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iCaPWN3d

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Posts posted by iCaPWN3d

  1. Actually both are correct but overlooked another issue that has been plaguing the Live system since Halo 2....... connection and host. The wat Live determines host is not a very well thought out component of the logistical Live operations. Live in matchmaking picks hosts based on their current at the moment connection speed and stability. Majority of the time,.someone with a half assed connection gets host. This leads to horrible lag or said host being kicked from the match. Same goes with other players. Quite a few times in the past month I was kicked from Live and trust me....my connection is as stable and fast as it gets. When I am not on Live my home server hosts 3 dedicated servers for Halo.1 pc, 1 Halo 2 PC server, a Crysis 2 server, MW 1 server and a teamspeak channel. None of my server regulars have ever reported an outage or lack of service. So if my simple home server can do all that at once on a phenom x3 platform, why is the Live service struggling to keep up? They put tons of money and hardware behind the service and matchmaking. Really makes you wonder....

    I agree. I'm no network engineer but I think when a player who has low upstream bandwidth gets host it creates a higher ping between the other players which then causes the game to lag. So wouldn't it help if they used a dedicated server application that collects and distributes data to players rather than having an in-game server/host?

  2. I am really laughing as I type this. Look guys, it is obvious opinions are flying around here. No doubt feathers are getting ruffled. Even though you make me laugh iCaPWN3d, try to keep the tone, well......I don't know, more pleasant but with the same bite. I have seen your record and your numbers. They are impressive. With your skill and knowledge of the game you could add a lot to this site if you were less combative. I really hate to see you having a negative reputation, which you may care less about, because I do like your OP's and opinions.

    Ok. Twinreaper I'm sorry about our little squabble, will you please be my friend?...

  3. OK Twinreaper no one cares what you have to say, you don't even play the damn game. Look at your record, you have no experience with the Halo community.

     

    -What's the highest you got in Halo 2... a level 5?

    -And your rank in Halo 3?... a captain with shame bars?...

    -Halo Reach has been out for an entire year and you have 1200 kills with a negative k/d... good job.

     

    You're just a little nubcake with mickey mouse opinions.

    Take your head out your ass, you're full of yourself.

    • Like 1
  4. I dont see the problem you have with bloom....

    A noob like you will spam and get kills with random luck, simple as that.

    The outcome of a fight should not be determined by luck, it should be determined by skill, accuracy, headshots, etc...

     

    With 0 bloom, if you're good at getting headshots you will most likely win you're DMR battles.

    (The more experienced player will come out on top)<--- How Halo has always been until Reach.

     

    i saw halo3 as flawed and when i played reach in the beta i fell in love.

    You're an idiot.

  5. Yes you're correct, in firefight you do receive a lot of credits for commendations and that's fine and dandy. Basically all I'm trying to say is... well I'll just give an example:

     

    In a MM game of Reach, lets say in a 10 min game of Team Slayer where Red Team beats Blue Team 50-10:

    - Red Team gets 3,000cR with an additional 500cR for winning.

    - Blue Team gets 3,000cR.

    Right now in Halo reach the credits you get for "game performance" is so miniscule and pointless.

     

    What should happen:

    - Red Team gets 5,000cR.

    - Blue Team gets 1,000cR.

     

    Individual players should also be rewarded more credits for their kills/commendations in each game of MM.

  6. I'll try to keep it short and I hope someone from 343 comes across this or is already aware of this problem. As I'm sure most Halo trilogy fans will agree with this, one of the major issues with Halo Reach and basically why it was such an epic fail is the "time is credits" leveling system. Players must be rewarded for how they play not how long they play. Players must be able to de-rank, this sorts out the good from the bad. Also, players who win matches or who do well in matches should be given more experience than those who lose or do poorly, this will give the game a more competitive/addictive experience. With Halo 4 it is imperative that you implement a ranking system that reflects a players skill, if not the games population will slowly wither away in time and suffer the same fate as Reach.

     

    And just so there's no confusion I'm not saying Halo Reach is entirely ****, the visuals(modeling, effects, animation, etc...) are absolutely amazing and the story was also good. Bungie just made a lot of stupid mistakes with the main engine, the programing side of things, the leveling system, and other things like armor abilities and bloom which I don't want to get into right now cause then i'll have a bunch of bungie fan boys telling me how they love to use armor lock and spam with the AR.

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