Esteemed Vitamin
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Things I want: More custom options (like the option to turn off melee lunge and/or reduce auto-aim) The ability to escape a vehicle if being hijacked. That was the most annoying thing about vehicle combat in Reach; if you were in a tank and you were boarded, you were pretty much going to lose. Give players the option to get out--that way, they'll lose the vehicle anyway. Things I don't want: Sprint (even though it looks like sprint might be in the game). Reach is by no means a crappy game, but I feel like sprint didn't really belong in Halo. Multiplayer maps also being found in the campaign.
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So Halo 4 is gonna have tons of new stuff in it, and 343 have said themselves that they also want to make it unmistakably Halo. What better way is there than to have some feedback from the fans about stuff that they like from the other Halo games? 4-player Campaign--One of the best parts of any Halo campaign is the fact that you can play it with other people. 2-player campaign in Halo and Halo 2 was already kickass. Halo 3 featured 4-player campaign, which was also kickass. The campaign is made that much better when you have a bunch of people fighting aliens together. Campaign Collectibles--When people discovered the hidden skulls in Halo 2, it generated some serious excitement. And the addition of hidden skulls in Halo CEA was also an awesome addition. The same goes for the terminals. Unlocking the backstory of the Halo universe from terminals and gameplay mechanics from skulls is extremely fun. Lots of Custom Game Options--Even if people didn't like certain aspects of matchmaking in Halo 3 or Halo Reach, they always had the option of making their own custom gametypes and playing them with friends. You could make lots of different gametypes based off of all the options. It's another thing that makes multiplayer a lot of fun. Forge--Halo 4 needs Forge, or something similar to it. There were many cases in Halo Reach in which community forged maps were even more fun than the default maps. Some people even remade maps from other Halo games in Forge. It's been in the Halo series since Halo 3, and it should be in Halo 4. A Sandbox Map--Halo 3 had Foundry and Sandbox. Halo Reach had Forge World and Tempest. Halo 4 also needs a massive map that players can use to Forge from scratch. Firefight--Introduced in Halo 3: ODST, Firefight is a popular gametype and should be in Halo 4. Armory with a Credit System--People liked unlocking armor pieces from the armory using all the credits they collected. It was fun and it was another way to customize your spartan. From watching the "First Look" video, it looks like players can customize their armor in Halo 4. Ranking System--While the credit system in Halo Reach was decent, it was not considered a ranking system. It would be awesome if Halo 4 had a Halo 2-style ranking system in addition to earning credits--winning games increases the level in any given playlist while losing games will cause that person to lose their rank. Vehicle Weaknesses--In Halo 2, if you shot that disc on the side of the ghost, you could actually destroy the ghost depending on how much you shot the disc. In Halo 1, you could shoot the driver of the Scorpion through the hatch. In some of the later games, you could also destroy the hatch on the Wraith and shoot the driver. Halo 4 should incorporate these vehicle weaknesses so that vehicular combat is not overpowered. Post stuff that you want from other Halo games in Halo 4.
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This is all Halo 4 needs to be great.
Esteemed Vitamin replied to Esteemed Vitamin's topic in Halo 4
Forgot some things. Sentinel Enforcers. Those giant sentinels with arms that crush vehicles. They also have giant energy shields, dual needle cannons, and grenade launchers. Scarabs. Halo 3 scarabs were insane because it was awesome how you had to board them and detonate them, and then escape before they blew up. So here's the list: Banshee sound effects. Explosive needler. Option to toggle melee lunge. Sentinel Enforcers. Scarab battles. That's all Halo 4 needs. And I was being sarcastic about not needing a multiplayer or campaign. -
Should 343 bring back maps from past Halos?
Esteemed Vitamin replied to Archangel Tyrael's topic in Halo 4
Maps that have never been remade from previous Halo games: Halo CE: Danger Canyon, Infinity, Gephyrophobia, Ice Fields, Death Island -- All these maps were huge maps that worked great for 8v8 games. They would work well in a BTB playlist, the same way Ridgeline (Timberland's remake) does in Anniversary BTB. Chiron TL-34 -- A maze full of different rooms connected by teleporters. Better for team slayer and free-for-all. Boarding Action -- A map set in space with two haves of a ship, probably the Pillar of Autumn, facing each other. The sides are only connected by teleporters. Sword Base somewhat resembles this map. Halo 2: Foundation -- A map that was unlocked either by having Xbox Live or by doing banshee stunts on the last level in Campaign. Symmetrical map that was fun to play on, best for 4v4. Colossus -- Basically a fusion coil factory. Symmetrical with a beam rifle spawning on top. Waterworks -- Awesome BTB map. Gemini -- Small, asymmetrical map. Turf -- Small, asymmetrical map. Backwash -- A map that was removed from matchmaking since nobody liked it. Relic -- A map set on an island. Worked well on 1-Flag CTF. Terminal -- A decent BTB map with a monorail train that killed anybody that was hit by it. Containment -- A massive BTB map. Burial Mounds -- An asymmetrical map that worked well on 1-Flag CTF. Midship -- Zealot is not exactly a remake of this one. Halo 3: Construct -- Symmetrical map used in MLG variants. Valhalla - The "spiritual successor" to Blood Gulch/Coagulation, but not an actual remake. Guardian -- The "spiritual successor to Lockout," but not an actual remake of Lockout. Standoff -- Another "spiritual successor" to Blood Gulch/Coagulation, like Valhalla. But not as fun, IMO. Narrows -- Some might call it a remake of Halo PC's "Gephyrophobia," but other than the fact that they're both bridges in the arctic, they are nothing alike. Epitaph -- Full of shield doors. Snowbound -- An older version had shield doors. High Ground -- Probably my favorite objective-based map in Halo 3. Rat's Nest -- A huge loop. It was a BTB map, but not my favorite. Foundry -- Halo 3's sandbox-themed map. Sandtrap -- Another awesome BTB map. You could drive, and spawn on, the elephants. Sandbox -- Halo 3's other sandbox-themed map. Isolation -- A map with two "floors." Lots of people hated that map. There were like 5 other Halo 3 maps that were from DLC and weren't remade, but I forgot what they were called. My choices for BTB maps: any of the Halo PC/Mac-exclusive maps, Waterworks, Relic, Containment, High Ground, and Sandtrap. 4v4/free-for-all maps: Foundation, Colossus, and Guardian.- 12 replies
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- bring back maps
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343 Industries, if you're reading this, check this out. Know what made the banshee in Halo 1 so great? It was the whoosh sound that it made when it turned. It wasn't in any Halo game after that. Ever. It was awesome. You would be owning Covenant, and then this huge red dot would appear on your radar, and you would be like, "what the hell is this guy?" Then the, "whooooOOOOOOOOOOOOSH". That's partially why it's called a banshee, right? It sounds scary. It doesn't make that noise in any other Halo game. Know why the needler was so awesome in Halo 1? The pink explosions. They were in other Halo games, yeah. But they were freaking massive in Halo 1. There was nothing more satisfying than pumping Covenant or Flood full of needles and then hearing the sound of breaking glass. Even better--you could stack up to three explosions at a time on one enemy. In every other Halo game, the needler could only cause up to 1 explosion on a target. That's so boring. And it wasn't even an explosion. The needler explosions in Halo 1 could actually set off nearby grenades. Also, I really don't like melee lunge. I know a lot of people don't mind it, but it would be awesome if you could include a custom games option for no melee lunge, and instead some slightly increased melee range. The brute shot. If you do include the brute shot, please make it bounce grenades again. Halo 2 brute shot was the best. I also realize that the grenade launcher and Halo 3/Reach fuel rod gun can bounce projectiles as well, but seriously...I don't think the fuel rod gun needs to be able to bounce fuel rods. It was fine as it was before. If the brute shot isn't in Halo 4, then I can settle for another bouncing explosive weapon. Just not a bouncing fuel rod gun. That's it. Banshee sound effects, explosive needler, option to toggle melee lunge, and the brute shot (or something like it). You've got a classic Halo game. You don't need anything else. You don't even need multiplayer. Or campaign.
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Yeah, that sounds like a better idea. As of now, there isn't even a reason to use the sword's regular melee, so that would be a nice change.
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I think the reason that the sword is viewed as overpowered (and not the shotgun) is because, when people see some guy with an energy sword running at them, they assume they are going to lose because all the sword guy has to do is get within range and be looking in the general direction of their target. Other power weapons are slightly different. The guy with the rocket launcher usually has to jump first to get a better vantage point, and he also has to make sure none of his teammates are near where the rocket is going to hit. The guy with the sniper rifle usually loses at close range and is unscoped when shot at, and can also score betrayals by shooting teammates through enemies. Even the guy with the shotgun has to at least aim SLIGHTLY more than someone with the sword, and has to get in closer than the sword user does if they plan on getting a one-shot kill. But all the sword guy has to do is get within range and look at his opponent. Sure, he got to the sword first and his team controlled it better than the other team. That took skill. But other than that, the only consequence the sword guy has to deal with is not being within range of his target. The actual combat aspect of the energy sword does not take as much skill as the other power weapons. But, at the same time, even though I voted for sword block to be back in the game, it was also overpowered. It pretty much canceled out the energy sword's job. It was also just as overpowered in a laggy game as the sword was. The real reason the sword is overpowered is because of its "homing" melee lunge. If the reticule is red, you are guaranteed a kill, even if the opponent is not completely covering the reticule. So, I came up with an alternative to sword block. What if the player lunged with the sword even if the reticule was not red? As in, pressing the trigger lunges the player regardless. And, the "homing" aspect of the lunge was removed, so that you actually have to lead the lunge in order to score the kill. It's basically like using any other weapon in Reach. The only difference is, it can be dodged at close range, unless the sword guy leads his lunge. It should also only cost 5% battery for a successful lunge. To account for this, and to prevent people from lunging across the map just to get to power weapons quicker or to move faster while sprint or evade is recharging, the sword should overheat after lunging like other covenant weapons in between UNSUCCESSFUL lunges, and should also cost 10% battery if the lunge does not hit. That way, sword users are rewarded for scoring kills--the weapon doesn't overheat and they can continue for a double or triple kill (as long as they "aim" the sword). At the same time, if the lunge doesn't hit, they can't use the sword for like 1.5 seconds, and they lost twice as much sword ammo for spamming it. Plus, it would be possible to betray teammates with the sword, which makes it even harder to use effectively. To account for infinite sword jumping, since lunging works mid-air, a sword user should only be allowed to lunge once while airborne. It's probably a crappy idea, and is so different from any version of the energy sword that has ever been in Halo that it wouldn't work. But it's the best alternative to sword block I could come up with, and adds a lot more depth to CQC, without overpowering or nerfing the energy sword. It would be awesome if there was a "TU 2" playlist where swords were like that, but again...I realize this is probably the worst energy sword idea ever.