- last post: 01.01.0001 12:00 AM PDT
Posted by: Master Fox
Well it's about time Ender shows up in the Halo 3 forums. Zanzibar's gone, our beloved Zanzibar, and he hasn't been on LIVE in a long time.
Eh.. It has been quite sometime.. I don't play Halo 2 as much, but i have been playing a lot more lately. Me and a couple other friends just moved into a new apartment, and we played a bit.. but they had to go to tennessee for the Ms. Tennessee pagent or what not to dance in it for 10 days.. but now that they are both back, me and the guy roommate play Halo, while our friend julia just rolls her eyes.
Anyway, I must disagree, as usual. Halo 3 should be like Halo 3. I don't want Halo: Combat Evolved HD with a new storyline and a rehashed multiplayer. Halo 2 took Halo: Combat Evolved's multiplayer and expanded on it and changed some games to give it a more broad appeal to gamers.
It wouldn't make Halo 3 turn into Halo 1 by any means at all, it would merely balance Halo 3 a lot better than Halo 2 was balanced. Why try something totally new again, and just have it thrown in their face? They tried a new WSS, and it failed. The games are imbalanced for the most part. It has gotten a little better with the implementation of the BR start, and the whole hardcore playlist, and with the updates last year to fix the BR, and make the grenades a little stronger., but it's still imbalanced. Halo 2 wouldn't be near as bad if the WSS was like Halo 1's, and if the grenades had the same affect on weapons or power ups.
Not everybody on Halo 2 is like competetive gamers who time the spawns down and that kind of thing. While I do agree with you about spawns, to an extent. I never could figure out why they don't have blue team spawn in blue base and red team spawn in red base on all the maps like in objective games. There are plenty of times, especially on different slayer variants at Coagulation, me or one of my teammates will get spawned by ourselves against 90% of the other team. And one of their teammates will get spawned over with our team. Bungie definitely needs to fix that.
That's the beauty of it. Not everybody is competitive at the game. This is why i like matchmaking. People who aren't competitive, and play as if they don't always need the power weapons, aren't going to notice the change anyway. Maybe for a bit, because they'll be playing good people, but the ranks will change that out.
You play how you want to play it, and you'll be put at the proper level so you play with the proper people. If you choose to get better, then you'll learn to start looking at the ingame timer. Like i said, they can't just change the WSS, they have to change the grenade ability too.. being able to blow weapons to yourself would be critical, and can be fun for many non competitive gamers as well.. think of it as another "cool" trick to do.. "oo look at me, i can do super jumps, this is fun".. now you can blow weapons to you.. not only would it be considered fair, but it's useful too.
But say you play a team who's fairly good and knows the times of the weapon spawns. They pick up a rocket launcher, say on Ivory Tower. And it respawns every 2 minutes. If they conserve that rocket ammo, they can be down there and grab the second one just as soon as it spawns. And then one team has two rocket launchers. And say they grab the sword and it respawns every two minutes. Well a person without a rocket or sword can go down there two minutes later and get it. And then you have a team of four with two rockets and two swords. That other team doesn't have a chance in bloody hell.
Again, this is what matchmaking will fix. If you want to become better, then you need to learn the weapon spawns too. you can be watching where the rocket would respawn, and start tossing grenades in the area to kill anybody dumb enough to drop down right when it spawns. Best thing to do is throw a grenade.
Not to mention the big power weapons in the map will spawn at the same time.. that means that while one team is setting up to get rocket, the other team can get the sword. If they split their team up, then they can easily get demolished by a team who decided NOT to split their team up.
At least when there is a team with one rocket and one sword, you have a very good chance of getting the weapons back. But if there are constant respawning weapons, all that team would have to do is camp around that area or keep an eye on it and the other team wouldn't have a chance. I know a lot of times on Waterworks, there will be a team that has three or four snipers scattered around the map. You spawn and you'll take two steps at most before you're dropped by one of them.
Yeah.. cause this is a lot better. Now, this team with the rocket can kill you with their rocket, then drop the rocket, and them only knowing the exact respawn time of the rocket, so that they can get it again, and again, and again... and you never have a chance.. At least with the Halo 1 WSS, you both knew when it would respawn, so you could actually set up a strategy to get it.. It's normally best not to drop right down and get it.. you'd want to watch your surroundings first..
Halo 2 was definitely about weapon control. And there shouldn't be multiple power weapons on the map like that. There's one rocket on Zanzibar, one sword and two snipers. Imagine if the snipers respawned every 30 seconds like on Waterworks. You have two people with snipers outside. Then you have two more people grab the respawned snipers and you have four people out there with snipers. If they even get the flag to the door, there's no way in hell the defensive team will have a chance.
Halo 2 is STILL about weapon control. In Halo 1, i hardly ever say 2 rockets on the map. Look at it this way, if they don't use their 4 rockets they get in 2 minutes, thats 4 less possible kills they have. In Halo 1, you'd want to count how many rockets they've used anyway.. even more so now in Halo 2..
Of course, a well balanced and tactical savy team can stay near the weapon spawns, on Ivory Tower for example. But they don't necessarily know how long ago the weapons were taken. And the other team does. It's just like the overshield on Beaver Creek. I take that overshield at the beginning of the game and I know I have one minute that I need to get back there and pick it up again. If I can get into a rythm there, there's no way anybody can stop me.
Exactly.. and that's why the Halo 2 WSS sucks. Only one person/team will know the exact respawn of the next weapon, and if they get in a rythm.. or are any type of decent, then they can't be stopped.
I think the inherent problem with the power weapons on Halo 2 wasn't that they were overpowered. And it wasn't that they weren't on respawns. It was the actual spawns of the players themselves.
No.. it's not the spawns themselves.. It's whoever CONTROLS the weapons first wins.. You can't really have perfect spawns for each team. This happened in Halo 1 as well.. but you had to work your way around it. The maps aren't completley symmetrical. Even if they were.. and the spawns were perfectly even.. then you are saying that the battle for the power weapons, or the battle for the game for that matter should only last for about 3 minutes out of a 15 minute game? How is that fun? Why not have a battle for the power weapons throughout the whole game?