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MaceX42

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Posts posted by MaceX42


  1. 22 minutes ago, Reamis25 said:

    What remakes do you want to see in infinite. Oh and please don’t reply “I dOnT wAnT rEmAkes”, you’re contribution isn’t necessary, and there most likely will be remakes anyway as there hasn’t been a single halo without one. 
    I’m hoping for guardian. This map hasnt been remade nor is it useful. 

    I'll list a map from each game. Plaza, even without thruster pack, would probably still be a lot of fun. Skyline is proven to work in a sprint game and never got the chance to really shine because of the terrible game it was in. As for Reach, I've always thought it would be cool to make an official version of a popular forge map like  Uncaged. For Halo 3, the obvious choices are Narrows and Guardian but I'd say Construct would probably play the best with sprint without having to stretch the map too much. All the popular Halo 2 maps have been remade a million times, maybe Turf would be fun; I could imagine some fun grappling hook moments. Again all the CE maps have been remade a thousand times so I'll say Damnation because it surprisingly plays really well in the Halo 5 Anniversary playlist even with all the abilities.  


  2. 1 hour ago, aa_Pregnant_Nun said:

    Hmm Interesting, I'm fine with a useless sprint animation that doesn't effect gameplay at all lol. Gotta look into this a bit more but if this is true it's good news. Just need them to make clamber completely useless now too and we good.

    EDIT: Tbh at that point tho why not just remove it from the game?

    Sprint's only purpose would be to activate slide. 


  3. 32 minutes ago, Warlord Wossman said:

    Gotta love when a game with weapons spawning on maps gets positive legacy for the weapons on map being weak and useless.
    Guess noobs don't like the concept on map control generally, they feel like it would be unfair if the team who actually collected the items off the map had an advantage because then they actually would have to do the same and move dynamically based on items instead of camping their fav corner on the pit.

    My two favorite maps are Damnation and Midship. So to me fighting for items is super fun but at the same time, fighting for pure map control is a lot of fun too. I don’t see any reason why a Halo game can’t offer both experiences depending on the map. 

    • Upvote (+1) 1

  4. The main reason I dislike the Halo 3 weapon balance is the same reason millions love it: the golden triangle is closer to being equilateral than ever before or after. 
     

    For experienced shooter fans, it can be pretty boring to rely on grenades and especially melee to win every fight. But because the games weapons all are generally super weak, it’s the only option. However, for new players, being able to use melee and grenades as a crutch gave them time to develop their strafe and shot. This is why Halo 3 has such a positive legacy; it was the first game a lot of people became good at. 

    • Upvote (+1) 1

  5. 2 hours ago, Boyo said:

    Lopsided games 

    If enough players quit the match due to a significant score difference, the leading team is automatically awarded the win and the rules are modified for the remainder of the match.  Instead of desperately searching for the last two enemies in big team slayer, you’re suddenly playing fiesta ffa against everyone left in the match.  

    In a game of Team Doubles if one player quits, it should turn into a 1v1 where the team of 2 take turns playing. 

    • Thonking (+0) 1

  6. 15 minutes ago, Boyo said:

    How many weapons do you think a player should be able to simultaneously carry in Halo?  What control scheme would allow the player to easily switch between that many weapons?  

    What are people’s thoughts on a player’s own weapon hurting him if used improperly?  

    Destiny and the Titianfall games allow you to hold three weapons. Press Y to switch to secondary, hold Y to switch to anti-titan or special weapon. 
     

    Weapons hurting players if used improperly is a great way to balance easy to use weapons like the plasma pistol and rocket launcher. Maybe the Storm Rifle could damage you if you let it overheat, we all know that weapon needs rebalancing. 

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  7. 2 hours ago, Larry Sizemore said:

    2) Ammo capacity for most non-power weapons need to go up, preferably back to H1 levels. Pistol/utility rifle should be 10 spare clips. AR/SMG/whatever should also be 10 spare clips. Bumping the shotgun back up to 12/60 will make it viable over long stretches of campaign again. Plasma Pistol should only use between 10-15% battery for overcharge shots and battery drain on held overcharges should be removed, just do it like H2A where you limit how long a charge can be held, maybe introduce a backfire mechanic if you exceed the meter just for laughs.

    Does this go for multiplayer too? I’m all for increasing ammo in most weapons If the starting utility weapon is super powerful. 


  8. My theory that I’ve had for a couple weeks that I think this video supports:

    Humanity has basically been forced to take refuge on a halo ring from The Created. Banished are also getting fucked up by The Created so they invade the ring to take it from the humans. So the first half of the game will be against the Banished, second half against The Created. 


  9. 23 minutes ago, Boyo said:

    Vehicles provide unlimited use, they never run out of gas, while weapons are inherently limited use, once ammo is gone it’s useless.  For this reason, I believe power weapons should generally be stronger than vehicles.  If vehicles were more powerful than power weapons, the vehicle occupants would have no need or incentive to ever get out.  I don’t think securing a single item one time should be the be all end all of gameplay.  

    All good points. I’m all for weapons having anti-vehicle functionality (Hydra, Grenade Launcher, Plasma Pistol, Hydra) but being out right vehicle-destroyers (H5 Rocket Launcher, Spartan Laser, Incineration Cannon, Fuel Rod Gun) isn’t very fun to use or to play against in my opinion. If those weapons are gonna be on BTB, which I would still like them to be, the have to be balanced delicately. This is the main reason I dislike Warzone. 

    4 minutes ago, Mow said:

    I've considered the Hydra, but ultimately I feel that it is a redundant weapon and doesn't really have a place in the sandbox, and the Bruteshot is already close enough in function to what I'm suggesting, another possibility is the Concussion Rifle but I still think the Bruteshot is the best fit and deserves a more prominent role in the sandbox.

    I think the Hydra is way more unique and fun to use than the Brute Shot or Concussion Rifle. The Halo 5 Hydra was quite underpowered but I’d like to see them try it again and think your suggestions would be the perfect way to do it assuming it keeps it’s weird lock-on middles system it has now as well . 

    • Upvote (+1) 1

  10. 55 minutes ago, Mow said:

    Definitely agree with this part, personally I feel that there should a be lower tier rocket launcher that is weaker and depends more on direct hits instead of splash damage, it would also be able to fire more rockets before needing to reload and would have a slightly faster projectile velocity but would have reasonable knockback which would come in handy for rocket jumping, so basically the UT rocket launcher lol. I've always felt that the Bruteshot would be a perfect fit for this style of weapon and it would occupy a lower tier of "power weapon" with a faster spawn cycle whilst the SPNKR would be more of a "super power weapon" or "high tier" power weapon and run on a much slower spawn cycle.

    I totally agree with everything but I would just suggest the Hydra instead of the Brute Shot for this role 


  11. 17 minutes ago, Boyo said:

    Do you think a 4 round magazine would be more appropriate for the Rocket Launcher?  

    If 2v2 CE is the gold standard of Halo then shouldn’t the current Rocket Launcher’s magazine size match the number of players per team, now that 4v4 is the dominant tournament format?  

    If the Infinite Rocket Launcher is slightly weaker, like the H5 SPNKR (which I hope it is), then a 4 rocket clip would be good for all modes (except doubles). In BTB, I’d prefer the power weapons take a back seat to vehicles in terms of strength. Right now I feel safer and more powerful holding a rocket launcher in H5 BTB, than when I’m in the back of a Warthog with a competent driver. To me this needs to change. 
     

    What are your thoughts on the balance between power weapons and vehicles in BTB?

    • Like (+1) 1
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  12. 4 hours ago, Boyo said:

    How can the Rocket Launcher be made more effective in BTB without significantly altering its performance in Arena? 

    Clip size alone should be more than enough in my opinion. I don't think it really should be more effective in BTB. I think vehicles in BTB should require way more effort to destroy. Some combination of team work, well placed plasma pistol shots, grenades, and power weapons should all be necessary to take down scorpions, banshees, wraith, and mantises (manti?). 

    • Upvote (+1) 1

  13. The idea of equipment is not terrible and I wouldn't be upset if they returned in Halo 6. I would just hope they are powerful enough for teams to care about fighting over (otherwise it would feel random when someone uses it) but not capable of completely saving yourself from certain death. 

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  14. Besides Halo REALLY needs to stop looking sideways at competitors for ideas and start to look back at what people used to like about Halo.

    I don't think anyone is asking for 343 to take any gameplay influences from Overwatch like they have from Call of Duty, but rather to mirror some of the undeniably great non-gameplay/presentation features that Blizzard has implemented. From the start menu to the end of a match, Overwatch does a great job at contextualizing every game through features like play of the game, MVP,  ranks, stats, and many more. I personally don't enjoy Overwatch's gameplay very much but could probably write a novel about every thing it does right to encourage players to stick around. These are all systems that Halo (and every other FPS) should be inspired by.

     

    Also 343 can and should look both sideways and back to create a better Halo 6. Hopefully they start doing what Bungie did so well and look forward to innovate in the genre. 


  15. Of topic but, I'm Curious as to what you think made halo so popular if it wasn't the fact that if offered something for a diverse audience.

    I'm not Infinity but I'll throw in my thoughts.

     

    In my opinion, Halo was at it's most popular during Halo 3 because it was a jack of all trades. If you want a large scale vehicle based experience you have it in BTB. If you want a quick kill time twitch based style of gameplay you can play Swat. If you want wacky custom games you have it through Forge. You could play Grifball as some sort of pseudo sport. But in 2017 all of these niche experiences are pulled off better by other games because the developers can direct 100% of their resources to that particular experience. If I'm someone who can only afford one game and wanted a Warzone like experience I'd buy Battlefield. If I wanted twitchy gameplay I'd buy COD. If I wanted wacky sandbox gameplay I'd buy Minecraft. Instead of Grifball I'd play Rocket League. (Of course a lot of these games existed during Halo 3's heyday but were either not great on console or not yet popular)

     

    The only experience truly unique to halo is its intense, not too fast; not too slow  4v4 arena combat. So nowadays I think that 343 should embrace and refine the arena gameplay above all else to provide a unique experience in the crowded shooter market. I  of course don't think 343 should completely kill the other communities but they should let the community develop those experiences through a strong Forge and a much better Custom Game Browser. 

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