(cont'd) Skull drop means that long-range kills are more likely to benefit the other team. I think every game of headhunter I have ever played in or seen has ended by someone just getting lucky in the right place at the right time. Fix in patch, plz.
Hot Potato was a gametype even back in the Halo: CE days. How it has survived that last 10 years, I'll never know.
Why do YouTube comments have character limits? What is this, Twitter?
@Asky31415 Yup. In Reach, unless you're playing flag, bomb, or Slayer on certain maps (Reflection, Sanctuary, Cage, etc), map control is irrelevant entirely. Tempest slayer is a perfect example of why Bungie's new dynamic-tard spawn system is completely broken.
Perhaps if it were based on banking your kill streak and you could only bank once per unit of time and the destination was equidistant from each team, we might have ourselves a good gametype. But skulls and FFA mentality make a fail...
It's sad, because the idea has some merit. An objective gametype with more emphasis on slaying? Sounds interesting. It has the potential to make interesting strategic decisions possible; should I bank these skulls or try to just get a few more? Like other objective gametypes, it has the potential to reward good teamwork rather than individual skill. This is just not a good implementation of it at all. Moving hill means map control is irrelevant.
I've played you before. My gamertag is "Yes I'm Adopted"
DarkSpireCorporation 1 week ago
@DarkSpireCorporation Cool dude!
thubigcheez 1 week ago
(cont'd) Skull drop means that long-range kills are more likely to benefit the other team. I think every game of headhunter I have ever played in or seen has ended by someone just getting lucky in the right place at the right time. Fix in patch, plz.
Hot Potato was a gametype even back in the Halo: CE days. How it has survived that last 10 years, I'll never know.
Why do YouTube comments have character limits? What is this, Twitter?
Asky31415 1 year ago
@Asky31415 Yup. In Reach, unless you're playing flag, bomb, or Slayer on certain maps (Reflection, Sanctuary, Cage, etc), map control is irrelevant entirely. Tempest slayer is a perfect example of why Bungie's new dynamic-tard spawn system is completely broken.
Perhaps if it were based on banking your kill streak and you could only bank once per unit of time and the destination was equidistant from each team, we might have ourselves a good gametype. But skulls and FFA mentality make a fail...
thubigcheez 1 year ago
It's sad, because the idea has some merit. An objective gametype with more emphasis on slaying? Sounds interesting. It has the potential to make interesting strategic decisions possible; should I bank these skulls or try to just get a few more? Like other objective gametypes, it has the potential to reward good teamwork rather than individual skill. This is just not a good implementation of it at all. Moving hill means map control is irrelevant.
Asky31415 1 year ago
@RayWilliamJohnston WE NEED YOU! No really. Plus there are some pretty fun Invasion gametypes now. Please!!!!!!!!!!
thubigcheez 1 year ago