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sindronian

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Everything posted by sindronian

  1. What's the big deal with the boltshot? It's not like every time you meet an enemy close quarters you have to worry about getting your face blown off with comparable force to a shotgun! Oh wait....that DOES happen! Jimmy: "Really Dad, every time?" Jimmy's Dad: "Oh yes son, every damn time."
  2. Show me 60 seconds of gameplay and I'm sold. Armor lock or no armor lock.
  3. If you think it's an OP weapon and it's something you can't put in your load out then it's a power weapon and not OP in that sense. Which is why the boltshot should not be in any loadout.
  4. I just want to see Halo 5 gameplay. Pls 343i. Pls.

  5. I'm fine with them as long as 343i is creative in their design. It won't make sense to have red dots and holographic sites/acogs, Halo is too far in the future for that ****. If the attachments are intuitive and fun to use then I welcome it. If the attachments are going to make Halo more similar to regular military shooters then PLEASE NOOOOOOO. As far as weapon custimzation goes in general, I really don't think it will add much to the game. It will make things look more stupid and less immersive. Leave the weapon art to the professional designers. Referring to what the dude said above me, we don't need rainbow BR's with hardScop3s etched into the gun. Pls 343i no.
  6. I see this posted pretty much everywhere: "Halo needs to go back to its roots. Take out sprint and armor abilities." I don't really want to argue about whether or not sprint should be in the game because I mostly think it's a really dumb argument. It's more realistic to sprint and to some having more realism is more important than having the type of gameplay we did without sprint. There is no right answer once again it's just people's opinion. Armor abilties however...I don't like their current implementation either but I believe they have a place in the game. A core gameplay element of Halo has been racing to weapons/power-ups on the map. I'm not sure if Halo started this kind of gameplay but I know that games even today adapt this mechanic (battlefield 4). It's a really fun and rewarding mechanic. Whether or not Halo started this mechanic I would argue that it is essential to Halo, just like no ADS. Having no ADS may seem stupid and to be honest it kind of is but without it I believe the way Halo plays would just change too much. Besides the spartan's have H.U.D which allows them to hipfire accuratley with the center reticle. I think that armor abilties should be in the game but I think that they should be severley limited compared to their current frequency. I think that 1, 2 at most armor abilities should be pick-up-able objects on the map. This way you can give armor abilties more purpose by making them essential to finding power weapons/items. For example a Banshee may only be accessable by a jet-pack. I think the issue with armor abilties is their frequency. It sucks to have to be constantly shooting desperatley upwards at people who don't know how to use jetpacks stuck miles in the sky spraying their assault rifles down at you while the rest of the team is wreslting you from behind with armor lock or zipping around you with evade. It's just a ******* mess. I don't want multiplayer to be a mess. How do you clean it up? Limit the crazy **** that players can do and give each crazy thing a clearly defined purpose. I admire 343i's effort to take multiplayer to the next level. However, giving players a bunch of crazy abilties that they can spam doesn't help making the game more fun to play. It just makes it a giant mess as I said above. So, we can have armor abilties....just make them infrequent and pick-up-able on the map. Thoughts?
  7. Identifiers: name: Skrane (short for the Sky-Crain) manufacturer: Some class of forerunner engineer Ammo and resource: external resource: Commonly found around us, static electricity internal resource (ammo): A special energy which chain reacts through webs of static electricity Visual description: After hitting the right trigger the second time the internal resource will connect to the static electricity in front of the weapon and burst outward in what is best comparable to a bolt of lightning. The bolt will then branch off into other rich pockets of static electricity. Characteristics: main application: Doesn't seem to be one. Weapon is comprehensively destructive. secondary applications: EMP, infantry destruction, vehicle destruction. Firing modes: primary mode: Tap the right trigger to pull/concentrated static electricity in front of the weapon for the initial release of internal resource. Once there is a sufficient amount of external resource concentrated in front of the weapon it will signal the user with an audio queue. Once signalled, tap the right trigger again to release the internal resource in a forward bolt of energy. You have 1-1.5 seconds to drag/concentrate your bolt to the desired target. secondary mode: None Efficiency: - The bolt can only be maintained for 1-1.5 seconds before the internal resource catrage is depleted in which the user must once again concentrate more static electricity in front of the weapon to initialize the bolt by tapping the right trigger. The weapon automatically switches internal resource cartridges upon depletion. - The Skrane can be fully equipped with 4 cartridges. Tips and maximizing capabilities: - Any contact from the branches of the "lightning" will disable vehicles and/or deplete a large portion of infantry shields. Infantry with depleted shields will be killed on impact from any size of branch. - Direct impact from the main bolt will kill infantry instantly. If concentrated properly it is possible to wipe out small squads with one shot. - If the bolt is concentrated on a heavily armoured vehicle such as a wraith or scorpion tank for any more than one second, the vehicle will combust or melt down. - Branching will occur most significantly near the impact point of the bolt.
  8. Ah I see. Yeah I agree. An automatic marksman rifle would be a good new edition.
  9. I actually thought the assault rifle was perfect in Halo 4. finally an actual weapon capable of killing something. It would make no sense for it to be accurate though. It's a bullet hose and it's supposed to be a bullet hose. Wow I didn't even realize that. That's actually silly that they would remove that nice treat after having it in like every halo game. I added some vague weapon ideas in the post: 1. Some version of an EMP type weapon/launcher. Kind of does something similar to a pulse grenade except more easy to use and powerful. How about an automaic weapon that shoots rounds which easily deplete shields? Plasma weapons sort of already do this but it could be a power weapon that is similar to this from crysis: http://crysis.wikia.com/wiki/K-Volt I can see a weapon like this being huge in competitive play. One guy in the front pushing forward and spraying out shield depleting blasts while the rest of the team picks the enemy off from behind him/her. 2. Damage over time weapons. Come on, we're talking about forerunners here I'm sure they can do better than laser/heat-based weapons. How about biological weapons that kill you over time? I feel it would be super cool to have some sort of forerunner sub-machine gun, like the supressor but more accurate, which shoots out rounds that go straight into the opponents health. It would be a power weapon of course. But instead of making it sound like a gun the rounds would have to look, feel and fire a lot more interestingly. I know that's vague but....yeah. So when you hear this gun basically you run or kill the guy weilding it from a distance. It would be very distinct. 3. Some sort of a gun that moves physical objects. Ok we have the gravity hammer, what's the next step? How about some sort of a device which can latch onto a vehicle or object and the player can use the analog buttons to toss it into something, or hit a button to push the object forward. Some sort of a splatter machine. If you tried to move a player, instead of being able to throw the player like a ragdoll (would be super annoying) it would just deplete some/all of the player's shields instead. The amount of time that would be allocated to you in order to move the object between picking it up and letting it go would be very short. Just a second or a second and a half. So you could latch onto something and toss it right after. Would make it less over-powered that way. 4. A complete killing machine. The incerineration cannon is powerful, same with the binary rifle. However neither of these weapons quite live up to what I imagined forerunner weapons to be like. I don't think anything 343i created came close. I believe it would have been possible and it is possible to implement a forerunner power weapon that is rare to find on maps, hard to use but totally iconic and satisfying to get kills with. Something OP but with very limited use. It would shoot out multiple flying arcs of energy....That crack and richoche on surfaces. Basically a gun that could shoot lightning out of it, forerunner style. The lightning would kill anyone in impact but it would be quite hard to control when fired in a general direction. The bolt of lightning would last about 1-1.5 seconds allowing the player to subtley drag it to his target. the lightning would arc off of the target and damage other things, without killing them. So basically a spartan laser that shoots out an uncontrolled lightning blast instead of a focused beam. Obviously it wouldn't be EXACTLY lightning but the blast would just look like it. I'm totally going to draw a picture of this and post it later.
  10. I'm fine with having a betrayel system that makes sense, unlike Halo Reach's system. If a team mate of mine walks up to me and punches me in the face twice or runs me over with a ghost I get no option to kick him. That's fine, maybe it was an acciddent, probably not. So now I accidentally splatter the same guy, or I do it purposley as revenge....whatever. Now he gets the option to kick me. This is infuriating. I think the system should be nice and simple. Betray the same guy twice and you're out. If you made two mistakes, the lesson is to be more careful. If you were being an A hole, well you just got kicked for it. This way, you can get back the guy who betrayed you without having to worry about a cycle. I think the total number of possible betrayels over all team mates should be 2-3. People who screw up first should be punished. Sure you can argue taking revenge isn't the best course of action but you shouldn't have a system which automatically gives A holes leverage over you. Now, what about the guys punching/shooting you but not killing you? While the obvious solution to that is damage percentage. How much percent of the damage you dealt was on friendlies and how much of it was on enemies? This is not hard to do. If the system detects that a player has done enough damage points to his team-mates worth 5 kills. While obviously auto-boot this colossal meatball. Killing your allies shouldn't dictate you getting booted. The amount of damage you do to your allies SHOULD. It is easy to detect whether some guy is finishing off his allies (number of betrayel killing blows) as well. So in conclusion I suppose 343i should find the sweet spot between the amount of betrayel kills and the amount of damage done to allies. Give me a day, maybe less and I'm sure I could refine this system to something way better than what 343i pooped out on Halo 4. The damage percentage idea is already evident in Chivalry Medieval Warfare and works like a charm. The only issue with it is when you are in early game, ally damage percentages are exxagerated. Also easy to fix. #REKT #ThinkHarder343i Unless 343 is confident that they're system is super smart and can determine if it was an accident or not to the 99th percentile I would be much more comofrtable with the system above.
  11. I never said it was better. I liked how the weapon functioned, not it's name. I know it's a matter of opinion. I would just be surprised if people complained assuming 343 doesn't keep the halo 4 forerunner weapons. The binary rifle is indeed balanced but once again it's a sniper rifle that shoots a laser. I just feel the same balanced weapon could have looked/played a bit differently. The grenade launcher is a great example of something that plays and even looks different. It can EMP, 1 hit kill on impact, bounce and last but not least it can trigger detonate. I just have a feeling a hell of a lot more work was put into making the grenade launcher than the binary rifle (TRON sniper rifle). I'm glad you found the weapons memorable. I'll easily forget them though, unlike the needler which will always be a part of halo.
  12. TL;DR - In think that the new forerunner weapons in Halo 4 weren't interesting and were just laser/energy versions of the human weapons. The incineration cannon was interesting and the scattershot was different but I hope that Halo 5 can offer some new, creative and iconic weapons. So yeah. I didn't like the forerunner weapons in Halo 4. Some of them were fun to use like the incineration cannon but none of them turned out to be iconic like the needler. My hope is that we get a lot of new creative and iconic weapons in Halo 5. I'm not saying it's easy to come up with iconic weapons I'm just saying 343 shouldn't hire any more designers who worked on the TRON movie. Most of the forerunner weapons are essentially laser gun versions of the human weapons. This in my eyes is lazy. To be honest the names for these weapons are pretty bad too (boltshot, scattershot....???!!). Halo Reach, the last game that Bungie worked on, had some nice examples of creative weapons. The grenade launcher (pro pipe), plasma launcher, the DMR (sem-auto rifle isn't necessarily inventive, but it was for Halo and developing 'bloom' was for sure a challenge), and the needle rifle. I love how the needle rifle richoches off of almost everything. The grenade launcher from Reach being by far the most creative edition of the game. It's like Bungie took the noob tube from CoD and made it into a viable thing to use in multiplayer that is actually fair and versatile. Truly brilliant m8. What do you guys think? Here are some of my ideas for what could have been interesting weapons: 1. Some version of an EMP type weapon/launcher. Kind of does something similar to a pulse grenade except more easy to use and powerful. How about an automaic weapon that shoots rounds which easily deplete shields? Plasma weapons sort of already do this but it could be a power weapon that is similar to this from crysis: http://crysis.wikia.com/wiki/K-Volt I can see a weapon like this being huge in competitive play. One guy in the front pushing forward and spraying out shield depleting blasts while the rest of the team picks the enemy off from behind him/her. 2. Damage over time weapons. Come on, we're talking about forerunners here I'm sure they can do better than laser/heat-based weapons. How about biological weapons that kill you over time? I feel it would be super cool to have some sort of forerunner sub-machine gun, like the supressor but more accurate, which shoots out rounds that go straight into the opponents health. It would be a power weapon of course. But instead of making it sound like a gun the rounds would have to look, feel and fire a lot more interestingly. I know that's vague but....yeah. So when you hear this gun basically you run or kill the guy weilding it from a distance. It would be very distinct. 3. Some sort of a gun that moves physical objects. Ok we have the gravity hammer, what's the next step? How about some sort of a device which can latch onto a vehicle or object and the player can use the analog buttons to toss it into something, or hit a button to push the object forward. Some sort of a splatter machine. If you tried to move a player, instead of being able to throw the player like a ragdoll (would be super annoying) it would just deplete some/all of the player's shields instead. The amount of time that would be allocated to you in order to move the object between picking it up and letting it go would be very short. Just a second or a second and a half. So you could latch onto something and toss it right after. Would make it less over-powered that way. 4. A complete killing machine. The incerineration cannon is powerful, same with the binary rifle. However neither of these weapons quite live up to what I imagined forerunner weapons to be like. I don't think anything 343i created came close. I believe it would have been possible and it is possible to implement a forerunner power weapon that is rare to find on maps, hard to use but totally iconic and satisfying to get kills with. Something OP but with very limited use. It would shoot out multiple flying arcs of energy....That crack and richoche on surfaces. Basically a gun that could shoot lightning out of it, forerunner style. The lightning would kill anyone in impact but it would be quite hard to control when fired in a general direction. The bolt of lightning would last about 1-1.5 seconds allowing the player to subtley drag it to his target. the lightning would arc off of the target and damage other things, without killing them. So basically a spartan laser that shoots out an uncontrolled lightning blast instead of a focused beam with a small splash damage radius...or A HUGE splash damage radius. Obviously it wouldn't be EXACTLY lightning but the blast would just look like it. I'm totally going to draw a picture of this and post it later.
  13. I'm actually forging a halo 4 map. Sort of a remake of laser quest from halo reach.

  14. Start using bullets because melee maniacs make everyone else rage, that's why they added the slow down when getting shot. So I'm glad you hate it then it's working.
  15. You're right there wasn't much planning except for where I placed the structures, where I placed power weapons, cover, spawns etc. About hastily constructed bridges, some places I gave more detail and some not. It's a huge map and it's hard to make every place look great. However, you couldn't possibly know how this map plays if you haven't tried it yourself with a full lobby. So I wouldn't judge it so fast.
  16. Well I can't comment on the dedicated server thing since I'm not really educated about it. If one thing helps me enjoy war games though it's playing with friends. It's just too frustrating by myself.
  17. Yes I know I can skip them. I'll just say this: The Killcams are STUPID and BROKEN. They are embarrassing to have in a halo game. They are also annoying because in most of my killcams I see my enemy cooking up breakfast where I'm not even in his field of view it's just frustrating ARRGGGHHHHHHH
  18. yeah :/ Has it always been that way? I just remember always having to go for the head in Halo.
  19. You don't get our problem with it. It's not an issue that camo is IN THE GAME. It's an issue of HOW it's in the game. In other halo games it was a power up only one person could have at a time and they had to go get it somewhere on the map. In Halo Reach/4 EVERYONE has it. That's like EVERYONE having overshield it's just ridiculous. Camo and overshield are obviously different but they are both really powerful in different ways. Camo is way better than any of the other armor abilities. Camo should be an ordinance drop. Seriously...
  20. I just think since active camo is so powerful it changes the experience a little too much. The armor abilities were supposed to be hard to choose from. They aren't really. I just don't use camo because I don't prefer to camp. Camo is good for doing "well," but is it good for Halo in general? This implementation of it isn't IMO. In other halo games it was a power up only one person could have at a time and they had to go get it somewhere on the map. In Halo Reach/4 EVERYONE has it. That's like EVERYONE having overshield it's just ridiculous. Camo and overshield are obviously different but they are both really powerful in different ways. Camo is way better than any of the other armor abilities. Camo should be an ordinance drop. Seriously...How on earth did they make the decision from having one person with camo to everyone having camo? I just can't picture that decision being made but somehow it was. Thanks I see. So is the fact that your rank was visible in one playlist the only distinctive feature between social and ranked? If that's true that's crazy because social was a hell of a lot easier and more laid back which is kind of what's missing in halo 4. Maybe it's just because there were so many guests in social?
  21. I don't think I said I suck. I think I said I get my ass kicked multiple times. Which does not imply I suck. I am maybe above average if you are considering the grand scheme. I am not a match for people who do everything they can to win though. I just play. My intentions are to play with other people who also just want to "play" and not only win. This kind of attitude was pretty common in halo 3 social. Maybe. I kind of stopped play Halo 4 multiplayer a few days ago. I can't decide if communicating with a team would be more stressful or not lol. Isn't it really difficult to do lol? I've tried that with my close friends and the most we can do is call out 1 shots and tell each other what power weapons the enemy has, which objective to go to and other small things. It's kinda hard to do. Send me a request anyway but I can't promise I would want to even play that way. I'm pretty lone wolf in Halo but in Halo 4 it doesn't really work and I just end up fighting 3-4 people at once so I try and stick with my team.
  22. way too damn high. It's 343's fault though bringing back camo. I refuse to do this camo assassination thing to acquire armor while at the same type making the game ****ty to experience for others.
  23. You're one of those people....ugghhh. I don't blame you 343 set it up so you could easily get the accommodation that way. Camo is super annoying though.
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