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Everything posted by Darkrain491
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Attachments in Weapons - "Unconscious Disapproval"
Darkrain491 replied to Spartan Rider's topic in Halo 5: Guardians
I agree, weapon variations, but not custom attachments, that just leads to all hell breaking loose.- 31 replies
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Yeah I really missed all the custimization options in Halo 4. why take out one of reaches best features?
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Thank you people. I felt that the ranking system should work on skill, not how much XP you earn, cause people just boosted on Firefight/Spartan Ops. This way, If you want to rank up, you have to play well in game. If xyou wanted, you could implement a similar system for Firefight/Spartan Ops, where instead of MVP, there is a Par score you have to reach, and as you reach these par scores they accumulate up. these would never go down though, cause they are cooperative game modes. They also earn XP and Credits for your customization rank. I would also like to add that alot of Halo fans left Halo 4 Due to a lack of a Competetive system this could entice old players who disliked the game for the lack of competetive ranking.
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no, not like that. it means if you preform worst in the game across both teams, then you stat what is called a Lose streak. if you are the worst player 5 games in a row, you will be demoted. this isnt to patronize people, it helps them go back to the previous tier if the tier they just got to was to hard. But your hifhest skill acheived is always shown beside your current skill. showing you have played that well before. bear in mind, even if you ahve 4 lose streak, you play one more game and.arent the bottom player, the chain is reset also, set parameter is there. the player coulhave the lowest score but still have played well. so if their average score for that match is around their norm or better preformance, it will not start a chain and it will break the current one. It isnt to easy to be demoted, but its there to allow people who cant keep up with their new teir.
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Thank you. I really put alot of effort in to trying to please every side of the argument inhow ranking should work.
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Helloooo Community! So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all! Competive Ranking Skill: This is a overhaul of Halo 3's and Halo 4's skill and CSR systems respectively. It is a 1-100 'Skill Rank' that increases the better you play. It does this in the following manner; When you are matched up, you will be placed against player equal to or maximum 2 Skills above you but not outside your tier. every 5 skills equals a tier. players a teir below you will not be matched up with you. this prevents any people being unjustly demoted cause they had bad games as a result of poor match-up. Now ranking uo a skill is relatively simple. If you play 4v4, 5v5 or minimum 8 player Team Slayer, FFA, KOTH, CTF, Extraction, and you Finish among the top 3 MVPs, if it is a 6v6, 7v7, 8v8 or minimum 12 player Team Slayer, Invasion, Dominion etc then it is the top 5 MVPs out of both teams (you don't have to win to be MVP) then you start MVP chain. now, if you can chain say 3 MVPs in three matches in a row, you go up a skill. But, if you chain 5 games as the worst player in 8 player minimums or bottom 3 in 12 player minimum, you go down a skill. This ranking system also means that if you are amongst the players in the middle ground without chaining enough to progress or degress, you have hit your current niche skill , and so until you as a player improve, you will have matches where you play pretty well most of the time, in other words, a fair match up. This caters to both the highly competive player and the just want to have fun as it mean the competive players get to have their 'who has the biggest rifle' contests but just for fun can find their niche, stay there and not have to worry with being placed with people out of their league, which might start to annoy them. Customization Level System: This takes the Reach ranking system, adds to it without taking away from it, but making it not affect who you match up with. You earn XP for this Leveling System, and the XP you earn also earns you an amount equal to that in credits. these credit are used to purchase the following; Weapon Skins Helmets (Attachable Custom Decor both skins and peices [like in reach]) Chest Peices (Custom Decor skins and peices) Shoulders Guantlets Upper Leg Peices Lower Leg Peices Visor Colour Unique Emblems (Special, Awesome ones) Armour Effects (Flaming Head Red, Blue, Storm, Birthday party, but some can be used together) Firefight Voices Spartan Matchmaking Voice (Eg. Halo 3 spartan, Halo Reach Spartan, Halo 4, Halo 3 Elite etc) Additional Loadout slots Weapon Effects (Like Armour effect but for loadout weapons eg confetti frags rainbow LR) Wrist Decal (The wrist things from reach) leg pouch (again from reach belt peice (in reach, but were defualts on torsos) Knives (custom knives that change your assanation animations and and knive on armour) Warthog Horn (General Lee!) this caters to the Just wanna have fun by allowing them to have something to work for that isn't about their skill level. its for customization and some general comedic fun. So what do you think Community? Is it worth a thought? I hope so, cause I would love to see this implemented, even just for the customization options. The Skill system keeps people in their good match ups without hindering their over all progression, and stops people from getting annoyed from being placed against people who are to good. Please, post your opinion, thoughts, possible improvements, other customization ideas and so on. Lets make Halo 5 have fresh, new, and fun ranking system!
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Looking for map tester for this Saturday. terms are here http://www.343industries.org/forum/topic/31644-map-testing-ctf-slayer-and-other-assorted-gametypes/
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Hello Forums! Darkrain491 here requesting map testers for this coming saturday starting midnight Grenich Meridian Time (London). I am a keen forger that is intent on further promoting a map which i created which has proved very popular and i wish to spread to the community forge thread, but I want some outside opinion and quotes to see how i can improve it before this. So far it has 550 downloads and I am aiming for more. Here is a link to the maps download page for those interested and wish to give it a look over before playing it. the map is Floodgates . http://www.halowaypoint.com/en-us/players/darkrain491/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=38248dc3-45fa-407f-a479-11495cb264e9 If you are interested in this playtesting night, please message my Gamertag: Darkrain491 Also you may simply post here aswell Any messages left should be CONSTRUCTIVE. All particapants will be credited unless you do not wish to be, Screenshots will be taken to add to its gallery. If you do not wish to be included in said screenshots, please note in your reply. Map Elements include: Banshee Combat Long Range Medium Range Close Range Sniper Rifle Combat Man Cannons Interior and Exterior Combat Multi Platform Combat Minimum 10 player, Max 16. Rules: No Ordinance will be used Personal Loadouts Allowed. If anyone would like to add a Gametype to the following roster please let me know. Slayer CTF Regicide Dominion Extraction KOTH After the map testing I will be open to further custom games on my other maps if it is desired. maps include any on my fileshare, so download them if you want to playtest them yourself before trying them on the coming saturday. I will be leaving a survey as to what players believed it played best on, please do not use it until after playtesting Floodgates.
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Attachments in Weapons - "Unconscious Disapproval"
Darkrain491 replied to Spartan Rider's topic in Halo 5: Guardians
Agree so much. Look at blops 2. The primary stuff i see are big as scopes on LMGs, Target Finders and grips. all the evils- 31 replies
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Thank you
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Halo 5 Loadout System: The Balancing
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
Hey guys, how about some ideas? Here are 3 Vechicle Ideas I had: 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. I would also like to a return of all previous vechicle for at least forge mode.- 37 replies
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I am sorry but your not going to be constructive then do not post. Instead of insulting and force feeding your opinions how about presenting some examples. The perk system in halo 4 does not promote teamwork as the best ones are the one that benefit you alone. how does that benefit teamwork. Halo 4 does not support teamwork anywhere as much as all other previous halo games. Even Halo wars and its a completely different genre Teamwork should not be forced but promoted. If you force teamwork, you get a mess of uncoordinated attacks. when teamwork is promoted, players can easily slip a situation their in to work and help someone elses without so much planning and self thought. For example by giving the Plasma Pistol in loadout, players must change loadout to access it, meaning also killing themselves, but this gives the enemy team chances to break through the line. now this loadout choice was supposed to Force teamwork by having a vechicle killer for every team. but it resulted in noob combos up the ass. When it was a map weapon a player could run and grab it while his teamates defended and only died in battle, not trying to change their loadout faster. then he would get some stickys and that was teamwork. Dont say Halo 4 forcing you to work as a team works, because it quite clearly doesnt.
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Halo 5 Loadout System: The Balancing
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
See, once again that like having the package system, which is what ruins halo 4 and pushes away teamwork. So no I disagree. the only way I say choice of spieces is if it works like Halo 2/3 or halo reach where it is for certain gametypes, but not one spieces has stuff over the others. Becuase a brute could easily pick up say a Saw or AR or BR and become a untouchable juggernaut in the right hands and and making spartans the weakest kinda defeats the purpose of "super soldiers" And not being able to use weapons not made by your spieces? Hasnt halo already shown that spartans know how to handle said weapon and the same goes for elites. so ultimately, doing so makes the game boring and again ther are forerunner weapons, what bout those? if all factions can use these then they might aswell all use anything. and i reiterate. NO ORDINANCE. this is another contributing factor to the dwindiling teamwork in Halo 4. Also it is established in the books that the powers that be in the UNSC are secretly arming members of the storm (the group you fight in halo 4) so that they will kill the arbeiter and prevent an Elite Human alliance. so the storm by canon already use human weapons (albiet not ingame, yet) I would like to add that your Ideals for Elites sound overpowered so once again no matter how hrd it was tried, it would always result in on spieces being better than the rest.- 37 replies
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Sup, Community? This is Darkrain491 with the best way to keep loadouts but balance them effectively. I recently posted a related thread that was side tracked. So please keep this thread solely on loadouts, and on posting your ideas and suggesting improvements on other peoples but first some things that I want to make clear and are facts and are not negotiable or deniable. 1: The secong fire mode of the Boltshot is a shotgun mode and is OP despite its Nerf. Some people maintain that it is not a shotgun. 2: Plasma Pistols and Plasma Grenades in Loadouts IS overpowered, without a doubt. 3: The amount of Flinch the DMR causes is far to much, and flinch should be removed entirely. 4: this thread is only about loadouts 5: Sprint for everyone as a default should be kept as the majority of Halo 4 maps are big, and Halo 5 should have much of the same, but made better with better initial weapons and better spawns. Primary Weapon Choices: UNSC Precision: Battle Rifle: Shield Break 3 Bursts, Health 3 Bursts, 2x Zoom. 36 mag (12 bursts) DMR: Shield Break 4 Shots, Health 3 Shots, 3x Zoom 15 mag UNSC Automatic: Assualt Rifle: Shield Break 12 Shots, Health 6 Shots, No Zoom. 32 Mag. ODST Silenced SMG: Shield Break 18 Shots, Health 10 Shots, 2x Zoom. 48 Mag. Covenant Precision (Arbeiter's Faction): Covenant Carbine: Shield Break 6 Shots, Health 4 Shots, 2x Zoom. 18 Mag Covenant Automatic Weapons: Plasma Rifle: Shield Break 8 Shots, Health 10 Shots. Plasma Repeater: Shield Break 14 Shots, Health 10 Shots. (No overheat, venting system, high fire rate) Storm Precision Weapons (Jul M'daama's faction) Needle Rifle: Shield Break 7 Shots, Health 3 Shots (SuperCombine), 2x Zoom. 21 Mag. Storm Automatic Weapons Storm Rifle: Shield Break 8 Shots, Health 10 Shots. (Higher Firerate than Plasma Rifle, Overheats faster) Brute Militia Precision Weapon Thorn Rifle: Shield Break 4 Shots, Health 3 Shots, 3.5x Zoom, High Bloom. 15 Mag. Brute Militia Automatic Weapon: Spiker: Shield Break 14 Shots, Health 12 Shots, Bonus Melee damage large Magazine (52) Forerunner Precision Weapons: Light Rifle: (Unzoomed) Shield Break 4 Bursts, Health 3 Shots, 36 Magazine (Zoomed) Shield Break 3 Shots, Health 2 Shots, 3x Zoom, 12 Shots a Magazine Promethean Automatic Weapon Suppressor: Shield Break 13 Shots, Health 13 Shots, 48 magazine Armour Abilities Now these are centered around more balanced Gameplay and not player benefits. Player Self Aid: Active Camo: Note (These ideas are from another thre and are NOT my original ideas but i liked them alot so i feel the need to spread these new Active Camo Abilities) Active Camo in its current form is an op camo campers dream. these changes take their dream and turn it against them. The new Active Camo works better the FASTER you move, causing the players position to always be revealed but they will be invisible, So now it is better for crossing open fields where there is little cover opening new stategies instead of improving old camping metheods. now that you will always be on radar, there is no need for the radar jammer, but we will come back to that. While active, promethean vision will not work on you while you are sprinting. Evade: Now that all players have ready to use sprint, evade is limited to one use per cooldownbut otherwise is the same as hali reaches, this replaces thruster pack Jump Pack: This replaces the currently OP jetpack this is a single use upwards thrust thay luanches a player into the air by about 15 feet in a slow arch movement, similar to the brute jump packs in Halo 3. Promethean Vision: Same effects as Halo 4. people are diffently affected while they have active Radar jammer or Active camo. Drop shields and Regen Fields are highlighted in blue and green respectivly. Players who are not moving will be fully highlighted red, not just red outlines. Suppirt Self Aid: Armour Lock: By removing the ability to stun those who melee an armour locked player and the EMP effect on players (but will still affect vechicles) this armour ability becomes not overpowered and cannot he abused the way it was in reach. now it will be good for anti-vechicle and explosion surviving, the way bungie meant it to be used. Hard light shield: Provides an alternative to armour lock that gives the user more mobility at the cost of less protection, it will work as it currently does Grenade Resistance: 10 seconds (Interupptable) of lessened grenade damage (players will still killed one hit with full shields when stuck) offers yet another alternative to armour lock that allows full mobility but only reduced damage from grenades and not all forms of damage (AA version of explosives support package) Stamina: While active, provides the user with faster reloads and indefinate sprint (Mix of the mobility and dexterity packages) Support: Drop Shield: (Assume a return of the medpacks and health system) Creates a bubble shield (stronger than reaches, weaker than Halo 3s) that while within it your will automatically regain healt But not shields, but they will start to recharge normally. Regeneration Field: The Opposite of Drop Shield. This AA will automatically recharge TEAMATES shields but not their health their is also no bubble effect or vison obscuring Radar Jamming: Due to the new removal of radar jamming on Active Camoflage, it can be made into an AA that Does this: Creates false enemy and teamate indicators on enemy motion sensors that are within range. prevents the player being seen on promethean vision while walking or sprinting. EMP drop mine: Large EMP AoE detantion that stuns vechicles and drains shields but emits green light and beeps loudly, can be triggerd by shooting or pressing AA button again, long recharge time. Seconadary Weapons: ODST silanced Pistol: Shield Break 5 Shots, Health 3 Shots, 2x Zoom Halo 4 Magnum: Shield Break 4 Shots, Health 3 Shots, 2x Zoom Halo 3 Magnum: Shield Break 3 Shots, Health 2 Shots, No Zoom, Slowest firerate of secondarys Second Primary: Player may subsitute their armour ability to spawn with a second primary weapon of the same faction as their primary All player have defualt frags, not changable. Packages are removed entirely, Waypoints to power weapons are removed, except when within 5 feet of the weapon, Flinch is removed and replaced with the zoom out when shot. these are my revised loadout system to balance the game and promote team work, as protecters and and aiding teamates with the support armour abilities will earn you bonus credits used to buy SOME armour pieces, some are unlocked via set requirements e.g 15 perfections. Credits DO NOT act as EXP and the ranking system is similar to Halo 2 crossed with halo 3s Please tell me what you think!
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You shouldnt be limited to spieces. The war games simulator was about preparing spartans for combat, which can include scavanged weapons and regular use of these weapons. also I started a thread about loadouts if anyone is intrested in the loadouts system I posted and would like to support it then please follow the link on the initial post. I have know real problem with flagnum, I have a problem with the unchangable auto pick-up or no dropping the flag.
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See? thats cuase there is no incentive to use the power weapons you have to help teamates. Gaining a larger XP bonus for saving teamates with power weapons and displaying easily gives the incentive of showing other players your ability to play as a teamplayer. Utilizing these medals and and my armour abilites from the link on the initial post Would promote teamwork, When they made the game more like CoD, they unintionally removed that teamwork aspect. By using my Loadout system from my other thread, it promotez and rewards players more for their teamwork, armour lock is useful, but you rely on teamates to clear your surroundings so your safe to come out.
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I think another problem with was the lack of urging teams to work together and many of the teamwork orientated playlists were removed, the foremost was Invasion. So i have come up with Some ways to oromote teamwork and coming to teamates aid they heavily reward players who aid teamates and the team as a whole during team games. Some of the content on this thread will require you to have a glance at my loadouts thread, link below http://www.343industries.org/forum/topic/30684-halo-5-multiplayer-my-opinion-on-balancing-and-loadouts/page-1?do=findComment&comment=277212 1: More Assist and Rescuer style medals. And they should reward more XP than they currently do. Examples: Medic assist Medal (15 XP) Heal Teamates Health using Drop Shield Recharge assist Medal (15 XP) Recharge Teammates Shields using Regeneration Field Jammer assist Medal (15 XP) Jam an opponents Radar while a teamate kills him/her Lucky Star Medal (20 XP) Save a teamate by killing their attacker with the Binary Rifle Guardian Angel (20 XP) Save a teamate by killing their attacker with a Sniper Rifle Blue Guardian (20 XP) Save a teamate by killing their attacker with the Beam Rifle Boomstick Bouncer (20 XP) Save a teamate by killing their attacker with the Shotgun Scatter Saviour (20 XP) Save a teamate by killing their attacker with the Scattershot Banhammer (20 XP) Save a teamate by killing their attacker with the Gravity Hammer Slash n' Dash (20 XP) Save a teamate by killing their attacker with the Energy Sword Guided Rockets (20 XP) Save a teamate by killing their attacker with the Rocket Launcher Green Lantern (20 XP) Save a teamate by killing their attacker with the Fuel Rod Cannon Fireman (20 XP) Save a teamate by killing their attacker with the Incineration Cannon Needle and Stiches (20 XP) Save a teamate by killing their attacker with the Needler I Will post more weapon ones later. On Waypoint, And in game, It should display Not just kills and Assists but also rescues, heals, recharges and distractions, and going into details reveals what weapons they save teamates with most. This also would help clans establish wether a player is a good or bad team player easier and help them determine these players playstyle. Holding or Defending objectives should also reward players more for their effort, CTF has the right Idea with 100 XP a Flag Capture. Invasion should return as as Gametypes, as should all other previously removed gametypes. Any other suggestions should be posted with the utmost sinceriaty. Finally if you go to my loadout page to read up so you understand some of the stuff ive posted you might not undertand overwise (such as the Jammer medal) and dont forget to state your opinion there two!
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Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
Oh this is a small thing but the Spiker is actually a shortened term of Spike Rifle. bungie declared this through the halo 3 trailer of a old veteran that is set post halo 3 by about 20-30 years and its a surviving soldier talking about the war and he says something like "this is a brute Spike Rifle or Spiker as we called them" Also the Halo 3 Mualer was kinda like a revolving chamber five chambered dual wieldable shot gun how do you make that a 7 shot kill? also the proplem with the boltshot is its shotgun ability so to put the mualer in as a secondary would cuase the same problem. -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
I would really like to see the removal of that stupid " I got shot, what should I do, hmm i know, slow down" stupidity. -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
dropshield is a UNSC AA and some of those weapons are WAY to powerful for loadut weapons, the automatics in particular. Invincibluty is amourlock but they stopped you from doing anything else as it would be overpowered and the reason they mad Active Camo like it is now was to balance it as an AA but it hasnt worked so this way many peoole want it (reversed effects) is a more balanced. essentially what COD blops 2 did to ghost perk and i hate to say it but the fact is little changes like that across the board for COD blops 2 is what earned it that center stage MLG position and Halo 4s crazy cod perk system wannabe is what got it dropped completely. your wepons are not balanced nor are your currently abused armour abilities as youve listed them. things that benefit the player alone need some counters or downside eg if you have to move for camo to work, youll be hidden from sight, but visible on motion sensor, but if your running across an open field, it somewhat negates the need for cover and you can get to places quicker, and its better for getting around sniper lanes. whereas cooperative AA such as my return of both Regen field field and drop shield each doing different jobs as counter parts to each other stop you having an op drop shield that does all 3 and forces a team to split thesd AA amongst two players. these types of AA are encourging teameork. -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
18 shots to kill is still alot lower compared to previous halos in terms of the AR. the other main problem is that they removed shield/health plasma/bullet mechanics so the ar has just become a 7 shots, pummel or spray till they are dead. it is over powered. it need to be the damage setting i suggested as it keeps it useful but not overpowered. -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
Ordinance should be remove period. its COD care packages and its completely random becuase the winning team can then start earning swords, snipers and rocket luancher while the losing team is earning needlers and concussion rifles. that plain not fair. again as i say personal loadouts just need to remove the Packages, PP, Boltshot selectable grenades so all you choose is your AA, Primary Weapon and pistol between the ones I suggested so there is still some diversity there Plasma Pistols and Sticky Grenades RUINED vechile combat and if you say it doesn't I want what you've been smoking. The DMR needs nerfed so that it cuases less flinch to players. Active Camo is used by Sniper Campers so it is virtually impossiple to find them without them popping of a few shots into you our teamates domes, I know this cuase I tried it and I racked up a rampage on Ragnarok no deaths on CTF by sitting on that ledge at red bases canyon wall using Light rifle as my primary and getting a second sniper rifle from the base. they didnt touch our flag once. Im not bragging, Im making an example of when I tested it. The Assualt Rifle is a 13 shot kill and requires the same amount of shots to break shields as the Storm Rifle. WHAT WERE THEY THINKING?! That completely goes against the Plasma for Shields, Bullets for Health we have had since Halo CE. And that INSANE damage the AR has coupled with its fire rate makes it WAY overpowered. It does not need to be that powerful, as far as im concerned, its like giving you a psuedo SAW in your loadout, much like the psuedo shotgun Boltshot, its just not right. It should be the damage ratios I suggested above, becyase the main problem is that they only need to hit you with around 5-7 rounds of the AR and they can pummel you. That is stupid. it needs to be fixed. I would also like to add that the Spiker and Thorn Rifles would, like previous brute weapons, they would have blades that provide bonus melee damage like in H3 and Reach. Due to this I would like to change the shots to break shields for the Spiker now 12. I like the Skull and Flag assassinations in H4 but where is the Gravity Hammer's assassination? you could some nasty **** with that Axe thing on its back... -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
They should remove the flinch nonsense and reintroduce zoom out when shot. I would like to recant the damage of the Thorn Rifle idea make it a 5 shot shield break and 1 headshot, same body shot damage. -
Halo 5 Multiplayer: My Opinion On Balancing And Loadouts.
Darkrain491 replied to Darkrain491's topic in Halo 5: Guardians
Speaking of, I want the COMPLETE removal of ordinance, or at least a permenent playlist which is regular Slayer without it but with my loadouts, like there should be in H4. Also frag grenades as defualt and unchangable in loadouts and only those pistols as your secondary choices. I would like (for forge at least) the inclusion of all vechicles from previous halos and some new forerunner vechicles like a VTOL thats Hover Mode has a molten hardlight morter only available in its slower moving form and pressing Y would change to a banshee style flight mode that moves faster and has weak shield but only has access to its Hardlight reapeter cannons (like heavy suppressor shots) Also I would like the Speed, Damage of the Shell and radius of explosion of the shell of the Halo 3 scorpion, which I maintain is STILL the most balanced scorpion for multiplayer use Also I would like as a counter to the mantis the locust from halo wars. its shields are tougher than the mantis, but it has the over all HEALTH of a warthog, and its beam has the same DAM/sec as a warthogs chain turret, while the left trigger initiates the overcharge whichs a 1.35x damage increase over the regular beam but the shield depletes within 8 seconds from full shields. I didnt mind choosing my primary weapons , but everything else was a load of bull so there should be no packages. also i disagree with your comment of same effect s with different skins eg BR: 4 burst kill, 2x zoom, slowest time between shots/burst if all precision loadout weapons DMR: 5 shot kill, 3x zoom, high accuracy no bloom (but there should be) CC: 7 shot kill, 2x zoom, No recoil at all, fast fire rate. LR: 5 bursts to kill unzoomed, 4 shots to kill zoomed, 3x zoom, again high accurcy but slower projectile speed. AR: 13 shot kill, high fire rate, accurate (OP) SR: 13 shot kill, slower fire rate than AR, and same accuracy but not OP Suppressor: Dont use it so i dont know its ratios but i believe its similar to the SMG but its to inaccurat in my opinion Magnum: Classic 8 round mag that has a 5 shot kill but with 2x zoom and more recoil than DMR Boltshot: 10 round mag precision weapon with shotgun style overcharge ability that uses half its mag for each "burst attack" personally i think if it returns it should use all the rounds in the mag when doing this second fire mode PP: the loathed loadout weapon that does what it has always done. as you can the the diversity is pretty large, with the exception of the AR and SR. -
Hey, I havn't been here for a while and I just heard 343 are going to really listen to us this time so here goes: Loadout Mechanism: Now I'm not the first to ask for this style of loadout and I certinatly will not be the last. Primary Weapon: your choice between these: UNSC: Assualt Rifle (Shield Break: 12 shots, Health 6 Shots [13 shot kill, really?!]) DMR (Shield Break: 4 shots, Health 1 Hehadshot, 3 Body Shots [Reintroduce the Reach BLOOM]) Battle Rifle (Shield Break: 3 shots, Health 1 Headshot, 3 Body shots [Leave it as is from H4 with maybe more time delay between bursts for balancing matters]) ODST suppresed SMG (Shield Break: 18 shots, Health 10 shots [a scoped fully automatic weapon is new to halo MP]) Storm: Storm Rifle (Shield Break: 8 shots, Health 10 shots [Though I dont see it mentioned in forums alot, the Plasma beats shields, Bullets beat health was removed between the AR and SR in H4]) Needle Rifle (An exact port of reachs, but with a 2.5x zoom [Now as far as canon goes, as the storm uses outdated weapon primarily yet somehow a older beam rifle model is better than H3s, this should technicaly be their precision Weapon]) Covenant: Plasma Rifle (Shield Break 8 shots, health 10 shots [faster fire rate than SR but overheats sooner similar to H2s brute plasma rifle over elite one) Plasma Repeater (An exact port of reachs one) Covenent Carbine (retains all of its H4 ratios) Brute Militia Spike Rifle (Spiker) (Shield Break 10 shots, Health 10 shots, higher fire rate than every other full auto loadout weapon bar SMG and Suppressor) Thorn Rifle: (shield Break 6, health 1 headshot, 3 body shots. as you can tell, a whole new weapon that is a counter to the LR and DMR as it would have a 3.5x zoom, the highest of all loadout weapons but has high recoil and a slower fire rate than all other loadout precision rifles) Forerunner: Light Rifle (leave as is) Suppressor (Again same ratios as H4 but more accurate over range but not by much) Armour Abilities: Evade: The same as reachs version, replaces thruster pack, and you stay in first person one use per cooldown. Drop Shield: This game should reintroduce medpacks, but with automatic pickup. anyway, drop shield does what it does in reach. Regeneration Field: the opposite of Drop shield. instead of healing health and producing a shield, it simply recharges shields like in H4 Active Camo: Anyone who has read reverse active camos effects will know what i want but for those who havnt basically you take active camo and make it work better the FASTER you move to negate the camo campers. also retains ability to hide you from promethean vision while its active. Radar Jamming: as the Active camo would now work better while they are moving fast enough to appear on radar, you can remove radar jammar effect it had in reach and make it an armour ability that also negates you being seen on promeathean vision. promeathean vision, same as H4 but limited to 20 feet. Stamina: While Active your reloads are faster and you can sprint indefinatly. Armour Lock: Remove the emp and stun melee attackers effects and it would be balanced. Hardlight Shield: No Changes Grenade Resistence: 10 seconds of reduced grenade damage with a slow cooldown time you would still die one hit from being stuck. Jump Pack: Hybrid of jetpack and thruster pack a singe use per cooldown upwards thrust that propels you 15 feet in to the air, with a slow rise speed. secondary weapons: Any choice of these two: H4 Magnum (shield break 4, Health 1 headshot, 3 body shots) H3 ODST auto-mag (Shield Break 6 shots, health 1 headshot, 4 bodyshots, more accurate, less BLOOM and faster fire rate) these are my thoughts so far tell me what you think.