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Akuvar

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    Akuvar

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  1. In Reach, i don't know how many times I wished for a base shield so that I could isolate areas of the map for just one team (weapons cache, vehicles, secret passages, etc) and then Halo 4 gives it to us! Totally awesome, except, in play a person can just throw a grenade or bash the shield twice and it goes down and they gain access to the area. Why in the world would you create something great and then make it worthless? I tried setting the respawn for the shield to "never" and "1" but that doesn't help. Even if this feature were valuable, if they had created an option "shield invulnerability on/off" in the edit object, we could use it however we wanted.
  2. Magnets are cool, but they DESPERATELY need to add magnets on/off as a hot key on the d-pad or something. If you actually want to be creative and not place things in the 4 spots that a magnet allows, you end up turning magnets on and off constantly and it is too many key strokes (B, highlight magnets, A, left to turn on/off, B to exit, B to exit)
  3. Not only that, but it doesn't seem to allow you to save custom game options like in Reach. When I create custom game options for a map, there is no "save" function at all.
  4. I know they think the addition of magnets is better than the invention of sliced bread, and it is immensely helpful, but it is not the end-all fo'shnizzle. In Reach you could press down on the left thumbstick while using your left and right bumpers to make small adjustments in height, why in the world would they not enable that feature for Halo 4? Magnets often get confused as to what you want to line up and the fine tuning is essential. While I'm at it, why am I limited to X amount of items in each category. Ravine is a HUGE map, and while making a walkway around and through the ravine I ran out of Bridges. This was often a problem in Reach, too, and I thought they would do away with it in Halo 4. I can place 99 sand bags if I want to, but the heck if they'll let me place another door! I too would like to see an "empty palette" map that we could be more creative with. All these maps have too much permanent structures that you are forced to work around.
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