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NotNoobNorPro

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  1. To die, i take a short burst of any automatic wep, saw being like insta kill, while in my hands an enemy requires a near full clip (near half clip of saw). i take literally a few (that means 3) needles to boom, but in my hands it requires a near full clip and at times the start of the second clip for the enemy to boom.. sticky grenade vac themselves to me from landing anywhere near (and sometimes not so near) me, but when i throw them they literally go through enemies. shooting someone does NOT slow them, but freezez me. Ramming someone at times does not kill them, but derails my ghost. some occurences get obviously messed up. like meeting someone crouched around a corner coming out of camo, we both have UNSC shotguns, i fire, his shields shine a little, he fires without either of us having moved closer, and i die. hit someone with a splaser, then a melee. i died, he lived.... hit a guy with a rocket...no sweat for him. headshot with a railgun, but he's okay folks. the list goes on and on and basicly what it amounts to is, they all take half damage from me, and i take double damage from them. of course i know thats not actualy happening, but something is way messed up with MM so that all the communication is delayed. i dont know if its just me (i doubt it) but at any rate ive had enough of it. the game kills me well above 90% of the time i die. besides all that theres huge issues with spawning, and cheaters, and all in all this is the end for me :/ just snapped my copy and said goodbye to halo forever. peace out hope things improve for everyone (i know everyone has issues of some kind or another with H4)
  2. then that cant be whats behind this for me, since mine is already closed. im assuming closed and strict are exactly the same....
  3. i think this is the wrong way to go, simply because PV having so much focus on "hey theres a boltshot" doesnt make sence IMO. i think they should simply cause the boltshot to require fully charging until it auto releases, in stead of allowing for release within that half second or so window of "prongs" fully spread. being able to release after only half the charge period, or any time from then to auto release, is what makes the wep OP. if its burst only releases upon the auto release, however, it becomes perfectly balanced
  4. closed? as in strict? cuz mine already is strict. i actualy thought it was better for it to be open though.... do you mean you opened it? i dont understand NAT as well as i should :/
  5. NotNoobNorPro

    Boltshot

    oh oh oh boltshot again. ha in the last thread i defended the boltshot as being balanced. i still think it ismostly so, though i discovered something about it i didnt know..... lol you can release its charge as soon as the "prongs" are spread i thought it only released from its auto release. being able to release it at will during the brief but critical time period in which the "prongs" are spread actualy makes a huge difference with this wep, and i think if anything that needs to be taken away so that it only releases its burst when you hold it till it auto releases. once relizing the timing of it i became able to kill with it waaaay to much, i have to say. at one point a was pinned down by all 4 of the enemy team, but i happened to make it around a corner, and managed 5 quick kills before someone finally got me :/ (lol at insta spawn) to be clear, everything else about the boltshot is balanced, but that half second or so in which you decide when to release the burst makes ALL the difference and does boost the wep to becoming OP, since it makes aiming it a cinch, and it also allows you to go from nil to burst before anyone can react properly to its distinct sound
  6. so i have a question i suppose. its regarding circumstances ive been noticing more and more of as of late. basicly what should most definitely kill an enemy randomly decides to have little effect, meanwhile what i should most definitely survive kills me with ease. its like...everything on the other players side data wise (whenever this type of thing is happening) is taking priority, meanwhile mine is literally being ignored...or something. examples being things like, hit enemy with point blank shotgun, no effect. hit enemy with railgun shot...to the head, no effect. hit enemy with ghost...at full speed...no effect, except that my ghost is flipped/stopped/derailed. hit very nearby enemy with rocket...nothin. and my all time fave, hit enemy with splaser, then melee, no kill (he was NOT in a vehicle nor had overshield BTW, i am certain). aside from much much more of this kind of thing, if a sticky grenade lands anywhere near my, it just about always hops back up off the ground and onto me. but if i'm throwing it, it literally goes through the enemy at times. also, if i shoot someone whos running they just keep going. if i'm shot i still get the usual "i'm a giant snail on weed" effect. anyway, any ideas as to what this could be? theres never lag spikes during these occurences, so i doubt its that. a pat of me is wondering if this is just stuf that has always happened but ive never before noticed, but another part of me feels people are making the networking data one sided somehow........or something (i'm not tech savy in the least)
  7. the crimson dlc isnt that great except Harvest is truly superb IMO. as for old maps i would like to see lockout and guardian, but they would need to be scaled up in size to accomadate h4
  8. scatershot does seem to deal damage randomly, which gets me killed alot when using it, because it for some reason hates me and always gives me the lowest power shots lol UNSC shotgun just owns though. its fire rate is slower, but you know its a 1 shot, whereas the scatter fires something like twice the speed, but may randomly decide to be a 4 shot kill
  9. when in my hands, i love it. when in enemy hands, i love hologram xD
  10. i also prefer storm rifle most of the time. i did testing with a friend point blank, both firing simultaniously, and what i found was the storm rifle beats the AR power wise, while the suppressor beats the storm rifle power wise. its just that the suppressor's spread goes whack so fast you have to be very close to really get the shots. storm rifle is also risky in a way, in that if it overheats you are screwed, and it does overheat just shortly after the time required to kill if you hold fire with no release, but i still prefer it for the damage output. another very slight advantage is that its the quietest of the three xD
  11. theres also the flipside of being able to splatter your teamates. you would need to take that away too in order to make it completely friendly fire free. personally i think lack of friendly fire is unrealistic to the point of horrendous stupidity, and yet i know from pre h4 just how abused friendly fire was :/
  12. too much for lazy me to read thoroughly, but just from skimming i have to say scope out when shot was always just a bad aspect of halo and im glad its the way it is now. but as far respawning, dear god you are right on the money there. with insta spawn there is no point of the game where i feel like me and my team have a stratagy, because even if you pull off everything required to take out the other team and steal whatever holdout area they are in, it suddenly becomes aparent that your 4v4 battle is actualy just a 4v8 battle at any given time. soooo many times ive gone againt 4 people, seeing them RIGHT THERE, cleared out 2 or 3 and as im about to kill the other 1 or two their respawning teamates ASSASSINATE ME. keeping in mind all that happens within a few seconds, its unnacceptable another aspect of insta respawn is how it punishes you for killing the enemy. like sometimes im lonewolfing for a sec to take out a stragler or camper, but as im running to him my teamates kill the other 3, placing me very suddenly 1 v 4.... thats REALLY bad game functionality fail
  13. flood is prety glitchy from my experience with it. ha last round i played i started as spartan while the start timer was counting down from 10, then when it hit one it swicthed me to flood. i had a free 9 seconds of survival time on the points chart because of it xD lol
  14. i thought that perk was only supposed to give you a few seconds heads up anyway. a few seconds can give you the advantage, but it wouldn't make sence if it gave you enough of a heads up so you always got the ordinance drops first. i think thats just how the perk works, from what ive read at least, though i dont actualy have it myself
  15. the reaction time point was taken from memory of a reaction time testing site. i suppose i should have actualy quick checked with a google search and found a more deffinitely accurate source, considering my memory may be inaccurate, but oh well....still, i believe average reaction time was around 0.2-0.3 seconds, and that was my basis for posting such.
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