Maybe I wasn't clear. I'm only referring to your starting loadout. Every multikill in that video save the last one was accomplished with vehicles, grenades, or instant kill weapons like the Sniper Rifle. The last one I give credit for, but he also had the benefit of heavy cover and opponents rushing at him in a straight line. I've never seen anyone in Halo: Reach or Halo 4 kill an entire enemy team of 8 people, including their vehicles, while on foot and using only a Pistol and grenades. That was perfectly possible in Halo 1.
If you try to take on multiple people on the same team, while on open ground and using a starting rifle, the situation is pretty unwinnable most of the time.
http://blog.ascendantjustice.com/200...pulse/#more-95While not revolutionary and perhaps even somewhat borrowed, Halo: Combat Evolved’s core mechanics and gameplay was a hodgepodge of right choices. The two weapon system forced players to move around the map and generated a strategic element in each enemy encounter. The balance of the sandbox also permeated, and while oft-contended, Halo: Combat Evolved’s legendary pistol, the M6D, seemed to level the playing field for any and everyone, giving the player who spawned into misfortune a fighting chance at survival rather than a swift burial. Vehicle combat was practically without transition and played like a natural extension of its on-foot brother. Everything from the responsive movement and cunning map design to the game’s intriguing and often entertaining physics made Halo: Combat Evolved unforgettable.
Halo 1 had longer kill times than any of the subsequent titles though. To take on multiple opponents, you had to place your shots and grenades wisely, use cover, and bounce the motion tracker around. It was pure calculation. Halo 2+? My experience with them has been that he who gets the first shot off wins with rare exception.
I don't actually care about long-range battles. I'm talking about mid-close, where most of the action in Halo 1 took place.
If the kill times seemed longer, it's only because you had to actually aim. A miss in Halo 1 is a miss, there's no colossal autoaim to make up for one's personal inadequacies. Trust me, 3 shots from the Pistol in H1 comes a lot faster than 5 shots from the DMR in H4.
Notice also the Shotgun being useful from more than 2 meters away, the Sniper Rifle firing much faster, the Assault Rifle can kill someone with only a quarter of the magazine, the grenades are daisy cutters, etc. etc.
Last edited by Pooky; December 1st, 2012 at 05:59 PM.
A "kill-time" takes into account all the variables and makes an average. I am not disagreeing that a 3sk from the Pistol is stupendously fast, but assuming two equally-skilled players, a 3sk is not going to happen. They will take measures to prevent it including grenades, strafing, and other forms of deception. It was a veritable dog-fight. On PC, those of us who knew how to compensate for the lag were far fewer than the pubbies who just thought it was random, and it therefore seemed like a cinch to be godlike. In all the Xbox LANs I've played, though, it was a strafing match. The average time it took to make the kill was much less, mostly because you couldn't shoot twice then punch to the face, but also because the auto-aim in the other games made it so much easier.
That kind of verifies the idea that Halo 2 and onwards are easy-mode, made more "accessible" to new players. Personally, I don't see the need to make a game more "accessible" when you separate players based on their skill-level.
Fake E: ninja'd.
So what you're saying is, the potential for a 3 shot kill means there's a much larger difference between the really skilled players and the pub kids? Imagine that! That's what's referred to as a high skill ceiling, which is exactly what's been lost from Halo over the years.
Pretty much exactly this. Glad we're on the same page.
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