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Counter-play
Posted By: Leisandir <joecooperstein@hotmail.com>Date: 11/21/12 8:21 a.m.


Extra Credits' new episode today discusses the concept of counter-play (the episode can be found here). I'm curious about how this relates to Halo's multiplayer. Essentially, the idea is that every new ability (and in this context, 'ability' includes weapons, items, powers, and vehicles) should add something interesting for the user as well as something interesting for the player on whom it's being used. Halo is used as an example of poor counter-play. We've all been in the situation where a player gets the sniper rifle and the high-ground on a map like Ascension and does nothing but rack up kills, while the opposing players have the experience of hiding until they poke their heads out, at which point they are immediately taken down.

Obviously, Halo's multiplayer does things right, else it wouldn't be as popular as it is, but this is an element that I think has been missing in a lot of situations and I'm interested in examining Halo 4 to see in what ways it's remedied or perpetuated this. I've only just finished the episode, so I haven't had much time to mull it over, but I figured I'd post my initial thoughts and see what you guys think about it, as well.

In Halo 4, a pretty significant element of multiplayer gameplay has been radically changed. I'm specifically referring to weapon spawns. In addition to reflexes and aim, knowledge of the map has been integral to success in Halo's multiplayer. The inclusion of weapon drops has changed this - power weapons still spawn on the maps, but every player can get access to them through performance-based rewards. This is something that a lot of us have complained about, and as significant of a change as it is, that isn't surprising. The weapon spawns did add an element of counter-play in that they created opportunities for a lot of player choices: do I risk running out in the open and hope the sniper-rifle is still there, or do I play it safe and stick to cover? Do I camp the weapon spawn and hope someone comes for it, or do I grab the shotgun and GTFO? Do I race this player to the sword Hunger Games style, or let him have it and try to find another tactical advantage? Many of these options are no longer significant. Yeah, I could dash to the Spartan Laser, but it would be safer to be safe, get some kills, and call down a gauss rifle. On the other hand, I think the inclusion of weapon drops addresses the issue raised at the beginning of this post: if a team gets control of the power weapon, the high ground, and the weapon spawn, the team which would otherwise be hunted for the remainder of the match now has the opportunity to get a power weapon of their own to try and take the field back.

Vehicles are significant, as well. We're all painfully aware of the power of the Gauss Hog and its pinpoint-accurate death cannon, and we've all been stuck in the game with the enemy in control of the Banshee raining down perpetual death. As Halo games have progressed, they've added more and more vehicles to the sandbox, and I think there's some counter-play at work here. The Gauss and Rocket Hogs are capable of taking down Scorpions and Banshees, but without turning it into a rock-paper-scissors scenario. Our new friend, the Mantis, seems to fill a similar role: it's deadly to both other vehicles and ground forces, but it's far from invincible. It's been crafted with a few specific weaknesses: its turning speed makes it difficult to track nearby infantry and its height makes it a vulnerable target from range. I've only played a few games including the Mantis, but so far I've found that it created some interesting situations demanding that both the team with the Mantis and the team trying to take it down work together in interesting ways: infantry to provide close support to the 'mech, trying to position heavy weapons to take it down, distracting it with lighter, faster vehicles.

I guess I'm kind of rambling by this point, but I am curious to see what others think of all this.


Message Index




Replies:

Counter-playLeisandir 11/21/12 8:21 a.m.
     Re: Counter-playRagashingo 11/21/12 10:08 a.m.
     Re: Counter-playyakaman 11/21/12 10:10 a.m.
     I agree.robofin117 11/21/12 11:16 a.m.
     How...uberfoop 11/21/12 12:26 p.m.
           Re: How...Leisandir 11/21/12 1:36 p.m.
                 Re: How...Ragashingo 11/21/12 1:51 p.m.
                       Re: How...Leisandir 11/21/12 3:33 p.m.
                             Re: How...uberfoop 11/21/12 3:59 p.m.
                                   Re: How...Leisandir 11/21/12 4:05 p.m.
                 Re: How...uberfoop 11/21/12 2:11 p.m.
     Again Extra Credits is cluelessCody Miller 11/22/12 3:19 a.m.
           Re: Again Cody Miller is cluelessQuirel 11/22/12 11:21 a.m.
                 Re: Again Cody Miller is cluelessCody Miller 11/22/12 11:25 a.m.
                       Re: Again Cody Miller is cluelessQuirel 11/22/12 11:51 a.m.
                             Re: Again Cody Miller is cluelessWhoLikesChicken 11/22/12 12:23 p.m.
           Re: Again Extra Credits is cluelessDervish 11/22/12 2:42 p.m.
           This guy.Leisandir 11/22/12 3:21 p.m.
                 Re: This guy.Cody Miller 11/22/12 5:21 p.m.



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