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Recent reviews by Chicken Joe

Showing 1-9 of 9 entries
No one has rated this review as helpful yet
16.4 hrs on record (10.8 hrs at review time)
best fishing game very deep gameplay
Posted 13 October, 2024.
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1 person found this review helpful
178.5 hrs on record (173.0 hrs at review time)
90GB OF WALLPAPER JUST TO PUT A FULL BLACK ONE
Posted 21 July, 2024.
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No one has rated this review as helpful yet
17.9 hrs on record (4.7 hrs at review time)
vraiment cool comme jeu, super avec des amis
Posted 29 June, 2022.
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No one has rated this review as helpful yet
12.6 hrs on record (10.4 hrs at review time)
General recap of my experience with Halo Infinite. There's a lot to go over, so I'll start with the cons.

Game Modes :
That game modes are fun, but you are entirely unable to filter game modes for quick play. Odd ball, CTF, and Slayer are all classics, but I quickly found that I don't enjoy playing Odd ball like I used to. Not only are you not able to filter game modes, you can't filter maps, which is a huge issue due to the current map design.

This is a given, please add a game mode filter.

Map design & size:
The maps in 4v4 can be summarized as follows; Way too open or way too many choke points. Some maps suffer from being way too small with only choke points to fight in, other maps have numerous funnel points with massive clearings in the center. This wouldn't be a massive issue if 2 things were in play, Custom Loadouts & grenade spam.

I personally think the maps need major redesigns in the 4v4 game mode, but that could be due to the lack of custom loadouts.

Loadouts vs Weapons Spawns :
Back in the day, you were able to select a set of weapons in spawn with (in some game modes), and a perk. I am mainly referring to Reach here, Halo Reach is my personal fave. When you spawn, you always spawn with the same 2 weapons.(referring to 4v4 quick play and big team battle) The assault rifle, and the magnum. This locks you into a more medium range and close to medium range build until you pick other weapons up, which can only be found at certain locations on the map and periodically spawn. Yes, the magnum is very good at range, cqb, mid range, and literally any other situation you put it in. But, if you were to run the magnum at long range vs a battle rifle, unless the other player is trash, you're going to lose (as it probably should be).

Some maps have severely unbalanced weapon spawns, grenade spawns, heavy spawns, etc. That goes back into map design, which if you are playing on a more open map but don't have any good sniper or long range/mid to long range weapons, you are immediately playing at a severe disadvantage within the first few seconds of a round. God forbid you are playing Oddball and the people you are fighting win the first team fight and lock themselves down in a corner for a massive point lead, just to jump off the map once they finally start to lose control of their corner.

Most team fights are decided by two major things; who had better nades and who team shot better. The ladder isn't a major issue, and is extremely common in high TTK games like halo, but is just something to quickly note.

Please re-add the ability to spawn with your set builds, or primary weapon at the very least.

Nades:
Every time you die, you spawn with 2 grenades. When you spawn, you usually spawn near or basically on top of a nade pickup. If said pickup is the stock nade, then you don't get anything out of it. But, if you spawn on any other nade (sticky, spike, or dynamo), you now have 4 nades to chuck to your hearts content. Stock grenades 2 shot, stickies and spikes can one shot, and the dynamo does a massive amount of damage after slowly ticking down someones shields. This is fine, but every single time you die this cycle repeats. And, with how high the TTK is, most players tend to rely on team mates or grenades in a direct 1v1 with stock weapons.

Spawning with 1 nade would lessen this, I honestly think spawning with 0 nades would be fine. It would put more emphasis on gun skill vs last ditch nades to win 1v1's or team nade spam.

Team shooting :
This is a given, the TTK is extremely high for the base spawn weapons, and barely goes down on a few pickups. (i.e the needler, energy pistol, bulldog, commander, and battle rifle) Most fights with leave you with a fully emptied, or mostly emptied mag on your primary. This is not opportune in a 4v4 game mode on extremely small maps, with 4-6 second spawn times, comparatively high mobility. (which can be made faster with perks like the grapple or thruster pack) This breeds a very odd combat cycle that often depends on spawn locations. Many team fights can be completely won within seconds, just to have the enemy team spawn a 4 second sprint away and immediately wipe your team. Which, if the spawns don't favor you and you are playing oddball, you have effectively lost a minimum of 20 points against a group of players with more than 50 brain cells.

Most team fights devolve into nade spam (as said), or team shooting. (which makes sense) Whichever team is prioritizing targets wins, as it should be. But, because the game feels so heavily balanced around out numbering or out nading your enemy, 1v1's can be a bit messy against an evenly skilled player. Most CQB fights turn into a melee trade, long range fights just end up in a disengage, and mid range fights can easily end up in a trade via nade, projectile, rarely hitscan, or can be interrupted completely by another player getting involved and swaying the duel.

This isn't to say you can't 1v1, that's definitely not the case, but it feels weird to due to the high TTK and comparatively low mag size.

Time to kill (TTK):
I already summarized my main issue with the TTK, but I will comment further on how shields function below. For now, the TTK is wacky high with the base weapons and majority of pick ups. The assault rifle takes at least half a mag, magnum takes at least 6 shots, battle rifle takes 4 full bursts, commander needs nearly half a mag, needler leaves few rounds to spare. This is why people rely on melee's more often than not in a CQB fight. But the issue is, Melee hitreg sucks. It is completely common to have two players flop bodies together and both die from melee (basically always been a thing), to lunch forward and hit the other player but not do any damage (also extremely common), or for you to literally not move at all but they lunge and kill you and vice versa.

Personally, a 25% to 30% TTK reduction would be wonderful IMO, but I know people like that high TTK for team fights. This could be done by lowering shield cap, increasing damage for most (semi)automatic and burst weapons. Or, by allowing head shot multipliers to apply to shields.

Shields :
My completely subjective view on shields, is that they are cringe as hell. In a 1v1 where I land all head shots and the other player lands all body shots, the TTK is nearly identical, save a few milliseconds. Technically, I would win if I landed 1 head shot and they landed 1 body shot, but with how high a lot of the RPM's are, you are really pushing it. Not only does it do the same amount of damage, its a smaller (kind of projectile inconsistent) hit box, that can be moved way more than center mass by crouching, strafing, or jumping.

I genuinely believe that head shots should reward skilled players, and body shots should lose to someone who is cracked and landing head shots vs body shots.

Crossplay & aim assist :
Speaking of skilled players, never have I seen such a cesspool of contradicting statements about console players. I have directly seen the same player say "If they remove aim assist, controller players won't be able to play the game" while also saying "PC players are just trash, they blame aim assist because they actually suck at the game" I have no idea those two statements can leave the same persons mouth. If I had a quarter for each time I have seen it, i'd have a surprising amount of quarters. God forbid all the times I haven't seen people spout such nonsense.

First hand, the aim assist is over kill beyond compare. Well, its is comparable. It's similar to playing with an aim bot that uses a thresh hold scrip vs map wide script. The kind that can make it seem like you're just flicking to enemies near your cross hair. It is absolutely, 100%, entirely over tuned. If it makes bad players good, and good players great, its an issue. My Fiance (admittedly is not that good at FPS games) had a noticeable increase in accuracy, total kills, and 1v1's won. Hit the character cap.-.
Posted 1 December, 2021. Last edited 1 December, 2021.
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No one has rated this review as helpful yet
3,550.3 hrs on record (1,097.1 hrs at review time)
GO AWAY
Posted 10 July, 2021.
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No one has rated this review as helpful yet
3 people found this review funny
2.1 hrs on record (1.5 hrs at review time)
cool game to play with your friend
Posted 4 June, 2021.
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No one has rated this review as helpful yet
1.1 hrs on record
i complete the game in 1 hours so its a nice free game
Posted 20 May, 2021.
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1 person found this review funny
255.3 hrs on record (160.1 hrs at review time)
this game is more like gogo gadget than powpowpow
Posted 11 February, 2021.
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No one has rated this review as helpful yet
472.5 hrs on record (317.4 hrs at review time)
Fun with friend but don't play this game seriously
Posted 25 May, 2019. Last edited 15 March, 2020.
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Showing 1-9 of 9 entries