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Ike.

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Everything posted by Ike.

  1. Fine tuning is far more accurate than adjusting the coordinates. It allows you to get between the .1 decimal on the invisible grid. Not to mention the pain of going through menu's every time you want to adjust something slightly. Just add fine-tuning back, it shouldn't be that hard.
  2. Halo 4 forge is good, but I scratch my head as to way they took out the fine-tune tool. This is a basic necessity for serious forgers and must be returned. In no way do the magnets replace this tool. I used it with almost every object in Reach. Nothing compares to the lack of this important feature. Add it back, this shouldn't be too much to ask. Also, lower object limits, and a large, empty, flat terrain map to forge on.
  3. Halo 4 forge is good, but I scratch my head as to way they took out the fine-tune tool. This is a basic necessity for serious forgers and must be returned. In no way do the magnets replace this tool. I used it with almost every object in Reach. Nothing compares to the lack of this important feature. Add it back, this shouldn't be too much to ask. Also, lower object limits, and a large, empty, flat terrain map to forge on.
  4. I scratch my head as to way they took out the fine-tune tool. This is a basic necessity for most forgers and must be returned. In no way do the magnets replace this tool. I used it with almost every object in Reach. Nothing compares to the lack of this important feature. Add it, this shouldn't be too much to ask.
  5. I scratch my head as to way they took out the fine-tune tool. This is a basic necessity for most forgers and must be returned. In no way do the magnets replace this tool. I used it with almost every object in Reach. I have a couple other complaints, but nothing compares to the lack of this important feature. Please fix it, this shouldn't be too much to ask.
  6. This looks awesome. About to read it front and back. Thanks 343!
  7. This depends on how committed, creative, and detailed you are. Most big maps are bad because they are empty. That's why I feel such a need for better object limits.
  8. Ike.

    Ordinance drop kill.

    Thanks, I've been wondering. So cool that you got to play it.
  9. Agree with the doctor. I would play it. I'm a bit of a lone wolf so it would be nice to have a non team oriented slayer game-type other than just Rumble Pit. If 343i put their mind to it they could make it work.
  10. @Prophet of Regret. Good question. Negative of no friendly fire is less realistic and chaotic game-play. With a good setup, only negative of friendly fire is getting booted unfairly on occasion. IMO, I prefer the latter. This probably depends on peoples play style though. Some people don't like having to be careful, but I think it adds to the game.
  11. Ike.

    Ordinance drop kill.

    @The Hunter You have played Halo 4? Could you PLEASE tell me the specifications of active camouflage? How does it differ from Reach's? Is it more or less powerful would you say? Does it jam your own radar as well as enemies like in Reach? What about teammates? How many fake dots does it make? I know I can just wait a week to find out, but I am anxious : P
  12. Skill. It gives a more accurate estimate of how good fellow players are. It's not like you can't still be a casual player.
  13. I think I've made it clear already that I was really hoping for more big empty space. And better object limits.
  14. Random and pointless :\ Picking up from dead bodies might be something to think about. In any case pretty unnecessary though. I just really wish the armour you wear reflected what armour ability you're using.
  15. So what if every once in a while you kill a teammate accidentally? For me, even though I could be much more careful than I currently am, this almost NEVER happens. If all I had to worry about was not killing my teammates, and didn't have to worry about them deliberately killing me, I would be a happy man.
  16. I think it would be better to just make it so that you can't pick up a betrayed teammates weapons. I'm a little disappointed they resorted to taking off friendly fire. It makes much more realistic game play. It's better to force people to be careful rather than to let them be even more reckless than they already are. They just need to change the system.
  17. I think you miss understood my rule #2. Over the course of the game, if a player deals, say, 5 shields of damage to teammates, he can be booted. I wasn't saying that if you deal majority of damage to a teammate, and he ends up dying, that it should count as a betrayal. You can already jump in front of allies power weapons or grenades hoping they will betray you. You don't see that happening though do you? It's not as easy as it sounds. Especially if people are being more careful. Also very pointless. I thought about your #2 rule, but I figured it would give people more incentive to intentionally get a teammate to betray them. There should still be consequences for dying, even if it's by an ally. Swat is indeed much easier to accidentally betray, but you should still be able to avoid it. Playing swat I've never accidentally head-shot 2 teammates in one game. For swat, or snipers, 2 betrayals and then the option to boot. I like your idea of not being able to pick up betrayed teammates weapons. And betrayal bans, though an Xbox Live ban is too harsh. I still insist my version is solid. Or at least much better than what it is now.
  18. In my mind the system isn't hard to fix. 1. The killing strike should count as a betrayal, regardless of being attacked by the enemy. I don't care if it's accidental. Yes, sometimes teammates are idiots and charge into your grenade, or jump into your line of fire, but killing someone this way isn't nearly as common as people abusing the system or being plain reckless. Especially if you're careful. 2. After a player deals a large amount of damage to teammates, regardless if he actually kills anyone, the option to boot should be presented. This will prevent the players who keep damaging you hoping an enemy will finish you off. 3. Depending on the playlist, 1 or 2 betrayals is all it should take to boot someone. If you feel it was an honest mistake, or your own fault, the option to forgive is always there. As of now, the system is way too easy on betrayers. The victim is getting all the punishment. Even for what I suggested, the victim still has a death added, loses any weapons he had, loses any spree he was on, and has to re-spawn. This is still plenty of reason to not get in the way of your teammates, or dive onto their grenades. The system I suggested would promote much more careful, considerate play, on everyone's part, and do away with selfish idiots. It would bring better balance, and help demote chaotic behavior. Would it really be so bad if you have to be considerate and mindful of nearby teammates? That's how it is in real life after all. As someone who tries really hard to limit how much I die, I have had many perfections ruined because of stupid teammates. Sometimes I feel like they are just as dangerous as the enemy. Needs to be fixed in Halo 4.
  19. How can any serious forger forge in a group? It would be hard enough to seamlessly incorporate the styles of two people, let alone 4. The only way I could see this working is if you knew each other IRL and planned it out carefully. Everyone involved would have to be very good forgers. I am very precise, and few people would meet my standards. I know exactly what I'm doing, and I don't want anyone else screwing with it. Plus, the credit is all mine. I have no problem with taking advice or CC, just don't touch anything.
  20. I don't think you will be able to get anyone for Reach. Not many forgers are willing to spend several hours on a map only to play it for a week. I've stopped forging completely until Halo 4. I recommend to re-post this a couple weeks after Halo 4 is released to give us time to become acquainted with the new features and capabilities. Also to enjoy the many other features Halo 4 will offer.
  21. Ike.

    Hello

    New here. I forge. And then I forge some more. Nuff' said.
  22. I forge a LOT. What I do for customs is I send friend requests to everyone I meet in matchmaking until my friends list is full. Then I monitor my beacons and filter out the ones that don't play often. Then you just invite everyone who is online to your game. With a full friends list of Halo players I can almost always get about 4-5 people to join right away. Then as you play, their friends will join until you get about 14-16 people. The better your maps are the more people you'll get, and you'll even get some regulars. Frustrates me that there isn't just a matchmaking system for custom games.
  23. How about the object limits? They don't look any better. This restricted me much more than the budget did in Reach. Only 100 building blocks and 100 walls maximum. So few to work with. Perhaps a modded map will come out quickly that will provide more, for those who are willing to fight off the bugs like me.
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