Halo Out and COD In at Major League Gaming, but Why?

This article from Forbes by contributor Paul Tassi explains in part why Halo is out of MLG.  After the text below, I add my own commentary about a portion of what is stated in the article.

Text taken directly from link:

Today we got word that confirmed what most already knew, with Halo 4 now dropping out of rotation as an eSport in MLG’s Winter season, Call of Duty: Black Ops 2 would likely be in.

That is in fact the case, and it’s odd as the two games have generally been featured side-by-side for a while, at  least in their past iterations. Halo has been an MLG staple for years now and many are wondering why it would be left out in the cold  while Call of Duty stays.

There’s no official comment from Major League Gaming as to why Halo has been dropped, though it’s been mentioned that Microsoft signed an exclusive dealwith Virgin Gaming giving them access to the game over MLG. But that’s likely not the only reason. In reality, competitive Halo just isn’t what it used to be.

Recently, Halo games have become increasingly less viable as a competitive title at the highest levels. Starting with Reach, the inclusion of armor abilities like jetpack and armor lock changed the game in fundamental ways that were too big to ignore.

Halo 4 went a step further. Though they scaled back a few of the armor abilities, they still exist and mess around with pivotaly important parts of competitive Halo like line of sight. At top levels, players used to know where anyone could be on a map, where they could hit them from, and where they were likely to run to, but give them a jetpack and suddenly all that knowledge goes out the window.

The real problem with Halo 4 is that it introduced more randomness than ever into multiplayer gameplay. That might be perfectly fun for regular players, many of whom were proud to announce “Halo was back!” with last year’s new game, but it’s vastly different from how Halo used to function for pros. Everyone formerly had the exact same loadout to start with, and everyone knew exactly where the best weapons were scattered around the map, along with how often they respawned.

All of that is gone in Halo 4. Loadouts are completely customizable with no way of knowing what kit your opponent has. Secondary weapons have proven overpowered with one being the equivalent of a pocket shotgun from the start. But most disruptive has been the fact that now weapon drops only exist in the levels as random occurrences. You cannot predict where and when these items will appear, but they can dramatically swing things in the favor of whichever team is lucky enough to be near them.

The game also introduced killstreaks, not necessarily a bad idea unto itself, but worthless for competitive play as the available weapons you’re allowed to call in are also random. You might get five kills and be offered a plasma grenade or a speed boost, while your opponent might get a one-hit kill sniper rifle or a world-destroying rocket launcher for the same amount of kills.

All of this works fine for normal players, and Halo 4 multiplayer is a  decent amount of fun. But at the highest levels of competition, you cannot have that much randomness in a game. And without easy ways to revert things back to the way they used to be, there’s really no getting around this for competitive players. That’s why there really isn’t all the much of a competitive Halo 4 scene period, as its players have moved on to other titles. With all this in mind, it absolutely makes sense for MLG to drop Halo.

Randomness just doesn’t work at the highest level of skill in a game, any game. Imagine if in soccer players were randomly granted a free penalty kick once per game, or if in baseball it sometimes took four strikes to be out. A level playing field with universal rules is necessary, and Halo lost that with a myriad of changes. It still might be a good game, but it’s no longer a viable eSport in its current form.

Why is Call of Duty sticking around? Well, that’s where barely changing over the years works to its benefit. The updates to Call of Duty have largely been cosmetic. There are new guns, levels, killstreaks, perks and so on, but relatively little about core gameplay has changed, at least not to the degree which has happened with Halo. Pro COD players take a month or so to adjust to the new tweaks each year, and don’t miss a beat most of the time. But Halo  players found they couldn’t do the same with new iterations of the game.

Black Ops II joins League of Legends and one unannounced title for the Winter MLG season. It’s sad to see Halo go, but perhaps it may someday rise again on the pro circuit.

End Copy/Paste

Now I’m no fan of MLG, however there were some points in the article that struck home with me.

“Everyone formerly had the exact same loadout to start with, and everyone knew exactly where the best weapons were scattered around the map, along with how often they respawned.”

This by and far is the statement that sums up most people’s displeasure with Halo 4. It IS the core of what Halo gameplay is all about. Halo 4 completely changed that. There is now way too much randomness and it hurts not just those MLGers, but even less competitive folks like myself. I absolutely hate getting rocketed out of no where. I’ve said before, power weapons should be a TIMED MAP SPAWN ONLY weapon. This is part is why I don’t play anywhere near as much multiplayer (War Games) as I have in past Halo titles.

Such randomness takes away tactics. Yes, I get that 343 wants even noobs to have a chance. Um, hello, with respect 343 (and I mean that), Halo has never been about noobs. Reach helped noobs with some of the armor abilities. However, power weapons still had specific locations and specific times when they would spawn. This creates tactics. Knowing when and where to be for power weapons sets a team up for a better chance of winning. It creates an atmosphere of teamwork. It brings friends together to play for fun, as a team, use tactics, and win.

Halo 4’s randomness with power weapons, especially as PERSONAL ordnance drops practically kills those things. Is this just something I’ve made up? No way! I’ve been playing Halo for many years now. I’ve played with many friends and gaming groups in a team atmosphere. While I’m just an above average player, I knew when and where power weapons would drop. I’d call them out and as a team we’d descend upon those locations. We had certain tactics for certain maps that worked a vast majority of the time. This enabled us to win.

Okay, so what is 343 doing then address these concerns? They are finally making a ranked playlist with power weapons drops, NO Join-In-Progess and some other important tweaks.

Say um, could you do that to regular matchmaking too? I don’t really want to HAVE to go into Ranked playlists to play Halo in the gameplay style that it’s been known for ALL THESE YEARS. ‘Fess up 343, you kinda screwed up Halo’s gameplay. You have the tools to fix it. DO that across the board and I think you won’t just see the game population decrease, you’ll see people come back. Maybe MLG will care again, maybe they won’t. As for me and my circle of friends, we’d welcome these changes to all of War Games, not just ranked playlists.

Respectfully,
Sal

I know I’ve been quiet today, but…

I’ve been working hard to get the Spartan Ops Episode 6 comic book done. I’m about 75% of the way done with it. It’s going to be about 28 pages. I’ve changed some graphics and am looking to have a somewhat different look for the Spartan Ops comics going forward.

This is a learning process for me and you folks get to benefit from seeing what it was from the beginning up until now and in the future.

Thanks for your patience and I’ll have some stuff to blog tomorrow, and maybe just maybe Episode 6’s comic will be done. Maybe….LOL

-Sal

Color me this #4: Seraph concept #1

Here’s the latest Halo concept art to color in. It’s a concept Covenant Seraph.

This concept will be the first of three Seraph concepts. It’s a sleek design that bears little resemblance to the actual in-game ship. Though wouldn’t this be cool to fly around in? Hmm, maybe in a future Halo title???

Concept Seraph #1

Here’s the link to a much larger version of this concept art:

Seraph Concept #1

Now let’s see what you can come up with!

-Sal

Halo 4 Emblem Generator!

Thanks to Furiousn00b for creating a Halo 4 emblem generator!

http://furiousn00b.com/halo4emblems/index.php

This even includes all of the commendation emblems that we all don’t have yet. Nice to see what they will look like ahead of time.

-Sal

Halo Toy Review: Mega Bloks Cauldron Clash

MB grey logo

Alright, here we go!

I’m SO happy to have been able to get this set. It’s FANTASTIC!

The minifigs alone are practically worth it. A Promethean Knight, Watcher, 2 crawlers, UNSC Marine, and a Spartan Soldier. WOOT, it’s a ready made Firefight!

Cauldron Clash: Set number 97118

Technical Specifications:
Build Time: 20 minutes sorting, 1 hour 15 minutes build. Total 1 hour 35 minutes.

Set Piece count: 518
Minifigs: Promethean Knight; Watcher; 2 Crawlers (standard); Green Spartan Warrior; Marine w/white helmet/goggles
Weapons: Railgun, DMR; detachable Scattershot and Forerunner sword from Knight 
Accessories:
 N/A
Special Features: 3 ramps can slightly swing up and down, though only meant to be in the down position.
Price/Value: $45 US

The price is good for the piece count, though there are a lot of smaller parts, especially clear orange and red. No complaints from me though, I LOVE transparent toys and those certainly fall within the realm of it, for me.

Normally I would include pics you can click on to make bigger. However, since I upgraded my WordPress, there is a kink that won’t allow me to upload new pics. While that’s being addressed, I’m still going to link to the images, however, they will be on my Flickr account temporarily, until the above issue is resolved.

Stick through the entire build in photos as there is a special custom of this set at the end.
Now on to the pics!

Box Front

Great art as always. Only issue is it’s a mirror image of how the set is actually built.

Box Contents

Contents of big bag from upper left in previous pic.

The pieces sorted out.

The Promethean Knight unassembled

Watcher unassembled

The base of the set in a few steps.

The center bridge being added.

Bridge trap assembly

Center Ramps added.

Side Ramp added.

Bridge “block” added.

This isn’t in game. It’s a little something extra added by Mega Bloks.

The tower.

I found this part of the build to be fun. Though there is some repetition at the top black bloks, it’s a very nice design. I really like that it is tall. That’s something Forerunner design is known for.

The completed main set sans figures.

Green Spartan Warrior w/Railgun

It’s neat how the set includes the clear parts to make it seem like the Spartan is using a jet pack. Too bad it doesn’t actually come with a jet pack. Maybe that will be in a future set. Still, it looks cool.

The two crawlers, shown in different poses.

These crawlers are awesome! While only having 5 points of articulation (one at each hip and one at the head), it’s plenty. The legs are just slightly soft so as to allow it enough give in the knees that they won’t break easily. (Of course if you try to force them into certain positions, they will break, so don’t force them…)

UNSC Marine

I’m impressed with the amount of paint apps on this figure. It looks like the in-game character at this scale. Well done Mega!

Promethean Knight and Watcher

The Knight is the real GEM of this set. Mind you there are a lot of other good points to the set, but this, IMO, is the BEST of them. Not only dos it have awesome articulation (shoulders, elbows on big arms, the extra set of arms, hips, knee, and head), but it also has room for the Watcher in the back AND the Knight’s back opens up just like in the game. WOW! Mega knocked this figure OUT OF THE PARK! The Watcher is cool in it’s own right as it’s top and bottom wings can also pivot. That’s something I didn’t expect.

The completed set w/minifigs.

Now that is a very cool set!

The leftover pieces after the build.

But wait!!!

I had an idea for this set from the first time I saw it. I just knew I could find a way to add it to one of the standard battlescape bases and make it stand out even more. So, I set out to do just that, and I’d say I succeeded. The following is the process of customizing the above set to fit onto the battlescape with LIMITED customization. In fact MOST of the set remains intact as Mega had intended, just a little bit of switching parts around.

As with any custom I make, I do my best to make the custom from ONLY the parts in that set so there is no need to buy other sets to make the custom. Other than the actual battlescape base itself, ALL of the rest of the pieces are from the Cauldron Clash set. SO without further ado, here is the custom:

Set in basic disassembly

As you can see at this point, the set is still rather intact. I’ve removed the base ground plates and the transparent orange and red pieces form the baseplates.

The NEW underside of the main platform.

Views of the platform on the battlescape.

This was my first go at the repositioning of the legs of the platform. It works okay, but isn’t quite stable enough on the baseplate, so I fix that later.

The new longer main center ramp.

For this section, I simply moved the original center ramp further down and connected the lower ramp to the main bridge first. The 2X6 dark grey plate that connects those two ramps was taken from the dark grey pieces that were underneath the ramp originally.

The parts leftover…

These were the additional parts leftover after the custom.

The set now on the Battlescape.

As you can see the side ramp is completely intact. As is the tower. Even the lower platform is intact as is from the directions. I just turned it 180 horizontally to fit on the battlescape.

Revised underside of main platform.

As I mentioned, the first go at the platform is okay, but I wanted more stability. So I added 2 2×6 plates and 2 2×2 plates and took off 1 each of the 2×2 rounded bloks from the two legs pictured. This gave the platform MUCH more stability. Again, those parts are from the set itself so no additional sets needed for this modification.

The final pieces left over.

On the left were the pieces I already had left from the original build. On the right are the additional pieces after the custom build. I’ll likely find a way to incorporate the transparent pieces for an extra lava-like appearance.

The FINAL Custom!

Alternative view.

Finally, I took the battlescape apart (only takes a few small screws). From there I painted ONLY the green part to look like a lava flow going under the bridge and ramp.

I think this looks pretty darn good if I don’t say so myself…er, wait, I just did, LOL.

Summary: This is a great set. The minifigs are fantastic in sculpt and articulation. Mega did an amazing job of scaling the characters down to minifig scale and still get the details in them. The structure itself is cool and definitely one that I plan on getting extras of to make a much larger Forerunner lava base. The sorting and build time is fast and can be done in one sitting. At $45, it’s a decent price. Though when built may seem just slightly lacking. Fret not as you DO have a lot of extra pieces left over and can add to the lava (as you can see from my left over pieces).

Overall Rating: 9.5 out of 10 medals. Maybe a few dollars less or another Knight and this set would have got the perfect 10 from me. Still, it’s definitely worth getting and I HIGHLY recommend it!

To view larger pics from this review, please check out my flickr account.

UPDATE I’ve added on the left over pieces to make a new ramp, terminal and lava flow. See below!

Add-on ramp. It includes a hinge.

Add-on terminal. You would access this from the “ground level.”

The lava flow now has the orange and red translucent bloks over it to add more color.

The full customs with the three new add-ons using up all of the left-over pieces.

alt final add-on view

-Sal

 

Community Forge Test Playlist Info.

Community Forge Test Playlist Information

Text taken from link above:

Good morning/afternoon/evening! In the early AM hours of Monday morning (PT), we’ll be launching our brand new “Community Forge Test” playlist. We’re incredibly excited about it, and we hope all of you check it out and help us test these maps for potential future Matchmaking inclusion. If you want a sneak peek at what you’ll soon be playing, here are the specifics:Included mapsMap: Shutout
Description: Some believe this remote facility was once used to study the Flood. But few clues remain amidst the snow and ice.
Author: Big Papa SaLoT

Map: Despair
Description: A derelict facility…
Author: SecretShnitzel

Map: Garrotte
Description: Better play it straight.
Author: MythicFritz

Map: Relay
Description: As is, in-game.
Author: FyreWulff

Map: Scythe
Description: A community made forge map by PA1NTS.
Author: PA1NTS

Map: Simplex
Description: A community made, arena style map by Big Papa SaLoT.
Author: Big Papa SaLoT

And how they’re being used in the new hopper:
Garrotte – Infinity Slayer
Shutout – Infinity Slayer
Despair – Infinity Slayer
Scythe – Infinity Slayer
Simplex – Infinity Slayer
Relay – Infinity Slayer
Garrotte – CTF
Shutout – SWAT
Despair – KOTH
Scythe – SWAT
Simplex – CTF

The Matchmaking Systems Team will be setting up individual feedback threads for each map shortly (screenshots will be included in those). Additionally, there is a bug reporting thread for your perusal as well.

End Copy/Paste.
Woot, I’m looking forward to trying these maps out. Now if I can get two of mine reviewed and in this hopper in the future.
-Sal

A reader asks, “How do I get better at Halo?”

A reader posed some questions to me about how to get better at slaying and improve your K/D. I’m no MLG guy, so my opinions and experience come from the regular everyday fan, not the elite. What I layout is but some suggestions. By no means a rule book to follow. The following was my response to the reader via e-mail, and I thought I’d post it here as well, in case it might help others.

How do I get better at Halo?

This is quite a loaded question and to answer this properly it would take a MUCH longer time to write an appropriate detailed response. In lieu of that here is the message I sent to the reader:

Well without seeing how you actually play, I can only give generalizations.

First and foremost aim for the head. That will give you kills quicker than body shots. To do this, I recommend playing SWAT as only head shots will give you kills. That will make you get used to aiming for the head.

Learn how to strafe back and forth while shooting. How can this be done as practice and in-game? You could forge a shooting range, or later this month when fileshare becomes easy to search on LIVE, search for a shooting range already forged and test them out. As far as in game, might I suggest trying Spartan Ops first and then maybe on a lower difficulty rating such as “normal.” The enemies will still shoot at you, however the stress level you might get form enemies shooting back will be greatly reduced. Work through some missions in Spartan Ops, then try a harder setting. First Heroic, the Legendary. When you feel that you’ve gotten better at strafing then go into matchmaking.

In Halo 4, I’d recommend Team Regicide. Since the better players will likely be the “King” in game, you will have less people gunning for you as you’re not worth as many points. Yes, you’ll still have people shooting at you. However, I’ve noticed in my experience in-game that when you are not the “king” in a Regicide match, you don’t get shot at as often. This will help to alleviate some of the competitive pressure that comes with enemies shooting back while you’re trying to strafe left to right.

As well, for a time, I would suggest playing CTF (Capture the Flag) and NOT going for the objective, but rather playing defense and keeping the opponents from getting your flag. You’re still helping your team, while not dying as much and not having to also think about playing the objective. This means you can focus on slaying and use that as another way to get better in that apsect of the game. Oddball is similar in nature, however look for teammates and/or opponents throwing you the ball, especially when you least expect it.

Again, when you feel you’ve gotten better, then I’d say go into Team Slayer matches. NOT CTF or Oddball. What you want to focus on is the slaying aspect of the game first before you try and juggle playing for the objective at the same time.

The biggest thing to remember is patience. You’re not going to all of the sudden become great overnight. Heck, I’m still working on it. If someone kills you in-game, slough it off and move on. It doesn’t help to get upset about it. You can’t change that. However, maybe you can learn from it. How? Well, if there was a particular kill on you that someone did and you don’t know how, then I suggest you check out the film of the match and watch what they did. That is yet another way you can see how better players (and yes, lucky players) get kills. Theater is great for this kind of thing.

 

Another thing though that I make sure to tell folks is this, remember it’s a game first and foremost. Have FUN. If you’re too focused on having a positive K/D and/or get mad when someone slays you, you’re going to miss out on just the fun of the game.

I had a decent K/D in Reach yet my K/D in Halo 4 is lower. Why? Simple, I made it a point NOT to worry about K/D any longer. I go for the objective, even if it means I know I’m going to get killed before completing it. I’m all about the wins. So there are times I may go -10. But if we win, that is more important to me.

I used Reach as a test to myself to see if I could be a good slayer. I accomplished that. So now with Halo 4, I’ve gone back to my roots of wanting to WIN. Now mind you, I don’t always go with the intention of just throwing my Spartan out there to be killed. If it means I touch the flag to reset the timer, then it’s all good. If it means I grab the oddball and throw it to a teammate then die, no problem.

It’s really a matter of what YOU want to get out of the game. Play for K/D or play to win, or play for both. (Though the latter is tougher it can be done.)

End of message.

I want to reiterate, these are but generalizations. There are MANY ways to get better. Certainly playing with a team of better players will help, playing more in general will help, learning callouts on maps helps if you’ve got people who actively call out during games. Again, I could go on and on, but for now, I hope these very basic suggestions can get you started on a path to being a better player.

Respectfully,
Sal