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This topic has moved here: Subject: Do you think that the skillgap was raised or lowered with reach?
  • Subject: Do you think that the skillgap was raised or lowered with reach?
Subject: Do you think that the skillgap was raised or lowered with reach?
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  • 03.12.2012 10:03 PM PDT

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  • 03.12.2012 10:05 PM PDT

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Hard to say.

AAs, nerfed power weapons, and Bloom, even 85%, definitely lower the gap between skilled and non-skilled Reach players by a huge margin.

However...

Because of these elements, as well as the fragility of vehicles now, it's even more vital that teams be coordinated, especially in maps that focus on team charges for objectives such as Assault or CTF Hemorrhage, or you can end up spawn-camped.

So I like to think that the team skill gap was raised slightly.

  • 03.12.2012 10:08 PM PDT
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Posted by: Shh SiLeNceR
team skill gap was raised and individual skill gap was lowered.


This. Anyone who thinks otherwise is wrong.

  • 03.12.2012 10:11 PM PDT
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Posted by: Killer VVhale

Posted by: Shh SiLeNceR
team skill gap was raised and individual skill gap was lowered.


This. Anyone who thinks otherwise is wrong.

  • 03.12.2012 10:15 PM PDT

Frank O'Connor said he doesn't think the Halo series needs to be taken in a radical new direction... it just needs to go "deeper"

"Ultimately the core game mechanic and strength of the universe doesn't need to be changed, it just needs to be taken deeper. We want to make Halo games - we don't want to make Call of Duty or Ridge Racer. We want to make Halo games because we understand what's special about Halo."

Well, team skill was forced to grow because a slow gameplay and AAs.

And individual was forced to shrink because of AAs, slow moving speed and Bloom; you could no longer take on a whole team of noobs by yourselft with only your DMR.

A game like HCE, H2 or even H3 were better, because team skill and invividual skill were there naturaly, and none of them were forced upon.

  • 03.12.2012 10:19 PM PDT
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Posted by: Iron Div is Pro

Posted by: Killer VVhale

Posted by: Shh SiLeNceR
team skill gap was raised and individual skill gap was lowered.


This. Anyone who thinks otherwise is wrong.

  • 03.13.2012 12:22 AM PDT

Your presence here is quite unneeded. Begone you!!!

Not sure seems that there is a gap in one form or another. How much exactly is hard to say from first glance

  • 03.14.2012 5:56 PM PDT
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Posted by: Achronos
It isn't our shiznit anymore.

Posted by: ThunderCavaler7
Because of these elements, as well as the fragility of vehicles now, it's even more vital that teams be coordinated, especially in maps that focus on team charges for objectives such as Assault or CTF Hemorrhage, or you can end up spawn-camped.
The big difference with the fragility of vehicles is there is a skill ceiling with piloting them. No matter how good you are, your Warthog is still going to explode after 60 DMR shots. This could be alleviated with a method to repair vehicles, but that doesn't exist, so we are left with a cap to how successful you can be in a Warthog/Revenant/Banshee/etc.

So in effect, the skill ceiling has compressed all of the vehicle harlots' killing potential so that their accomplishments are closer to that of the average vehicle operator, which is bad for competitive gaming.

And maps leading to easy and often accidental spawn-killing is not a sign of a heightened skill-gap, it's just a sign of bad map design.

  • 03.14.2012 5:59 PM PDT


Posted by: Killer VVhale

Posted by: Shh SiLeNceR
team skill gap was raised and individual skill gap was lowered.


This. Anyone who thinks otherwise is wrong.
which is retarded.

[Edited on 03.14.2012 6:12 PM PDT]

  • 03.14.2012 6:11 PM PDT

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  • 03.14.2012 6:36 PM PDT

Dont know. Dont care.

...Then why post in this thread?

In my opinion the armor abilities were horribly imbalanced with each other, some are clearly superior to others.

  • 03.14.2012 6:41 PM PDT

Posted by: P3P5I
Posted by: ThunderCavaler7
Because of these elements, as well as the fragility of vehicles now, it's even more vital that teams be coordinated, especially in maps that focus on team charges for objectives such as Assault or CTF Hemorrhage, or you can end up spawn-camped.
The big difference with the fragility of vehicles is there is a skill ceiling with piloting them. No matter how good you are, your Warthog is still going to explode after 60 DMR shots. This could be alleviated with a method to repair vehicles, but that doesn't exist, so we are left with a cap to how successful you can be in a Warthog/Revenant/Banshee/etc.

So in effect, the skill ceiling has compressed all of the vehicle harlots' killing potential so that their accomplishments are closer to that of the average vehicle operator, which is bad for competitive gaming.

And maps leading to easy and often accidental spawn-killing is not a sign of a heightened skill-gap, it's just a sign of bad map design.


Meh, if you know how to use a warthog you can make it last a while and get some kills, ive learned to be conservative and only take on groups of two or less, and movement is life, most people dont even bother with the dmr at close range, they just chuck grenades. Anyway, you can really just go back to base if your hog catches on fire (assuming you can make it) and get a new one (assuming two spawn). Banshees, well if you do well in a banshee I hate and respect you at the same time, those things are bullet magnets.


[Edited on 03.14.2012 7:45 PM PDT]

  • 03.14.2012 7:35 PM PDT

"In my opinion the armor abilities were horribly imbalanced with each other, some are clearly superior to others."

How? the only one i almost never find a use for is hologram, the others all have their uses in specific situations.

[Edited on 03.14.2012 7:42 PM PDT]

  • 03.14.2012 7:42 PM PDT
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Posted by: Achronos
It isn't our shiznit anymore.

Posted by: Typocalypse
Meh, if you know how to use a warthog you can make it last a while and get some kills, ive learned to be conservative and only take on groups of two or less, and movement is life, most people dont even bother with the dmr at close range, they just chuck grenades. Banshees, well if you do well in a banshee I hate and respect you at the same time, those things are bullet magnets.
I don't really have a problem doing well in the Warthog. :)

Apply the Reach vehicle mechanics to infantry. What would happen if your shields never regenerated and there were no health packs or drop shields? Of course good players will still do well in this system, but you have essentially cut the skill gap with playing infantry. Player A who is much more skilled than player B will only be performing marginally better than player B instead of wiping the floor with him, which is what the situation would be in a more "skillful" game.

Punishing drivers by having a set health on their vehicles leads to more conservative tactics, but not necessarily more skillful gameplay. Reach Warthogs are basically the vultures of the sandbox; they can't charge into the middle of the battlefield and are forced to pick off weakened or stranded players and play a more committed support role.

Vehicles in Reach are treated as a power weapon with unlimited ammo set on a limited timer, instead of a medium to boost teamwork and a different skill set. Personally I don't think this direction with vehicles was the best decision. I would have liked a health system where your vehicle's first 50% health worked like Reach then the last 50% only decreased if your shields were down (like Halo 3).

  • 03.14.2012 7:55 PM PDT

yes I can see that working..and I do see your point, ive driven long enough to know how the hog handles and how to take jumps and slides...but if another warthog comes up, even if the driver is only capable of going from point a to point b it really means nothing, just whos gunner has a better tv.

  • 03.14.2012 8:46 PM PDT
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Posted by: Killer VVhale

Posted by: Shh SiLeNceR
team skill gap was raised and individual skill gap was lowered.


This. Anyone who thinks otherwise is wrong.

Yeah I'd have to agree with this.

  • 03.14.2012 9:43 PM PDT