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I haven't looked around in this forums at all, the idea just came to me today and I'm a new member as of....4 minutes ago. So I appologize if this has already been brought up but I doubt it. For starters, If anyone has played Tom Clancy's End War, and has read the Halo books this will be interesting to you. In the very first halo (when master chief is training in his brand new suit with cortana), in one of the training excercises he has to run through a mine field while missles are being shot at him. (don't quote me on this, I read the books 7-8 years ago) Now when master chief needed to run through it, he was alerted by cortana stating the shields wouldn't be able to last through all of the explosions and damage. Calmly master chief said, "can it be done if you divert all of my shields to my feet"? Needless to say, he made it out ALIVE. Something, that is majorly lacking in the halo universe is 100% suit control. Now back to the voice command from Tom Clancy's End War. You could control your units by just "talking", using the commands givin. Why hasn't 343 or Bungie looked into allowing the players full control of their suits in-game, in realtime. By simply allowing me to divert my shields via voice commands instantly to take all of the damage from a random grenade at %50 shields to one of the four sides of my body? (Front, Right, Back, or Left) It would make for incredible multiplayer experiences, unique and true to the halo universe. By choosing to divert my shields from my whole body, to just one of the sides, (or 50/50) or to adjacent sides, essentially vulnerable from the sides that have no shields. Interesting? Now back to sensitivity! I feel 100% comfortable at 4-5 sensitivity while BRing, but the game doesn't just play at long range. I jump, crouch, and do anything possible to take down my opponent, but I lack the ability to swiftly turn around after jumping over someone, to get that quick jump on them again. (Moving at 4-5 sensitivity) While in mid-air close combat, I could easily hit my d-pad and voice a command. "sensitivity 8" I could change my direction in an instant, then dropping it back down for the smooth br battle. Just a thought.
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Map: Green Lantern Game Type: Green Lantern "EVERY THING IS SO GREEN" Freedom Cobra 1 Have you ever missed being able to toss Vehicles around diligently, like Armor Walkers Back in Reach, well now you can with this new creative mini game made by Charles Stoot. Description For those of you who don't know the Concept of Armor walkers or forgot here is a recap. One team tries to toss around the other team with the use of a armor ability, in this case it is the Re-gen shields, and you try and prevent the other team from gaining points in the hill. Back in halo reach you have every Vehicle that could spawn on the map, but here you only have a mongoose and a warthog. The wort hog drives slower than the mongoose does and it is harder to tip while the mongoose drives faster but is easier to tip. Specifications of Teams 1. If you spawn with the load-out facing the track. Objective: Trying to get as many points as you can by driving the vehicles down the track and scoring. Notes: If you get flipped out there is a small box at the beginning of the track where you can jump and get back to the vehicles.Chose your vehicles wisely and work together as a team to time it so that every one get though. 2. If you spawn with the "Green Lantern" Symbol as a load-out screen you are the Green lanterns. Objective: To try and knock as many vehicles of the track as you can. 1. Energy sword: If you have the skill you can send a mongoose spinning. 2. Needler: You can attempt to slow down the mongooses and if you get lucky send them off the track. 3. Re-gen Shield: This is the most effective way to toss the vehicles around the track, since the name of the Mini game is Green Lantern. Images Note: This is the Box that you can jump into on the Vehicles team to get back to the Vehicles. SPOILER TOGGLE SPOILER
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Shield Recharge Rate: Does anyone have the problem of getting picked off right after getting a kill? I usually kill an enemy while my shields get dropped. In 4v4 Slayer, usually there will be multiple enemies at once. He will usually take 1-2 shots to finish me off. Sometimes, if I am lucky I can get away. The problem is, there might be another enemy just around the corner. Sometimes, my shield just won't go up fast enough, and then I get killed. I think the shield recharge rate at the time is the same as it is in previous Halo games. This particular one though, has a much faster pace to it, thanks to sprinting and long range weapons. The shield recharge rate being the same however, makes you have to hide almost every time you get a kill. Added in with sprint and flinch when getting shot, this game caters to chasers. If you're getting chased the only hope you have is a teamate. I have explained my thoughts. Please tell me what you think.
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While experimenting with the Halo 4 forge, I hit upon the idea of a game type that I wished to try; but alas, can't seem to figure out how to actually make it work. Premise is simple, shields do not naturally regenerate; but there are indicated trait zones set up that quickly charge a player's shields, thereby making territory control that much more interesting, possibly with one-way energy barriers and similar. However, when experimenting with the basic premise, I seem unable to actually disable shield regeneration. Shield regeneration set to 0% merely acts identical to 100%, with no obvious reasoning behind this. I was wondering if anyone else had encountered this, knew what I was doing wrong (total Forge amateur that I am), or simply knows a workaround to force shields to not regenerate. It's puzzling me no end that 0% doesn't disable it. (Other than shield regeneration rate, all other values were defaulted to Infinity Slayer, if that helps.)
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I noticed during the Campaign gameplay vid from E3 that the Master Chiefs shields went down quite quickly from the Crawlers shots. Now i know many will just pen this down as Promethean weapons being much more advanced but i have a problem with that. In previous iterations of the Halo series there was a rock paper scizzors sort of weapon power pyramid. The covenant weapons were good at taking down shields but not so much at taking down health.The UNSC weapons were the complete opposite and the flood had were effective at taking down both. Now while the promethean weapons are more powerful you would think that they would be better at taking down health due to the fact that during the last years of the Forerunners lives they were fighting the flood and so there weapons would have been adapted at taking down organic material. So my question is this, why does the Master Chiefs shields go down so quick? And i do suppose it could be attributed to difficulty settings.