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This topic has moved here: Subject: Imago is garb
  • Subject: Imago is garb
Subject: Imago is garb
  • gamertag: Meagss
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I play games for gameplay, not silly gimmicks

H3 MM warrior

Reach S7, 8 and 9 arena warrior.

H4 MM legend


Posted by: SatansReverence

Posted by: meagsIZbeast

Posted by: ankerd123
Lol. The enemies spawn behind you even if you don't leave your base on enclosed

doubles btw


The spawns are beyond predictable though.


Yep, they will predictably screw you over everytime.


Thats just not true in doubles.

Dont get me wrong, I still hate dynamic spawns, but they are very, very predictable and if you know what your doing, you wont get spawned behind very often.

  • 05.06.2012 3:27 AM PDT

I thought Imago would play worse than it did. I never really noticed the dynamic spawning, and map control was very effective.

The rockets, GL, and sniper spawns complimented each other well from the game I played as well.

Ill have to play it more for a better assessment though.


As for where your coming from on being a forger I can totally understand your point about how some forgers don't understand how the game plays and your right there are a lot of forgers like that. But I took a player approach in a competitive stance, saw what could be done in terms of strategy and applied it in this map.

It is perfectly understandable to dislike dynamic spawning on a symetrical map, but how it is set up is Semi-static. In which the opponent will only spawn behind you if you abandon map control. This also reqiures the sniper to sit in the tower to control those spawns. If they stray to far from their control point, they lose that upper hand. The dangers of static spawning is that you will only spawn in the one area which effectively promotes spawn killing. Those are kills that are given not earned.

So I came up with a solution that worked effectively to where not controlling the neutral power positions would effectively hinder your team. So the map isn't just a run n gun, you need to know how to control the map perfectly to stand on top. It is a lot harder on this map than others which brings it out better from a competitive stand point, where map control is actually an accomplishment.

I thank you for understanding how the map plays, if you want a more thorogh explaination give me a message on Redemption1272. I would be happy to listen to some constructive advice.

  • 05.06.2012 5:58 AM PDT
  • gamertag: [none]
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I'm new to competitive Halo and Halo itself (Reach being my first video game ever actually). Message me if you want to play;

Reach: MLG, Arena, Doubles, BTB and customs.
Halo 3: Ranked MM and customs.

Also I have every Halo title and all of its DLC on the Xbox 360.
-Umpa

The only one I've liked is Ellul (spelling?).

  • 05.06.2012 7:01 AM PDT

To summarize this thread in 4 and a half words: dynamic spawns are bad, m'kay.

  • 05.06.2012 7:54 AM PDT

Better luck next time buddy.

All community maps are...well, they do suck.

I miss H3 for all the original maps in it.

  • 05.06.2012 8:07 AM PDT


Posted by: Fortunate Son

Posted by: dhg redemption7
The dangers of static spawning is that you will only spawn in the one area which effectively promotes spawn killing. Those are kills that are given not earned.



You earned map control by pushing up and being aggressive. Easier kills are the result of not sitting back. By giving players a spawn behind the other team if the other team is being aggressve, you're rewarding them for staying in their base. Maps should punish players for sitting back, otherwise there will be stagnant gameplay.


Being aggressive is perfectly fine and you are right to say that you earn map control by being aggressive, but this should
only apply when taking control of the power positions and not taking aggressive action into their base.

By wanting more kills and abandoning the power position you break the map control or the spawn trap your team is trying to accomplish. There is such a thing as being too aggressive, you
have to work with your team and stop being a lone wolf. If you ask any MLG coach or player what they would do on this map I am pretty confident they would say the same strategy I have outlined before.

But there is also a weakness to this strategy, if the opposing team were to make an aggressive push to one side, map control can be broken. As such this keeps gameplay fluent, thus map control is a difficult task. This is how it should be, not spawn locking an entire team to 2-3 spawns and spawn killing them. By wanting static spawns, you want to have the ability to spawn kill. For all audiences, this is poor gameplay.

I like a good spawn trap, but spawn killing is completely out of the question.

  • 05.06.2012 8:14 AM PDT

Ii you have more feedback, take it to the map feedback thread:
http://www.bungie.net/fanclub/400941/Forums/posts.aspx?postID =72015577&viewreplies=true

  • 05.06.2012 8:45 AM PDT

Imago is the only decent new map...The others are completely dreadful.

  • 05.06.2012 11:48 AM PDT

Posted by: Recon Number 54
Life is a journey, if you spend all of it with your nose in your map, you may miss some of the best parts.


Posted by: Loser n00b
Imago is the only decent new map...The others are completely dreadful.


not sure if srs

  • 05.06.2012 11:56 AM PDT

"Banhammer" - Post anything on the Waypoint forums -50g
Never forget:
Porch Day
lolReach
Gen Petitt Day
Night of the Living Alts

Every MM map is garb OP.

  • 05.06.2012 11:58 AM PDT