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Everything posted by ReZeNeR
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I rememeber the boss battles in H2/H3, and I didn't really care for them. Instead of hitting the monitor a few times with a laser, or shooting the H2 boss over and over again, seems silly to me. I'd rather have battles more down to earth, where I need to battle my way out, or have an enemy that doesn't have a huge amount of health.... The chief Brute at the end of Halo 2 was more powerful than pretty much anything else, sorta made Halo feel like game more than you being a spartan in the Halo universe. Some of you have said more friendly AI should be on the ground assisting you. Yeah I think with the new XboxOne hardware, 343I should have more freedom to do stuff like that. Maybe they could create these massive battles in a canyon or something, and then you come in and have to complete objectives or something while navigating through the battle. It would help take the focus away from just you against everything else it seems, something thats starting to lose appeal for me anyways. Or you could have the Flood and Forerunner enemies in battle too. I think one of the best things about Halo was the huge battle scenes you were thrown into. Hopefully 343 will consider emmersing the player into huge battles more, with multiple sides fighting.
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343i... Hopes for Halo 5. How to make it "Much better."
ReZeNeR replied to KratosAsura's topic in Halo 5: Guardians
Remove armour abilities/loadouts/perks entirely? That's a pretty bold statement, getting rid of something that's now an integral part of Halo MP would be a step backwards in my opinion. And your idea of having two playlists wouldn't work well either. A playlist consisting of multiple gametypes helps keep the game more diverse, fresh; Halo's number 1 enemy now that it’s been played to death MP wise for about 10yrs now. Plus 1 to 343I for adding gametypes where all the loadouts are the same to help mix it up a bit. I've sure noticed that the gameplay plays different from the infinity gametypes. Players seem more aggressive, vehicles have a bit more weight to them (because of limited plasma pistols) and forcing players to use frags instead of stickies as starting. The gameplay changes between infinity and regular, but is still similar enough where it works by itself. As for sprint, I think 343 has it perfect as it is right now. It adds another dimension to gameplay. Remembering how much sprint you have if u dont have the perk, (since theres no sprint meter, something 343 should not change), planning on when to sprint across an open part of the map to get somewhere; sprint is a great addition to the game that shouldn't be tinkered with much, if at all. ---------------------------------------------------------------------------------------------- In Halo 5, I think the continued use of having different gametypes in one playlist (with possibly adding new combinations of existing options) would be best....For example in Team Slayer, you could have -Infinity Slayer (aa, custom loadouts, ordanance) -Team Slayer (no aa, all loadouts the same, pistol for secondary, cant rememeber if there's ordanance in this one ) Well those seem like the two main ones right now. Maybe in Halo 5 they can add equipment back as a 3rd option. You could have limits on their use, like if equipment is enable for one gametype, the AA/custom loadlouts would be unavailable. Power drain, bubble shield, an improved auto sentry (remove the AA auto sentry), radar scrambler. You could make the equipment gametype Classic Slayer or something, or maybe a better name could be used for it. Oh and another problem that adding equipiment to Halo 5 is could it work when combined with all of them... AA, custom loadlouts, ordanance? Would that work? -
343i why wont you make a DLC Playlist with all maps? Please reply.
ReZeNeR replied to Encrypted Ninja's topic in Halo 4
Yeah a single DLC playlist required all of the new maps is an awesome idea. I simply never get to play on any of the dlc maps, never in matchmaking. When Shatter and Wreckage first came out I did get to play them on occasion, but since then, I dont even get them anymore in a non-dlc playlist. I'm sure this is something 343 is going to improve on in Halo 5, having players in non-dlc playlist getting to play the new maps much more than in Halo 4. Have all six maps in one playlist, help keep it diverse and fresh. I barely have any experiences playing the new maps in matchmaking, I would really like a chance to try all of the dlc ones. I don't think it would hurt the playlists population because gamers who have the latest map pack are likely to have the previous two ones as well. Give the playlist teams of 5-6, helping fill in those slightly bigger dlc maps. Rememeber 6v6 in Halo 2 and 3 how well they played on small-medium-large maps, I think it would work in Halo 4 too. I think this idea is worth giving some thought to. -
I have bought all the DLC maps, and I seem to never get them in non-dlc playlists, (btb, teamslayer, ect). This sure hurts my Halo 4 online experience. I've never had the opportunity to play new maps outside of the dedicated dlc playlists and I'm wondering why? I would really love to play them and am wondering how much of a problem is this for other gamers. I've played H2/H3 online a ton and rememeber the new maps would initially show up if everyone in the game had the maps. After a while has passed since their release, they started making the new maps a requirment to play in some playlists, then when they were free, everyone had to have them. Is this how Halo 4 is setup? 343 you made a great game, and matchmaking is a blast. I just wish I would be able to play the new maps outside of the DLC playlist. (I have never gotton a dlc map in a regular playlist). I hope this problem can be reduced/or better setup in Halo 5. Thanks guys for working hard on continuing to make Halo games great!
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There's so many different ways you can kill people in Halo, that's what makes it so fun =P I find you can get good with the DMR at close range, but it takes a lot of patience, practice, and precision. It's extremely difficult to be consistent at close range. All you need is 3 shots and you can beat the guy down. Or, on smaller maps you can experiment with a BR start. However, I don't recommend the firepower (extra starting weapon) perk. It's not worth taking up a precious perk slot when there are always weapons laying on the map from dead teammates mostly. Start with a DMR, and pick up a close-mid range weapon from a fallen teammate or enemy if you need to. Save that perk slot for something else, I suggest using the increase ammo capacity, especially for BTB. The perks that allow you to pick up grenades from others who've died and the increased ammo supply are the best in the game.
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Before update: TS: 22 RP: 19 After update: TS: 40 RP: 39 Yeah I agree with you guys, man was Halo 2 ever competative. Besides all the cheating, I really enjoyed the ranking system. Definetly something ill always remember.
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Well the playlist's population was one, if not, the lowest played. The last couple weeks there were only 1k-1500 at one time. It's no surprise they removed the playlist due to inactivity. I played a couple slayer pro games, but found it wasn't as fun as in previous games. H4s gameplay is different from previous titles, I can see why a lot of players arn't as interested in it anymore. With being able to start with a DMR/BR in any playlist, there isn't as much interest in a pro playlist.
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I think the thruster pack is reasonably balanced and a change is unneeded. From reading other posts in this thread, it seems people want a boost. Something along the lines of, "I'm getting shot, okay maybe I can thrust out of the way and find some cover so my shields can recharge." This conclusion which moderately represents some frustrations players have with the thrust pack, would make it too powerful. Time and time again I've been killed because a guy thrusts into the air, causing me to miss one shot with the DMR, and end up being killed. Or, when I think I'm safe behind cover, a guy thrusts around and over, killing me again. Not to mention you can get to specific locations on most maps others can't get too. I concluded if you upgrade the thrust pack and increase its speed, or w/e, it would upset the balance of play. Once a player is getting shot, he/she shouldn't be able to thrust away immediately and not be killed. With the current setup, its still possible to get away, but it won't happen nearly as much as some people call for. And keep in mind tweaking an weapon/perk can cause unintended affects on other areas of gameplay. How would a thrustpack boost affect the speed boost perk? A change should only be used as a last resort option, and not to satisfy one's frustrations or, " I should be able to somewhat dominate play because I like using this perk."
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The whole BR/DMR/Rifle debate can be quite complex. A good thing is trying to keep the facts separate from suggested balance changes. BR: + Easier to aim/fire at close/medium range than the DMR. + Impacting multiple rounds (spread) at an enemy. - Loses effectiveness fast, medium range and beyond - Difficult to have an entire spread hit a strafing enemy DMR: + Maintains effectiveness at longer ranges + Excels when combined with teammates - Takes practice to become consistent with I agree with Bloody Initiate. The meat of H4 gameplay is completing your headshots before your enemy has a chance to find cover, wait until shields recharge, then come back out for a counter. This concept should be kept in mind when opening the balance issue with the rifles. Tweaking Balance Its important to remember that boost/nerfing one or two weapons can affect gameplay in non-intended ways. If the BR were to be given a boost, how would this affect the usefulness of other close-medium ranged weapons? Personally, the DMR is the heart of H4 online and most of the gameplay revolves around it. Nerfing it could lead to the online experience changing in a direction 343 has not intended H4 to be. My Opinion Firstly, I need more experience playing the game while having the DMR/BR issue in mind. It'll definitely help me see more of the game from different angles and form a better all around idea. I can't let my impulsive behaviours/frustrations get in the way here, it's very important. With the carbine, lightrifle, BR, and DMR all in the mix, I don't think the current weapon balance is the best for H4. I think a change may be needed, something that will improve the game for everyone. A small change, I think it has to do with the DMR. I feel it's just too dominant over the other rifles in the game, the carbine and lightrifle. A very small nerf to the DMR is needed, but it must still allow it to be a dominant weapon in the game. In the end, the gap between the DMR and the carbine/lightrifle must be narrowed, but still leave the DMR a dominate weapon on the battlefield.
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I thought the same way when I first played H4 Swat, "Wait where are the grenades?" After playing a few games, I realized the change was for the better. The associated camping and lobbying nades have been removed; allowing the direct focus of headshots. I've come to realize the flow of the game is me hopping around, aiming profusely to the front with the trigger half depressed ready to fire the moment I see even a glimpse of the enemy. Halo 4 swat is more intense compared to previous versions. I think grenades should stay out of regular swat. However, if in the future a BTB Swat is introduced, of course the debate to include nades will be open again. (rememeber grenades without the explosives perk arn't as powerful. Since in swat there's no perks, this certainly can help the pro-nade argument.)
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Here's some of my common issues: 1. "Profile cards" auto-switching - You know the screen you're in while you are waiting to find a game/ see IncomingPlayers. Well I click someones "card" to view their MP stats like K/D ratio, and it will switch me automatically to another players card instead, then it'll switch again to another. It can become a little annoying, I wish it would just stay on that particular player's profile card so i can look at it without it switching to someone elses 3+seconds later. 2. System not always bringing in new players after previous ones quit - About half the time the system won't bring in new players, leading to a boring match of 6 vs 2, ect. It seems the system doesn't always bring in new players to even out the teams. Its a bummer having a match ruined to a few quiters, having to annoyingly wait for the match time to run out. I really hope in the reasonably near future 343 can make it 99% of the time new players will fill those who quit in matches.