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MyNeighborSatan

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    MyNeighborSatan

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  1. Ninja Spree - Earn five assassinations without dying Kung Fu - Turn around and kill an opponent within four seconds after they have melee attacked you from behind Magic Bullet - Earn a multikill with a single Sniper Rifle shot 3-Pointer - Stick an opponent from more than 50 feet away Death From Above - Kill an opponent by landing by dropping from a higher surface and assassinating them Hitchhiker - Kill an opponent who is in the same vehicle as you
  2. Never being able to zoom in far enough, and the one that irks me the most - not being able to place objects unless your crosshair is far enough away from an existing object. This means that if I want to put a lot of things in a small space, I have to place the first few objects, then continuously zoom out, spawn the new objects, then fly them back over to where I actually want them to be. HUGE pain in the ass when you're trying to place weapons/explosives inside small rooms and things like that.
  3. The thing about the whole camping/spawn killing thing though, is that while on Uncaged, controlling the elbow will pretty much win you 99% of games, there isn't a single spot on Pinnacle that's particularly difficult to counter. While it's true that you can see most of the spawns on the map from the low side of the big tower, this also requires a lot of guesswork and the landing pad aside, there's cover within a one or two second sprint from pretty much every spawn on Pinnacle. I've gotten my share of Killimanjaros from that spot, so I know it can be useful, but even the best players in that position still have to watch at least three different directions at once to prevent being snuck up on, and running up the front side of the tower is a complete blind spot. Again, taking away Pinnacle feels like punishing a skill gap rather than taking away an "unbalanced" map. If 343 REALLY wants to do away with unbalanced maps, why the HELL is Boardwalk still in SWAT?
  4. Current jackpot playlist is SWAT. I've already hit it twice.
  5. I think they may have just outright lied to us about Temple being in SWAT. I've played probably a hundred games of SWAT this week and it hasn't come up as an option once.
  6. It's not great as a spectator sport, but they'd be silly to not realize how huge of a draw Halo is for their events. Outside of Korea, I'd wager there's a LOT more Halo players than Starcraft.
  7. http://www.bungie.net/stats/reach/playermodel.ashx?rpis=Q7p1YhyKLrHoWcvNl9O8yw== Pilot with the first attachment/gold visor for the last six months or so. Sometimes I switch to fully upgraded Recon with black visor or CQB base with gold.
  8. If you think one betrayal should be grounds for booting, you obviously don't play SWAT. If I had a dollar for every time someone's strafed into my line of fire in the top hallway on Sword Base, sniper spawn on Asylum, shotgun tunnel on Asylum, top hallways/balcony on Reflection, etc...
  9. I guess what I was getting at was more or less that it removes that scenario that occurs a lot where someone will miss the head with their first shot, and then the person being shot at hits a headshot before the initial attacker can because their aim was better on the initial shot. I feel like ZB would take away some of the "make the first shot count every time" factor that SWAT has and make it more of a game of who sees who first, ie turning around on people who miss their initial shot would become a lot less viable. The short version is that yes, while it does force the need to be more accurate with EVERY shot, it takes away some of the importance of not firing until you are sure you will get the headshot first since every successive shot will be just as accurate and you're likely to take them out before they can spot you. Think about it less in close-range terms and more about cross-mapping. It may make spamming less luck-based in a close-range DMR duel, but in a situation where you're a good distance apart, it makes spamming preferable since every shot where the reticle is anywhere on their body will connect regardless of pace, whereas without ZB cross-map spamming is considerably more difficult.
  10. I played it for a good seven hours and didn't see Temple once.
  11. Yeah, I don't get it either. I've played plenty of custom SWAT games on The Pit, and it's great. The Pit is pretty much the perfect symmetrical map, it's already made, and it's definitely a fan favorite (I don't remember a time The Pit has ever popped up in Reach or Halo 3 on any list that it didn't get voted for), so why not toss it in there and see how it goes? I can't see anyone complaining about it. Just remove that stupid above-the-map spawn point for the SWAT variant, and boom, it's good to go.
  12. Temple in SWAT? Sweet. Now give me The Pit in SWAT. Come on, bro. Give me The Pit. And Lockout. Come on. Honestly I would've made objective variants more seldom though; I play SWAT nonstop and I think I've played any of the objective variants less than ten times total. No one ever wants to play them; we have Team Objective for a reason.
  13. I play SWAT pretty much exclusively, and I don't understand the logic behind this last bit here. I've played ZB SWAT in customs, and it's a LOT easier. ZB makes it much easier to get kills by simply spamming the trigger rather than timing your shots. The timing of DMR shots is usually the biggest deciding factor in who wins in SWAT aside from who sees who first (though in that case, it doesn't really matter if there's bloom or not as long as the guy who shoots first knows where to aim). ZB works in other game types, but I think it needs to stay out of SWAT for the simple fact that, like you said, it should be about who's the better shot; ZB seems counter-intuitive to that end as it removes the need to pace your shots. I know from experience that ZB SWAT on Zealot and Asylum is absolutely horrible.
  14. As someone who plays SWAT almost exclusively, I was pretty pissed off about this yesterday when I started playing Reach again. I hadn't played since about October (moved, didn't have XBL set up and everything yet, but I digress), and after an hour or so, I started to notice that oh, hey, I've played Countdown about six times in a row. Uncaged I can agree with being removed to an extent, but not without being replaced. There's THOUSANDS of Forge maps out there; you couldn't give us just one? How about a remake of any older map? Just off the top of my head, a few maps from older games that would be/are great SWAT maps - - Lockout - The Pit - Narrows - Wizard - Guardian - Battle Creek - Colossus - Foundation - Turf Most of those wouldn't even be hard to forge, and I am gonna go out on a limb here and say that good versions of them all probably already exist. Come on, The Pit especially would be a PERFECT addition to the list. Pinnacle, on the other hand, I completely disagree with. I understand that it's very possible to get spawn trapped on Pinnacle, but like everyone else has already said, Asylum is FAR worse in that regard. On top of that, being probably my best map, I can honestly say that there aren't many places on Pinnacle that are particularly difficult to counter. The low side of the big tower is the most easily defensible and reliable spot to camp on Pinnacle, and as someone who used that spot a ton, there are a ton of blind spots from that position. You're only really guaranteed to get shot at if you spawn on the landing pad while someone is in that spot, and even then, sprinting immediately upon spawning (which is something most SWAT players learn to do fairly quickly as the cardinal rule of playing SWAT is "if you stop moving, you die") greatly reduces the chances of them taking you out. Removing Pinnacle feels a lot like punishing a skill gap to me in the sense that the complaints against it are largely "these people keep using the same two or three spots to kill me and I can't figure out how to counter them, please remove the map from the list so I don't have to get better at the game", and that, to me, is really boring and really lame. Finally, we still have Boardwalk, which is a remarkably bad SWAT map. It's far too slow and labyrinth-like to function properly in what is designed to be a fast-paced gametype. Magnums on Boardwalk in particular is horrendously slow. tl;dr version of my two cents would be this - 343, if you're reading this, give us back Pinnacle, get rid of Boardwalk, and give us The Pit, Lockout, Battle Creek, or any combination of the maps I listed above. They'd all be great. Come on.
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