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Everything posted by Ryu♥Hayabusa
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Oh, no, it's in.
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The double hit method was to prevent CQ camping. However, if they just eliminate the little pockets that reach had, ahem, countdown, ahem, this problem would be eliminated.
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This. This is what I want. Plus, more specific playlists. "BTB/SWAT! You might have to play objective!"
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I think this is really just nitpicking. I'd like to have some diversity. See, I think that they also need to eliminate advantages from Armor Effects. Inclement Weather was the worst in my opinion. It deflects some headshots away while shields are down. It has been proven to happen every now and again. And it also hurts enemies when they get nearby. Armor Effects like that do not need to be in. There are already packages for this in Halo 4.
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Lol. I never miss shots with jetpack. You have to be fluid with your movements. Most people jerk their controls around while aiming. Jetpack makes that harder to do. We'll never know if it was intended as transport only due to the fact that you can shoot while using it...
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Take a seat and grab a cup of coffee. First, this is Halo 4. It is a new game. Just like Halo 2, we see the Spartan players have a significant change in style. Except in this Halo, we can change everything about our Spartan. In all reality, these are Spartan IV's. Their armor is going to be a bit different. They serve different purposes than Spartan II's and III's. They are more expendable and cheaper. Besides, these are Soldiers, not super-models. Why does something have to look great to be great? The war vehicles and machines the U.S. uses right now aren't all pretty, are they? Last but not least, I still see the same Gold visor, unarmored joints, and big bad Spartans as I saw in other Halos. Really, when have the Spartans not changed? Halo 1 to 2, and 3 to Reach. I think they still look like my favorite fear-inducing Spartans from the past, just more modern.
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Forerunner vision Change/ + New immerse HUD feature.
Ryu♥Hayabusa replied to RayizRambo's topic in Halo 4
No, Promethean Vision has been nerfed anyway. Your idea would definitely be cool, but 343 have now made it stay in effect for less time, and increased recharge time. It also can not see through multiple walls anymore. It is effectively nerfed enough. Plus, this is forerunner tech we are talking about here. It can definitely do more than put an arrow above someones head. -
Thank you.
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Y'know that game took place like 21 years before Halo: Combat Evolved? And that Arbiters are brought forth in times of crisis? See, the Arbiter in Halo 2 and 3 was a different Arbiter. He is still alive and well. I hope for a great experience that is at least as good as the main campaign. And something that resembles a good story. If it is just a random series of missions, I'll be a bit disappointed. Also, as long as we aren't in a small area like a Firefight map, and we are actually going through areas, I'll LOVE Spartan Ops. I don't want each mission to be a small version of Firefight.
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Ah, I see. Therefore you have never cheated. I fully support you, sir!
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The helmets look the same to me. And it also has the same lines on the visor as an ODST. Only thing, ODST's usually have silver visors. Spartans would have a default gold color like in the pictures.
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Because getting friends together to play is just impossible.
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I wish it would either be cut, or improved. I would hear my hammer produce the shockwave, but the enemy would kill me first. No traded kill.
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In Halo, Humans had their tech. Really, we wouldn't have the Covie tech if we had Halo tech. Our weapons are already better than Humanity's in Halo anyway.
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I respect you and your posts. You know this well. But I must finally argue one point with you. The map flow argument has been largely invalid since the First Halo. I will explain why. In countdown, at spawn, the Jet-Pack is easily beat to the sword because of the roof. A sprinter can sprint to the lifts and use the remaining sprint to grab the sword. All before the Jet-Packer can even land on the catwalk. On Powerhouse, Sprint will beat the Jet-Pack to the rockets due to the few obstructions between the players and the Rockets. Many more maps have the same design. Let-Pack rarely beats Sprint anywhere unless it is to the top of a mountain. Then the valid side of the argument is the ease of escaping a grounded opponent to jump a wall or building. This was intended, but if you notice, Jet-Pack stutters at first. It doesn't Immediately accelerate to top speed. That is to slow down the fleet and give the attacker a chance to get in a few shots. And to further hinder movement. While Jet-Packing you do go the same speed as a Spartan on the ground, but you can't strafe or maneuver as fast. Now, to the dis-proving part of my post. Map flow has always been broken. It, in reality, is an illusionary concept. Developers initially do predict and intend a certain flow of players, but past that, the map flow is just a hopeful concept. There is one thing that has always broken Map Flow in every game in history. The Human. See, players can choose to sprint and jump an otherwise impossible gap to quickly escape an area. Trick jumping is also a major flow breaker. Any window or bridge in Sword Base is accessible to a Sprinter. Just time the jump, and you can cross the map. Bungie probably never intended this. Hog jumping to a high area to quickly access a space also is a concern. While Jet-Pack is more commonly used, before Jet-Pack, these were primary sources of flow-breaking. In Foundry, fusion coil jumping could propel you to the rockets, taking away the need to climb the stairs and perfectly jump the gap. There are so many flow breaking exploits that can not be ousted without ruining gameplay, but no one complained until it simply became easier to do. While your argument is partially valid, flow has always been broken and the only way to prevent it is to eliminate jumping, explosions, and overall fun. Nerfing Jet-Pack will only work until people learn how to exploit Halo 4's physics in a manner that allows for more shortcuts and, you guessed it, flow break. I never guessed I would ever have reason to debate one of your points. Oh, and those who completely whine about it (You definitely don't, don't worry.) are either usually not aware enough to properly counter it, or they just get killed by a skilled Jet-Packer a lot. Those types should just watch the skies. It's not like we don't already have to watch for flying vehicles. >.> Hopefully, 343 can create maps that allow for effective use of it, but largely keep the illusionary map flow in check.
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Did you answer all of these questions by using knowledge you already had stored within your head? Or did you use some kind of material such as dictionaries, internet, or people?
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Grifball will definitely return. Two words. (Maybe one.) RoosterTeeth.
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Campaign and how My jetpack works now. (Please don't be majorly nerfed...)
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Please don't ruin Halo 4 matchmaking like Bungie did with Reach...
Ryu♥Hayabusa replied to Mezz's topic in Halo 4
Okay, imaboss05, this is for you. Armor lock will not be in Halo 4. The ranking system is different from Reach. Your rant has been made by many others before you. It has been explained before. Calm down and try to be optimistic. I wish this thread would be locked. It was revived for no reason and needs to die and rot accordingly. -
Very nice.
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Congratulations! To OP, thanks for those links, they help with keeping everything contained in one area.
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Halo 4 Forge Wishlist: Get your ideas in!!!
Ryu♥Hayabusa replied to SatanicBagels's topic in Forge Discussion
The ability to have large aerial based maps. Instead of always having a few Falcons, the ability to make a large area for many pelicans and phantoms to fly would be awesome. Plus the few Longswords and Scarabs to wreak major havoc. Just...some real large battles. Halo:CE was the best for this since the Extinction and Downflow community maps were designed for this. Halo 4 or 5 could maybe let console gamers have a bit of this fun. -
Do we know those are Spartans? I thought they could be upgraded ODST's.
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I haven't seen anything on a strategy guide. I'd rather not have one at anytime. I never used my ODST one.
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Never said you did. But the only difference is that the game becomes smooth even when you turn around really fast.