Post by wittyscorpion on Jun 9, 2014 13:45:44 GMT -5
If you are a Halo fan and plan to buy an XONE, you are going to love this:
Halo master collection on XONE, 11/11/2014
1) All campaigns from Halo 1/2/3/4. Halo 2 gets the 10 year anniversary treatment of visual refresh; 2) All Multiplayer of Halo 1/2/3/4 experience on their original game engine, 1080P, 60FPS, dedicated servers, over 100 MP maps. 6 Halo 2 MP Maps also got visual refresh; 3) Beta access to Halo 5 MP in December; 4) $59.99, one disc, 4000 gamer scores;
Post by wittyscorpion on Jun 9, 2014 13:49:01 GMT -5
A cool thing about this: with all 4 MP experiences are offered at the same time, we can finally see which one is fan's most favorite. The 4 have significantly different experiences, Halo 1 with the best pistol in FPS, Halo 2 with noob friendly dual wielding and Plasma Overcharge + BR noob combo, Halo 3 with great BR action, and Halo 4 with CoD style loadouts (sort of).
Very cool! I still won't get an XBone until after Halo5, though. Can't quite justify it just to replay the Halo's I've already played, but when I do have one I'll definitely pick this up.
Gonna be a while before I get the XBone, though. Prolly get PS4 and maybe even a WiiU (mainly for mario kart, heh) first. And if I'm honest an upgrade to my video card in my PC is also a higher priority to me. heh Halo5 is literally the only thing on XBone that I remotely care about right now and not really enough justification by it-self. *shrug* Kinda sad as I was definitely into 360 more than PS3 until recently.
Post by theprocitizen on Jun 10, 2014 13:35:11 GMT -5
Kinda ticked we don't get reach. Reach>4. Besides, 4 is the most recent release, it doesn't need another version. But mostly, I just want reach mp, cause it was soooooooooooooooooooooooooo awesome. So awesome!!
Personally, Reach is actually my favorite Halo. It had a nostalgic back to Halo 1 kind of feel, but with many enhancements, and it made the goofy Halo 3 pickups fit the world better and be more practical. I also kinda liked that I didn't have to be the Master Chief... again. I loved being able to customize my spartan and being able to play co-op with my girlfriend with us both in fully customized armor was pretty awesome. We played Halo 3 after that and being stuck as Master Chief and his alien sidekick actually kinda sucked by comparison. Really looking forward to Destiny. heh
Halo 2 was great and I loved dual wielding, but dual wielding was also poorly balanced with the energy vs projectile weapons, particularly the whole plasma pistol thing. Halo 2 was the one I did the most multiplayer in, though playing Halo 1 online via Gamespy was certainly interesting, (and lagtastic!)
Halo 3 is a great game, but I got into it late and honestly I don't like the completely overhauled control scheme used to fully embrace dual wielding. I'm sure multiplayer was cool, but I never played it online.
I've barely touched Halo 4.
Anyway I'd actually have to agree that it's a shame that Reach isn't being included. It'd be nice to have on XBone for after I get one to play alongside the others, but oh well.
For that matter I kinda wish they'd thrown ODST in as well. I still need to play that one.
I actually think Halo 3 was the best of the series. (And I really like it's default controller layout. I think it's really intuitive. Plus, it had bumper jumper which has become a staple in console shooters.) I feel like Reach was a big departure from the Halo formula rather than a throwback with upgrades. I feel like there is a clear progression in the gameplay features added from 1 to 3 but with Reach, the bloom, sprint, and load outs deviated too far from the standard model.
I would have liked to see the other games in there too but I can understand why they wanted to keep things focused on MC and the older games to lead into Halo 5. This bundle is really just a big fan service to old Halo fans to get them to buy an Xbox One and Halo 5. And it's working.
Post by wittyscorpion on Jun 10, 2014 21:02:18 GMT -5
In terms of MP, based on what I have heard Halo Reach has the worst reception among players. Personally I also prefer H4 over Reach.
For me, the biggest attraction of Halo MC Edition is to be able to 1) play H2 again (my first MP experience), and 2) have the chance to play H1 MP which started the entire thing. Having the Halo experience on its very original combat sandbox should be great. I love H1 pistol so much, better than any other generations after it, be it BR, DMR, LR, etc.
I still find it odd that the bloom in Reach was soooooo controversial considering the affect on spread was already present in previous games just not displayed directly on the hud and I guess not applied to as many weapons, though I haven't really checked to see how many of the older weapons were affected vs Reach. Each to his own I guess. *shrug* I never had a problem with trading fire rate for precision and vice versa and I just loved the DMR. I really loved the BR in Halo2, but I think I wound up enjoying the DMR in Reach even more. I didn't play enough Halo3 to really form an opinion on it's BR, but it didn't feel as solid as the DMR to me having played Reach first. Not sure why, just was my impression. Also the pistol in Reach was back to being one of the best weapons, basically a mini DMR. Not quite back to it's Halo 1 glory, but then it was OP as shit in Halo 1. heh
Bloom was only on auto guns in the earlier games and its effect was smaller. In Reach the "max spread" was significantly higher across the board. The issue with bloom on precision fire weapons like the DMR was that in effect it was not a trade between fire rate and precision, but fire rate and randomness.
Post by wittyscorpion on Jun 11, 2014 13:04:42 GMT -5
I don't have a strong opinion about the bloom, because I am never a good enough Halo player to see the pros and cons there. The problem I had with Reach is the "abilities" added. In that sense I prefer the ones in H4 over Reach.
The issue with bloom on precision fire weapons like the DMR was that in effect it was not a trade between fire rate and precision, but fire rate and randomness.
Same difference as precision and randomness are basically opposites. Basically you just mitigate your fire rate depending upon how precise you need to be at that moment in any given engagement. It's basically the same tradeoff you make when using semi auto rifles in CoD, the difference being that Reach "recoil" is more spread based than viewkick (though it does have both effects). That means things like offset aiming or dragging a given direction as you fire are less a factor and it's really more of the user deciding how much of a gamble is it worth to fire the next shot quicker.
I never had any problem with that, but then I actually like poker and I'm willing to accept randomness as a factor in the game especially if it's a slow TTK game like Halo and there are strategies to mitigate it which add depth to the game.
I think a lot of people just expected Reach to be Halo 3.5 instead of it's own game. Since I never bought into Halo 3 until after I didn't care. I was a little sad to see dual wielding gone, but could see the benefits of ditching it and actually I rather preferred the loadouts and changing the pickups to equipment. Honestly when I played Halo 3 the pickups felt kinda stupid and arcadey like some holdover from way way oldskool 2D shooters, but not in a good way... in a way that took me out of the game. I dunno, it just wan't my bag, baby.
Of course the best part about Reach by far, IMO... no Flood! I hate the flood... I hate the flood levels. The only thing I like about them is most of them don't have shields so I can use the more meaty projectile weapons instead of the glorified paint ball guns. But then in later games more and more Flood DO have shields and well, Foxtrot that. Though at least they did tone down the INFINITE FLOOD SPAWNS LAWL RUNZ FOR JOOR LIFE kind of BS from the first game. heh That was just.... uhgg.... The same gosh darn golly gee whiz corridors and rooms over and over and over with an unrelenting enemy that you couldn't even play tactically against due to numbers... Yeah Halo 1 was great, but the end of the game was a grind... except for the Warthog climax, of course.
I disagree that precision and randomness are direct opposites. If the bloom expanded into an annulus rather than a circle it would still demand precision without having any excessive randomness.
I agree in that I think the community was looking for something different in Reach than what Bungie wanted to do. Apparently Reach was an "in-between game" that MS forced Bungie to develop. Bungie was already looking forward to creating Destiny at that time, so Reach got a lot of new features that weren't strictly Halo.
Any spread shape that is not a point will be imprecise to some degree or another. The shape can have more precision in one dimension than the other or as in the annulus potentially more precision in radius from center than in radial coordinate. However, this still creates randomness to some degree or another.
Basically no matter what shape you give the spread it will be either a point, a line, or an area and since the projectile can only fall on a point within the spread anything but a point will create randomness. Some more than others, but that's a question of degree.
Why would you want an annulus shape anyway? It would be extremely counter intuitive if you're weapon spread bloomed out in such a way that the spot you absolutely cannot hit is the center of your crosshair. Then you get into a pattern of having to aim directly next to your target but never directly at it as your bloom increases, (preferably to the left or right to maximize annulus area over the height of your target)... I can understand aiming low as a counter to up kicking recoil or even diagonally for something that kicks diagonally, but we're not talking about a kick, but a persistent spread. I'm definitely not a fan of that.
Your weapon should always be capable of hitting what you're actually aiming at within it's spread, and preferably the spread should be centered on it. That's the point of the crosshair, it shows what you're aiming at.
The big issue was that bloom was strong and slow enough that it was more efficient to just spam at chest level than actually go for a headshot.
That depends entirely on range. With the DMR I preferred longer ranges where I would usually allow most of the bloom to dissapate, and I would spam faster at closer ranges depending. I probably played it safer than most and could have spammed a bit faster to take the risk, but it's a trade off. The rest is just balance tweaking.
I never really managed to get into Halo even though it was the first shooter I played for multiplayer competitively. Might be tempted by this deal what with Rainbow Six Siege interesting me too.
"Guns and bombs don't kill people. Clever scientists who want to build a better method of destruction kill people - lots of them. Most of my Gears couldn't make anything more lethal than a blade or a bow. So you'll forgive me if I think it stinks that my Gears get your "baby-killer" crap and your educated colleagues get research grants. And that's before you start inventing other shit you can't control." - Victor Hoffman.
Post by wittyscorpion on Jul 11, 2014 14:04:02 GMT -5
RTX panel discussion on Halo MC (if you don't have time for the full hour, you can watch the first a few minutes to see how they plan to make campaign playlists, MP playlists, and control scheme to work across the 4 games) :
The Tournament is great to watch if you are a "classic Halo" fan. Although it is just an early build, both Ascension and Sanctuary look great and the matches showed what the 4v4 Arena Halo is all about: intense BR fight, team work, and map & power weapon control. If you don't have time to watch the whole thing, skip to 5hr 22 min mark for the best of 5 final.
Also, the addition of hit markers and nade indicators from Halo 4 are nice touch.