- xCorruptedCx
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- Noble Member
Posted by: Plasma Prestige
Okay Zomechin, it's time to respond to your (infamous thread).
They are simply garbage. Nothing more.
Alright, let's see.
Armor Lock is an abomination to the 'smarter combat' that AA's supposedly breed.
Look at this senselessness. Is that Halo? Is that really the game we've come to love and know? Sure, AL can and does make you think about how you're going to use it and/or battle someone using it. The thing is, the logic and reasoning involved in doing so is pre-school level at most. Anyone can play well with Armor Lock, and anyone can play well against it. The problem is that you simply shouldn't be denied what you've earned, and Halo really shouldn't be played that way. If you get a cross-map stick, the guy stuck should be dead. This same logic should also be applied to minor situations and annoyances.
Well, I'd first like to point out that it's an illegitimate statement to question Reach's title as a Halo game because of one aspect of another aspect of the game (multiplayer). Halo, in my opinion, is made by the Universe, but to someone else, it's made by the multiplayer, or maybe Forge and Customs.
I think what frustrates people about Armor Lock is that it is literally stopping them in their tracks. No other AA does this in the game, and thus anyone who is on the receiving, casual or competitive, get understandably frustrated.
Saying that it takes preschool skill to use Armor Lock is exaggerating to make a point.
I do however agree that a sticky grenade stick should be rewarded as a kill. Armor Lock should not be able to deflect sticky grenades, as it ruins the purpose of sticky grenades.
Sword Block. "Adapt." Sure, good suggestion. I'll just start using my Sword mid or long range. I'm the best Sword-sniper there is. "Now it's balanced." No, now it's an Assault Rifle. You have no reason to rush or setup for it. You've turned a deadly power weapon that brought flourishing movement to the map into a near-worthless and completely random poking stick that isn't really worth wasting your time going for. "Oh, well just adapt to situations and use it like a 'sneaky ninja'." Look, you have 2 nuclear grenades in your pocket, an Assault Rifle that is so easy that guests can master it (in AR starts), or a DMR that takes 5 super quickly spammed shots in close range (in DMR starts). We have enough counters to this power weapon. The funny thing is, power weapons don't need counters at all, at least in DMR starts where power weapons (and much more) isn't broken. Posted by: Plasma Prestige
Okay Zomechin, it's time to respond to your (infamous thread).
They are simply garbage. Nothing more.
Alright, let's see.
Armor Lock is an abomination to the 'smarter combat' that AA's supposedly breed.
Look at this senselessness. Is that Halo? Is that really the game we've come to love and know? Sure, AL can and does make you think about how you're going to use it and/or battle someone using it. The thing is, the logic and reasoning involved in doing so is pre-school level at most. Anyone can play well with Armor Lock, and anyone can play well against it. The problem is that you simply shouldn't be denied what you've earned, and Halo really shouldn't be played that way. If you get a cross-map stick, the guy stuck should be dead. This same logic should also be applied to minor situations and annoyances.
Well, I'd first like to point out that it's an illegitimate statement to question Reach's title as a Halo game because of one aspect of another aspect of the game (multiplayer). Halo, in my opinion, is made by the Universe, but to someone else, it's made by the multiplayer, or maybe Forge and Customs.
I think what frustrates people about Armor Lock is that it is literally stopping them in their tracks. No other AA does this in the game, and thus anyone who is on the receiving, casual or competitive, get understandably frustrated.
Saying that it takes preschool skill to use Armor Lock is exaggerating to make a point.
I do however agree that a sticky grenade stick should be rewarded as a kill. Armor Lock should not be able to deflect sticky grenades, as it ruins the purpose of sticky grenades.
Sword Block. "Adapt." Sure, good suggestion. I'll just start using my Sword mid or long range. I'm the best Sword-sniper there is. "Now it's balanced." No, now it's an Assault Rifle. You have no reason to rush or setup for it. You've turned a deadly power weapon that brought flourishing movement to the map into a near-worthless and completely random poking stick that isn't really worth wasting your time going for. "Oh, well just adapt to situations and use it like a 'sneaky ninja'." Look, you have 2 nuclear grenades in your pocket, an Assault Rifle that is so easy that guests can master it (in AR starts), or a DMR that takes 5 super quickly spammed shots in close range (in DMR starts). We have enough counters to this power weapon. The funny thing is, power weapons don't need counters at all, at least in DMR starts where power weapons (and much more) isn't broken.
The biggest problem with discussing this issue is that Sword Block is not a big problem for players who just play the game here and there at "casual" levels. Your average Joe doesn't have either the knowledge or proper timing to pull of Sword Blocks, and even if he/she does, he/she does not know how to use it to his/her advantage.
Sword and Sprint is not an overpowered combination, and even if it was, hello, why not just increase the weapon draw time on the sword? You're taking a problem and fixing it indirectly. This ruins other aspects of the game. Go for a direct approach, for Christ's sakes.
This I disagree with. As someone who exclusively uses Sprint in games, I can tell you that it is almost painful to use the weapon without that AA. In fact, anyone using any other AA (save evade) while using the Energy Sword isn't thinking very pragmatically about their situation.
Stop trying to turn Halo in to something it's not. Adding broken, illogical, and flat out retarded game mechanics is not the answer to giving Halo depth and skillful prerequisites. I really enjoy Reach, but there are seriously way too many things that are making it feel like Halo: Combat Dissolved.
Again with this moot point. Halo's definition is completely subjective to the player. Like I said before, my main reason for buying these games is the CAMPAIGN, and that's what defines Halo for me, not the multiplayer. Making points about the game is fine, but claiming what is and isn't Halo is just a pointless subject to discuss.
Assuming you're saying that these two features aren't what should be in Halo MP, each Halo game has evolved drastically in terms of its multiplayer. We went from a three shot antiaircraft pistol, to a hitscan burst fire weapon and dual wielding, to being able to deploy bubble shields. It's fairly difficult to define what you mean by definitive Halo unless you explicitly define what it is to be Halo with your own subjective interpretation.
ADAPT U NOOB!
The biggest problem with discussing this issue is that Sword Block is not a big problem for players who just play the game here and there at "casual" levels. Your average Joe doesn't have either the knowledge or proper timing to pull of Sword Blocks, and even if he/she does, he/she does not know how to use it to his/her advantage.
Sword and Sprint is not an overpowered combination, and even if it was, hello, why not just increase the weapon draw time on the sword? You're taking a problem and fixing it indirectly. This ruins other aspects of the game. Go for a direct approach, for Christ's sakes.
This I disagree with. As someone who exclusively uses Sprint in games, I can tell you that it is almost painful to use the weapon without that AA. In fact, anyone using any other AA (save evade) while using the Energy Sword isn't thinking very pragmatically about their situation.
Stop trying to turn Halo in to something it's not. Adding broken, illogical, and flat out retarded game mechanics is not the answer to giving Halo depth and skillful prerequisites. I really enjoy Reach, but there are seriously way too many things that are making it feel like Halo: Combat Dissolved.
Again with this moot point. Halo's definition is completely subjective to the player. Like I said before, my main reason for buying these games is the CAMPAIGN, and that's what defines Halo for me, not the multiplayer. Making points about the game is fine, but claiming what is and isn't Halo is just a pointless subject to discuss.
Assuming you're saying that these two features aren't what should be in Halo MP, each Halo game has evolved drastically in terms of its multiplayer. We went from a three shot antiaircraft pistol, to a hitscan burst fire weapon and dual wielding, to being able to deploy bubble shields. It's fairly difficult to define what you mean by definitive Halo unless you explicitly define what it is to be Halo with your own subjective interpretation.
ADAPT U NOOB!
[Edited on 07.28.2011 12:17 AM PDT]