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Play style from Halo to Destiny (Destiny)

by cheapLEY @, Thursday, July 02, 2015, 16:43 (3232 days ago)

I finally bought the Master Chief Collection yesterday. I've been having a blast.

I've only played one multiplayer match in MCC (Halo 3, Narrows. Got the Kill a 343i developer achievement for my very first kill.), so I'm really just talking about in PvE, but I've noticed that the way I approach encounters in Halo is vastly different than the way I play Destiny.

In Halo (I've played a few missions of Halo: CE and Halo 2 and Halo 4), I tend to just jump into the fray with whatever I have. I just run in and kill things with whatever is available to me, switching weapons quite a bit, just having fun, doing stupid things.

In Destiny, most of the time, I tend to hang back with a Scout or Pulse Rifle as much as possible, and rarely use my special or heavy weapons. Obviously Supers add a bit of flavor to that, but for me, Destiny is usually a one note affair. And I think it's the way the missions played out. I always felt like I needed to save my special and heavy ammo (and to a certain extent, a charged super), because you know there's always going to be a bigger, badder enemy at the end of a mission.

Really, I'm not sure what makes me do this, as ammo drops are prevalent enough that you could use special and heavy weapons and liberally as you like, and it would rarely be an issue. And the super recharges more than fast enough to basically always be able. But I still subconsciously feel the need to save them all for later.

I remember Bungie saying they found something similar happening with Equipment in Halo 3. People wanted to save them, and as a result, didn't use them nearly as often as they were designed to be used.

So, I'm not really sure I have a point, just something curious that I noticed.

A few other notes/comparisons:

When I started playing Destiny, it felt very familiar (for obvious reasons). Going back and playing Halo, though, I've realized: Destiny is FAST! Player movement speed, double jumps, TTK . . . It's all much, much faster in Destiny than in any of the Halos. I kept trying to sprint and double jump in Halo: CE and Halo 2.

Bungie's art style is still amazing. I've been switching between classic and upgraded modes in both games quite a bit, and while the new shiny graphics obviously look better, Bungie's design feels a lot more consistent and well thought out than some of the things the newer versions have.

For whatever reason, I actually sort of miss aim down sights when I'm playing Halo. I think it's just because that's become such a common thing in shooters, it just feels odd not to have it.

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Play style from Halo to Destiny

by Korny @, Dalton, Ga. US. Earth, Sol System, Thursday, July 02, 2015, 17:16 (3232 days ago) @ cheapLEY


Really, I'm not sure what makes me do this, as ammo drops are prevalent enough that you could use special and heavy weapons and liberally as you like, and it would rarely be an issue. And the super recharges more than fast enough to basically always be able. But I still subconsciously feel the need to save them all for later.

I remember Bungie saying they found something similar happening with Equipment in Halo 3. People wanted to save them, and as a result, didn't use them nearly as often as they were designed to be used.

I think this is what teammate's Orbs are supposed to do: encourage the use of Supers. Would you hold onto it if you saw plenty of orbs around you? I think that's one of the best parts about playing with others (making orbs while Solo is a tad disappointing).

As for ammo, I was the same way at first, but certain pieces of gear (Ruin Wings) and weapons (4th Horseman, Corrective Measure) have led me to embrace the non-normal weaponry, and I find the game enjoyable that way (there are always Synths in stock!).


So, I'm not really sure I have a point, just something curious that I noticed.

A few other notes/comparisons:

When I started playing Destiny, it felt very familiar (for obvious reasons). Going back and playing Halo, though, I've realized: Destiny is FAST! Player movement speed, double jumps, TTK . . . It's all much, much faster in Destiny than in any of the Halos. I kept trying to sprint and double jump in Halo: CE and Halo 2.

Same thing happened to me in Battlefield. I was wondering why they'd bother giving you the ability to hop if you can't go too high. Less of an issue in Borderlands, but the feeling remains.


Bungie's art style is still amazing. I've been switching between classic and upgraded modes in both games quite a bit, and while the new shiny graphics obviously look better, Bungie's design feels a lot more consistent and well thought out than some of the things the newer versions have.

Halo 1 surprises me with how wonderfully its aged. One neat thing that I noticed was on the level "Halo"; inside the small ramp buildings, you see columns with rows of lights actively running up and down them. In the new graphics, they're just lifeless textures.

For whatever reason, I actually sort of miss aim down sights when I'm playing Halo. I think it's just because that's become such a common thing in shooters, it just feels odd not to have it.

Good news! Halo 5 is adding this feature (in a way) to pretty much all guns. But yeah, the non-ADS is a relic of the old days, and is slowly dying out.

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Play style from Halo to Destiny

by cheapLEY @, Thursday, July 02, 2015, 18:25 (3232 days ago) @ Korny

I think this is what teammate's Orbs are supposed to do: encourage the use of Supers. Would you hold onto it if you saw plenty of orbs around you? I think that's one of the best parts about playing with others (making orbs while Solo is a tad disappointing).

I remember the first time I played Destiny a few months ago. I had basically zero exposure to the game, having been offline for so long. I created orbs and spotted them after the battle was finished. I had no idea what they were, tried to pick them up, and was definitely confused when nothing happened. I had no idea where they came from or what they did.

As for ammo, I was the same way at first, but certain pieces of gear (Ruin Wings) and weapons (4th Horseman, Corrective Measure) have led me to embrace the non-normal weaponry, and I find the game enjoyable that way (there are always Synths in stock!).

Yeah, I always forget about about synths. I have seriously bought like 3 the entire time I've played. Granted, I had a lot from the week of key chest looting in the week before HoW launched. I just don't think about them often. And like I said, I don't feel like ammo is scarce enough for it to really matter, unless maybe you're doing PoE or a strike or something.

Halo 1 surprises me with how wonderfully its aged. One neat thing that I noticed was on the level "Halo"; inside the small ramp buildings, you see columns with rows of lights actively running up and down them. In the new graphics, they're just lifeless textures.

I'll have to check that out. A lot of the new graphics are worse, or way overdone, compared to the original. The biggest offender is the space skybox in the opening cutscene and as seen from the Pillar of Autumn bridge. It's just way too much, I feel like, whereas the original was spectacular, but not so in your face.

The other thing I think about is the Spirit dropships. The way they seem to shine and reflect light is much better in the original. Everything of that nature seems to be a lot more dull in the remastered version.

Good news! Halo 5 is adding this feature (in a way) to pretty much all guns. But yeah, the non-ADS is a relic of the old days, and is slowly dying out.

Yeah, I saw that during E3, and was firmly against its inclusion in Halo. Now that I've gone back and played Halo without ADS, I think I'll actually enjoy it. It could go either way, but at this point is just feels odd to not have it, I guess.

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Your post will be added to ours. Resistance is futile.

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Friday, July 03, 2015, 14:41 (3231 days ago) @ cheapLEY

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I demand royalties!

by cheapLEY @, Friday, July 03, 2015, 21:37 (3231 days ago) @ INSANEdrive

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