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Fosssil

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Fosssil

639

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8912

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25

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#1  Edited By Fosssil

The maps in this game are much better than the maps in MW2. Spawns aren't that great (especially on tiny maps like Nuketown), but the actual layouts of the maps are well-executed. Firing Range might be the best CoD map since Carentan.

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Fosssil

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#2  Edited By Fosssil
@withateethuh: That's true, but, alternately, it can be an advantage in the hands of a capable player. I guess in the grand scheme of things the randomness of a Care Package isn't game-breaking, but I'm still opposed to it in principle.
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Fosssil

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#3  Edited By Fosssil

Man, I hate when devs talk about intentional randomness in a favorable way. The whole thing about the randomness of Care Packages making the game more engaging for a player is stupid. You know what would make the game more engaging? Designing it to be a fair and consistent medium where players can prove their skill without a bunch of gimmicks and luck influencing the outcome. If I wanted a random number generator to determine if I won or lost, I'd go play Mario Party.

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Fosssil

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#4  Edited By Fosssil
@ptc: You can find it cheaper than $15, but even at that price it's well worth it. Definitely the best game in the series.
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Fosssil

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#5  Edited By Fosssil

I wish Bungie would make an arena map for this game that didn't include some stupid low-G space area. I guess they just expect us to make all of the good small-scale maps by ourselves in Forge World.

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Fosssil

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#6  Edited By Fosssil

I hate it. Normally I'm not opposed to bloom in shooting games, but Bungie really did a poor job of implementing it in Reach. The only purpose it serves is to limit the effectiveness of the utility headshot weapons (Magnum, DMR, Needle Rifle) at long range. In close to mid-range fights, it adds an element of randomness. The game would be much better if they would just cap the max ROF for all weapons and eliminate the bloom altogether.

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Fosssil

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#7  Edited By Fosssil

It's got a fair number of issues (the hideous no-bleed shield mechanic that leads to herp-a-derping, the effectiveness of spamming with the DMR, the terrible frame lag on certain Forge World maps, the broken mess that is Armor Lock, etc.), but even with all of the problems I'm finding it more enjoyable than Halo 3. Being able to actually cross-map someone with the DMR or Needle Rifle is fantastic; the fact that I can realistically kill an opponent from the opposite side of the map makes this game better than Halo 3. The thing that I dislike most about the game currently is the lack of quality ranked playlists. The current Arena formula is a terrible indicator of teamwork and encourages selfish gameplay, and being placed in the Onyx division isn't nearly as satisfying as progressing through the 1-50 rank ladder. Plus, I hate how I can go search for a game in a "Competitive" playlist and get matched with a bunch of guests. 
 
Aside from those few gripes, I'm enjoying the game immensely.

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Fosssil

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#8  Edited By Fosssil

The correct answer is Evade. All of you who are answering "Armor Lock" are part of the problem.

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Fosssil

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#9  Edited By Fosssil

I played a match of Sniperfight with some friends today to get the daily challenge for Firefight kills, and it is much more fun to play a full set even if it is more time consuming. Though, my bonus round was nothing but Hunters, so that part was lame. I'm more interested in playing today's other new addition, Team Snipers, but I might jump into Firefight more often now that they've made it more tolerable.

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Fosssil

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#10  Edited By Fosssil
@EvilTwin: Sorry for the late reply (didn't have a chance to get to my Xbox and review the film until now). Here's a quick breakdown of what I think you did right/wrong in the game you shared, and how to improve:
 
- 0:00: First mistake right off the bat was running to bottom yellow. Blue team always spawns 2a side on Sword Base to my knowledge, and Red team spawns by the health pack underneath Break Room. This is flawed by design and unfairly favors Red team (thanks Bungie!), so you have to make the best of it. Running bottom yellow to start is only really viable if you immediately lift up and nade around the corner to weaken any Reds who already ran up the stairs and might be waiting there for you. Your teammate in the game BAdams06 did just that, and managed to get a quick kill to start the game (though I wouldn't recommend charging in there with a Needler like he did). If you hesitate getting over to yellow lift you give them time to get set up and wait for you. In a game with Motion tracker enabled, you're pretty much dead as soon as you go up if you're playing a semi-competent team (again, thanks Bungie for such elegant and thoughtful map design /sarcasm). The best thing to do in this situation would be to run to the bridge at the end of the 2nd floor hallway, grab the Needle Rifle, and then push towards bottom Break Room. If no one is at the top of the bridge to fight you, then you can continue up to the Break Room to help pinch while your teammates push from Yellow, or you can drop down and grab the Grenade Launcher and lift up red vent to the top floor.
 
- 0:31: Lack of awareness right here. A Red guy drops down onto the bridge right next to you, and you turn your back to him. You should be able to tell that he is right behind because of your radar. Enemies above you appear as bright red triangles on radar, enemies below you appear as burgundy dots, and enemies on your plane appear as bright red dots. If you would have spun around to engage him as soon as he dropped, you probably would have been able to get the kill (though he had a Concussion Rifle, so maybe not). You should be able to tell his exact position just by seeing on your radar that he is on the same elevation as you are, and then intuiting that he could only possibly be on the bridge based on the map's layout. As you get more familiar with the geometry of the various maps and get better at reading the motion tracker, this won't be a problem.
 
- 0:50: Good idea being cautious when advancing up the Break Room stairs -- most of the time there will be someone camping up there.
 
- 1:10: Smart play to wait at the top of the lift for that assassination.
 
- 1:42: Not sure why you decided to let this guy live. Instead of finishing the kill after reloading, you just turned and walked away. I'm going to guess you were frustrated that you hadn't finished him yet after a full clip, but he was literally one body-shot away from dying.
 
- 2:20 - 2:30: You seem indecisive here about where to go. On Sword Base, you should always be trying to get to the top of the map. Pay attention to your radar and your teammates' callouts and then head to the highest part of the map that you safely can. Running back and forth between Low Bridge and Lobby for no reason isn't accomplishing anything (disregard this part if you were doing that in order to check if Sword was up).
 
- 3:02: Needle Rifle vs. Magnum doesn't go in your favor at that range. Smart of you to back down.
 
- 3:50: You should have probably won this battle, even though he had the weapon advantage, because you had a height advantage and got first shot. Your cadence with the Needle Rifle wasn't fast enough, and you simply stopped shooting for a few seconds after zooming out. Control of the bloom and quick aiming abilities will come with practice.
 
- 5:07: Unlucky. You get caught in a bad spot here. The only way you survive this is if you sprint straight to break room right after that first nade goes off and while he's still throwing the second one.
 
That's as far as I can review for tonight (have to write a paper and study for a midterm, unfortunately). Right now the only things that you are doing wrong are related to positioning and awareness, which will become second-nature with enough experience. Your actual gameplay skills seem very competent, and nothing really jumped out at me as needing much work. There's not a lot of pro player footage out yet, but If you're interested in watching/studying some gameplay I recommend you download the "How to Play Asylum" videos in Ogre 2's File Share. Hope that helps!