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Old 12-15-2008   #11 (permalink)
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Great post, Deathstar. Really appreciate what you're doing for the community here.


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Old 12-15-2008   #12 (permalink)
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To use mauler effectively you need to be at pretty close range. That said, mauler and magnum will not be a strong combo as mauler beatdown is just as good if not better. Plasma pistol magnum combo howeverr can be very strong since they would have a good range. This fact isn't really a big deal as it would be the same as plasma pistol then swap to BR. The fact here is, most good players do not dual wield. Most pro's do not dual wield. Just because the weapons have the ability to be carried and shot at the same time does not mean people will be running across a map to get each of those weapons. So like i said before, dual wielding is possible but frowned upon in MLG. Make sure when trying to use these kinds of weapons on your map that it plays well. Don't just lay out weapons cause you can.
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Old 12-15-2008   #13 (permalink)
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For a while there I wanted to place pistols on Shadow ... my recent every for the MLG .. I'm debating about putting them back in ..because of the 24$ left in budget...
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Old 12-15-2008   #14 (permalink)
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I just wanna point out that forge grav lifts and man cannons aren't really accepted in MLG since you can't do what Bungie does with the default in-map lifts and cannons where they land you the same no matter what angle you jump in from. Basically players don't want to fall short or fall over the edge and die just because they jumped into the lift from slightly to the left rather than straight on.

If you build a tube lift that plants them in the same spot every time, that should work, but don't build a lift that can easily fail if someone enters from the wrong angle.


And the reason Plasma Pistol/Magnum is better than PP/BR is because you can PP them and headshot with the magnum faster than switching weapons to a BR.
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Old 12-15-2008   #15 (permalink)
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Quote:
Originally Posted by Ladnil View Post
I just wanna point out that forge grav lifts and man cannons aren't really accepted in MLG since you can't do what Bungie does with the default in-map lifts and cannons where they land you the same no matter what angle you jump in from. Basically players don't want to fall short or fall over the edge and die just because they jumped into the lift from slightly to the left rather than straight on.

If you build a tube lift that plants them in the same spot every time, that should work, but don't build a lift that can easily fail if someone enters from the wrong angle.


And the reason Plasma Pistol/Magnum is better than PP/BR is because you can PP them and headshot with the magnum faster than switching weapons to a BR.
This post is completely off the topic of this thread. This thread is discussing weapons/powerups only. I'll dig deeper into objects in a new thread if support is there. Also the part in bold is debateable especially at longer ranges.
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Old 12-18-2008   #16 (permalink)
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Originally Posted by DeathstarsOG View Post
-Energy Sword/Gravity Hammer:
While the sword has been weakened since Halo 2, it is still considered an overpowered close range weapon that requires little skill to operate yet capable of a one hit kill. The gravity hammer follows suit as it is just as powerful as the sword but has a splash damage to where you can get more than one kill per swing. Both of these weapons don't only create a no skill kill gameplay, they also promote camping. If peoplpe are wondering what i mean by camping, i'm stating that strong close range power weapons can be used to camp around corners and tight opening for cheap kills. While it may be acceptable in Matchmaking, MLG prefers not to participate as it slows down gameplay. These weapons were once in MLG for Halo 3 but were quickly removed.
Ya i hated trying to kill the sword guy but it was fun to BXR the guy (refering to H2) and its not that hard to kill a Mauler close range. Ohh PISTOLS FTW!! i have a dope vid of where i out gunned a guy..Me PISTOL, him BR; On Pit Im in Long-Green, Hes in training XD
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Old 12-31-2008   #17 (permalink)
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Is there any way this could get stickied? There are way too many people posting MLG maps that don't fit MLG standards.
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Old 12-31-2008   #18 (permalink)
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Is there any way this could get stickied? There are way too many people posting MLG maps that don't fit MLG standards.
definitely sticky this. Almost all the MLG maps i see posted break the standards like 50x

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meh... i dont see whats with the hype of the BR.. it ruins MLG.
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Old 12-31-2008   #19 (permalink)
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Yeah Deathstars thanks for clearing up some of the misconceptions that go along with mlg maps. One thing to clear up a little, the AR technically was the halo 1 starting weapon but since you spawned with a Pistol secondary everyone with a brain playing mlg would immediately switch to it. And the main reason the sword was removed was because in halo 2 you could switch to it and use it immediately making it a close range power weapon, but in halo 3 with the delay the only real use for the sword is hiding around a corner with it already equipped.

I really like how you cleared up the whole red OS thing along with the weapons, what I heard KC (the mlg gametype designer for those who don't know) said that there is no real restriction on what can't be put on a map ***so long as it works so for the time being you essentially eliminated the items that will probably never work for competitive play.

A sticky on this would be nice.

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Old 12-31-2008   #20 (permalink)
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This was a good idea and gives a lot (and I mean a lot) of information. However, the assault rifle isn't just a spray and pray weapon. You can tap the right trigger and it makes the bullets more concentrated so it will kill faster. Also, spikes aren't really random, they just blow up in a wierd way. They blow out of the skinny end so if its stuck in the floor, it will blow up. If it is diagonally in the floor, it will blow up diagonally, or a wall, it will blow up horizontely.

I would plus rep you but we can't.

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An obstacle course that has never been done before. Features jumping, driving a mongoose, and pushing a ball. Three levels of difficulties for each feature, easy, medium, and hard.
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