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Everything posted by RedStarRocket91
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What did you expect? Bioware have been going downhill ever since EA assumed direct control of them. I agree with everything you said though, Lolmenade. I don't hate day-one DLC because it's a money-grubbing device. Companies have the right to make money on their products, and nobody's being forced to buy them. I hate it because it clogs up my hard drive space unnecessarily. Because if I want to free up space for new content, something else has to get deleted, and then later on I have to waste my bandwidth redownloading the deleted content just to access my old saves. This is unnecessary when I know for a fact that it was complete from the first day and should have been on the disc. I also hate the casual discrimination against gamers who don't have the internet. If I'm going to pay you for a game, I deserve all the content, especially if I'm going to fork out the extra for a special edition. It isn't fair that I'm treated like a pirate just because I don't have the internet. In short, put the damn stuff on the disc, give out nonessential bonus items or whatever with the special editions instead, e.g. unique weapons, character appearance options, Halo-style 'skulls', items for your XBL avatar, gamer pictures, themes, whatever. But don't deprive me of actual content when I'm the one paying your damn wages!
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I actually find it significantly easier to snipe in Reach than in any of the other games. It feels more forgiving in terms of recoil, plus everyone seems to move slower and more predictably. I also could well be wrong on this, but the head's hitbox definitely feels a lot bigger proportionally.
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I can't even begin to count how many times I've been killed with 'nades by my own team. The worst part is if you're been hit even once by an enemy they get the kill, so you can't even boot the stupid moron who effectively killed you!
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Maybe the population's risen since I posted that, it's possible. I normally see between 250-450 players in it, though maybe it picks up during evening in the USA - I'm normally asleep by then.
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Also, Elites in Reach can't use Health Packs, so it's kind of a trade off. On the one hand you don't need to worry about Health damage for very long, but on the other hand you can't heal severe health damage as quickly, and you can't use a Health Pack to instantly regenerate your health and shields in an emergency.
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Health only ever regenerated in Halos 2 and 3, Halo: CE didn't feature regenerating Health in either campaign or multiplayer at all. In Reach it actually regenerates to thirds, which is more than in the first game.
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I'm working on a new map set between the beach and the canyon. Anyone interested in helping me test it should let me know asap!
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No, that's everything, you don't actually need any of the map packs to play team slayer anyway so this is very strange. Give 343i a ring and let them know what's going on, hopefully they'll be able to tell you how to fix it
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The binoculars are already useful, particularly for dealing with enemy snipers and finding out if anyone has power weapons without risking going to check in person. I don't think frag damage is a problem, it just needs to be more evenly distributed. I've had cases where I've lost my shields standing metres away from grenades while people standing almost on top of the were barely touched. This can't be lag as neither of us was moving at the time. I would like to see the 'nade detonation physics fixed, though. It used to be that frags would detonate one half second after hitting a surface - no more, no less, regular as clockwork. I've seen Reach grenades bounce four or five times and then come to a rest before exploding, hit a surface an immediately go off, hit something and then wait two seconds before blowing up without touching anything else... even if this can all be explained by lag, I don't recall previous Halo games having this problem, and if they did it was rare enough to completely escape my notice. These problems occur almost every game I play on Reach.
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Anniversary's Multiplayer Maps and Updates
RedStarRocket91 replied to B1ue D3vi1's topic in Halo CE + Anniversary
I actually prefer the Title Update settings to the Anniversary settings. It's not that they're bad, just that the TU is better. Couldn't agree more with the maps, though. They've done an absolutely outstanding job on keeping the classics feel as well as ensuring they work in the present day. I hope this is the shape of things to come! -
I assume when you refer to tagging opponents you mean like Gears of War 3's ability to highlight enemies by aiming at them and clicking in the left stick, right?
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What 343i should do to make the game better. *must read*
RedStarRocket91 replied to rsk8able's topic in Halo Reach
Is that a way of asking for a 1v1? Because can I just surrender now, we both know you'd win anyway! XD -
Yeah, Emile's helmet is just a variant of the EVA helmet, you need to purchase its preceding ranks before you can unlock the skull version. If you've bought all of them and it's still not showing up, that's very odd...
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What 343i should do to make the game better. *must read*
RedStarRocket91 replied to rsk8able's topic in Halo Reach
I don't know what you guys are complaining about, these are the best ideas I've ever heard! -
Just to clarify, if a macro were running that meant an aimbot was able to use the Sniper Rifle to shoot through walls, would this mean that any player who picked up the weapon in that game would also be able to shoot through walls, or just the hacker?
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Twin, you need to start taking copies of these things and putting them down in an FAQ thread! Also, the fact that Halo 3's engine is entirely unrelated to Halo 2 really surprised me. Is there any particular problem with the second that explains why they didn't just modify that engine instead of going back to the first?
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Assassination Animations Dependent on Equipped Weapon
RedStarRocket91 replied to highplainsdrifter's topic in Halo 4
Darn, I forgot about rotation snap when I thought of that - oh well, never mind. As long as it's an assassination, even though the animation would show shooting someone it shouldn't actually cost ammunition, as that would be unfair. I agree using a grenade to create a bomb or a trap definitely should, though.- 14 replies
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No problem, hope it helps! Sniper rounds shouldn't be able to pass through walls even with modding unless the map and weapons themselves have been changed, and since they're provided by the server that shouldn't be possible...
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The engine for Reach is just an incredibly heavily modified Halo: CE engine, anyway. Every Halo game engine has always just been an updated version of the previous one.
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No, all they can do is make sure that the user's weapon is perfectly on target. If you're being hit through walls on a regular basis you may have a poor internet connection, as if you've just moved behind a surface the bullet will register as hitting you while you were still in the open due to lag. There's not a lot you can do if that's the case, although you can try turning your router off, leaving it for thirty seconds and ten switching it on again as I believe that speeds your connection up.
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Assassination Animations Dependent on Equipped Weapon
RedStarRocket91 replied to highplainsdrifter's topic in Halo 4
If you're proposing something like the Gears of War 3 system, then I'm kind of half in agreement. I think designated power weapons such as the Gravity Hammer, Shotgun and Sniper Rifle should have their own unique assassinations, but other weapons should probably just stick to a standard set. Knives not being included isn't a problem. There are already non-knife assassination moves in Reach, and these could easily be expanded on. Chief grabs the enemy and breaks their neck, pulls them backwards and punches them in the head to the floor, knocks them to the ground and jumps on their head, or just spins them around and jabs them in the face or neck. If armour decals are being used, it could even show a cracked faceplate or whatever. I also actually wouldn't mind projectile weapons actually firing during assassinations, as long as it didn't actually use ammunition. Knocking an enemy to the ground, jamming the Sniper Rifle to their face and firing, jamming the Shotgun in the ribs and firing, or bringing a Rocket Launcher or Spartan Laser down on their head. I'd also like grenade assassinations, used by pressing the grenade button during the animation. The body could then become a proximity mine or be thrown in whichever direction the player desired, or whatever. Regardless, it'd be another fun non-knife assassination. There should also be some sort of assassination cancelling system, for example if you press to melee again after the assassination has started then the victim instantly drops dead but the attacker only gets a beatdown medal regardless of how long they were performing the animation for.- 14 replies
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Agreed with Director, there really is little more rage-inducing than getting killed while accidentally assassinating someone when you just wanted to go for a beatdown: I can imagine controllers being thrown across the room if you actually survived the assassination but then died because your character wouldn't turn fast enough. If you did it on purpose, then you deserve to be able to snap directions for taking the risk involved in performing one to begin with. Again as Director said, there is no inherent risk in using Armor Lock, so it's a different situation there. What actually bothers me more is that the EMP doesn't need time to charge, so you can do that stupid Armor Lock-Melee combination where the attacker literally can't survive if they've already started the melee.
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First off, welcome to the forums, we hope you enjoy it here! OT: As far as I know, people use something called 'Jtags' to hack on Xbox Live, but there are already systems in place to catch people who use them if they're online for more than a few hours. Hopefully the people who were using this particular aimbot will have already been caught, and if not you can check their gamertag in the Theatre and after selecting 'View Gamer Card' you can use the 'File Complaint' button. You can then pick that you'd like to complain about them using hacking on Xbox Live and as long as you keep hold of the replay in the Theatre, they should be dealt with fairly quickly. I hope this helps!
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People often quit during DMRs/Pro/TU gametypes.
RedStarRocket91 replied to aXiS v2's topic in Halo Reach
Now that I completely agree with. Quitting is acceptable if your team has already left or if you are an active liability, although even then most people would frown on you. Quitting just because you didn't get the gametype you wanted is just pathetic. As for the rest of your points, I respectfully disagree. I think on a lot of maps, particularly the more open ones, DMR starts really do encourage camping, even if it's unintentional: I know if it's a DMR start that I risk going out into the open significantly less than with vanilla Slayer. I feel it applies less in DMR because since the Assault Rifle is such a close-range weapon people feel safer moving out across the map and actually going for the exposed areas where power weapons live.