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  1. #201
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    Take back what I said about the SMG. It should beat the AR almost every time.

  2. #202
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    yeah if smg isn't nerfed ill be surprised

  3. #203
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    You can get the jump with the AR, all headshot, and still lose to the SMG almost every single time. People just ignore it on the ground when matches start, and I'm like...!

  4. #204
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    The Light Rifle is amazing, and the smart scope animation on it is extra amazing. The Havoc seems pretty cool too but the map it's on isn't really designed for it.

  5. #205
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    Not sure what it is, but I've been having terrible games as of late. I was awesome in Halo 4, but I seem to be the king of assists in the beta more than anything.

  6. #206
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    I was amazing at Halo 1-2-3, but terrible at ODST/4. I cannot stand Sprint in Halo; they just don't go together. It is bearable in 5, so far. Its not overly used and mandatory like in 4.

    Also, 4 had that ground shield, jetpacks, etc. That shit isn't Halo. Add it and put it in some kind of bogus playlist; don't put it in Ranked TS, etc. It was MUCH better implemented in H3.

  7. #207
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    It makes sense for Halo as an entity rather than Halo in its competitive nature. Halo multiplayer and Halo lore are two different beasts and it's hard to balance two ideals within a divided community. To me it felt right in Halo 4, and sprinting wasn't an issue, even in multiplayer. It just feels a bit wonky to me atm, but I'm sure it's just an adjustment period. Going from having a melee lunge to not having one is really throwing me off for instance. Also the reticle needs to be lowered an inch.

  8. #208
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    I played the shit out of Halo (and multiplayer on xbox and PC), Halo 2 and Halo 3 was the last one I played, so I have no experience beyond 3 with Halo. Does Halo 5 so far feel more like ...so to say the "classic" ones? (1-3) or more like the "enhanced" versions? (Like Reach/4 etc.) And no I won't even mention ODST.

    ...

    But yeah, how would those who played the beta so far say it feels like in terms of the "era" of Halo? The new abilities since 3 look cool and all but I wonder how much of a transition it would be for someone who hasn't played since the early days of Halo.

    (fuck that makes me feel old)

  9. #209
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    Halo 2 purist only. Never looked forward. Only look back. (Because I fucking suck at the new games, cept maybe Reach).

  10. #210
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    Reach is the actually the trash I meant to say instead of ODST in my previous posts. Reach/4 ruined it all.

    I would say 5 feels more like Halo 3 in terms of overall movement and guns. So far, 5 is EASILY the most balanced in terms of "X gun wins from Y range". They have the damage set perfectly. SMG feels a BIT OP up close, but its not a starting weapon, so that is fine.

  11. #211
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    I thought the ODST multiplayer just synced you up with Halo 3 multiplayer? I didn't think it had it's own separate thing

  12. #212
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    Yeah, thats why I said I meant "Reach" and not "ODST" when used previously.

  13. #213
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    4 plays the best out of all of them, the Beta notwithstanding. The Beta feels like a hybrid of 3 and 4, because it plays like 4 but map control works more like 3.

  14. #214
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    Ah nice. I probably should pick up 4 eventually and get caught up on Halo.

  15. #215
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    The Master Chief collection includes 4.

  16. #216
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    https://www.halowaypoint.com/en-us/c...lo-5-guardians
    The results from the HCFP surveys showed that nearly 11% of HCFP participants felt that Halo should not have sprint. It is important that we continue to evolve Halo multiplayer while ensuring that legacy Halo players feel right at home. As a result, I’m happy to say that we will provide toggles in custom games so that sprint and the other Spartan Abilities can be turned off. By putting these tools in the hands of players we will give them the ability to play the game their way, enabling them to create a more traditional style of Halo if they prefer.

    improvements that we are making to Spartan Abilities and general mobility coming out of the beta:

    Increase base speed (faster base movement)
    Increase strafe acceleration (faster, more responsive strafing)
    Reduce top sprint speed (narrow the delta between base movement and sprint)
    Modify Ground Pound controls to prevent conflicts w/ crouch jumping
    General tuning & bug fixes for all Spartan Abilities (Thrusters, Clamber, Ground Pound, etc.)


    other improvements that we’ll be making to weapons in the game follow:

    Sniper Rifle: improve scope experience to making it less “clunky” and faster to scope
    DMR: adjust position of the scope to improve visibility
    Bring back the SPNKr Rocket Launcher as a legendary version of the weapon
    Reduce bonuses for automatic weapons in Smart-Link & w/ headshots
    Remove grenade detonation in mid-air based on weapon fire
    Ability to turn on/off vibration feedback for weapons
    General tuning and bug fixing for all weapons

    improvements we’ll be making to presentation based on fan feedback:

    Post-death replay: this will become an opt-in feature. After death, players will see a traditional follow-cam and have the option to view a replay of their death from the killer’s perspective (as long as the feature is enabled within the playlist)
    Medals: decrease frequency and number of medals displayed in the medal feed
    Spartan chatter: players will have the option to turn this on or off in the settings menu
    Adding highlights to placed/dropped weapons to make them easier to see
    General tuning for announcer and Spartan chatter to reduce the frequency of events and focus on the information that matters most to players


    Our skill rating system is one of the pillars for competitive play of Halo 5: Guardians and we’ll be continuing to refine it throughout development. The focus for our team coming out of the beta includes:

    Improved skill detection during placement phase
    Improved skill matching
    Improved team balancing
    Prevent skill boosting
    General bug fixing & tuning


    Coming out of beta we have a number of fixes and improvements already in flight for matchmaking but at a high level our focus is on the following:

    Much faster matches
    Better skill matching
    Better feedback to players in the lobby and matchmaking experiences
    Allow players to set desired datacenter for matchmaking (may impact matchmaking speed and skill balance)
    Improved party vs party matchmaking
    Hide CSR ranks until in match to de-incentivize quitting
    Punish quitters with CSR penalties and matchmaking bans

  17. #217
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    Basically anything anyone bitched about ever in the history of Halo 4-5 was addressed here. Anyone who refuses to even try the game now is just an obstinate jackass.

    I have a feeling the Hydra is going to be very popular. It was already pretty beast in the Beta.

  18. #218
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    Spartan Brodown toggle should also be a thing, lol.

  19. #219
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    assuming you mean the intro/victory celebrations they did say they were toning down the high fives and chest bumps. wasn't in the first quote because I was going mainly for the bullet points, but
    The arena multiplayer experience was designed with a competitive theme. We imagined this to be a place where Spartans would train against one another in preparation for upcoming battles. As such there would be a certain amount of comradery, gamesmanship and fanfare involved. We approached match presentation as though these showdowns might be broadcast within the UNSC to other enlisted military watching intently as the Spartans trained.

    Each match includes an intro and a victory sequence. These are meant to reinforce your identity within your team, to show important locations within each map prior to battle and to celebrate the winners of the match. Despite the fact that the intro and victory sequences in particular seemed to be universally loved by Halo bros, we weren’t 100 percent satisfied with the tone of these moments in the game. Expect the final sequences to feature considerably fewer chest bumps and high fives.

  20. #220
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