Yeah, it's from a looooong time ago. I'll probably swap them around for a while until I settle on one.Flesh Into Gear said:he had that back awhile ago iirc
Yeah, it's from a looooong time ago. I'll probably swap them around for a while until I settle on one.Flesh Into Gear said:he had that back awhile ago iirc
Whats you avtar about? Martin Super Saiyan or what?SpudBud said:I see you have a new avatar ghaleon...
No! What's you avtar about!godhandiscen said:Whats you avtar about? Martin Super Saiyan or what?
Vic.Buttonbasher said:No! What's you avtar about!
Crushed mariofied it for me, don't know what it's supposed to be. It's different though.godhandiscen said:Whats you avtar about? Martin Super Saiyan or what?
Bowser!SpudBud said:Crushed mariofied it for me, don't know what it's supposed to be. It's different though.
StranGER said:anyone else wonder what's up with beat downs?
seems like even if i smack down someone i was shooting 1st sometimes they live and smack me half a second later killing me instead.
was told that there was some new way that was handled now compared to halo 2. makes it really weird. gotta relearn the beat down.
*slaps forehead* Now I see it.The Lamonster said:Bowser!
op_ivy said:
Can someone explain to me the big deal about melee? Shouldn't the person with less health be the one that dies?? I feel like I'm taking crazy pills! :lolStranGER said:well that explains it. dang that blows. i thought i was going crazy or something.
is this gunna be fixed or was this for some unknown reason actually done on purpose?
speculawyer said:30,000 posts and 1 million views? What is going on in this thread?
Did you watch the video?The Lamonster said:Can someone explain to me the big deal about melee? Shouldn't the person with less health be the one that dies?? I feel like I'm taking crazy pills! :lol
No, the person who hits first should get the kill.The Lamonster said:Can someone explain to me the big deal about melee? Shouldn't the person with less health be the one that dies?? I feel like I'm taking crazy pills! :lol
Awesome. The music made it:loljet1911 said:
Right.Bowen_B said:No, the person who hits first should get the kill.
The person who is hit should die instantly.
I do not think it should be changed because it rewards gunplay. Ussually the player with the most health is the one that aimed better. Also, this eliminates the host advantage in meele kills. People always find things to bitch about, and Bungie can only favor the majority. End of story.op_ivy said:
Did you know the host always hits first? Do you want a situation in which whoever wins a meele is based on connectivity rather than skill? Bungie knew this would be discovered, and thats why they did it this way. Else you would be able to see the huge advantage that people with less lag to the host or the host himself have over people with crappier connectivity. If all mp games offered a video feature like this one, then you could see how it is that always these situations are decided on basis of connectivity. If you have played GeOW you would see how bad this is.Bowen_B said:No, the person who hits first should get the kill.
The person who is hit should die instantly.
I'm sorry it seems somebody switched out your crazy pills with retard pills.
It was done to remove host advantage. Rather than gimping the person fighting the host, they changed the entire system. You can't be that pissed at them for doing what they did - "host advantage" has always been a major complaint among console gamers, and Bungie was just trying to end that complaint. And who knows - the current system in place does remove host advantage - maybe this is the direction that online console games are going - but, in my opinion, the price is too high: as I've said before, I'm of the opinion that melees should always do the same amount of damage, regardless of how much health the other player has. Considering the fact that this does remove host advantage, then maybe this is the way to go - but Halo 3 should not have been the game to make this leap forward, considering that the majority of players have spent the last six years learning to play Halo the other way.StranGER said:well that explains it. dang that blows. i thought i was going crazy or something.
is this gunna be fixed or was this for some unknown reason actually done on purpose?
And better aiming is due to quicker reflexes - you see where the player moves and keep your reticule on them. Meleeing first is also about better reflexes - knowing the exact amount of time you've spent shooting, and hitting the melee button as quickly as possible after that critical moment has passed - the moment at which your opponent has same amount of health that your melee does for damage.godhandiscen said:I do not think it should be changed because it rewards gunplay. Ussually the player with the most health is the one that aimed better.
Better aiming is not everything that goes during gunplay. Weapon choice, bullet dodging, how you plan your attack, etc etc, are part of the many things that decide which player has more health at the time they decide to meele each other, thus it actually involves a set of skills that cannot be affected by connectivty. Whereas hitting first in a meele is a skill that is almost always affected in basis of connectivity. I doubt a decision like this one was taken overnight or just based on how good it felt to a certain designer. Going by what Bungie has shown, most likely they analized data and set the algorithm in basis of what was fair to the largest group of people.Cocopjojo said:And better aiming is due to quicker reflexes - you see where the player moves and keep your reticule on them. Meleeing first is also about better reflexes - knowing the exact amount of time you've spent shooting, and hitting the melee button as quickly as possible after that critical moment has passed - the moment at which your opponent has same amount of health that your melee does for damage.
And my first paragraph covered the host advantage side of it.
:lol We're not arguing for the same side. I understand Bungie's point of view, I just disagree.godhandiscen said:edit: I think we are arguing for the same case, why did you quote me?
So, you're saying connectivity has no effect on gunplay? You know that's not true. Also, are you saying that meleeing doesn't require as much skill as gunplay? As someone who's amount of kills with the melee is almost double the amount for the weapon in second-place, I have to disagree. It requires a lot of skill to know how and when to melee. My highest rank is 43, so I'm not a nub (also, far from a pro), but I at least know that melee attacks require quite a bit of skill to perfect as your main method of attack.godhandiscen said:Better aiming is not everything that goes during gunplay. Weapon choice, bullet dodging, how you plan your attack, etc etc, are part of the many things that decide which player has more health at the time they decide to meele each other, thus it actually involves a set of skills that cannot be affected by connectivty. Whereas hitting first in a meele is a skill that is almost always affected in basis of connectivity.
I don't think it was made overnight, either.godhandiscen said:I doubt a decision like this one was taken overnight or just based on how good it felt to a certain designer. Going by what Bungie has shown, most likely they analized data and set the algorithm in basis of what was fair to the largest group of people.
The Lamonster said:Can someone explain to me the big deal about melee? Shouldn't the person with less health be the one that dies?? I feel like I'm taking crazy pills! :lol
Cocopjojo said::lol We're not arguing for the same side. I understand Bungie's point of view, I just disagree.
1) So, you're saying connectivity has no effect on gunplay? You know that's not true.
2) Also, are you saying that meleeing doesn't require as much skill as gunplay?
....
I don't think it was made overnight, either.
Well, we can agree to disagree. Like I said, I understand Bungie's side of this. I just... disagree.godhandiscen said:1) I am not saying that connectivity does not affect gunplay. I am just saying that it is not largely affected as the the timming for a meele can be.
2) Also, I never said that the skill to land a meele kill didn't required as much skill as gunplay. I just said that gunplay involved a more varied set of skill other than fast reflexes. The fact that it is a varied set doesnt mean that it amounts to more.
A flawed masterpiece.urk said:The game is still kick ass though, right?
GhaleonEB said:A flawed masterpiece.
Well, campaign anyways. Don't know 'bout all the MP stuffz.
no wai, i am totally cancelling my preorder!!11!urk said:The game is still kick ass though, right?
They haven't spoken about it that I've seen. Which is interesting. I'm hoping it means they're still taking it all in, possibly considering a change back to the old, host-advantage system.hotsauceiswack said:Did bungie make an official comment on the meele system?
If so, I think they need to close the hit window by at least 1/3
I find that due to a little lag I can riddle someone with my AR and as my spartan is like a second into the reloading animation the enemy will suddenly die. If this means it takes like a moment to register all the hits then it's kind of showing that it's pointless of me to run in shooting and go for a melee too quickly otherwise im basicly not hurting him first while he shoots me. It's a bit iffy to explain but the lag management is an odd one.Ramirez said:I'm still not havin' any trouble with melee's really, I lost some close ones, but eh. It's a toss up really when I do lose, I pretty much get the kill when I think I should.
Cocopjojo said:possibly considering a change back to the old, host-advantage system.
Stinkles said:And there's the rub.
Probably neither.McBradders said:Is that confirmation or denial?!
Tieno said:Probably neither.
How's about this: you, me, 1v1, no radar. If I can beat you without firing a shot, using only melees, then you guys change it back. If you beat me, then... well, then, you don't change it back.Stinkles said:And there's the rub.
Were it so easy.Raiden said:Who needs melee, when you have frags and stickies? Really, i tend to know when i'll lose a melee fight, a quick jug at the left trigger, and there you have a face printed sticky, or frag.
Mr Vociferous said:Currently, my crew is using the BR55 to prop up the broken leg of the 'golden tripod.' I think the BR-primary, no motion sensor customs are the most fun we've had with Halo 3 yet - on every map, including some of the smaller ones like Guardian. If Bungie patches the melee system, we'll reconsider the AR as primary, but right now it works as a good secondary option.
Halo 3's melee system is probably the best option available given the reality of network latency.op_ivy said:
We use bits and pieces of Bungie's and MLG's settings and as of late, yes, we've been playing with MLG gametypes till we forge our clan's default maps and tinker with default gametypes. We have issue with some of MLG's settings as well, like the removal of equipment which seems ridiculous to us. Some of Bungie's settings are questionable also and thankfully they've given us tools to 'fix' them.McBradders said:are you playing MLG stylee?
So very well said.Mr Vociferous said:Currently, my crew is using the BR55 to prop up the broken leg of the 'golden tripod.'
Stinkles said:And there's the rub.
Mr Vociferous said:We use bits and pieces of Bungie's and MLG's settings and as of late, yes, we've been playing with MLG gametypes till we forge our clan's default maps and tinker with default gametypes. We have issue with some of MLG's settings as well, like the removal of equipment which seems ridiculous to us. Some of Bungie's settings are questionable also and thankfully they've given us tools to 'fix' them.
In Halo 2, to really enjoy it, we had to throw out M7 starts and replace them with the BR55. They just didn't work and matchmaking became a joke with that weapon. In Halo 3 we found that not only the melee system issues make fighting at a distance a more reliable approach, but most of Halo 3's maps have long lines of sight which require a ranged semi-auto weapon and not a short-to-mid range automatic rifle. I've learned to like the MA5C, but it's a secondary weapon for me. I played Halo 1 similarly with the M6D up front and grabbing a 5B as secondary.
Here are some options I would consider to fix the melee issues:
1) Dedicated servers would be the best solution, but I'm pretty certain that neither Bungie nor Microsoft are willing to foot the bill.
2) A user interface which allows players to setup their own dedicated servers would be the next acceptable option, and it has performed very well in other games. The Halo community is large enough that fan websites can locally start their own dedicated servers running off of high-bandwidth channels so there are no players who are physically the host and latency is at a minimum. It costs Bungie nothing. It costs Microsoft nothing. All it requires is an option in the UI and an automated map/gametype rotation built in when enough people join.
This idea was either never considered or it was simply discarded because they felt that it wouldn't be feasible. I'd beg to differ, particularly when you're talking about literally millions of players, many with amazing resources to tap into like T1 or T3 connections and it would simply be part of the custom system, not impacting matchmaking at all.
3) If they are unwilling to consider either of those, I would imagine that they would introduce a far shorter window of time in which a melee could be considered simultaneous (even though it's not). It's a slippery slope however, because there's a narrow optimal spot and if you miss it one way, host advantage flourishes and frustrates, if you miss it the other way, everyone has to rely on health-guessing rather than reflex as a combat skill - like they do now.
The reason some players have a problem, while others do not, is that some players have played Halo before. And they've learned the timing of "fire until the enemy has x amount of health left, (x being the amount of damage a melee does) then melee."urk said:It seems that previously, we only had to deal with latency. Now we have the new and improved timing system and latency. It's still a factor. Strikes are not being counted as simultaneous because it appears a window of opportunity has been built-in via lag.
This also may explain why some players have a problem, while other players do not.