Jump to content

ForgeMonitor

Trusted Members
  • Posts

    346
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ForgeMonitor

  1. Thanks guys--you just love tying up the votes. I'm kidding; this competition between the Hornet and Falcon is really interesting, the Specter is the clear winner for its category. I'm not too sure which topic to pick for next time. I might have to grab a few people from TeamBeyond.net
  2. It seems we have a close rivalry between Hornet and Falcon lovers! So far, "Alien Races" has received the most votes for the next topic, but I'll leave it open for a few more days. I might just change it to "Enemies" when the time comes, just to open some doors.
  3. Just need a couple more votes; then we can move on to the next topic.
  4. @PP I wouldn't mind load-outs if they didn't let you spawn with things that break the game: DMR, Boltshot, Plasma Pistol, Plasma grenades, Jetpack, Promethean Vision... Halo needs to be balanced.
  5. It would be nice to switch to first-person in a vehicle, but only for certain vehicles. The only way to save vehicles in Halo 5's multiplayer is to abandon custom load-outs. I can make a load-out that destroys BTB in one fell swoop. DMR: Doesn't affect vehicles much (except for Mongooses), but suppresses map movement. Plasma Pistol: Makes vehicles vulnerable. Plasma Grenades: Makes using vehicles suicide.
  6. The second image looks really cool, but the first one might pose some issues with hit boxes.
  7. @BaconShelf I really wanted to add Prowlers and Choppers into the discussion, but I'm not sure that Brutes will be in Halo 5. Perhaps that can be one of the next Versus topics.
  8. Vote for what you would most like to return in Halo 5! I won't try to persuade you of my own opinion; it's yours that matters! If you are new to Halo, the Shadow was a Covenant troop carrier in Halo 2. It was a slow hovercraft that had a powerful plasma turret used mainly for defensive purposes.
  9. I think there should be a game type in matchmaking with only one load-out: Assault Rifle, Magnum, and Frags 2x. This next part would only work in Halo 4 (assuming ordnance doesn't return). When you fill up the ordnance meter, you are given three options in descending order of ordinal weight: BR/Carbine/DMR/LR, Plasma Pistol/Stickies/Boltshot, Assorted AAs. In this way, it is very unlikely that an unskilled player will have more than one asset that could break the game. A player can't have a Plasma Pistol and Stickies at the same time through ordnance or load-outs, so Warthogs are safer. Neither will a player have a DMR and Boltshot combo to dominate in all ranges with ease. Notice how the system encourages players to work towards better weapons in a balanced manner, rather than gifting them with power weapons and destroying their incentive to work for kills. This is the only way load-outs or ordnance can work in Halo together.
  10. All right, "Elite" said my poll was one-sided, so I'll remove my influential opinions (lol) and make some unbiased, boring points. There are many options for Halo 5's Magnum. Each iteration throughout the saga has had its perks and flaws. In CE, the "Pistol" was great--a lightning-fast three-shot kill with 2x zoom, deadly accuracy, and a high skill-curve. Its two major flaws in my opinion were that it had a large clip (12 bullets, I believe), which forgave errant shooting, and it dominated all other non-power weapons, leading to sometimes monotonous--yet consistent--matches. In Halo 2, it was christened "Magnum" and received some new features. It was a five-shot kill and the first iteration to have an eight-bullet clip. These nerfs were added to balance out dual wielding, which brought some epic combos to the game (Pea-shooter/Magnum, SMG/Plasma Rifle). While it was rewarding to use, its kill time still made it a clear secondary to the Battle Rifle. In Halo 3 the Magnum did not change much. The Battle Rifle and Assault Rifle clearly outshone it in many respects; it was used mainly for cleaning up headshots when the primary weapon of choice ran out of ammo. It also didn't have a scope, as I recall. In Halo 3: ODST, the Magnum underwent a dramatic change. It became silenced and was pretty much useless against the Brutes; however, its scoped ability remained highly effect against Jackals and Grunts (yayyyy!!!). In Reach, the Magnum was either a 5sk or 6sk, but it shot much faster. To compensate for this, bloom was added to prevent spamming. It remained an effective weapon; in te beginning of the game, the bloom reset faster than that of the DMR. In Halo 4, the bloom remains and the Magnum is a six-shot kill. It is actually surprisingly effective--if you can manage the bloom. Firing faster makes for random outcomes, so pacing is key. Some say that a six-shot kill is not rewarding for the skill it takes to deal with bloom, or because the primary weapons are now buffed (#Halo4Turbo). Its damage was increased to promote teamshooting, but it remains a 6sk. 343i now however have the ability to tweak it with ease, so opinions on its transformation are welcome. Which Magnum was the best? the worst? Do you think there should be different variants for multiplayer and campaign (stealth levels) or should it be consistent throughout both faculties? Leave your thoughts below; I'll reset the poll questions so they are less biased and so I can recollect the information after writing this lengthy post.
  11. @BenevolentImperator You said Blops II multiplayer was shockingly difficult, but ask yourself this: was it difficult inherently, or was it difficult because it was easier to play?
  12. Also, there would be hundreds of thousands of people playing BTB if it weren't for load-outs. I can create a single load-out that DESTROYS Big Team in one fell swoop: DMR--stultifies map movement Plasma Pistol--renders vehicles less powerful Plasma Grenades (2!)--renders vehicles useless Active Camo--causes bad objective camping Apparently they're adding Slayer Pro into BTB. hopefully this will eliminate most of the threats, but the DMR remains...
  13. I just realized something: a 4SK BR means that it will be possible to get 3 kills with one clip--practically as good as the DMR. While it is unlikely that most people will be getting these streaks, it does seem as though it will encourage teamshooting in the upper levels. I'm watching the livestream right now and all the weapons look awesome. Check it out! http://www.twitch.tv/343industries/b/404748451
  14. I agree with Halogeek99. First you have to learn how to tell a story. The best way to do that is simply to write one. It doesn't have to be about Halo; in fact, it shouldn't--you shouldn't limit your horizons, but definitely keep to science fiction. My first book (if you can call it that) was pretty bad. My advice: never write in the first-person future tense. You might be wondering what writing a book has to do with developing Halo's story. I learned through my first writing experience what worked and what didn't. I saw potential in some characters I created, and then I saw how my implementation really stifled the progress of the story. So start writing some stories (or at least start thinking about them) and remember: the best way to gain experience is to go do something. Good luck. I meant to say the present tense back there. The future tense would also be difficult, of course.
  15. *Walshy said in an interview that one of the things that makes a game competitive is a high skill gap--fewer higher skilled pros. There's a point at which the pros are not so pro. In addition to this, the reliable, constant state of competitive play was destroyed by personal ordnance, unbalanced armor abilities, primary and secondary weapons with too long of range, and unskillful aim-assisted weapons. So please, 343i: make Halo more difficult; it will benefit players of all skill levels. Tell me what you think of my ideas, and comment your own opinions.
  16. I'll try to explain this simply. 9/10 of all Halo players do not like competitive games. They say they left because of no CSR, and that's partly true, but it's deeper than that. Let's face it: Halo 4 is an easy game. With personal ordnance, pocket shotguns, default sprint, load-outs, and ridiculous aim assist, it rewards those who aren't good at the game. The analogy of a handicapped Spartan from the GDC presentation comes to mind. You might think that noobs would like an easier game, but that's not the case. I have discovered a fascinating contradiction, something I like to call "Snoob's Paradox". It states that making a game easier to play actually makes it more difficult in the long run. Let me explain: in a difficult game, the pros are few and the noobs are many. The non-pros struggle with the game and never really feel the urge to become better. But in an easy-to-play game, there are many pros and the noobs actually succeed at the game. They are still noobs in that they don't want to get better, but then again, they don't need to! The result is that everybody plays better all the time. Faster kill times means more kills which means more deaths, bringing even more frustration. And though they are now skilled, they are still noobs; they never worked to be good at the game and were never attached and committed to it, and so they leave, just like that. That is how Halo 4's population went from 400,000 to 40,000 in three months. And it goes beyond casual play. Walshy said in an interview that
  17. I too missed the Plasma Rifle in Halo 4, but there was a canonical reason for instead including the Storm Rifle; as I recall, in Glasslands, ONI was supplying the Storm Covenant with weapons--tracked weapons, I might add. I agree with some of the other people in the comments; both the Plasma Rifle and Storm Rifle should be in Halo 5.
  18. It's perfectly balanced the way it is.
  19. I change my mind; the weapons tunings will save Halo, but the danger was only ever imaginary. You just have to believe. If you don't, then you'll be missing out on some great fun.
  20. @OP There were new maps added, so it maybe just have been luck if the draw. Some maps like Shutout and Simplex were simply (ha) updated. I would appreciate if you did more research in the future before calling the people who work so hard at 343i liars. Source: http://halo4nation.com/multiplayer/matchmaking-update-5-6-13-new-maps/
  21. @BurningHero74 That's one way if looking at it, but the changes will accomplish the same thing while simultaneously speeding up the flow of the game. And remember, it's not just about BR vs DMR; there are other weapons like the Carbine and Light Rifle that previously didn't have a chance to shine. To balance out all the primaries in the way you're suggesting, not only the DMR but the BR also would need to be nerfed. I think 343i is making a smart decision and going about it cautiously. Also keep in mind that the changes probably won't affect the entire sandbox.
  22. @CV The reason the UNSC's weaponry is relatively primitive is for gamers to have a background to playing. However, your idea is not totally outlandish. ONI was experimenting with the Flood; they were also supplying the Storm Covenant with weapons in Glasslands to keep the Sangheili in a civil war. Perhaps we will see humans with hovercrafts and Sangheili with SMGs.
  23. @Wattspops 343i didn't want to release it as early as they did. Microsoft forced them to because they thought it would make the game more competitive with Blops II sales. Halo being bound to Microsoft nowadays is exactly the reason why Bungie made Reach instead of Halo 4 and left to make Destiny. It's amazing what 343i can do; they just need time to perfect it.
×
×
  • Create New...