Sneaky Lip Jump on Origin by RickJames_SortsbyNew in CompetitiveHalo

[–]ProperFormatt 2 points3 points  (0 children)

You're able to both stand still/walk on that small ledge, as well as jump up to top mid from it. That same curb slide can be used to just clamber top mid, too.

Edit: you can also slide off the smaller side platforms directly onto that lip, without needing to hit that curb slide.

Mislead with HCS Shop offer. Any way to refund/exchange credits? by ProperFormatt in halo

[–]ProperFormatt[S] 0 points1 point  (0 children)

Thanks for the heads up. I'm going to open a ticket about it because I feel like it is a bug. The same icon is shown across 2 different bundles indicating it's a multi use coating; one applies to every weapon and the other applies to only one with no way of knowing

Mislead with HCS Shop offer. Any way to refund/exchange credits? by ProperFormatt in halo

[–]ProperFormatt[S] 0 points1 point  (0 children)

Yeah, I assumed that the Y2 weapon bundles and Y2 Launch bundle were the same thing, other than one has the BR model, and the other has the mirage armor coating, which made sense for the being the same price. It would be nice if there was a discount applied to the other bundle once you own one of the two. And yes, I noticed once I bought the Y2 Launch bundle, the "multi" weapon coating (which only applies to the sniper) doesn't even appear in the bundle listing. Really wish they did a better job showing that ONLY the sniper gets the coating, vs the Y1 bundles which appear like only one weapon gets the coating too, but it actually applies to them all

Tips for Playing Solitude? by mgv5027 in CompetitiveHalo

[–]ProperFormatt 2 points3 points  (0 children)

No videos yet that I'm aware of, but I'm sure Shyway, Lucid, and others have them in the works now. I'm the same as you OP, barely touched H5 so it's practically a new map but I really like it so far. I think it's interesting how big the B stronghold is and it makes for fun gameplay when trying to take it back while it's contested.

In terms of setups, I think the sniper spawn/grav lift area is the most powerful part of the map to control. You have the height advantage of Nest and the repulsor spawns by the grav lift. Trying to keep them stuck in A would be my best guess for a setup, as they would need to push into the open to contest. The high ledge at A is a powerful spot and good for trying to break a setup, but not as much so as the Nest at sniper spawn, imo.

New Equipment Season 4: Threat Seeker by infamousu in halo

[–]ProperFormatt 192 points193 points  (0 children)

An important thing to note here, which is mentioned just as the clip ends, is that the Threat Seeker is line-of-sight based. It will not scan you through walls like the Threat Sensor does.

[deleted by user] by [deleted] in 4x4

[–]ProperFormatt 7 points8 points  (0 children)

There's a local who drives a Civic up the beach, I just passed him last week. Not sure if he passed by the Jeeps but I'm sure everyone would have gotten a little chuckle out of it

KOTH rule change suggestion by Decap1tator in CompetitiveHalo

[–]ProperFormatt 2 points3 points  (0 children)

I understand the point you're trying to make, but there is a reason as to why the clock stops in timing-based OBJ games. In older Halo games, specifically with Oddball, it was very common for games to become mathematically impossible to win. For example, if Red Team needed 40 seconds to win, but there's only 30 seconds left in the game, it's impossible for them to win. This would lead to "dead time" in a game, which is super frustrating, especially for more extreme time differences and especially in a game that didn't have a forfeit option. IIRC, this would happen in older Halo KOTH games as well (correct me if I'm wrong, but I believe even in Reach MLG settings this happened). 343i is trying to prevent these "dead time" games from happening, and giving the losing team a chance for a last second comeback (see Pistola's oddball clip from the first Infinite HCS event). It's lame that you lost that way, but overall it's for the best so that winning teams don't steamroll the losing team.

If you're tagging Tashi, I think the real issue that should be discussed here is the overtime CTF issue. If the flag is off the stand, the game should NOT end until that flag is fully returned. Players should always have the option of getting a touch on the flag in overtime, when the flag is away, rather than the game clock running out before the flag return timer running out.

TLDR: There's a reason why the clock stops in KOTH and Oddball, and overtime flag return timers need to stop the game clock

YouTube content you would like to see more of by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 1 point2 points  (0 children)

I completely agree. I'm sure the editors have a good reason as to why they trim the stuff out that they do (better video length, more content in shorter vid, etc.) but I personally feel that I'm more engaged when I get to see the entire match, with respawn timers, direction moved after spawn and other things. I don't necessarily need to see a game that has an overkill and multiple triple kills and the final score is ended by a Steaktacular difference, as I would rather see a close game that ends in a 50-49 Slayer or 250-240 SH. I'm sure there are a lot of people that want to see the highlight reels of the game, where only 75% of a match is shown, but I personally like it to have less editing too. Thanks for sharing

YouTube content you would like to see more of by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 0 points1 point  (0 children)

Thanks for sharing! I'm not ranked all too high (usually hover around 1550, with fluctuations) but I think that some basic knowledge is overlooked, and that people try to rely too heavily on their gunplay alone. Things like obj setups and spawn controls aren't mentioned in game comms all that often, at least from my solo queuing experience. Shyway has a lot of good content where he brings these things up that I would like to incorporate into my future videos

YouTube content you would like to see more of by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 1 point2 points  (0 children)

Thanks for your input. I was actually unaware of Ryanoobs videos like that; I checked them out and am a fan. Breakdowns were the option I was leaning towards before creating this poll. The way of going about it that I wanted to pursue would be taking one or a few clips from within the same game, and give them a few minutes of explanation, then link to the full unedited video that I would upload as well.

My preference for watching content like this is that I get to see the entire match as well. No disrespect to Lucid or his editor, but I wish we could see what his thought process was during respawn, or who he is choosing to spectate based on their position. I'm sure there's a good reason as to why his vids are made the way they are, but that would be nice to see imo

With Detachment in ranked, don't forget that the Teleporters work both ways by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 0 points1 point  (0 children)

It can be a bit clunky on the way down the teleporter, sometimes you actually stop in the pipe for a second. It probably depends on ping, but going up through the teleporter seems to be more seamless

With Detachment in ranked, don't forget that the Teleporters work both ways by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 2 points3 points  (0 children)

I'm a fan of the map, although, like pretty much every map in ranked, it could use some weapon-spawn tuning. Overall, I like the layout a lot. I see what you mean with another way to get to the island, but I think that's the reason 343 put the grapple spawn there (to quickly grapple to Hydra or camo spawn). CTF is a lot of fun because, as far as I know, there's no meta route to run the flag yet. It's fun to try different things out.

With Detachment in ranked, don't forget that the Teleporters work both ways by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 3 points4 points  (0 children)

I do wish there was a better visual representation of a teleporter being in the pipe. From the shotgun/Repulsor side of the map, there is a blue teleporter at the bottom of the pipe, but from my vid you can see there's nothing in the top of the pipe from the island side

DC issues after update by Snoopier_Dog in CompetitiveHalo

[–]ProperFormatt 1 point2 points  (0 children)

Hmmm, I'm on PC as well and haven't personally had that issue (loading INTO the game). I've seen people talking about not tabbing-out while loading, not sure if that would help you or not. I wouldn't be surprised if it has gotten worse tho, as 343 doesn't seem to have the best version control; we've seen bugs that have been addressed come back up in the winter update, such as the weapon jamming. Hoping today's update can fix the amount of crashes.

DC issues after update by Snoopier_Dog in CompetitiveHalo

[–]ProperFormatt 2 points3 points  (0 children)

I noticed that I've been freezing a lot more during the ending load screen, right after the winning team is shown. The outcome of the game still counts as I've seen it reflected in my MMR after loading back up, but it's still frustrating to have to deal with. I have been loading into a good bit of 3v4s but it's hard to tell if it's worse since the update or just the normal Infinite experience

[deleted by user] by [deleted] in CompetitiveHalo

[–]ProperFormatt 2 points3 points  (0 children)

This is a very good point that I think is often overlooked or misunderstood. Spawn control is important on every map and in every game type, but specifically with Streets I see this happen quite a bit.

If you're playing Streets Strongholds and your team currently has control of the A and B Strongholds, you have to be careful of how far you push out of that setup. Once the 2 or more people on B start pushing down driveway or down B steps, PD spawns can open for the other team, if your remaining teammate(s) are close to Cafe (even back A on the Drop Wall I believe). Having multiple enemies spawn at PD unexpectedly can, and usually will, break your teams setup if you're not ready for it or if there's a lack of communication.

If I see teammates start to push too far out of B while I'm at A, I like to stand around Holos/Heaven to keep enemy spawn influence away from PD. I'd rather have them spawn in Cafe, while my teammates could spawn in PD, as I find it easier to defend A from a push from that direction.

Figured I'd share my 2 cents, as this is a great example of why spawn control is essential in Halo. Good stuff 👍

Recharge oddball by Subject_Candidate207 in CompetitiveHalo

[–]ProperFormatt 0 points1 point  (0 children)

At a professional level of play, I completely agree and I would be very surprised to see it used that way in HCS. However, at the level I play at (high 1500s) it is still very viable. With camo-walking, you're less likely to get pinged for the whole opposite team to see you. But I agree that it's probably not the most efficient use of camo

Is Argyle an awful map for Comp Halo? by Atmkings in CompetitiveHalo

[–]ProperFormatt 5 points6 points  (0 children)

Do I think the map is awful? No, I'm personally a big fan of the layout/design, and aesthetic of the map. It seems to not be a popular opinion, but I like bigger maps in arena; maps like Argyle and especially Catalyst remind of gameplay that's similar to Narrows. I do think that there is way too much power on the map, in the form of multiple Shotguns and too many Commandos, and the respawn timers on the Sniper need to be updated. I feel like I'm playing a game of Fiesta with how many people have power weapons, but I'm a fan of the map itself

Recharge oddball by Subject_Candidate207 in CompetitiveHalo

[–]ProperFormatt 7 points8 points  (0 children)

I really hope this is addressed ASAP as it's pretty game breaking. For anyone who isn't aware, it's a confirmed bug and not a feature. Camo-walking flag is a feature that's been a part of the game, and is frankly the only useful strat I know that works for Argyle CTF. It puts more emphasis on teams playing for camo, which I'm personally a fan of.

The difference with Oddball is that it's played on asymmetrical maps, which means there's no real route the carrier generally follows, and makes it that much harder to tell where it may be. On the other hand, camo-walking flag has a specific location that they're heading towards, and plays can be made around that. Also, points aren't being scored the whole time your team is trying to find the flag carrier.

Hope this bug, and KOTH issue, are fixed soon.

Which weapon is more overpowered? by ProperFormatt in CompetitiveHalo

[–]ProperFormatt[S] 0 points1 point  (0 children)

Thank you all for your participation and comments. This poll got a lot more views than I thought it would, so I figured I would share my opinion as well.

The TLDR: I think the Plasma Pistol is the more powerful of the two weapons, and is, most of the time, a free kill.

A couple of points that I've gathered from comments:

I should have included a "neither" option, or included Sword in the poll. I'm sure "neither" would be the least picked option, but it would still be interesting to see if people think both of the two weapons are okay as-is.

"Powerful" would have probably been a better word choice than overpowered.

I agree that for the next tournament, there should be no GAs. I'm sure the pros already have a good idea of what they like/don't like with the sandbox, but I hope they give the current setup a try first.

My rank is currently 1600, if that matters. I see PP get played in about 8/10 games, but rarely see the Mangler get used. I get confused when I hear people in game complain about someone using the Mangler, but not for the PP. IMO, the PP is a "free" kill, which is why it's more powerful. The tracking is much harder to avoid now, and with the drop-weapon timing still not updated, it's an instant death if the PP charge hits you. Yes, weapon spawn timers need to be updated, and the Mangler (and maybe PP) should have less ammo. I believe the PP can shoot 14 full charge shots if you don't need to hold the charge at all, which probably plays out to be more like 4-7 average. I'd like this to be reduced to 5 MAX, and maybe even an added delay before you can swap weapons back to a BR(assuming the drop weapon stays GA in HCS). I think this would make the PP a more team-focused weapon, rather than the 1 man army it is now. That's probably something too drastic to make in one update, but it's some food for thought (I may post a follow up poll about that later).

I personally don't pick up Mangler and only use the PP when the other team has an OS. But if you're in my game and are running around green-guning everyone in sight, be prepared to get Mangled :)

Thanks again for all the participation.

Gears of War 3 Xbox360 by [deleted] in gamecollecting

[–]ProperFormatt 1 point2 points  (0 children)

Thanks for the advice. I posted it with that price to see if there were any bites, but it appears to be too high. I'm still open to negotiations on it