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The Official Halo 3 Thread

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Oh, Self Induced, thanks for the laughs. :lol

Also, McFarlane Toys have new Halo figures dropping this October.

Destructoid said:
McFarlane Toys next batch of Halo figures
6 hours ago - 2:00 AM on 06.09.2009, Hamza CTZ Aziz

135451-FLOOD.jpg


McFarlane Toys' Halo Series 6 line is coming out this October but you can check out all of the figures right now over on Spawn.com. The new figures will include:

* Elite Shipmaster Rtas 'Vadumee
* Brute Bodyguard
* Flood Pure Form Stalker
* SPARTAN with white Recon armor
* Red Grunt
* The Rookie from Halo ODST.

Each figure will come with an assortment of weapons and multiplayer medals such as the Incineration! and Double Kill! medals.

I'm glad toys don't have the same effect on my as they used to. Otherwise, I probably would get every single Halo related toy that's out just as I did with the Teenage Mutant Ninja Turtle toys. You remember these stupid TMNT related friends and foe toys? They were all horrible ... I had every single one of them.

[Via HawtyMcBloggy]

Destructoid Link
Straight to Gallery Link
 
Striker said:
Wait, you don't like Snipeoff? What about the steel cages in random spots or random shield doors don't you like? :(

Or... or the spawns at helipad that virtues no cover. :lol

I don't know why they changed that map. It was playable before, now it's a fucking nightmare. My solution to making that map playable would be to have people spawn in their own side of the map. Whatever side you spawn on in the beginning is the side you'll spawn on until the game ends. Also, there need to be less spawns out in the open. That map quickly turns matches into actual standoffs and I think that is when it plays well in Team Snipers. So have spawns either in cover behind the rocks between laser and the base or in the base or even at the way back, there is some cover back there.

Also, Team Snipers on Blackout. The entire match can be dictated by initial spawns. I really don't like this. The way to win that gametype is to hold BR tower but it's difficult when 1 team gets it first due to initial spawns. If I'm not in BR tower on that map, most of the time, I'm trying to get there.

Other than those Team Snipers is a pretty good playlist. Valhalla is alright, it's just very frustrating when the other team gets map control on you. It can be tough to break. I played Guardian a few times last night, that was pretty good. High Ground is also good for Snipers. Narrows is pretty good too, the random spawns aren't that huge of an issue in Team Snipers compared to Team Slayer. I like to just sit back in a stage (theater lol) and anchor spawns. That usually has the entire map play like it used to.

Edit: The sniper having no risk in using it? Yea maybe in game with AR starts where you can sit back and pick off goons as they try to spray you from far away. Play in a game with BR's on a small-mid sized map and the Sniper takes a highly skilled person to make it effective.
 
ShinAmano said:
Half Jaw I may have to pick up...still to this day I am pissed he was not one of the additional Elites to play as in the campaign and is not available in armor permutations. He is the best Elite :D
Nah, man. That's Arby...

OT: I finished my Junior year of high school. I am now a Senior.:D
 
kylej said:
Shishka™
I think I might start using that out of context just to confuse people.

"Ugh, why does the Dashboard lag so much?"
"Shishka™."

"Dammit, they didn't give me the fries I ordered."
"Shishka™."

"Man, why did my girlfriend have to cheat on me? We had a good thing going until she left."
"Shishka™."
 
Tashi0106 said:
Edit: The sniper having no risk in using it? Yea maybe in game with AR starts where you can sit back and pick off goons as they try to spray you from far away. Play in a game with BR's on a small-mid sized map and the Sniper takes a highly skilled person to make it effective.
That is Dax for you. :lol
 
Tashi0106 said:
Edit: The sniper having no risk in using it? Yea maybe in game with AR starts where you can sit back and pick off goons as they try to spray you from far away. Play in a game with BR's on a small-mid sized map and the Sniper takes a highly skilled person to make it effective.
I was talking about on big maps, and that is why I said it can be very cheap.
 
Willeth said:
I think I might start using that out of context just to confuse people.

"Ugh, why does the Dashboard lag so much?"
"Shishka™."

"Dammit, they didn't give me the fries I ordered."
"Shishka™."

"Man, why did my girlfriend have to cheat on me? We had a good thing going until she left."
"Shishka™."
New internet meme in the making?

"Daddy, why did Mommy have to die?"
"SHISHKA™!!!!!!"

5y6alu.jpg


oh dear god thats creepy
 
Tashi0106 said:
I don't know why they changed that map. It was playable before, now it's a fucking nightmare.
It was a fucking nightmare before as well. It used to have side-specific spawns like you suggested the problem was, if someone (or even better, two people) from one team got to the back of the enemies base the game was over. Now players have a better chance but there is still an outrageous advantage when a team controls the back of both bases. The only solution would be to have all the spawns inside the bases, but even then, good luck trying to get out of the base and into the back without dying.

The map just isn't fit for snipers. The only redeeming thing about it in snipers is that the amount of random objects strewn throughout the level makes my smile every time I play it.

Willeth said:
I think I might start using that out of context just to confuse people.

"Ugh, why does the Dashboard lag so much?"
"Shishka™."

"Dammit, they didn't give me the fries I ordered."
"Shishka™."

"Man, why did my girlfriend have to cheat on me? We had a good thing going until she left."
"Shishka™."
Too late, bro. We've been blaming Shishka for every wrong doing for quite some time; videogame related and otherwise. :lol
 
Tashi0106 said:
I don't know why they changed that map. It was playable before, now it's a fucking nightmare. My solution to making that map playable would be to have people spawn in their own side of the map. Whatever side you spawn on in the beginning is the side you'll spawn on until the game ends. Also, there need to be less spawns out in the open. That map quickly turns matches into actual standoffs and I think that is when it plays well in Team Snipers. So have spawns either in cover behind the rocks between laser and the base or in the base or even at the way back, there is some cover back there.

Also, Team Snipers on Blackout. The entire match can be dictated by initial spawns. I really don't like this. The way to win that gametype is to hold BR tower but it's difficult when 1 team gets it first due to initial spawns. If I'm not in BR tower on that map, most of the time, I'm trying to get there.

Other than those Team Snipers is a pretty good playlist. Valhalla is alright, it's just very frustrating when the other team gets map control on you. It can be tough to break. I played Guardian a few times last night, that was pretty good. High Ground is also good for Snipers. Narrows is pretty good too, the random spawns aren't that huge of an issue in Team Snipers compared to Team Slayer. I like to just sit back in a stage (theater lol) and anchor spawns. That usually has the entire map play like it used to.

We should play some Snipers later. You gonna be around?

I think that my favorite snipers maps are probably The Pit, Narrows and Guardian. Big maps just kind of all-around suck as there are just so many tiny nooks that enemies can camp behind and just poke out their heads very slightly to take shots. Sandtrap and Avalanche are the worst offenders here. Snipeoff is just a godawful map; there's no fixing it. It wasn't designed to have a sniper on the map for a reason. Valhalla is decent, although the team that manages to maintain control of the top middle usually has a very easy time spawn killing and taking complete control of the game. High Ground is just too wonky with the random spawns. As you said, whoever maintains control of BR tower in Blackout tends to win -- the line of sight that a sniper has from BR3 is unreal.

tashi0106 said:
Edit: The sniper having no risk in using it? Yea maybe in game with AR starts where you can sit back and pick off goons as they try to spray you from far away. Play in a game with BR's on a small-mid sized map and the Sniper takes a highly skilled person to make it effective.

Agreed, fully. It's relatively easy to put shots on a sniper from a medium distance, unscoping him and leaving him vulnerable to fire from yourself and teammates. It's even easier from shorter distances. I'd say that 75% of the time at shorter distances, an AR will beat a Sniper, unless the Sniper is adroit at no-scoping. So, yes, there is most certainly a large amount of risk in using a sniper rifle. Plus when you zoom in, there's no radar and you're completely vulnerable to attack from behind and the sides.
 
If you guys are playing Snipers and need another body, I wouldn't mind playing. I enjoy the playlist outside random teammates and some of the awful "map variants". I wonder why there isn't Last Resort in Snipers, though. You play it in High Ground, Ghost Town, Standoff, Rat's Nest, etc., but not Last Resort...
 
Striker said:
If you guys are playing Snipers and need another body, I wouldn't mind playing. I enjoy the playlist outside random teammates and some of the awful "map variants". I wonder why there isn't Last Resort in Snipers, though. You play it in High Ground, Ghost Town, Standoff, Rat's Nest, etc., but not Last Resort...
Really? It's not? I remember playing social Snipers on it all the time. I guess they must've removed it.

Also, yeah you can definitely join in. Around what rank are you?
 
How often has everyone been getting render minutes over at B.net? I just used 5 today to render a clip in HD and I'm wondering how long I may go without anymore minutes. I got a sick Perfection film I want to render.
 
Blueblur1 said:
How often has everyone been getting render minutes over at B.net? I just used 5 today to render a clip in HD and I'm wondering how long I may go without anymore minutes. I got a sick Perfection film I want to render.
I haven't gotten a single second of render time. I've got a ton of sweet clips that I want to render, but I haven't been given any time whatsoever. I'm guessing that this is because Shishka doesn't like me.
 
Blueblur1 said:
How often has everyone been getting render minutes over at B.net? I just used 5 today to render a clip in HD and I'm wondering how long I may go without anymore minutes. I got a sick Perfection film I want to render.
they were giving them away very often in the beginning but stopped a couple of weeks ago
 
The only thing cheap about the sniper rifle, in my esteemed yet humble opinion, is the amount of ammo it can hold. There is no reason why that thing should be able to hold more than 10 shots. Another balancing option would be to make the recoil a bit worse and/or lengthen the time between subsequent shots.

I'd also like to see less sword lunge, a max of 4 rockets per launcher, 4 shots per splazer, 1 sticky = 1 dead warthog/banshee, and tighter graphics on level 3.
 
EazyB said:
I'mma get one of these for Trasher:

halo3s6_floodstalker_photo_04_dp-noscale.jpg



And I'm still waiting for my rubine flight model, McFarlane...
FUUUUUUCCCCKKKKKK

KILL IT WITH FIRE
and if that means Ram, Eazy, and Nutter have to die with it, then so be it!
 
So, the spawns on Standoff.

I don't think they're actually that bad on the default map. It's true that a rampaging Warthog - or two! - can cause problems, but I'd say 95% of the time they work just fine.

The primary reason for this being, there are no long-rage weapons on the default map. No snipers, no lasers, no gauss cannon. When the longest range weapon is a BR, players can spawn on the opposite side of the map and see each other - they just can't blow each others's head off. It looks to me like the spawns were set after the decision not to put a sniper rifle on the map was made. I think it works well, most of the time.

This does NOT work well in Heavies or Snipers gametypes, because of the long-range weapons. Standoff is a fairly open map, but there is cover. And the spawns are generally placed near that cover. However, they are almost uniformly placed next to it, rather than behind it. This gives a good view for the spawner to have upon returning to life, but it leaves them terribly exposed to ranged weapons. To borrow a phrase from a current favorite song of mine, the spawns on Standoff favor player vision over visibility.

This is something that can be addressed largely with tweaks to the existing spawns. I went into the default map and did just that. I'll use a few examples and show the different views, and then just wrap up with an overview of a few areas.

First up are these spawns, placed on the hillside next to the side tunnel entrance:

SideEntranceB.jpg


The view the player has upon spawning is nice, but he's exposed to the entire other side of the map to laser or sniper fire:

SideEntranceBView.jpg


Here's my tweaked version: place the spawns down in the tunnel entrance. Note the spawn on the left hand side is moved to behind the rock, instead of being out in the open like the others.

SideEntranceA.jpg


The view on spawn is this:

SideEntranceAView.jpg


Minimal exposure to fire from the other side, a clear view of where the player is, and the option to back into the safety of the base in an instant.


Next up are the spawns by camo. Here are the default locations:

CamoB.jpg


The view upon spawn:

CamoViewB.jpg


The rock covers a small part of the view, but the player is still exposed from a large part of the other map.

Here's my suggested changes:

CamoA.jpg


The three spawns are now in the shade of the rock, and protected from nearly all of the opposing side. The spawns down below are just down the hillside, also protected. Here's the view on spawn from one of them:

CamoViewA.jpg


The player has the option to take one step back and be more sheltered, or one step forward and engage.


Next up, the spawns in the front line of rocks. Once again, there's ample cover but the spawns are all in the open:

RockRowB.jpg


The view upon spawning:

RockRowBView.jpg


Good view of the opposing base. Quite often results in death from sniper fire and lasers.

My suggestion is to tuck the spawns behind the rocks like this:

RockRowA.jpg


Now spawning entirely protected from the other side, the player can choose to step out into the line of fire or back off to the base, protected.

The view on spawn is this:

RockRowAView.jpg



One last before and after. The biggest problem are are these spawns out in the open, out the side ramp exit:

TunnelB.jpg


The view from the cluster of five:

TunnelBView.jpg


Again, snipers from the high ground on the other side dominate these spawns.

My suggestion is to move them into the lee of the tunnel:

TunnelA.jpg


The view from the tunnel spawns:

TunnelAView.jpg


Again, much more protected, and the players can choose to move into the base if they choose.


A few quick before and afters to wrap up:

On top of the base, now:

CratesB.jpg


And after, again just tucking the spawns behind cover:

CratesA.jpg



The silo, before:

SiloB.jpg


And after, moving the outside two into the shelter of the ridge:

SiloA.jpg


There are some spawns, such as the row above the base on the hillside, that should just be removed as there is no safe alternative.

Again, the spawns are mostly okay when there are no long-range weapons as on the default Standoff. But they can be a death sentence in Heavies and Snipers, and I think a series of tweaks along these lines would make a very big difference.
 
GhaleonEB said:
The primary reason for this being, there are no long-rage weapons on the default map. No snipers, no lasers, no gauss cannon. When the longest range weapon is a BR, players can spawn on the opposite side of the map and see each other - they just can't blow each others's head off. It looks to me like the spawns were set after the decision not to put a sniper rifle on the map was made. I think it works well, most of the time.
I thought that on the default map there was a Laser that spawned in the middle? Or is this just an addition made by Bungie for MM?

Also, Dani created a great variation of Standoff a while ago that fixed the spawns and a lot of the issues with the Laser/Warthog a while back.
 
backflip10019 said:
I thought that on the default map there was a Laser that spawned in the middle? Or is this just an addition made by Bungie for MM?

Also, Dani created a great variation of Standoff a while ago that fixed the spawns and a lot of the issues with the Laser/Warthog a while back.

That's true. But one laser can't roast a team over and over as they spawn, as multiple lasers, snipers and a gauss hog can.

I never saw Dani's version, nor someone just showing how easy it is to tweak them. There's a lot of vitriol in the thread, and I thought I'd do something more constructive before I disappear for a week.

And I didn't do a full version. I was just trying to show how easy it is to fix major problems.
 
That's another thing I don't get about the Snipers version of Standoff. It's basically the same spawns with random cages and shield doors thrown around.

A version without Warthogs and Laser would be interesting to try out and test. Doubtful anything like that ever gets accepted into MM to possibly add another "variant" of the regular map, but hey, what else is new. Sandbox variants seem to be ignored in ranked, as well.

I do have a version of this, and minor changes. I should alter the spawns similar to how you did, Ghaleon. I never messed with those, but it's ideal!
 
There is more effort and thought put into that Standoff than anything that numpty Shishka has done in his years at Bungie.
 
ShinAmano said:
I have a kickball game tonight, but I should be getting on after that...around 9 or so est...anyone going to be up for some games?

My 4 square tournament ends around 8 central so maybe I will be able to hop on :P
 
I played Action Sack on my bro's account. He's never played Halo on this account, and I earned one exp.

Wasn't Action Sack suppose to grant you no exp? I played two games and didn't gain any more exp. I'm guessing it's just something to do with new players...
 
Captain Blood said:
My 4 square tournament ends around 8 central so maybe I will be able to hop on :P
I have a feeling you are dogging my Adult Kickball league...lets just say Alcohol + Kickball + Co-Ed = Awesome...dont even get me started on how bad ass the Dodgeball games get.
 
ShinAmano said:
I have a feeling you are dogging my Adult Kickball league...lets just say Alcohol + Kickball + Co-Ed = Awesome...dont even get me started on how bad ass the Dodgeball games get.

I just thought it was funny but It sounds like it would be a blast :)
 
Captain Blood said:
I just thought it was funny but It sounds like it would be a blast :)
;) I know...but yeah it is pretty fn sweet...unfortunately this game may be pushed back due to a rain delay...hell any Gaffers in Richmond that this sounds fun to there are multiple leagues...dodgeball, kickball, football, wiffleball and a couple others I think...I only play in the first three but all are pretty sweet.
 
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