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2/19/2011 12:23:27 AM
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Bungie Weekly Update: 02/18/2011

All present and accounted for. [url=/news/content.aspx?type=topnews&cid=30705] click for full story [/url]

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  • I totally back that. In this argumentation I only think of Team Doubles in Arena. The Arena ranking has several advantages: 1) Well-practised players tend to play the Arena more often which is more interesting for other well-practised players. And since you can not lose anything in Competetive playlists, you'll play against random teams which is quite boring. 2) Adding Slayer to the gametypes is rather problematic. The key to win is as you know to be in possession of the power weapons. This means that the team of two with the power weapons has an enormous advantage against the players who only have an automatic weapon and a pistol where otherwise had been a DMR. The chance of winning is decreased and equal opportunites are gone. The first team with the PWs is almost unbeatable. 3) The thrill behind every game fades with the conscience it is just another Competetive game. Like in sports it is way more interesting if there is something to win or to lose. Competetive games give this thrill just inadequately. 4) Adding Swords (and Hammers) is pointless in a way. Players who use the Shotgun have an advantage against players with the Sword because this weapon needs direct contact to be lethal. The Shotgun does not. So the teams (on Countdown for example) will rush for the Shotgun and leave the Sword behind since it has no chance against it anyways. And even if both weapons were equally strong it would just take away the advantage of the Shotgun you just picked up. This in fact is not really problematic but that two weapons cancel each other out. On Powerhouse for instance are several PWs which is totally okay since there are various types of those. 5) Players who lose tend more towards leaving the game because the punishment is not as bad as it was in the Arena. 6) The fact that you play against more random people (meaning not well-practised or tactically-unorganised players) is not encouraging to play tactically on your own. And for some people Halo: Reach is choice number one in videogames because it has an excellent weapon balancing system which forces players to fall back on tactical loopholes in case you want to win. This balance is endangered and your own game behaviour might get untactical on its own. 7) Too many changes on one blow might alienate players from their game. Gaming habits are suddenly not their anymore for when gametypes are changed. (As it happened to myself, since I played 85% Double Team in Arena) I hope my English was understandable. -eight5

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