With Halo 3, Bungie had a chance to create a masterpiece. And, to an extent, Halo 3 is a masterpiece. Except that it sucks (in more than one regard). I'll explain...
Halo 3 multiplayer should have been really complex. Every object placement, spawn, weapon strength, map design, and gameplay detail should have had some meaning. Each should have contributed to the game's overall fairness, competitiveness, and overall degree of fun. And, again, Bungie did a pretty good job, or what would seem to be an excellent job. But anyone who has spent hours playing matchmaking knows how miserably frustrating it becomes... within minutes... or seconds...
But why? How does Halo 3 go from the best game around to the worst in such a short period of time? What did Bungie do (or didn't Bungie do) to make Halo 3 so painfully frustrating? It's simple, really. They made it for players with no skill.
Bungie had a choice to make: base Halo 3's gameplay around hardcore competitive fans, or, make it for the bulk of the market: bad players.
Now, that's not to say I have something against players who are absolutely atrocious. It's not like I think Bungie should ban really, really garbage players from playing matchmaking because they cause skillful teammates to lose constantly. But by targeting players with limited skill and attempting to make the game easier for them, I think Bungie made a huge mistake. Basically, they screwed over competitive players who take Halo matches seriously. Anyhow, let's begin with maps and weapon placement.
Maps
The first map we'll take a look at is Guardian. Guardian is based on the most successful Halo 2 map "Lockout." To put it simply, Lockout's design was flawless. On one side of the map existed the Sniper Rifle Tower, which, inevitably, possessed a sniper on the topmost part. On the opposite side of the map was what many call it the Battle Rifle Tower. Generally speaking, during team games (where players were actually playing seriously and to win), one team would control the Battle Rifle Tower while the other controlled the Sniper Rifle Tower. It was basically as if each team had a collective base which it had to both defend and use as a point of attack from afar. The weapons on the map were quite balanced, with only two destructive short range weapons, lots of dual wield weapons (SMG, Plasma Rifle, etc), two Battle Rifles, and one Sniper Rifle. All in all, it was indeed a balanced map in every way. More importantly, the map was designed to provide strategy. Now, let's take a look at Guardian. The first move Bungie made was to strip the map (Lockout, Guardian, whatever) of about 40% of its cover. Lockout, though small, was large at heart, with lots of cover, lots of places to post up, and, when needed, places to hide/escape. Guardian is significantly smaller (as far as surface area goes), and is stripped away of some of Lockout's key regions, many of which made the map so brilliant. For example, the so called Sniper Rifle Tower in Lockout is reduced to about half its original size. There's barley enough cover for two people, let alone four if you're playing a competitive team game. Likewise, an entire region where the shotgun previously lay at the very bottom of the map was completely done away with, and the blue lift region was removed of most of its cover and reduced to two large tree stumps coming out of the ground. If that wasn't enough, Bungie made sure the weapons on the map caused plenty more frustration. First off, Bungie mauled the map with Maulers (pardon the pun). The Mauler is an extremely short-range weapon with immense power when used correctly; unfortunately, correct use of the weapon takes very little skill or brain power to figure out. To put it as simply as it works, running up to an opponent, shooting him with the Mauler when about half a foot away, and then beating him down will ensure a kill 9/10 times (assuming he has no counter attack ready). (The 1/10 times it doesn't work can be accredited to the many wondrous glitches Bungie has let slip.) It's no surprise when you find the entire opposing team running around with Maulers, or better yet, crouching and hiding behind a wall waiting for your arrival, ready to get quick easy kills on you knowing that there's really nothing you can do to stop it. Mauler kills are arguably the easiest to get. Moving forward, one of the biggest disappointments with Guardian is the plain fact that Bungie moved the Sniper Rifle from atop the Sniper Rifle tower to underneath the middle platform; in other words, it's now on the bottom. With Lockout, one of the most important strategies was taking possession of the Sniper Rifle before the other team did. And, because of its location on the map, both teams had a chance at grabbing it at the start of every game. The competition made the map ever more fair and competitive. It was like you had to fight for a long-term advantage. This brilliance is completely done away with in Guardian. Now, simply your spawn point determines whether or not you're getting the Sniper at the start of the game. Anyhow, other weapons on Guardian include the Shotgun and the Gravity Hammer. Bungie added immense range and power to the Shotgun to ensure that whoever has it keeps it and gets many kills with it for extended periods of time. Likewise, simply pressing your RT trigger when close to an opponent when using the Gravity Hammer is slightly less effective than the Energy Sword. In other words, it's easy to use. Unfortunately, Bungie didn't stop here.
Two maps I personally despise are Epitaph and Snowbound. Both maps utilize the "fake walls" in doorways. Moreover, a Covenant shield that stops weapon shots and grenades but not players will block most passageways in both maps. Anyway, Epitaph features the Gravity Hammer, the Rocket Launcher, the Shotgun, and many, many Maulers. So, inevitably, this leaves players able to grab a close range weapon, camp behind an translucent wall, and wait for an opponent to pass through only to obliterate him in less time than he can figure out how he's about to die. Snowbound's gameplay is hardly different. But, in how it is different, it's worse. Snowbound's strategy is as follows: grab the Shotgun and camp under a base. This works for two reasons: 1, each base is guarded on every side by the Plasma Walls (the same ones in Epitaph), and 2, the Shotgun is so powerful that as soon as an opponent enters the base he'll almost surely die. When adding everything up, it's quite obvious that neither map has any real strategy. Again, Bungie made the game easier for players with limited to no skill.
The last map we'll examine is Isolation, though there isn't much examining to do. While conversing with a friend, Josh, he pointed out to me exactly what Isolation's strategy is: "roll in circles with your team." And sadly, he's exactly correct. Isolation, much like most of Halo 3's maps, has no base vs base strategy where either team is in control of a base and is attempting to slowly beat the other team. It's more or less just a clump of rocks, random walls, and a strange orange fungus type material that Bungie deemed a good map. The only way to win is to slowly move around the map with your team, keep control of the Battle Rifles, and team Battle Rifle opponents off their spawn. Strategy? You decide.
When summing all these feats up, it's plain to see that winning Halo 3 matches is too much a matter of power-weapon control. The team that grabs the powerful weapons first will almost surely win, regardless of the opposing team's collective skill level. When you're playing The Pit, and the other team has both Snipers, Rockets, Over Shield and Sword, you've really got no chance no matter how good you are.
Edit: As of late, Bungie has stripped some of the Maulers in Matchmaking.
Equipment
One of the most notable additions to the game is Equipment. Equipment offers players various items that, when picked up, can be dropped for the player's benefit. Equipment used by Bungie in Multiplayer includes the Bubble Shield, the Power Drain, the Trip Mine, the Grav Lift, the Regenerator, the Radar Jammer, and the Flare. To say the least, Equipment surely makes Multiplayer quite interesting. I'll start off by explaining what each piece of Equipment does.
Bubble Shield
The Bubble Shield, quite fittingly, when dropped, creates a circular "bubble" shield around the player that drops it. Said shield, much like the Plasma Walls found in Snowbound and Epitaph, stops both grenades and weapon shots from passing through on either side, but allows players to walk through without any hesitation. In other words, it temporarily protects those inside of it (assuming opponents stay out).
Power Drain
Also in coordination with its name, it very rapidly drains the shields of any players that enter its circular drain radius.
Trip Mine
When dropped, it will be detonated by physical contact of any sort (whether it be vehicle, grenade, weapon shots, or the foot of a player).
Grav Lift
Seemingly a useless item, it launches those who walk over it into the air about fifteen to twenty feet.
Regenerator
It creates a translucent green circular orb around it; upon entering it, your shields immediately regenerate rapidly. It's much like the Power Drain's counterpart.
Radar Jammer
When dropped, it screws with the radars of those in its vicinity (it shows multiple enemy red dots where no enemies actually exist).
Flare
It completely whitens the screens of those it's dropped in front of, basically leaving them temporarily blind.
With those defined, let's talk about what Equipment does for Matchmaking. To digress a bit from this editorial's main focus, I will admit that I like Equipment in Halo. It certainly changes up the gameplay and adds to it. True Halo fans know that what make Halo great are those advantages one player has over another in what he has on him. After all, it wouldn't be as fun if neither team ever had an advantage. That said, I'll now jump back on task. The mistake Bungie made with Equipment, much like the mistake they made with the Sniper Rifle's position on Guardian, is how it's obtained. Again, there is truly minimal competition, if any, for Equipment in Multiplayer. It's more or less a result of spawns. Let's say, for example, you're playing Team Slayer on Guardian. The game started not to long ago, and all you have is a Battle Rifle and an Assault Rifle. You charge an opponent running from the Flare room as he runs towards the Sniper Rifle tower, and you start firing Battle Rifle bursts into his head. And then, suddenly, when one more burst would have killed him for sure, he drops a Bubble Shield and saves his life. You continue to charge him through the Bubble Shield only to be devoured by a Mauler he just happened to have. And just like that, you were completely gypped out of a kill only because your opponent just happened to spawn closer to the Bubble Shield than did you. Fair? No, not really.
Again, let's take Isolation, for example. The start-of-the-game spawns on Isolation are always the same in Team Slayer games: each team spawns near one of the two Regenerators on the map. Now, I'll admit, this is more fair than one team spawning closer to one Regenerator. But still, where's the competition in this? Both teams just easily get to have a Regenerator at the start of every game on the map? How competitive is that? I say not whatsoever.
Similar to Equipment are Active Camo and the Overshield. In comparison to Halo 2, the Overshield is much weaker. And, while the Active Camo featured in Halo 2 made those who picked it up pretty hard to see, the Active Camo in Halo 3 renders a player almost completely invisible. Regardless, let's focus on placement. In Halo 2, Bungie essentially replicated Wizard (from Halo 1) and created Warlock. In it, they placed Active Camo. More importantly, they placed Active Camo in the mathematic center of the map. With the release of Halo 2, Bungie shipped a map called Ivory Tower. This map instead featured Overshield. Much like Warlock, however, said shield was placed in a closed tunnel that lead up to a Sniper Rifle Tower. This tunnel was completely pushed to one side of the map. Moreover, each team spawned the same distance from the Overshield. For both advantages, a battle took place. With Warlock's Active Camo in the middle and Ivory Tower's Overshield off to a side equidistant from both teams at the beginning a game, a battle almost always took place to obtain either. It was a matter of sheer competition: the initial winner rightfully won an advantage by means of a fair and equal battle (basically always). Now, let's take a look at Halo 3. Two maps that feature both Active Camo and Overshield in Halo 3 are Guardian and Snowbound. In both maps, the competition that previously existed in Halo 2 for said advantages no longer exists. In other words, spawns now determine what you're getting. In Guardian, the team that spawns on the elbow leading up to the Sniper Tower will always get Overshield, and the other team will always get Active Camo. Much the same in Snowbound, the team that spawns inside the Beam Rifle base will always get Overshield while the team that spawns inside the Spartan Laser base will always get Active Camo. Honestly, what's the point? Instead of "rush Camo/Overshield and don't let the other team get it" (as in Halo 2), you'll now find players saying, "when the other team gets Camo/Overshield..." Bungie has eliminated so much of the brilliant competition for advantages that made Halo 2 so wonderful.
Again, as I said earlier, I think both Equipment and Active Camo and Overshield are great commodities that add to the brilliance of the overall gameplay. But the lack of competition over them is grossly subtracting from how Matchmaking Multiplayer could be.
Spawns
The one thing that just about everyone could agree on concerning Halo 2 was how Bungie mapped out spawn points. To be blunt, Bungie nailed it. If I had to guess, I'd easily assume that Bungie fabricated a deep, complex algorithm to measure where dead players should spawn next. As it seemed, many factors determined where you'd spawn had you just died. To name a few, placement of enemies, placement of teammates, areas of recent deaths, and weapon locations were all considered. Overall, spawns were fairly and intelligently chosen. They were neither completely random nor in the same spot each time. With Halo 3, this is not the case. To a large degree, spawns in Halo 3 hurt the gameplay. So how exactly are they chosen? That's a great question; your guess is as good as mine. Other than at the start of each match, so far, it very much seems they are chosen completely at random. I know what you're thinking: Bungie, how could you?
Spawns in Halo 3 cause more frustration than any other feat. Consider, if you will, that you're in the middle of a Team Doubles match on Guardian. You and your teammate just rushed the other team at the Sniper Rifle Tower. You killed both of your opponents, and your shields are low. You just picked up the Sniper Rifle your opponent previously had, and you're shields are about to recharge. And just when you're about to get into a position that'd suit your sniping ability well, both opponents spawn at the elbow leading to the Sniper Rifle Tower. They both toss one grenade, and just like that, you explode. In a matter of seconds, you went from domination to death, from winning status to losing. And right then, when an ounce of hope tells you you might spawn at the same spot your opponents just did, the five second timer goes off, and you spawn on the bottom of the opposite side of the map, not far from the Shotgun. You fairly beat your opponents only to be unfairly killed seconds later, leaving you without the Sniper Rifle you just rightfully won over. Frustrated? I'd bet so.
One specific instance concerns Narrows. As I'm sure most everyone has experienced, it's not uncommon that your team will kill the opposing team in the back of one of the bases only to have that same team you just killed spawn right where you just killed them. And when you kill them again, they spawn at the same spot. From the Man Cannon side to the Flag Spawn side, back and forth, back and forth. After awhile, you're going to lose the battle, especially considering the fact that you're shields will be low after the first round of killings. Again, we find ourselves asking Bungie, why?
With the new spawns in Halo 3, situations like this are far from rare. Winning has become, again, much more a matter of sheer luck, and much less a matter of skill. And more than once a game, you're left wondering what you can possibly do because truly, there's really nothing you can other than hope the spawns work in your favor.
Miscellaneous
Other than the main flaws, there are some minor changes Bungie implemented to accomplish their initial goal. Here are few:
Players are slower: When I was really into Halo 2, I remember once thinking to myself, "man, spartans walk really slowly. I hope Bungie increases player speed at least a bit in Halo 3." Guess what! Bungie actually dropped player speed. Now, you're even slower, so getaways are that much harder.
Melees are just different: The melee is the most important gameplay factor for Halo as a whole. It truly changes the game, and makes it what it is. Two specific feats made the Halo 2 melee so powerful and usable. The first was that a jump-up-and-beat-down melee caused more damage unto an opponent than a straight forward melee. The second was that the player who hit first would get the kill, regardless of anything else (assuming both players were weak enough so as to be finished by a melee). Bungie changed both of these in Halo 3. Now, falling melees cause as much damage as straight forward ones, and now (this one kills me), it's not longer the player who melees first but the player with more shield at the time of near-simultaneous melees that will get the kill. Using your imagination, I'm sure you can decide how this severly alters the gameplay, and subtracts from those with skill. I know, because quick double kills using falling melees just no longer work.
The Oddball, Flag, and Bomb are now weapons: In Halo 2, carrying the Flag, Oddball, or Bomb made you quite vulnerable. You were slower, and didn't have a weapon ready. As soon as you picked up one of the three, it was your teammates' job to protect you. You'd always find yourself saying, "I've got the Flag, so protect me." Moreover, to kill an opponent with any of the three, one had to jump up and melee the opponent in the head/face. In Halo 3, any one of these three serves almost as a weapon. Now, the jump-up-beat-down technique is gone. This is simply because you're no longer required to jump and melee. Simply beating down an opponent at any angle will ensure a kill. Now, you'll find yourself saying, "I've got the Flag, a BR, and a pistol."
And the list goes on for a while, but I assume you get the point.
Conclusion
Halo 3 is a great game. In fact, it's my favorite game of all time (right up there with Tom Clancy's Splinter Cell: Chaos Theory). But the adjustments Bungie has made in comparison to Halo 2 has truly put more than a damper on the gameplay. In all honesty, getting beat by players who have less skill than you, especially when you know it, hurts. It hurts even more when you know it's because of how the game was designed.
Fortunately for me, I already have my 50 in Team Slayer. Thus, I have to deal with this so much less.
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44 comments:
Stop whining because things don't always go your way. Maybe you should focus on other factors like why FPS games are deteriorating in general than choosing to nit pick at a successful production. Your arguments in themselves are fallacies due to your inability to see the whole picture rather than specific, superficial, qualities. Have a good life, I will never view this board again so don't bother posting a reply; your message will NOT get to me and I don't care what you have to say.
I agree with almost everything you wrote, but I disagree about how the teams that get the "power weapons" always win. IMO there are NO power weapons in Halo 3. One of the things that made Halo 2 fun were trying to get rockets, swords, snipers, etc so that you could go on a killing spree. Now, the rockets have a smaller blast radius. You have to be closer to lunge with the sword. The sniper has a lower rate of fire. They tried to "even out" the weapons for people who suck, and it hurt the game. But everything else you wrote is dead on. Long live COD4.
You're making as much valid points as you are making invalid points.
For starters you write 90% of your opinion as if it were facts. As beautifull as it may have been written, they are not all facts.
I see a lot of "and the player will surely die" kind of lines, mostly including a mauler/shotgun and a shield of some sort. I can tell you.. give me a plasma grenade and I'll be sure to kill the guy on the other side of the barrier.. If I die myself or not depends on the player I stick.
Furthermore you mention the lack of strategy. That it depends on spawns which items you get. Well it's true that it depends on spawns which items you get, however that does not guarentee your victory nor your defeat. If you know your chances of getting that bubbleshield/powerdrain/regenerator/etc. are slimmer then that of the opponent. Then just don't get it. Try to figure out what you need to counter that and go for that item instead.
Also you mention the Grav Lift to be "Seemlingly a useless item, it launches those who walk over it into the air about fifteen to twenty feet."
Have you ever tried it out on High Grounds for example.. To get on top of the Spartan Laser tower and infiltrate the base.
If I were you I'd take a good look at how to change your own gameplay to that of Halo 3 instead of wanting it the other way around.
You just suck ass at halo you play with no stratagey at all your just mad because you cant rush in and get double kills all the time anymore and that you cant be a pussy and run if your in any trouble at all and the shotgun isnt all that good a mauler will kill a shotgun easily from longer range you just dont know how to use each gun and what are good for each kind of job you have so stop your whining just because you get your ass owned.
wow people aren't leaving very nice comments to your blog. You appear to have insulted halo jeasus!
You have totally summed up everything that is so wrong about halo 3. I was a huge halo 2 but after 3 months or so of halo 3 I've just kinda got bored. At first I thought it was the maps, and well I still think it's partly the maps.
With forge a lot of these problems are going to be ironed out I hope. But the spawning, there is no hope for that. Halo 2 spawning was perfect.
Now it is just random. The amount of times in team doubles you will work as a team and kill one guy, then his mate is left undefended so you run in for a garanteed kill. Only to be twatted by his mate who just respawned behind you.
I could go on and on much like you have, i don't think you even mentioned the way Rumble Pit is now a giant grenade party.
"You're making as much valid points as you are making invalid points.
For starters you write 90% of your opinion as if it were facts"
oh yeah and I though I better add the disclaimer that my post is my opinion, and so is the orginal post, and so is the post I just quoted.
Yes Blogs are where people write OPINIONS so please do no be offended
i'se like to agree with you
your an idiot. Just cause you suck at Halo, doesn't mean you have to write a stupid article that just proves that you are a n00b.
Asassyan
Wow.. all i have to say is all the people who commented and said this guy sucks, this guy needs to stop whining, this guy is a noob haha, can shut the fuck up and stop being so naive cause this guys right on the fuckn' money. And he's already told you he's a 50 any way. He's not whining and he could probably own a lot of you, probably me too, the fucking point is use your brains for a second halo 3 was made for fuckn' noobs and all the good players skyrocketed to the top in a matter of days. My best friend didn't get Halo 3 until december of 2007 and in 3 6 hour nights of play he grabbed his 50 in slayer.. that's pathetic. I remember in Halo 2 it took us that long to get to twenty five, and we'd be lucky if we could get significantly higher in the next weeks.
well said
I award you 50 cry-baby points.
Oh my good lord this guy is so right. Doesnt it piss you off how quick you can go from a HUGE winning streak to a HUGE losing streak? Doesnt it piss you off when youre trying to BR someone and they shoot a needler at you for the kill? (Which by the way is the gayest weapon in the game. If you need a needler to kill someone then you flat out suck.) Doesnt it piss you off when you snipe someone in the FACE and the dont die, but instead fire a rocket at you?
Im sorry but this guy isnt whining at all. He layed it out correctly. Halo 3 favors certain teams. The grav hammer, shotgun, rocket launcher, and needler are the WORST weapons ever created. The game would be so much better off if Bungie got rid of them and everyone knows it. Unfortunately they feel that they have to keep the players who suck happy.
"I know I cant kill that guy with a BR cuz he's better so Ill just needle him from a distance." GAY ASS!!!
Play the damn game and pick up a real weapon.
Bungie constantly updated Halo 3 because of people complaining. Now the game is great! There is also MLG mode, perfect for pro-only kills. The biggest problem with Halo isn't the game or what Bungie did or didn't do it is actually Bungie itself! they are a bunch of retarded elitist dumbasses- they enjoy banning people from their forums for no reason and they love rubbing their gay RECON armor in everyones faces saying "you can't have it" and when anyone talks about it or dare they ASK BUNGIE FOR THE RECON ARMOR they get banned. BUNGIE is full of HOMOSEXUALS and I'll never buy another game they make until they stop being fags.
Hey I am the anonymous who complained about Bungie being gay, which they are. I can't help with disagreeing with pretty much everything you said. All 2 handed weapons- SMG, Spiker, Mauler, Pistol, Plasmas- need to become better. Bigger magazines, faster rate of fire, even more bullet damage! I agree with people who are against the mauler shot/melee. A perfect fix would be to weaken the Mauler's melee. Rarely do people use the Mauler/Mauler or Mauler dual wielded with anything else and that isn't good- making dual wieldable weapons more powerful will make Halo better.
The needler is one of the coolest weapons and I like it. yeah it sucks when a needler kills you but its about the same as any other weapon.
The Battle Rifle is the most overused piece of crap ever in Halo - I really am glad it didn't exist in Halo 1 and Halo 2's BR was really good enough in my mind, cheating and exploits aside. The only negative is that when a persons shield is down BR hits to the body or legs don't do any damage to kill and that sucks. Headshots are too powerful as well they should be toned down so that 5 bursts to the head don't result in a kill. My change allows someone without a BR to have more of a chance in an open fight. By the way I love the Covenant Carbine it is superior to the Battle Rifle IMO it isn't cheap at all and I think it is more fun to use than the Battle Rifle!
I normally don't like anything that nerfs a weapons power but the Rockets needed a smaller blast radius to reduce suicides.
I used to HATE HATE HATE the AR in Halo 3 and its weakness but now it is a great setup and rush weapon to finish someone off with a melee. The new melee system is 99% perfect- the old melee system sucked but it was logical in a way; the person with more shield should win the fight regardless of who "hit first" I loved surviving old melee knockouts in the old system but that rarely happened for me nowadays I kill more people and/or take someone with me if someone goes for a melee. The new melee system gives everyone a better chance for a kill, even if there are "too many" exchanges where both players die from meleeing each other.
baby :'(
this is a really good post with a lot of good points. why does everyone say he sucks? he clearly doesnt as hes a level 50 and knows exactly what hes talking about. i consider myself a pro of splintercell and if i were to write a post telling people how i didnt like double agent compared to chaos theory; would that make me a "noob"? no - so shut up hes just pointing out the issues.
I 100% agree with what you said. IMO bungie removed the strategy from the game and made it so generic. Halo 2 was one the best multiplayer games I've ever played. Halo 3 I can't even play for 5 minutes without wanting to break my xbox. BTW i'm not bad I got a 44 in lone wolves so I know what I'm talking about.
I love the game but the matchmaking, the people that play it (e.g second accounts, campers, general bitches) and spawn points ruin what could be the best game out there. I'm only a commander grade 3, I'm sick of being put against 5 star generals, brigadier generals, and people who are just generally better than me.
Yeah, it is crappy that someone with a 50 in lone wolves can walk over to team slayer and get matched against a bunch of 8 and 9s, becuase he has no team slayer points. I'm not great, I try to get better, but it sure is impossible when you are just consantly murdered by someone who is clearly levels ahead of you. You don't learn to play basketball by challenging on the 92 Dream Team.
I agree with everything you said.
THe melee system is BUngie's largest fuck-up in Halo 3. Even if you shoot the person, an smack them, they can have a chance to kill you. This is because 30% of the time, kills are randomized.
My favourite part in this post is when you talked about how Halo 3 is more luck than skill, and I agree.
Spawns make the LARGEST difference in a game. And any noob could win over pro players.
BUngie really messed up with Halo 3. Im surprised they didn't release any patches to fix some of the extremely LARGE mistakes.
lol its so funny reading all the comments of the noobs that are saying "you suck at halo!"
well if you read to the end you would no hes a 50 in ts i mean jesus? how can u say a 50 sucks even if hes not as good as other 50's getting to 50 takes alot of skill...legit or not legit.and most of the people saying he sucks are most probaly lower than him or unlegit noobs mucking up the halo 3 system in the first place
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