- DAT DUDE DBOI
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- Exalted Member
I tend to play doubles (Halo 3 FTW) a lot with a friend of mines. Not meaning to toot our horns but i believe that we are pretty decent. When we play we both run sprint because we see it as being easy to use and great to use when getting into tough situations. But when we hear the sound of a player taking off our heart drops.
We believe that everyone player has their own "threat level". A player who continues to win their battles within the game has a higher treat level then a player who is coming short in their battles and dies over and over. But a player who goes airborne treat level spikes. We find that once we see that player in the air that He/she has to be taken down as soon as possible and if both of them are in the air then its either back down or fight to the death.
I do believe that players who go airborne get some advantages over a players who doesn't. Since most of the maps in doubles are open maps it gives them the whole sky to work with. The levels that we find hardest to combat these types of players are. Enclosed, Select, Asylum, Powerhouse, and Uncaged. Players who go airborne usually control the game because they can attack from the sky when they want and drop back when they want. The biggest case is the map Uncaged. For a player using sprint it is a bigger then normal sized map. You are confined to the "walk ways" of the map to get to different areas but with airborne players they can close in the gaps and fly from place to place and its harder for a sprint or decoy using team to give chase on the level if they start to get a push going. With these maps as well we tend to see players "camping" on top of areas where normal players cant get to. They sit on top and with the 10 second time limit they just recover their health and fight once again then repeat till you either win, retreat, or lose. I see the 10 seconds as being to long and it should be instant death for players who try to get to the area. I believe its fair for both players since it keeps them from the areas and keep the fight within the area of the actual map.
With maps like these we tend to play the more indoor maps or zero gravity maps. These include Synapse, zealot, unanchor, and countdown. But with these levels there are flaws. With synapse we find players that tend to hide in the pillar near heath pack and where the rocks are where shotgun is at. With Zealot players tend to fly up out of space and when you try to go for the kill they drop back in. For unanchor players to to fly out of space also and are able to "hover" there for long periods of time. And for countdown players tend to camp within the lifts where shotgun spawn. So no level is really safe from airborne players.
Now it comes down to what you all think. Should jetpack be taken out, or should there be harsher restrictions to abusers. Should players all learn how to use it and use the tactics that come with it or should we all find a way to go airborne and play straight-up? Discuss please! (wow this is a long passage ^^"")