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New Armor Ability: Anti-gravity Pulse
ForgeMonitor replied to ForgeMonitor's topic in Halo 5: Guardians
Someone mentioned something about this new AA having too many uses; isn't that better than having only one use? Think about the ramifications of an AA that is useful only in certain situations; Active Camo is a good example. In other games, it was a powerup, and you could move as fast as you wanted without the cloak wearing off. In Halo Reach and 4, you have to move very slowly lest your cloak flicker and you be spotted. This creates a breed of camping players who are using the AA the only way they can. It slows down map movement, which is a no-no; it should go back to being a powerup. Limiting the ways an AA can be used is only going to make using it feel stale. So yes, the Pulse Field's power should diminish over distance, do no damage, and have less of an effect on heavier objects, but keeping its usage diverse is essential. The same thing goes for all the other AAs; they should have more diverse usage. For instance, if you are hovering with the Jetpack, you could activate sprint to move faster laterally. If you are using Thruster Pack, the nature of its boost should vary; jump+thrust=air launch, sprint+thrust=dart forward, strafe+thrust=dodge. For the Pulse Field, the player would be forced into an Armor Lock position, restricting his movement. It would be great for launching teammates (jump+pulse) to get that power weapon/flag/Grifball. It would balance out the ridiculous sword lung, Boltshooting, and Ghost splatters. As I said before, it only launches players vertically if the other player jumps. The pulse Field has only a 90 degree area of affect about 5 meters in length, the pulse itself diminishing in strength as the target gets further from the reticule. Armor abilities are the coolest thing to happen to Halo, but we can make them even better.- 15 replies
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I seriously doubt she would be the main antagonist. That role is for Jul 'Mdama or Didact Jr. (if you've read the lore). However, I think that either Spartan Ops Season 2 or Halo 5 will focus on her capture and execution. Master Chief could be sent to kill her (which fits into the "much darker" game 343 is promising us), but he would hesitate because he knows that she is the only one who can bring back Cortana. And meanwhile Arby is fighting the Storm.
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Game in between Halo 4 and Halo 5?
ForgeMonitor replied to HydraFyre101's topic in Halo 5: Guardians
The next Halo game will be Halo 2 Anniversary. Halo 5 is rumored to come out in 2015, but I don't want 343 to rush it. They said there could be more seasons of Spartan Ops, depending on how much people liked the first season. If there is going to be a second season, I think the maps in the Majestic DLC will set the stage. We'll see. -
I know this doesn't have anything to do with Halo 5, but I was just thinking about Halo 2 Anniversary: Bungie never finished H2's campaign. They said it was a three-act tragedy. So, my thinking is that 343 might complete Halo 2. If not with actual levels, with a couple extra cutscenes or terminals. Just a possibility.
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So in Halo 5, Chief will be sent to kill Halsey. This fits in with 343's description: it will be "much darker". But Halsey is the only way he can get Cortana back, so...it should be interesting.
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The Official What You Do and Do Not want in Halo 5 Thread
ForgeMonitor replied to SatanicBagels's topic in Halo 5: Guardians
Just check out the thread "New Skull". That's all. -
343 developed a teleporting AA, but it didn't work, so it was never used in the sandbox.
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I think the Carbine should kill in six shots instead of seven, have a larger clip, and have a 3x zoom. Even though it is not a plasma weapon, it could be balanced out with an overheat feature that disables the gun for a second after seven rapidly fired shots. This ensures that people can't spam bullets; they have to manage the overheat.
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^^Interesting, but that might render vehicular levels impossible. How about this: "Rampage"--damage is increased when shields are down. This would make Legendary runs a whole lot easier. And its balanced out by this: "Marathon" (Bungie reference)--sprint is infinite when shields are up. This ensures that it's not too easy to sprint past enemies. And this one is cool: "Silent but Deadly"--enemies not already aware to your presence can't detect you when you are crouched; damage is increased against unaware foes. This would be fun for stealthy players like me. And this one is again good for speed-runners: "Moonraker"--gravity is lowered slightly. "Got you"--high-tier enemies (Elites, Knights) can assassinate you. "Deep Freeze"--EMPing infantry causes them to move very slowly for several seconds."Hit 'n Run/ROADTRIP!"--enemy vehicles will attempt to splatter you more often. "Home Run!"--melee attacks cause enemies to fly backward much further than normal. "License to Kill"--headshot damage is increased. "Breakdance"--smacking or tea-bagging dead bodies regenerates your shields faster (joke). "Trigger-Happy"--enemies shoot more and are slightly less accurate. "Bi-location my @$$"--enemies are not fooled by Holograms. Well, that's just a few of my ideas. See any you like?
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The Official What You Do and Do Not want in Halo 5 Thread
ForgeMonitor replied to SatanicBagels's topic in Halo 5: Guardians
Personal Ordnance: A lot of people thought it upset the flow of matches; for instance, someone can sit back and pick off people with a DMR, and then they get rewarded with a Sniper Rifle. Another thing: Loadouts; while spawning with a Plasma Pistol and Plasma Grenades on a vehicular map is useful, it tends to be overpowered against vehicles. Near-instantaneous Warthog triple-kills come to mind. I'm not saying that these are completely bad; indeed, they help balance out infantry and vehicular gameplay. But individually they are too powerful. My suggestion is to combine the two; you select your loadout, predertermined by the gametype (let's say it's ARs and Magnums, but your AAs, tactical packages, and support upgrades are still there), and then you select your Ordnance Options; you can have five different Ordnance loadouts, consisting of a primary (say a BR), a secondary (Plasma Pistol or Boltshot), and a grenade/equipment (Plasma Grenade or Regeneration Field--that should not be an AA any more). In this way, you can tailor your style of play but not have anything too powerful to begin with. You can EMP vehicles, but can you stick them? You can try to stick someone, but can you Boltshot them? I know a lot of people hate Ordnance and loadouts, but trust me, they will be complaining if they can't spawn with their precious DMRs all the time. It's like when I played Reach after Halo 4 and there wasn't default sprint; it was impossible to stalk people and assassinate them because I couldn't catch up to them, and they would see me on radar before I got close. You don't know you miss something until it's gone; conversely, when you get what you want, you don't want it. So let's really consider what is actually useful, and don't become too attached to an idea that might be game-breaking. And...tell me what you think. -
I may or may not update this thread in the future. I don't really know if anyone cares anymore : -/
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It sounds like Firefight with Prometheans. I have an idea for a game mode called "Mutants": it's Multi-team Infection in which each of four teams has a unique characteristic--Camouflage, Speed Boost, Overshield, and Damage Boost. The last member of any team is given Last Man Standing traits; the round ends when everyone is on the same team. This is just a rough idea, but I'm sure it can be fine-tuned.
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It would be interesting to see Carbines in SWAT--not as a load-out weapon, but as initial ordnance. It's excellent rate of fire is really quite useless in matchmaking because of its seven-shot kill--but in SWAT, it could be truly great.
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Think back to the days of Halo: CE. What was the only thing you could do to your armor? Change the color, of course. I remember on Halo 3 there would always be someone with pink armor completely pooping on everyone else. The second most important thing is species: Spartan or Elite. Then comes the helmet; then comes add-ons, like the katana. Things like these really add to the character of a player.
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I know a lot of people missed Assault in Halo 4. Well, I think I have found a way to bring it back. If you think about it, Grifball was a modified Assault gametype. So, it's possible that we can make Assault in Halo 4 using Grifball as a base gametype. We'd have to change the team weapons, scoring, and Carrier traits--but I believe it's possible. And if it turns out that all if this is a load of headlight fluid, please do not call me a shizno; it's been a while since I've been able to play Halo 4. So I need one of you to build the gametype for me. If the idea works, then hopefully people will realize that 343 didn't give us such a limited game; we just have to use our imagination.
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The Official What You Do and Do Not want in Halo 5 Thread
ForgeMonitor replied to SatanicBagels's topic in Halo 5: Guardians
I just want 343 to put gameplay over looks. There are so many skins and helmets in the game--I'm sure they spent a lot of time doing this--but there were some flaws that needed to be fixed. So what I want in Halo 5 is for 343 to make sure that the game plays well before they add a bunch of stuff to look at. It's like the #1 rule to Forging: Gameplay>Aesthetics. -
A single-directional pulse wave AA that deflects and forces backwards grenades, smaller vehicles, debris, and even other players would be awesome. The pulse doesn't lift people up, so there wouldn't be any problems of people trolling their teammates by pushing them off maps. When in use, the user is immobile. There could be one use per charge and a ten second recharge. It would be good for avoiding grenades, stopping sword charges, preventing Ghost splatters, and splattering unsuspecting enemy with crates and unused vehicles.
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Ideas to full where the Prometheans were a bit lacking.
ForgeMonitor replied to BaconShelf's topic in Halo 5: Guardians
This is just a random idea: you tap the AA button to unleash an Autosentry; you hold it to control it manually and use a powerful sentinel beam--but you surrender control of your Spartan in the process. -
Should Credits or SP be in 5?
ForgeMonitor replied to The Heretic Grunt's topic in Halo 5: Guardians
I want the armor pieces to be more identifiable through achievements like the katana in Halo 3. I can definitely see the unicorn helmet becoming a classic piece. I just want some more iconic armor. -
Imagine a game of Infection with four teams. When players are killed, they join the ranks of the team that killed them. The round ends when all of the players are on the same team. Each team has a special attribute: increased speed, damage, health, or invisibility. Players must adapt their playstyle to their team's unique abilities. The last remaining player on any team is marked with a waypoint and given the other three abilities. Each team has it's own loadouts, from close-quarters to long range weapons. I like to call this game mode "Mutants".
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Should Credits or SP be in 5?
ForgeMonitor replied to The Heretic Grunt's topic in Halo 5: Guardians
@Neurotic Kasper kind of like Armor DLC...I like it. -
I would really like Halo 5 to be similar to Halo 2; I loved running around as the Arbiter and having Hunters on my side. Arbiter is confirmed, but I'm not sure who else would be important enough to feature as a main character in the Campaign...Gabriel Thorne, mayhaps? We've seen him a lot in Spartan Ops, so it's possible 343 is building up his role in the Reclaimer trilogy.
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Next updates to the list include: Multi-team Infection, Equipment Grenades, the Pulse AA, and the return of the Custom Powerup. Stay tuned (whatever that means anymore) for more.
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Congratulations; you've created a redundant thread. Post your wants on "The Official What You Do and Do Not want in Halo 5 Thread".
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Should Credits or SP be in 5?
ForgeMonitor replied to The Heretic Grunt's topic in Halo 5: Guardians
Credits are why Halo isn't as fun as it used to be. Armor should be unlocked through leveling up and completing achievements.