Halo 3 had it too. It's affected by the 'maximum on map' setting in Forge, which is invariably set to 1 for anything besides the starting weapons.
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Quote:
Originally Posted by Arteen
Seriously...when the plasma pistol now counts as a power weapon, something is fucking wrong.Quote:
Originally Posted by Me
I thought that power weapons were on timed respawns; I've picked up rocket launchers with 6 rockets in reserve before (albeit with empty mag, guess why? :v:) and many sniper rifles with 10-16 reserve shots.
I just loaded up Standoff with standard CTF rules. I had one player grab one of the rockets and the splaser, and the second player grabbed the other rocket launcher. Then I waited without either player firing a shot. The splaser and both rocket launchers respawned just fine.
EDIT: I also just confirmed that Reach uses Halo 2's weapon respawn system.
Whatever excuses Bungie offers for the sword parry, I'm still not going to agree with it. The majority of people I play with find it obnoxious, unskilled, and frustrating. If the game isn't fun, you have a problem.
I'm aware what the reticle bloom does. Go look at any of the previous Halo games, the only midrange headshot weapon that had any sort of bloom was the Halo 1 pistol, and that was only if you held down the trigger, which no one ever did. Bloom is fine for CQB spray weapons, but it has no place on the primary competitive weapons of the game.
There's no reason people should be able to spam the DMR at chest level any get lucky headshots. As said before: randomness is the opposite of skill.
You misunderstand. This wouldn't remove the sticky function in any way, it would only make the grenade become sticky very slightly after it was thrown, instead of instantly. Skilled sticks from slight range will still work, but pure autoaim sticks from point blank will not. The theme here, if you couldn't tell, is player skill.
Old sticky armed at this point:
http://img101.imageshack.us/img101/7231/sticky1.jpg
New stickies would arm at this point:
http://img822.imageshack.us/img822/8706/sticky2.jpg
I am happy as long as it isn't like Halo 3 were every weapon does the exact same damage.
i see your point about the reticle bloom on the DMR pooky, but i have yet to have anybody get a lucky spray and pray kill on me up close with it. halo 2 and 3 got MLG'ed to shit and back because of the br and lack of projectile error (and i suspect halo 1 would have too if it supported online from the get go). it became a "whoever shoots first wins" game where two people just jump back and forth landing all their shots. i like the new reticle bloom system since you do actually have to pace your shots to avoid them spraying everywhere. now its not just whoever shoots first wins, but also whoever keeps their bloom inside the reticle's circle. i think its a nice addition.
im in total agreement with the bloom on the sniper, though. when i was playing with it at first, it seemed like the reticle bloom settled before you could even fire a second shot. im not sure if its the bloom or the autoaim, but i have popped more headshots and noscope headshots in the past week in reach than i ever have in halo 3. im not even good at sniping, let alone noscoping.