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 Ok this is a PERSONAL oppinion.
FuNKyFReSH
Posted: Sep 7 2005, 07:59 PM


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I really feel that the walking speed is TOO high...

In halo1 the speed was fit for the game... simply because of map size... in halo2 the maps are created with a better graphics system but on the same exact engine. The graphics in halo1 made everything look as if it were larger... or thinner... but everything was suited around the game itself.

In h2ce we walk WAY faster than suited for the SMALL structure of the maps.

This is definatly something pros will look at... and also... the speed at which a grenade is thrown... the distance is awesome... but the speed is TOO HIGH.

Im explaining this all from Sytem Link LAN experience. Online play this doesnt seem to be such big of a deal... but playing actual 4v4 and 2v2 on System Link LAN.... you can detect the bad things... from the good.

Sentinal beam knockback SHOULD be ELIMINATED.

Until their is a way to add the power of the grenade jump to EVERYONE not just the host of the game, the knockback effect should be ELIMINATED.

Only allowing the host to be pushed back... and boosted to higher sections of a map... is TOTALLY unfair.

This is something that should be taken care of IMMEDIATELY.

If anyone else has any oppinions on this subject please post and discuss here.
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Dest
Posted: Sep 7 2005, 10:28 PM


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Three points:

I think I agree a bit on the speed issue, but since I've just been playing H2:CE, I've gotten pretty used to it, and it obviously adds to gameplay, especially strafing. I'll see about changing it, but it just feels right to run instead of walk, and to be able to dodge bullets much easier.

Grenade distance is linked to grenade velocity. You can't change one without changing the other. Therefore, I'm not changing that.

With the knockback, you may be right. It definitely is an unfair advantage as of now.
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FuNKyFReSH
Posted: Sep 8 2005, 06:17 AM


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Yea I made 2 points.... tongue.gif Thats a 1st!! ninja.gif
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h2Oded
Posted: Sep 8 2005, 08:27 AM


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I like the grenade speed, I just don't like how it bounces for a year.
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Oranjoose
Posted: Sep 9 2005, 02:58 AM


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QUOTE (h2Oded @ Sep 8 2005, 08:27 AM)
I like the grenade speed, I just don't like how it bounces for a year.

It is a bit more difficult to plant a grenade to hit someone close to you, especially in an open area, like the arena in lockout.
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PEP-Apostle
Posted: Sep 12 2005, 01:22 AM


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I think that the speed of the walk is perfect it speeds up gameplay which is one of the things I think is horrible about halo 2. I do think that the nade speed should be slowed down slightly.
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Guest
Posted: Sep 12 2005, 01:30 AM


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My thoughts on the matter in simple compact form.
Run Speed: Good as is
Grenade Speed:Good as is
Frag Grenade Bounce: make a little less (if not quite a bit less)
Knockback on 'nades/sentinel beam: taken out for now (or keep sentinel beam, just take it out of default weapon set on map)
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Oranjoose
Posted: Sep 12 2005, 02:53 PM


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^^^me posting^^^ I'm having log in troubles.
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Renegade Masta
Posted: Sep 13 2005, 04:29 PM


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I agree that slowing down the walking speed needs to be done. As dest said it feels good to be running and not walking. Maybe we could slow it down to more of a Jog than a full sprint. Therefore still balanced and a better strafe.

I also think that all powerups in Lockout should be eliminated. Where they are right now are the most unbalanced spots I could have possibly thought of. And Powerups just take away from how good that map is. And dest a little later I'll talk about more balanced spawns to where if one team spawns in the best position to throw a nade or shoot at the barrels that are behind the sniper they win.


Midship both of the powerups need to be removed where they are and the CAMO only needs to be moved to where the sword spawns. So that makes it to where the powerup helps but it's not a mad rush for both teams to see who can make it there first. Also removing the sword and now that the PP is toned down midship will be less about weapon control and more about skill and strategy the way Halo should be.
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snuggs
Posted: Sep 15 2005, 08:21 PM


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The walking speed it good as is, don't slow it down. As apostle said...it speeds up gameplay...it also makes strafing more important...it also opens up a ton of jumps that weren't possible or practical...it should be kept.
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Oranjoose
Posted: Sep 15 2005, 10:12 PM


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QUOTE (Renegade Masta @ Sep 13 2005, 04:29 PM)


I also think that all powerups in Lockout should be eliminated. Where they are right now are the most unbalanced spots I could have possibly thought of. And Powerups just take away from how good that map is. And dest a little later I'll talk about more balanced spawns to where if one team spawns in the best position to throw a nade or shoot at the barrels that are behind the sniper they win.


I guess the camo in lockout could be at the elbow; that would make more sense. That of course is in fact if you can replace one grenade for a camoflauge pickup.
Also remember, this is for way in the future. No need to make any patch just to modify one thing. It's the gameplay that is at priority in rushed patches.
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Stridog
Posted: Sep 16 2005, 08:45 AM


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I believe Dest moved it into the lift area to give the person going for the camo cover from the sniper. Put the camo on the elbow and the sniper will just pick off people running for it.
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h2Oded
Posted: Sep 16 2005, 12:18 PM


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Who would of thought you'd need strategy to control a powerup.
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Oranjoose
Posted: Sep 16 2005, 03:46 PM


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QUOTE (Stridog @ Sep 16 2005, 08:45 AM)
I believe Dest moved it into the lift area to give the person going for the camo cover from the sniper. Put the camo on the elbow and the sniper will just pick off people running for it.

That's the point dude. You have to earn your powerup, like going out of your way to get it. This notion = balance, got it?
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Gunslinger
Posted: Sep 19 2005, 09:01 AM


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This is simalar to the "2CE pistol vs CE pistol" buuuut I don't think the nades are perfect yet. The new throw makes them seem MORE like ping pong balls. Some people don't realize this, but CE nades did not explode UNTIL THEY STOPPED MOVING. Thus they would NEVER explode mid bounce. This gave them a much heavier feeling, cause if you accidentally bounced it off a wall near you you had 3 bouces or so to get clear, it didn't suddenly explode! The new nade arc isn't really an arc either, its a line. So I think the arc needs to be more arced, but it should still have a much greater throw distance than H2.
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