Blackninja Le physique n’est valable que pour les consoles rétro non connectées à internet tout le reste c’est du vent faudrait que les gens se fassent une raison en 2024 (il y a 9 Heures)
CraCra Les PATCH c'est un autre problème (il y a 10 Heures)
reneyvane @CraCra: Je ne connais pas une seule réédition en boite compilant un jeu & ses DLC qui n'à pas au moins un ou deux patch : Cyberpunk & TheWitcher3 notamment. (il y a 10 Heures)
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Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
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Oooh, Profound, isn't it?
AL shines, though, when it is used in a team setting. Not team games, but team setting. If a group of guys has someone skilled at AL and you stick together, yeah, it can be hard to break...
Unless you are playing on a team yourself.
Lone Wolfs are gonna hate Reach. Woot!
Pwn'd by Phaethon360.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
I'm talking about AL being used to maximum effect, the only environment that matters for balancing. The fact is, that someone using it to maximum effect will only use it briefly to get an advantage without giving up mobility. There is no apparent trade-off or limit other than the duration (something all AAs have in common). You get something for nothing, just like the equipment in Halo 3 works. AL should either drain your own shields, only be usable once per charge or have a fixed duration.
And Acert, you have to come up with something better than listing other AAs as "disadvantages". That way you can construct the most OP AA and say, hey at least he can't fly. And something that can be countered by itself? News at 11.
As for the rest. If you get yourself killed by an invisible corner hugger it's your own fault. You have a radar, use it. And I don't use any other AA other than sprint/evade. It's simply the only way I can have fun with this game.
But as for other AA advantages, you do realize by picking AL that in combat exchanges you are giving up the other abilities, right? You sound as if that is a "duuuhhh" statement but it doesn't seem to be computing, so I will put it in more detail: Your special ability with AL is to freeze yourself. Wow, sitting target! Now you go to fight... oh crap, everyone has a productive AA that benefits them in encounters. Me? Nuttin. Unless I want to sit here, frozen, and allow others to toss nades at my feet.
Maybe it is because I am good, or maybe I enjoy easy cheap kills, but when I see AL I see "free points!"
I have seen it used effectively by a few people, and when coordinated as a team effort it can be a tactical advantage. But it definitely isn't over powering. They are immobile, defenseless players!!! Time a nade, pull out your pistol, and head shot them!
Again, they cannot move and they cannot shoot. How is that not a huge disadvantage? And you are giving up abilities that ACTIVELY help you in combat. Being able to SPRINT or FLY is a HUGE advantage in combat. You give up those abilities by picking to be a bump on a log.
A bump on a log that pretty much is a magnet for idiot players who try to get too close. Why not just stand on nades while you are at it or give people free melee kills? Personally I think AL is the weakest of the AAs and only effective when used with a good group of team mates.
Pwn'd by Phaethon360.
As far as I know there are ways to tell where the invisible guy is, just by looking at the radar. I have no way to confirm it right now, but the jamming plane should be circular, and that generally gives you a good idea where he is.
You're right about the arguing though. It is pointless, I'll stop right here.
edit: One thing though: Acert, that's a screwed way to look at it. You gain an ability, you don't give up the other 3 since that's never your choice.
They already said the emp burst plus transition time in and out is going to be tweaked in addition to melee speed and recovery.
But regardless, if a player keeps standing next to somebody with armor lock and is repeatedly getting punched in the face game after game or multiple times in a game, I think it's a bit rich to blame 'balance'.
http://twitter.com/deftangel
I used to love doing that.
Artificial intelligence is no match for natural stupidity.
If you get yourself killed by an invisible corner hugger it's your own fault. You have a radar, use it.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Everything is perfect. I wonder why they even bothered having a beta.
I used to love doing that.
And likewise, just because AL is less popular than other AA, or just because it takes more skill to deploy properly, doesn't necessarily mean that there's no issue here.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
And likewise, just because AL is less popular than other AA, or just because it takes more skill to deploy properly, doesn't necessarily mean that there's no issue here.
I'm not making any wild sweeping claims as to how balanced Reach is at this point. Quite the opposite, it definitely has a more unfinished feel then the Halo 3 beta. But the vast majority of the "under/over-powered" arguments I've read are to me thoroughly unconvincing.
For me, there are plenty of things that need to feel better to use but I've not really seen anything that's made me sit up and think "that's so getting nerfed". Closest thing to it would probably be the range on the Hammer, which is very high and it seems to lack the effect where it pushes players you don't quite get away from you. That said, I'm unsure whether it's supposed to be a power weapon or not and I've not found it to be an aggravating issue in any of the games I've played. (i.e. in an Arena match on Powerhouse, I've not seen a trend for rushing the hammer or assume I'm screwed if my team didn't get it.)
http://twitter.com/deftangel
Also feel it is very, very incomplete. The combat seems to lack a visceral feeling and the gunplay offers little feedback. I hate to power weapon horde, even hate map memorization and weapon spawn camping more, but Reach outside of Generator defense felt a LOT like this. (I loved my couple play throughs on Generator Defense).
Bungie did a good job, love the AAs, graphics are a step in the right direction... but for pure MP Reach needs a lot of tweaking and refinement. Still a good game, but for it to be great in its own right, and not just living off the 4 letter name, it really needs to be refined both in terms of gameplay and UI/Feedback.
Bungie really could learn something from DICE and IW in terms of feedback to players though.
Pwn'd by Phaethon360.
Bungie really could learn something from DICE and IW in terms of feedback to players though.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Some of the weapons feel visceral and some do not. Grenades definitely do! The DMR needs a lot more work to feel good to use.
http://twitter.com/deftangel
I am sure those ideas will get some fuming ;)
Pwn'd by Phaethon360.
I do like generator defense a lot though, I'm just worried about that game type not having enough good maps. We'll see I guess.
I am sure those ideas will get some fuming ;)
http://twitter.com/deftangel
Pwn'd by Phaethon360.