CAVEMANcr
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So I remember reading about armour effecting gameplay in Halo 4. I also remember some stuff about custom loadouts, but I went back to find videos, interviews etc. and I couldn't find anything. Could someone point me in the right direction? Thanks
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The system from H2 seems quite popular, so how about this: A refinement of H2's system using elements from H3 and Reach. 1 Win = 500 points 1 Loss = -500 points additional points awarded for individual performance Winning Team: Top player 100 points 2nd 75 points 3 rd 50 points 4th 25 points Less than 4th 0 points Losing Team: Top player 50 points 2nd 25 points 3rd or lower 0 points Ranking would be based on a cumulative point system like Reach. Point Requirements: Skill level 1 = 0 points, Skill level 2 = 1200 points, Skill level 3 = 2900 points..... The fastest way to go from skill 1 to skill 2 is to win 2 games and be the top player on your team in each game.
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More maps: What about 'Standoff' (H3), 'Lockout' (H2+H3) and 'Highlands' (Reach). Also I don't know why 'Hemorrage' is on there, I mean its pretty much a given, its been in every game thus far (Blood Gulch, Coagulation, Valhalla, + Hemorrage).
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This would make the playlist worse than it already is. How about less ammo for humans and place ammo caches around the maps (in questionable areas) to discourage camping.
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Sword-blocking should be in every playlist except for grifball and living dead, where zombies don't have much chance to get points anyway. I am actually just finding out about this. For quite some time now i have approached sword carriers without caution, and i couldn't figure out why i wasn't able to block them. So frustrating! For those saying you can't block the hammer, you also can't lunge with the hammer so its fair. Everone check out my fileshare: 'Epic Bulltrue'
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keep heaveis in BTB just take off the bonus points
CAVEMANcr replied to drednot12345678's topic in Halo Reach
The extra points are there to even out the game. if someone doesn't like using vehicles then they don't have to inorder to stay competitive. Also if you want to know how many kills you get, look at the post game stats. -
Can you please elaborate? I'm assuming not everyone plays starcraft and knows how the ranking systems work (myself included). Thanks
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I understand what you are saying about assists being frowned upon, but in swat / snipers, most people don't get many assists anyway so it wouldn't have much effect. Its just something to help seperate people of higher skill. (in 32 games of SWAT i have: 463 kills, 7 assists, 274 deaths and 56.25 win %) Also if you do get assists you are helping your team win, which should have the biggest effect on ranks anyway (in the long run assists will help to raise your rank more than lowering it)
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If you get ranked by your last 50 games in a playlist then yes you can be ranked by your recent games. Players have a tendancy to evolve so that is why I only want my recent games to count toward my rank. Another way for this to work is if they use seasons like the Reach arena. If seasons were used it would show your overall rank in a playlist on your service record, and your current rank for the season in progress. When the next season starts your overall rank (or rank from the last season) could be used as a starting point.
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Another variantion of Team Slayer: 2 points for a kill, 1 point for an assist, or saving a teammate. This would promote team work instead of people playing like individuals.
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We should be ranked based on our most recent games only. (Last 50 or 100 games) I like the idea to combine the ranking systems of H2, H3 and Reach. Credits can be used to purchase items, but not count toward rank. I also like ranked and social playlists. For ranked playlists I think there should be different formulae for different gametypes. Heres a list of the factors that should effect ranks: Team Slayer variants (TS, BTB, SS): Win% and (K+0.5A)/D Team Swat / Snipers: Win% and (K-A)/D Team Objective: Win % only FFA: Win % and (K-A)/D In all cases Win % should count more toward rank than other factors. Here is my reasoning behind the different formulae: Team Slayer: Kills and Assists help your team, but kills are ultimately better. Team Swat: 1 HS = 1 Kill, if you are getting many assists your'e not a great shot. Team Objective : Many different gametypes which don't include slayer aspects (at least for the most part) FFA: Mostly slayer gametypes with some objective. Kills help you win, assists help others win. Getting back to the Reach credit system, I would like to see an updated commendation system as well which would better reflect a player's skill and style. Maybe different ranks for number per hour or something. (assist /hr, HS/hr, grenade kills/hr, etc.) This should also be determined by a players latest games.
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H4 should have assassinations and beatdowns like Reach, but more control is needed. The game seems to randomly pick one or the other. I like the animations, but it is often better to make a quick kill and run off. Also if there is a different scoring system, assassinations should be worth more points than beatdowns.
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I just thought of something for customizable loadouts. I know we won't be able to start with power weapons but here is an idea: Right now the sniper rifle has two scope settings (i think 5x and 10x). I think we should be able to adjust these settings to whatever we want, and customize it to fit different maps. For a small map (Asylum / Cliffhanger) you could choose scope settings of say 2x and 5x, but for larger maps (Hemorrage / Highlands) you could have 5x and 10x. Also if you don't use one of the scope settings very often, it would be nice to have the option to roll with just one (for small maps (2x or 3x) and for large maps go with a 5x or something). I'm not sure how this would make sense with most gametypes other than snipers, (unless the default sniper scope is fully adjustable) but it would add a little more customization to the game without effecting balance. The same could be done for the DMR and BR etc. (343 never said the DMR wouldn't be in H4)
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The forge system should be upgraded as it is currently not precise or user-friendly enough. Perhaps there should be a halo forge computer game where users can create maps and upload them to xbox live. It would operate much like a solid modelling program (solid works / NX) in that you can create constraints between objects, and also allow the user to place numerical values on the size of objects. If this was released with a price tag around $20 or $30 I think a lot more people would take advantage of the forge. Personally I find building a decent map takes way too long and is quite frustrating.
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http://www.bungie.ne...layer=CAVEMANcr http://www.bungie.ne...=CAVEMANcr&sg=0 1. AA's: I like the idea of starting with sprint as it is the only one I really use anyway (except for using hologram on noobs (hilarious)). As for others like jetpack, active camo, etc. , I am fine with them being pickups. Armour lock is annoying and I honestly would prefer if it wasn't included (except for in special game types like in Action Sack: I'm thinking of a slayer variant 'Rocket Lock', everyone has rockets and armour lock.). 2. The 'Look': I have no complaints, looks amazing. 3. The 'Feel': Personally I think the more customization the better ( as long as gameplay is balanced ). As for the realistic gun sounds, the bottom line is guns are still guns; they sound like guns. Yes it is set in the 26th Century, but that is why there are futuristic weapons. 4. Customizable loadouts: Sounds like COD, but could work if implemented properly; weapons: see Destroyaaa's post, AA's: Maybe the ability to tweak sprint stamina and speed (more speed for less time, or less speed for more time). I don't recall 343 saying anything about this. I do know they said 'everything you do in MM effects your Spartan's career' , and that armour customization will effect gameplay. 5. Ranking and Progression System: This should be a combination of three things: A modified version of H3's skill system, Reach's rank system, and something new. I liked H3's skill system, however I found myself outmatched way too often, as it put too much emphasis on each individual playlists and did not focus on 'overall skill'. Reach's rank system works much like my understanding of a real military system which puts emphasis on experience not skill. This should be incorporated in someway to ensure all armour variants are available to all players, not just highly skilled players. And finally, someting new. 343 said they would incorporate something that hasn't been in a halo game before. I trust they will do something unexpected and awesome. 6. Game Variants: Keep it simple. Two slayer variants (classic and updated with AA's or whatever), Snipers, CTF, Zombies, KOTH, Assault, Griffball, etc. and some new ones to keep gameplay fresh. The reason I want two slayer variants is different players like differnt things. This should be enough variety to keep most happy. @343: Stay innovative and give us something new. I don't want to spend $70 on an updated version of something I already have. I liked Reach better than H3, but I think it is because of smoother gameplay (less lag) and better graphics, not AA's. Reach seemed to be much more refined than H3. I can't wait for H4! Also I must add to the Ranking System: Gives us something that ranks us based on the last 50 or 100 games that we play. I find myself to be quite streaky and I think the ranking system should reflect this.
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Looks good but this map should have been named 'Reachout'
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Personally I think armour damage would slow the game down (MM lag) and should not be added, however it would look good.
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Please read this the whole way through, I know some of you will think my ideas are stupid and you just want to play Halo 3 but with better graphics. I think the ability to 'charge' AA's would be pretty sweet. For example: If you were using sprint, you could charge it up and sprint faster (125% or 150%). For active camo you would completely drop off the radar, be able to hear normally and movement would not effect the 'quality' of camoflage. For hologram you would gain quasi control over the hologram, creating a more confusing effect. The hologram could mirror the player's movements (player moves left, hologram right etc.) and take damage unlike the way it flickers in Reach. This would have to be implemented carefully, such that AA's would not become grossly overpowered. Perhaps inorder to charge them you would need shields with at least 80% strength, and upon charging the AA your shields would drop to 50% (hologram + sprint) or 0% (active camo). As for the other abilities I'm not sure how charging would effect them. Pleas comment if you have ideas. Thank you for reading the whole thing.
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I agree that the forge system should be upgraded as it is currently not precise or user-friendly enough. Perhaps there should be a halo forge computer game where users can create maps and upload them to xbox live. It would operate much like a solid modelling program (solid works / NX) in that you can create constraints between objects, and also allow the user to place numerical values on the size of objects. If this was released with a price tag around $30 I think a lot more people would take advantage of the forge. Personally I find building a decent map takes way too long and is quite frustrating.
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Armour abilities need to stay. If you don't like them play classic slayer.