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Fundamentally, multi-kills and and insane jumps share the same qualities that make them impressive. -Timing -Hand-Eye Coordination -Reaction Speed -Developed fine motor skills -Lots of repetition and practice -The ability to adapt quickly There is nothing that validates a mult-kill over a sick jump. Anyone who claims that multi-kills are "more dynamic" hasn't tried to jump off a soda can in mid-air after rocket/grenade jumping from the ground. Jumps and multi-kills are equally legitimate forms of gameplay, and no attempt is ever the same. Last edited by FraGTaLiTy; 07-21-2010 at 07:03 PM. |
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a jumper's word on the subject if you don't mind? I'm not claiming to have skill at Halo. I'm super stoked if i get like an overkill, i dont fkn care if its griffball lol. Jumping is a different talent that varies among players just as killing though. Its not like anyone out there can go practice jumping and land a good jump in 2 hours....10 hours...a year.... What im trying to say is that half of jumping is coming up with ideas, but you have to naturally understand the timing, percision, movement of a jump to land it even once. that's my view on it anyhow.
M2 for best montage, lbly3 for creativity and cinemetagrophy imo. Still thinking about GP and intros.. good luck to everyone |
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I love how no matter what thread it is, even if it's a god damn friendly competition, it always turns into a debate...
Oh, and 3 should DEFINITELY be up there for Best Gameplay. Best Intro Award Nominees: Shocktology 2 Most Original Award Nominees: The Animatage Best Cinematography Award Nominees: Look Before You Leap 3 Best Gameplay Award Nominees: Contractus Best Editing Award Nominees: Dutchy M2 My vote would definitely go to Cloud's for Best Editing though. |
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