god headhunter is intense, but sprint breaks it, managed to get a guy with a skullamanjaro, then booked it to the score zone on sword base by literally leaping off a cliff into the zone
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god headhunter is intense, but sprint breaks it, managed to get a guy with a skullamanjaro, then booked it to the score zone on sword base by literally leaping off a cliff into the zone
What they should do to make it more intense and to balance sprint, would be to decrease the armor ability time increasingly based on how many skulls you are carrying.
That's actually not too bad of an idea...
So, if your carrying 10, you have no armor ability.
Question about Stockpile: Can't some jerk teammate pick up and drop flags that are already in the scoring zone to claim credit?
Any thoughts on what they'd do to address the stockpile problem in retail? Make it so that who ever drops it is the only one to get the point untill it is taken out of the capture point by the other team? I dunno - might be something simpler i can't think of.
Quite obviously [CAPTAIN OBVIOUS] we're playing a beta so there's alot that will change between now and retail, so it will be interesting to see what changes. I'm trying to think what changed between Halo 3 Beta and retail other than Trip Mines, Carbine and play model material.
Anyway, i've played a good 60 games, not as many as i would have liked but i've got end of year final exams and deadlines going on at the moment so its crazy, i will continue to play though - and soon... INVASION will be playable.
I guess it would be a pretty simple fix; they could just disable the ability of the team to pick up flags that are already in the scoring zone, like a Blue player can't pick up the blue flag on CTF. It's kind of weird that this never occurred to them, though.
For the skullamanjaro/sprint issue, they should make the 10th skull act as an oddball and replace your weapon, except without the reduced foot speed. If you use an armor ability, you drop the 10th skull.
I don't see what's wrong with using sprint for the skullamanjaro in headhunter. Gimping a player with 10 skulls is just going to make skullamanjaros rarer and significantly more luck-based.
I've had the ammo display bug out a few times, where two different ammo meters would be displayed at once, but I don't know the conditions since it was during fights.