Malxann
New Members-
Posts
2 -
Joined
-
Last visited
Contact Methods
-
Gamertag
A Gocart
Malxann's Achievements
Grunt (1/19)
0
Reputation
-
The Official What You Do and Do Not want in Halo 5 Thread
Malxann replied to SatanicBagels's topic in Halo 5: Guardians
I think along with MANY of the things already mentioned, a weapon RANK system, IE Tactical and Assault weapon versions. Tactical = Increased accuracy, same damage, lower clip, slower rate of fire Normal = Standard Assault = Les accuracy, 120% normal damage, higher rate of fire, higher clip (slowwweerrr reload) In Promethian colors, for tactical weapons, Green lighting would be a tactical weapon. Red = assault, and blue = standard. Covenant weapons, blue/purple = normal, Red equals tactical, and black equals assault Humans would be tricky. The display on human weapons would change color just like the Promethian colors, but for non-display showing weapons tactical would be sleeker looking (IE the Human sniper wouldn't have as large a profile, and some parts would be gone) and Assault weapons would be bulkier, like more plating, larger clips, and such. (Imagine a tri-barreled rocket launcher) These options could be changed in the Forge item options, and could also vary how a person uses the weapon in their loadout (IE someone with extra shielding or a hardlight shield would do good with an assault Shotgun, but someone with evade/thruster packs would do good with a tactical shotgun.) And for guns with special effects, I will outline those here. NEEDLER: -Assault needler needs more neeldes to supercombine (but still supercombines faster than a normal needler) and its needles loose their homing ability -Tactical Needler has a vastly increase homing range, needs about 75% the amount of needles a normal needler needs to go boom, but becomes semi-auto, IE one trigger pull means one needle. RAILGUN: -Assault Railgun would have almost no charge time, flies IMMENSELY faster, blows up bigger, but the reticle and accuracy becomes that of a standard shotgun. -Tactical Railguns would be almost sniper-like, but with a longer charge up. When it hits, it would be like a gauss hog round. STICKY DETONATOR -Assault Det's would be able to get up to 3 stuck before detonating, but it disables use of other grenades (Grenade button would activate all charges) -Tactical Det's would have no range limit on their detonator, but the detonator would only be fatal if it was stuck to a Spartan, otherwise a frag amount of power. BOLTSHOT -Assault Boltshots would have their current shotgun-like charge up power, but it would instantly eat up their clip, and also cannot be dual wielded. -Tactical Boltshots would be burst shots of their normal shots, a 5 round burst, when the charge is released. Tactical Vehicles would be similar, they would move faster, but die quicker, and Assault vehicles would be able to take alt more hits but move slower. (Assault warthogs wuld have DOORS) -
The Official What You Do and Do Not want in Halo 5 Thread
Malxann replied to SatanicBagels's topic in Halo 5: Guardians
Some of my Halo 5 game ideas: (DISCLAIMER: I DID NOT READ ANY PREVIUS POSTS WHEN POSTING THIS! NOR DO I EXPECT ANY OF THESE TO BE IMPLEMENTED INTO THE GAME, as it is ONLY SUGGESTIONS!) Weapons: Overall, some nice new weapons, as with any video game, might be appreciated. Some new things that the halo community seems to want are old things, like Dual Wielding. But another good thing is more specialized weaponry, somewhat like the sticky detonator, something that has a wierd trajectory, or has a special effect or range. Some ideas of mine are: NEW WEAPONS -Stasis Rifle: A medium to short range gun that shoots a trackable projectile about the speed of a concussion rifle, in a straight line, that creates a bubble of slowed space. Projectiles, personnel, and vehicles going through it move at a 50% speed in all aspects (Bullets would lose 50% damage,a s they arn't technical pojectiles, but instant shots), and once they exit this zone they resume their original speed. It also slows health/shield regen. -Burst Mines: A kind of grenade, actually, that you plant on the ground, walls, or vehicles, and can deal a 30% shield damage explosion, that you have to blow up in order, and one can hold 4 at a time. This can be used as a deterrence tactic for hallways or bridges. A balance for this could be one can't throw another grenade type until the placed Burst mines are detonated. -Machete: A human energy sword, with lunge and everything, but with a unique slashing range, like a cleave. -Plasma Bolos: A almost crossbow-like gun the Covenant would use, probably mostly Jackal used, that shoots a growing bolo of energy. This bolo causes 75% shield damage when an orb impacts a player, and the plasma chain between the two orbs causes less damage the father it is away from the target. Scoping with this weapon makes the bolos launched be vertical instead of horizontal, and hitting a vehicle causes an EMP effect, and also some looseplasma rounds equivalent to uncharged Plasma Pistol shots to shoot randomly from the point of impact. OLD WEAPON CHANGES -Energy Sword: A slower attack, less durability (Charge, or however you want to call it), and a cleave effect, as in any player the attack that is a SWING would hit would be hit, not just who the reticle is on. -Boltshot: More like a mauler with the charge up, not a shotgun, so it gets REALLY balanced. -Dual Wielding AT A COST: With a return of dualwelding, if implemented, dual wielders would have to sacrifice reload speed and accracy of their weapons to dualwield, as it would in real life. Meleeing while dual wielding would cause one to still drop their left hand weapon. VEHICLES New:-Forerunner vehicles, such as War Sphinxes, that are about the size of a scorpion overall, but like the matis, have shielding, and shoot an incineration cannon as the main weapon, and a sentinel beam as their secondary, but move really slow. -Flyable forerunner vehicles, like the Sentinel Tank in Halo 2 during the library run in the Arbiter's saga. Old:-Bring back Shadows (Halo 2 transport vehicles), Falcons, Hornets (Not the rocket ones, the machine guns), and Revanants. SPECIES This is a harder one to explain. -Promethians: Like in Halo Reach, the customzable elites had armor sets and slight stat differences compared to Spartans. Promethians, if scaled down (No fiat-panda sized shoulder/back attatchment), could have their own armor sets like elites, boast much stronger shields, but die much faster without the shields, an are slightly larger than elites, and when inside vehicles, they compress down, but fill the space more. -Covenant: Bringing back the Locusts would add another aspect to the game. Elite wise, adding them as a playable species again would be nice, if balanced correctly. -Flood: Yes, in the game the flood are beaten back, "wiped out", but in the stories and lore, even terminals, the flood originated OUTSIDE known space even for forerunners. This means they could potentially return. With this, in the campaign, seeing some flood-infected forerunners running around in the campaign would be nice. CAMPAIGN AND GAMETYPES Campaign: The campaign is really nice already, but lengthening it, and adding diversity choices, would really help. These choises could include whether or not you help a certain faction, or do something to a certain npc during gameplay, or if you did nothing at all and this generator happened to blow up, or this ship or facility is lost, and it affected what vehicles and weapons you get later in the game, or immediately. A Also, factions. There are indeed rebel humans alied with kig-yar (Jackals), and grunts and brutes. Seeing the rebels take a shot in both being enemies and allies at certain points in the campaign would be nice. Such as they could start out being allies, but if you hurt enough of them or kill enough they could turn on you and the UNSC. GAMETYPES: VIP: BRING IT BACK! -Flood: Change it so it's a subtle or mutation game, so theres the possiblity flood can use weapons or be too mutated and have to use a claw (or maybe even a ranged flail of sorts). -Invasion: Invasion would be a good returning feature, if it was balanced more than it was in Halo Reach. If Halo Reach had the active join in, and more... fair spawning (spawn protection, so people in banshees and tanks or with swords couldn't camp spawns), it would have been FAR more popular. -Large Scale Battles: With the new system, the Xbox 1, the capability for player numbers could be increased. Seeing Big Team Battle would be a normal, 8v8 match, but upping the capacity to a maybe 16v16, or even 32v32, wuld make it a Wargame matchmaking type, which also allows for immense map capabilities. MAPS & FORGE Forge: If one adds the ability to change weather, tectures, and even maybe a MUGH larger budget than now, also lowering or raising the water level of individual sections that are parented (IE a set of water on height level 4 can't rise to a height level5 or up, but raising a height level 6 water beyond a boundary it can be contained in raises all other water levels to level 6). Also boundary editing, so one can edit their maps boundary for kill, and softkill, and actual invisible walls, in a 2d menu with an overview of the map, and also set a heigh limit for this too, in a menu.). Also add in interactive objects, like a door, elevator, escalator, ladders, holographic or 2d map displays, and channel circuits and buttons/levers (These are activators that can be given a cooldown in terms of seconds, and when activated makes all objects move to on or off. On or Off refers to state 1 or 2, so when on, the object is in position A with a certain color, but in off the Object is in position B, with maybe a color change. Same thing with Vehicles. Adding a circuit system to the vehicles would also allow for certain vehicle functions in a submenu to be turned off or on, like turning left or right or shooting, or HONKING.) Maps: More large scale and smakk scale maps. Also, do retro-remakes of old maps, like Blood Gulch, and Lockout, and such, and EVERY popular map, in halo 5 graphics, with halo 5 functionality. Misc Ideas -Holiday Events: During halloween, or Christmas, and other festivals/holidays from around the world, special weapon skins (And maybe even models) and projectile appearaces could be unlocked, same as armors. -Increased Customization: The unlock function as it stand in Halo 4 is fine, but the overall application is a bit blocky. Being ably to select rght and left shoudlers is a start, but pack (The two canister things in the suits) and torso armor separation, right and left arm armor, right and left leg armor (Not unlike the leg addons in Halo Reach, but more one plate could be smaller, taller, and such. -Warzones:Nonstop slayer/objective matches that can hold 32 people per team (dedicated servers specifically for these MASSIVE zones could allow it) or just FFA matches in different maps and community maps, where one leaves with XP/credits (however it is used in Halo 5) that matches how much they did and how well. -Loadouts: Get rid of Active Camo, make it more like it was before, a powerup on finds on the field. Also, add more unique armor abilities and such, such as one you can use in a vehicle to boost it's speed, or repair it slightly over time, or one that allows almost a grapelling rope ability that allows one to pull people closer or pull them to vehicles (As in if it hits a player, pulls the player to them, and out of a vehicle if they were in one, but if they hit a vehicle they rush to the vehicle.). These are just some ideas of mine, don't know how well they would pan out, but it's just what I got!