: kesdawg69
Damnation is one of my fave's. I just bust through the portal, pistol blazing, double kill baby.


For some reason I don't think you've played decent people in that level then...

  • 05.04.2004 10:30 AM PDT
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speaking of battle creek, i completely forgot about the whole "window" issue. one of the bases has windows big enough to jump through (with the flag) while the other does not. now that seems rather unbalanced.
and i agree that making mirror image levels is not the way to go for every single one. they just don't have the personality and feel to them as irregularly shaped levels. but it does make it harder to guard against unbalanced situations, like the ones that have been mentioned.

[Edited on 5/4/2004 10:33:50 AM]

  • 05.04.2004 10:32 AM PDT