Couple of sweaty money series that we played a while back, made a quick $400 from teo, 2EZZ! Each series was a best of 5, won all 4 series HAHAHA Enjoy -- Watch live at / preston___
Halo 3 team doubles had a wild way of helping a certain team win unintentionally. The spawns were sometimes just clutch for one team where their teammate would spawn right back in the fight able to put shots on target the instant he spawns but you and your teammate would spawn apart each time across the map where you cant help at all. I remember often seeing guys spawn in right next to their teammate while I am actively fighting one of them but my teammate would spawn across the map in a useless position. But then again sometimes you would get the double and triple kills from the other team getting the "lucky" spawns on top of each other so who knows... Maybe it was all all evened out in the end. I just vividly remember spawns being a major factor that can make or break the game in team doubles which was my favorite playlist to farm 50's.
Depends on the map. Open the map in Forge and check the respawn time on the weapons. 2 minutes for a Sniper on Pit Stop for example. Now that 2 minute respawn timer doesn't start when you pick it up. It starts once the Sniper has sat still for 2 seconds, but only after being moved from the initial spawn. So pick a weapon up, stand still for 2 seconds, and then the respawn timer starts. OR if you die and the weapon sits on the ground for 2 seconds, or if you pick up a different weapon and drop it on the ground and it sits there for 2 seconds, or if you use up all the ammo and trade it for another weapon it will despawn and that also starts the respawn timer. Now it gets even further complicated by the "Runtime maximum" - you can also determine this setting in Forge. If the runtime maximum is 3, and there are already 3 on the map, a new one won't spawn in even if the respawn timer is up. It won't spawn a new one in until one of the 3 that is already on the map despawns. In MLG map variants, the weapon spawns are lifted off the ground, so when they spawn in they fall (AKA Drop Spawns) - the weapon spawns in, drops to the ground, and then 2 seconds after it hits the ground the respawn timer automatically starts without a player needing to interact with it. Now if a player waits by the drop spawn and catches it before it has a chance to sit still for 2 seconds, you can delay the respawn timer by keeping the weapon in motion - this way only YOU know when it will respawn.
12:02 Is that a normal Halo 3 spawn for 1 frag nade and 1 sticky nade? I seem to remember that spawn being 2 frag nades back in the day in shotgun pit. Am I misremembering that?
Halo 3 team doubles had a wild way of helping a certain team win unintentionally. The spawns were sometimes just clutch for one team where their teammate would spawn right back in the fight able to put shots on target the instant he spawns but you and your teammate would spawn apart each time across the map where you cant help at all. I remember often seeing guys spawn in right next to their teammate while I am actively fighting one of them but my teammate would spawn across the map in a useless position. But then again sometimes you would get the double and triple kills from the other team getting the "lucky" spawns on top of each other so who knows... Maybe it was all all evened out in the end. I just vividly remember spawns being a major factor that can make or break the game in team doubles which was my favorite playlist to farm 50's.
memorizing and forcing spawns is part of the skill gap in 1's and 2's.
MagicLT is his next gamertag! Classic🤣
LOL
Unluckilest game play I've ever seen
Lol. Good game play. Appreciate you reliving my 50 game play nostalgia.
Yessir glad you enjoyed it
That last game on Blackout was crazy
Great games.
That $20 out br
always ;)
how do you time weapns? isn't it a standard time when you pick up the gun
Depends on the map. Open the map in Forge and check the respawn time on the weapons. 2 minutes for a Sniper on Pit Stop for example.
Now that 2 minute respawn timer doesn't start when you pick it up. It starts once the Sniper has sat still for 2 seconds, but only after being moved from the initial spawn.
So pick a weapon up, stand still for 2 seconds, and then the respawn timer starts. OR if you die and the weapon sits on the ground for 2 seconds, or if you pick up a different weapon and drop it on the ground and it sits there for 2 seconds, or if you use up all the ammo and trade it for another weapon it will despawn and that also starts the respawn timer.
Now it gets even further complicated by the "Runtime maximum" - you can also determine this setting in Forge. If the runtime maximum is 3, and there are already 3 on the map, a new one won't spawn in even if the respawn timer is up. It won't spawn a new one in until one of the 3 that is already on the map despawns.
In MLG map variants, the weapon spawns are lifted off the ground, so when they spawn in they fall (AKA Drop Spawns) - the weapon spawns in, drops to the ground, and then 2 seconds after it hits the ground the respawn timer automatically starts without a player needing to interact with it. Now if a player waits by the drop spawn and catches it before it has a chance to sit still for 2 seconds, you can delay the respawn timer by keeping the weapon in motion - this way only YOU know when it will respawn.
@@collinmckinney6952 wow i never knew this, i just assumed it starts when you pick it up . thanks bro
„MagicLT“ :D
12:02 Is that a normal Halo 3 spawn for 1 frag nade and 1 sticky nade? I seem to remember that spawn being 2 frag nades back in the day in shotgun pit. Am I misremembering that?
how have things changed since people left to infinite?
Everyone came back because infinite is dog shit
Aim assist from 1:03:13
playing money matches on cringe maps, thats a yikes competitive halos gone down hill