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Okage4

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  1. Nerf plasmas AND lethalize frags? That would make them the exact same as each other except for how one bounces, and the other one's sticky. And I don't understand how headshots are supposed to be more effective. I shot to the head with no shields results in a kill. A shot to the head from the Sniper on a shielded opponent results in a kill, anyway. How are headshots supposed to be more effective? I'm confused by this concept of Armor, along with shields and health. How would that even work at all? No one's bothering to explain this idea...
  2. Why no Forge maps? I think they NEED MORE Forge maps for Reach. Too much of the terrain on Forgeworld is difficult to forge on due to the huge amount of cliffs/rocks and bumpy hills. Maybe something with more than just bland-colored Forerunner objects and rocks to forge with?
  3. The Reach Spartan model is probably the worst out of all the Halo games. Hell, I think Bungie did better with the ODST system than with Reach. The Elites in Reach, on the other hand...man, they got those spot on. I think almost everything about the Elites was perfect except for their size. Give the Spartans the exact same traits as Elites (shield strength, speed, jump height, health recharge, etc.), and I think Reach would have been a much better game. Grenades in Reach are way way way way too over-powered. As mostly everyone else has said, the grenades from Halo 3 were the best. A well-placed rewards with downed shields, while a side-stepped grenade doesn't completely drain your shields (*cough REACH cough*). I'm not sure how I feel about the Spike Grenade. I like the idea of variety, but the Plasma Grenade has almost the exact same functionality as the Spike Grenade. Both of them are sticky, both destroy enemies in tight areas, both are from the Covenant. The Plasma Grenade just does a better job at everything else. If there is a new grenade-type in Halo 4, it needs to have a unique function. Something that the Frag and Plasma Grenades don't do. Perhaps something similar to a proximity mine? That could definitely take the Spike Grenade's role as a vehicle-killer.
  4. This is...not a bad idea. Like Rumerboy said, another "Race" NEEDS to be included in the (theoretical) sequel. Playing as only Covy or UNSC forces got boring after a while. From what I've seen so far, the standard RTS has at least 3 different "Races." I think the game should be sped up a bit, though. Not just resource production or just unit build time or just tech research. I mean EVERYTHING should be sped up, just to match the speed of regular console games.
  5. This thread is 5 pages long, but only maybe 10-12 posts actually offer something more than just "armor ablitys suk get rid of tem." At least TRY to explain why, people. No one has of yet mentioned in this thread the one big thing that makes Halo vastly superior to most other current games: customization. The amount of creativity and originality that players can apply to the last two Halo games is, quite simply, better than any other game out there. Right now, I'm talking about Custom Games only, I'll get to multiplayer later. I believe that Armor Abilities should be kept in the Halo series just for a broader selection of creativity for Forgers and Custom Game players. Halo's multiplayer is amazing, but I for one have played more Custom Games than all of my multiplayer games from Halo 3 and Reach combined. Aside from the fiction, Halo's Custom Game/Forge options are what kept me to the series thus far. If AAs are taken out of Reach, that's an entire branch of gameplay that Forgers can't take advantage of. That would actually be a huge step back in terms of gameplay. If you don't believe me, you need to check out the incredible things that people have come up with. My first suggestion would be to check out Forgehub.com As for my stance on AAs in multiplayer, I think the IDEA of AAs is great. Unfortunately, Bungie didn't execute this idea as well as their fanbase was hoping. Rather than adding to gameplay, AAs broke it and made combat somewhat frustrating. Bungie also made AAs way too "common". Anything that powerful should NOT be something that you immediately start with. AAs were treated by Bungie as something on the same level as the AR and Magnum when, in reality, they were game changers. Something that could be treated in the same class as Rocket Launchers or Sniper Rifles. They were Power Weapons. AAs ARE a good idea. You can't tell me that, before Reach came out, you weren't excited for their addition. They just needed a whoooooole lot more testing and polish before the final game was released. I'm sure that Sprint and Evade are AAs that are unanimously deemed as acceptable in Reach. Now if the rest of the AAs were closer to being as useful and balanced as those two (and less gimmicky, honestly).
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