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Darkrain491

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Everything posted by Darkrain491

  1. You should list the power weapons and their spawn times
  2. Variation, Play-style and Equality. Variation: Everyone who wants these out is simply does't seem to remember that once you do have them gone, your left with three (two not including my hypothetical Molten Rifle) precision weapons all doing the same job, M/C Range Combat. Having weapons that specialize at Long Range but are evenly matched at Middle Range and defeated at Close Range while vice versa for the M/C weapons adds more depth to your choice, and you have to pick carefully depending on the map. For example, the map may be large, with some open spaces, but the amount of time you are moving in and about the enclosed spaces would prompt you to take a M/C Range Rifle, but you have the choice to test your luck with the L/M Range weapon. Play-Style: With the new cult following behind the DMR and LR, and how they affect play-style, it's natural some players will complain about not having their DMR and LR from spawn. giving them a 2x Scope, Faster Projectile speed and less Un-Zoomed Aim Assist means they can have their Longer range play-style, but at a level where it doesn't aid cross mapping like it used too, as it it has the same zoom, it just makes hitting them easier, that's not to say you can't still do It with a BR, MR or CC, but it's easier to do so with the DMR, LR or TR. similarly, you can still use a L/M Ranged Weapon Successfully, but the BR, MR and CC are better at it, Its like the Sniper Rifle, good players can pull of no-scopes easily, and hence they find a way to use these weapons at close range. Equality: A player who is terrible at Close or Medium Range encounters should not be forced to start with something they are not good with. This is as bad as a player starting with OP weapons in a way. Letting players who are better at Longer Range Combat have their weapons but at a nerfed level is a balanced way to allow them this. People say it would affect map flow. I would disagree here as the weapons are now 2x Scoped, same as the BR, MR and CC. these weapons now have a much better chance at fighting back over longer range, and will force the L/M Range Weapons to stay on the move, because the M/C range weapons are going to outgun you much faster than before. and can get closer easier.
  3. So many people keep saying the DMR and LR cannot be made to fit into Load-outs, and should hence forth be beefed up slightly, and made low tier power weapons. I disagree. I think the potential to make them fit load-outs is there, you just have to think outside the box. I think all relative factions should have Three precision weapons: A Long/Medium Range Rifle, A Medium/Close Range Rifle, and a pistol. Now the problem we have had with Halo's newest Precision Rifles, the DMR and the LR, is their effective scope range. and that is where we have our fall. But first, my weapon suggestions (not all mine): Long/Medium Range Weapons: Long/Medium (I will hence forth refer to as L/M) now gain the following trait: with the popular wish for less powerful aim assist, I would suggest this. In Halo 5, The Aim Assist for Long Range weapons is better than that of Medium/Close (Hence Forth will be M/C), but only when Zoomed in, and they receive NO Aim Assist out side of zoom, meaning the really are restricted to long rage game-play, and are not useless at close range, but much harder to use. They also have Bloom, or something else that lowers their over all accuracy (optional). DMR: 5 shot kill, 2x Scope(changed from 3x), regains a little Bloom from Reach (but not all of it). LR: Has all its current traits, but with a 2x Scope (you will now see the trend), again, now has some bloom, but only when Zoomed in. (New, My Idea) Thorn Rife (TR): Only available in Multiplayer, Spartan-Ops and Firefight, this is a new weapon that was made by Brutes. It is a 4 shot kill, has the slowest fire rate and most recoil and a little less aim assist (still more zoomed in than M/C range weapons), but has a slight stun feature, slowing players a little (not as much as a Hi-Jack) again, a 2x scope. Alternative to TR: A Needle rifle that is 7 shot kill, 2x scope, fastest fire rate and the other effective L/M traits. (I feel the TR has more character) The 2x scope fix is to prevent cross-mapping as effectively, now there are just better at the BR/Carbines's previous maximum effective range, but worse than the minimum effective range. Medium/Close Range Weapons: Again, now we have the far less Aim Assist return assumed, these weapons have an over universal Aim Assist, as to say, their aim assist benefit comes in the fact that they get Aim Assist both scoped and un-scoped, but it isn't as powerful as a zoomed L/M range weapon. the fact they retain Aim Assist while scoped gives them a fighting chance against L/M weapons, but because the the L/M don't have any Aim Assist outside scope, they find that their at a disadvantage at the M/C secondary effective range. BR: 4 Shot Kill, basically a port of Halo 4's BR. Carbine: 7 shot Kill, again, a port of Halo 4's Carbine. (New, My Idea) Molten Rifle: A new Promethean/Forerunner weapon, this thing is very unique apart from one thing in that it shares a two fire mode system with the LR. Mode One: Un-Zoomed: This Weapons un-zoomed mode will have a magazine of 15 shots, that are fired at a faster rate than the BR, but slower than the Carbine. It is also "Automatic" in the same style as the needle rifle or Hand Cannon. but has a fair bit of recoil, it is a 5 shot kill. Whats so special I hear you cry? you are about to find out... Mode Two: Zoomed: This is where "Molten" comes into play. the weapon becomes a potential 2 shot kill, has less Assist (the lowest of all precision rifles, but not by much) but its magazine drops to FIVE shots. Why? because the first shot doesn't deal all that Damage in one go, oh no, it drains all their shields with a DoT lasting 2 seconds, you can fire again by 1 second, but if you want the kill, you need to strafe until you see their shields pop, and then fire. firing again will only make their shields drain a little fast, but this only stacks once, and can get you killed because you might not be able to fire your next shot before they kill you. the shots DoT will not damage after their is no shields, unless you place another shot on them after this that isn't a head-shot (a head-shot still kills a un-shielded enemy) the shots required to kill an un-shielded opponent are two (like plasma, it isn't good on health) but cause the shots are DoT, the result is a 1 for 1 in most cases, as the time to do this would be about four seconds, a 2 shot kill is two seconds at lowest. This system for M/C means players that prefer these can have a chance against L/M weapons at long range while over all defeating them at close range. Pistols: These weapon would be an exact opposite in term of Aim Assist to L/M Precision Rifles. They would have the Aim Assist of the Thorn Rifle at un-zoomed, but none zoomed, and would have power appropriate to a side arm. aka, they are the power of their rifle counter parts, with less ammo per magazine. all Pistols would have a 1.5x zoom Magnum: Halo 4 port, this is a good weapon. (New, Not my Idea)Needle Pistol: The reason I thought that a new weapon to be a Covenant/Brute/Storm Long Range was because of this. it would have a 10 magazine, a 7 shot kill (10 when not head shots), this means a 3 shot error margin, same as the Magnum, and if you cant get a head-shot, you need the full mag to kill. Boltshot (revised): This weapon would now have an increased magazine, to twelve shots. it would be a 8 shot kill, have the fastest fire rate, but again, all twelve shots are required to kill without head-shot. now, the charge up shotgun effect takes the FULL animation (should take 3-4 seconds) and only drains enough shields two reform a melee, and even then, only if every "Bolt" hits (but there are now only 8 bolts, every bolt removes 1/9 of their shields, if we can still melee kill when they have low shields, if not, 1/8 per bolt), it also leaves the player with 4 shots in their magazine, they cannot fire off another shotgun overcharge now, and have to head-shot or melee, and a melee is only available if all shots hit, so head-shots will be more common, and may even become a preferred way to fire it. there is also a limiting factor in that the Overcharge can only drop shields if they are damaged or not, never kill on overcharge unless the foe is completely un-shielded. this is a copy of a topic I made on Waypoint, sorry for the weird highlight.
  4. Hey I didn't know you posted here! Cool! Anyway, Zandril is correct, even when finished, feedback is very important, and necessary for future builds and adjustments. I have a map with 500+ downloads, but I am still going back and editing it, right now infact, to ensure it is absolutely perfect. I am doing this across all my maps, as I also plan on updating to have a Placed on map Equipment/Weapon variants of all maps. Zandril is a veteran forger and a widely respected forger here on 343.org. featured maps by THFE, his on promotion YouTube channel where he displays his and others maps. All feedback is good, and even a finished map can need updates, thats why you see "[insert map name]" v2.0 or such. The map looks good for a first draft man, you should always go back and edit a map until no-one can find anything left to edit. A good forger knows where he went wrong, and fixes it. A great forger listens to others feedback, and fixes it. For example, in your second from last picture, which is the ramp I believe Zandril meant was to long, should be edited to have to sets of ramps, with a flat block platform (I would suggest 3x3 tall middle, 3x4 vertically down with x4 sides going down, on the south side of the 3x3 tall, then a 4x4 regular block on both sides of these two, to break the ramp up a bit and give a new level ti shoot from. _ ___ _ I II II I I II___II I I_II___II_I like this (birds eye view) If you are willing to give this a map a good edit (If I can get a Trial membership, I will help you with it) Then I would be more than happy to showcase it on the page (link in my signature)
  5. That's boring and counter productive. The ability to have choice is a good thing, when balanced, if you can't be constructive, and just want to be someone who just says, remove all, its bad, don't post. Balancing what we have is a better way forward.
  6. Promethean Dragon: Forerunner Skycraft V-TOL: This Aircraft would have something in common with the Light Rifle. It has two modes. First mode or Hover mode works similar to the Hornet, It has a Launcher that Fires Incineration Cannon Blasts but has long recharge time, and some soupped up dual suppressor cannons. The second mode is like the banshee, it has its manouverability and trick, but at the cost of the Incineration cannon launcher. Pressing "Y" would activate these changes and the respective tricks are the same. UNSC wolf: One man scout vechicle: This Bike style vechicle would act like a UNSC ghost, but its base move ment speed is faster but it has nno boost ability, but it has explosive shots much like the brute chopper. Storm Locust: Storm Mech Technically not a new vechicle but new to Mainstream games, the locust would provide a storm alternative to the mantis.
  7. But that kinda backfired in the end didn't it? Something I do have to give credit for in term of their loadout system is that unlike cod and battlefields systems, where certain combos eventually just take top teir, I find that isnt the case here, which is actually quite comendable
  8. This I like, having the previous incarnations of current weapons for choice is a great concept. to expand on what he said: Reach DMR/ H4 DMR Reach has the potential to get 3 kills instead of two, but has more Bloom. So many pistol/magnum variants
  9. THis would be hilarious to see a grunt using an energy sword
  10. The dog will be called "yelir" and will have a camers srapped to its nose, and the voice recognition wont work with my scottish accent
  11. The Halo 3 beta was on the original Crackdown game, just do that again for Halo 5, place it on a Xbox one exclusive game, that, or maybe bungie will be willing to host on destiny, ah who am i kidding?
  12. I teabag under the following conditions: Revenge Bag Victory Bag of +20 kills Dance Recital Bag Communication Bag (Gifting Ordinance [should have been a medal], power weapons etc) Perfection Bag Overkill+ Bag And of course the annual clan gang bang Bag,
  13. I would have liked to see both variants of multi-team, I felt 6 teams of 2 was to much for halo 4, at least when i played it, especialy swat on ragrarok...
  14. Looking for a Moderator to ask a permission on something, If A Mod spots this, please message me so I can send you the details.

    1. Show previous comments  1 more
    2. Darkrain491

      Darkrain491

      I did about a week ago, no response

       

    3. Silent Orbis

      Silent Orbis

      Try RSR or someone else. I know that AD is pretty busy. Other's may not be as busy.

    4. Absolute Dog

      Absolute Dog

      Handled. Done.........answered.

  15. 10 feet in the air (basically gravlift hight in H3) at the speed of a brutes jumppack from H3 and only in an arc eg ______ / \ / \ / ___ / o /I\ /\_________________________ Cooldown of 15-20 seconds or you can hold the L stick to orientate your arcs direction
  16. I also think that the altering of jetpacks to jumpacks would actually play more to te way jetpacks were intended to be used, getting to high places quickly, not instant aireial advantage
  17. I really think the problem with Halo 4 was its ranking and its over all deviation from competitive playing and teamwork orientation
  18. It was simply for Diversity. They may be roid rage, but in H3 Campaign, they did use carbines and even beam rifles on occasion Tsavo Highway, infront of the tunnel the drones come out of, a brute use a beam rifle. they arnt all idiots. Also, I do not consider the Jetpacks to be OP themselves, its the way they have come to be used. If someone has just got into cover behind a rock then thoowsh! jetpack over the rock no chance.
  19. Further Ideas: There are "Milestone Bonuses" hitting a certain skill will provide bonus credit and Customization Rank XP. examples include Every time you go up a tier super bonus every ten highest skills. Game Win streaks provide customization rank multipliers eg you start at 1x (no games in a row, or the start of a streak 1 game) when you win your second game, the multiplier goes to 1.2x, at 3 in a row, its 1.4x and so on like this: 4 = 1.6x 5 = 1.8x 6 = 2x 7 = 2.2x 8 = 2.4x 9 = 2.6x 10 = 3x 11 = 3.4x 12 = 3.8x 13 = 4.2x 14 = 4.6x 15 = 5x (max Multiplier) This can also encourage other to help the team better, as working together helps to ensure victory. Multipliers only reset after three consectutive losses, losing once freezes your chain, and you need to win again to unfreeze it (regardless if you win or lose, you still get the multiplied customization XP and Credits) failing to unfreeze it in the next game after the first loss triggers the next unfreeze game, which if you win, also unfreezes your multiplier, but losing this WILL reset the multiplier. giving the player enough chances not to drop their multiplier. certain ingame medals also add to your multiplier for each game, for example, your highest multikill medal will wultiply appropiatly, eg double kill would be 1.2x before winstreak multiplier, over would be a 1.4x etc your highest streak number would be added to your multikill multiplier, eg, say you earn a frenzy, this is 1.4x multiplier. you earn 2000 score this game you get a a killtacular (1.5x) and a Frenzy (1.4x) any ingame multipliers are added together, so 2.9x 2000 x 2.9 = 5800 Customization XP and 5800 Credits These 5800 values are taken, and multiplied by your win streak multiplier 6 win streak (2x) 5800 x 2 = 11600XP and 11600 Credits this seems like alot, but remember how long Halo Reaches ranking took? besides, it could be implemented that your Win Streak Multiplier ability isnt unlocked untill a certain Customization rank.
  20. http://www.343industries.org/forum/topic/30805-halo-5-loadout-system-the-balancing/ I had these ideas a while back, take a look and tell me what you think of these AAs and weapons.
  21. I just hope a 343 employee sees this and shows it to the people who decide it. If they Implement this, Halo might make MLG again. and that would be great. To see Halo back where it was 6 years ago. Top of MLG. EDIT: The way I see it, 343 can put their own spin to the game, as long as the keep the core ideals, great campaigns, the same great dedication to their fanbase and balancing their multiplayer, Halo 4 missed some of this, and it suffered for it. if 343 can make a comeback for a almost perfect run with halo 5, then happy days, but to do this, they REALLY need to listen to Halo's OLDER fanbase, not it's newest. cause its newest did this: Hey halo looks a little interesting, I can have my own weapons and perks like in cod or battlefield now! Two weeks later ugh, this is barely a cheap amalganation of battlefield, cod and halo, no point in this. Whereas old fans were like this: oh look, more changes, not gonna bother. Jesus, its worse than pokemon genwunners! 343 needs to look at this ranking system, see if they like it, or parts of it, and implement it/them. This is one of the kickstarts halo needs.
  22. I think that it would really bring back older players. The ones that really disliked Halo Reaches 'Arena' or Halo 4s CSR. I would really love this to be incorporated so that it brings back the old members and veterans within the fanbase. These people, while often regarded as nostalgia fanboys, are not necesarily wrong. Halo seems to have picked up a bad trend of dropping things that work for things that do not work. Some things do, But in recent times, in trying to stay current, falls further behind. Going back to its roots could be its saving grace.
  23. Exactly. The best way to go would be to incorporate both the Skill rank up to reflect you SKIL and Have dedication being reflected in the armour you wear, the more awesome stuff being more expensive usualy.
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