Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Ramirez77

  1. There's few situations in BTB where the full 8x zoom is needed, even fewer where the Magnum isn't able to challenge. Only one I can think of offhand is how Ce Magnum bullets literally disappear past the hill on Blood Gulch, but that would be a simple fix. Considering the Magnum and Sniper both have 0.6s killtimes it would be hard to cram a new weapon in there too. I guess you could add a DMR with 3x/6x and faster projectile velocity but the same killtime and no out-of-scope aim assist? That's an ultra specific niche though, beyond that range niches are already fulfilled in Ce. As for the ideas you asked me about: Plasma Pistol: Noob combo is pretty pointless in Ce's sandbox, especially with the PP's very weak player tracking, and I don't think Noob comboing is particularly a good thing in the first place. The gun serves very little point in arena modes. I would like to add unique traits to it or just rework it entirely. A lot of different directions you could take here, for instance SPV3's brute plasma pistol that leaves a pool of fire is pretty neat. SPV3's version of void's tear that pulls enemies towards you with standard shots and creates a gravity well with charged shots is also pretty neat. Hell even the inverse of that, something that has mild knockback on standard shots and major knockback on a charged shot could have unique applications, like rocket jumping, reflecting projectiles or pushing enemies off of hazards. Or you could just remove tracking entirely and turn it into a 1sk railgun of sorts. I'm not really decided which direction to take it, but as ARUKET said you might as well go crazy with the pickup guns and there's a lot of crazy but sensible things you could do with a charged projectile weapon. Needler: Hard to fix this weapon. Currently it's mostly used to get easy kills on unaware opponents. Let's run with that. Now it doesn't interrupt camo, fires quieter, projectiles don't start glowing until several feet away from gun so your position is harder to determine, and has vastly reduced spread so you can fire it around corners without the projectiles just dispersing all over the place. Assault Rifle: Accurate for first few shots before expanding to current spread, make finishing off enemies a bit more viable but still keeping it weak as a mid range combat weapon. More powerup synergy. Vamprism restores a bit extra, speed boost lets it one hit melee kill at full forward speed, overshield gives it the ability to destroy explosives. Would have appropriately colored bullet trails to make this a bit more obvious to user. Powerups: Overshield (Green aura): Just a quality of life change. Speed Boost (Light blue aura, blur around player) - I don't agree with the arguments against it and I feel it would indirectly make the Plasma Rifle more desirable too. Thoughtful counterplay is always a good thing. Vampirism (Reddish-Purple aura)- Damaging enemies restores your health and shields. Powerful but requires skill to use, and it's been tested in comp mods before, we know it works. Key (Gold aura)- Possessing it enables you and only you to travel through specific map doorways, teleporters, etc. MVP (Changing Rainbow aura) - All points earned are doubled for duration. Kills count for two, more KoTH/Oddball time, etc. Equipment: Spawn Beacon - Basically same as BF, mainly for BTB, allies can spawn at it one time each. Evade - As I previously mentioned. Gravity Lift - Good, neutral equipment with teamwork applications. Should return. I had more equipment ideas but tapped out at the moment.
  2. First, they could've given them a long range alternative that wasn't simply a functional clone of the same gun. Or just actually designed the maps around the asymmetric differences in weaponry. Second, why does the mode need to be elites vs spartans? You could've had two teams of spartans with identical equipment and still maintained the same amount of "mode variety". Three, minor exceptions here and there are fine, but redundancy should be avoided as much as feasible. It always negatively impacts the sandbox.
  3. Halo Ce Magnum. Strafe battles with a projectile weapon are so much more interesting than point and clicking everything with aim assist. Plus it's almost completely consistent and has a reasonable killtime instead of a molasses one. Pause menu would look something like this. Would make the game more accessible and would just be incredibly useful in general. Add a custom games browser. Base the sandbox around Ce and only add the actually unique new weapons from the other games instead of tons of redundant bloat. Adjust balance. Plasma Rifle should be 100% accurate with no bloom or spread, and should kill about 25% faster (two seconds is far too slow as is, especially in a 0.6-1.0s sandbox), at a cost of faster overheating. Shotgun should have a fixed spread pattern like Quake so it's not entirely random. Rework the Plasma Pistol and Needler entirely, I have ideas but am keeping it brief. Weapon switch speed should be about twice as fast to encourage using other weapons more often. Assault Rifle could use some added utility but not sure what yet. Abilities reworked into equipment with limited time uses placed on the map. New powerups added to the game. I have ideas but don't really want to get into it right now, but one thing I would like to see is an evade that also allows shooting, maybe ten uses, as a buff that still requires skill to pull off. Add more options for the custom powerup. Inherent Spartan Abilities: NO SPRINT. "Sliding" in the sense more forward momentum is preserved if you crouch while moving forward. One-time use Wall Jump similar to Nyx. Melees have momentum based damage, no lunge or aim assist, and can one-shot if done from great heights. Grenades only do a half-shield in self damage to promote grenade jumping.
  4. Dedicated servers SHOULD be better than P2P. Honestly no idea what 343i is messing up.
  5. The argument that glitches should be removed just because they're glitches is literally a genetic fallacy. Thankfully people like id software were smarter than that. The one and only difference between a glitch and a feature is whether it was intentional or not. Accidental does not inherently mean bad. If the developers intended for you to go outside the map and shoot through walls it wouldn't somehow make it less bullshit. Likewise strafejumping isn't somehow a bad thing just because it wasn't originally planned. That said I don't really like button combos either, at least not ones based around shooting instead of melee like BXR, because it's just completely unintuitive for an FPS. Unless you're awkwardly using your index finger to push the buttons you have to stop aiming entirely and take your thumb off the joystick to pull off BXR, Quad-Shot, etc. and hope that the enemy walks into your crosshair and/or that you can manage to use strafe to aim. Fighting games are different because they're no aiming involved and all of your digits are free to press whatever buttons you want. Something like BXR would make far more sense if it was just pressing the right trigger at very specific firing animation frames. Double Pump was removed because it wasn't really that skillful (it's literally just pressing the weapon switch button) and ended up invalidating the entire sandbox. Why bother lining up Sniper shots when you can just rapidly spam the one-hit-kill cannon?
  6. Having that many weapons would (and already does) lead to sandbox problems. There's no need for it. Leave Promethean weapons as campaign-only, or reduce the quantity and make the ones that exist more unique, which would be beneficial to both MP and SP. Preferably the latter but the former is tolerable. The division here is misguided. Make three radically different games in the same game and the splitting of resources will ensure they all end up mediocre. Beyond that it's just unnecessary and born out of people on both sides (ugh kill me) not thinking rationally. People just need to learn to compromise, and the classic fans need to stop hardlining on the stupidest most insignificant shit. It's possible to have a classic formula game that still has new features, it just needs to be done thoughtfully. And there are definitely thoughtful ways of doing it. Powerups - Add more. Armor Abilities - On map, limited use, drop on death, relatively basic ones like Evade only. Spartan Abilities - Minor shit like stabilizer that shakes up the experience without fundamentally redefining how it plays. Besides, "Spartan Ability Halo" and "Armor Ability Halo" are a pointless distinction in this context, they both appeal to the same audience, more or less.
  7. That reddit guy is an insufferable tard, but some of the posts in this thread almost validate him claiming the fanbase can't tolerate change. Almost. Sidestepping isn't "Thrust". It can be used a ton of times in a fight (if not infinitely) by both players and lets you shoot while doing it. It's just as offensive as it is defensive if not more so and is essentially just a replacement/alternative to strafing, for better or worse. It's as old as the genre itself, which is why I think it's amusing the guy calls it "new and innovative". "Wall kick will never be good in an FPS". Uhh...Unreal Tournament, Quake Champions, etc? Like damn that's a bold claim. There are far more impactful movement abilities than a meager wall kick that are still fun in FPS.
  8. Maybe not my favorite campaign but I would still put it up there with CE, even if for completely different reasons. The story was the main draw for me, was something I thought the game did really well over the other games, as well as the soundtrack You got far more insight into the Covenant AND the Flood, plenty of badass moments with the Chief ("give the covenant back their bomb" has to be one of the most memorable moments in gaming, at least for me personally), Sergeant Johnson as a major character and great comic relief, so on. Not a narrative masterpiece by any means, but pretty good for what it was at the time. For gameplay...it did some things good and some things bad. The levels were more linear sure, but there was also a wider variety of levels, every level was truly unique unlike Ce where it's basically applying a 343i "remix" mentality to the first half of the game. I didn't have too much of an issue with the waves, save a few exceptions, (and of course firefight is a thing so people can't hate waves that much). It was the first game to experiment with "bosses", which were a mixed bag, but overall I think was a good addition, Tartarus aside, something I wish would've been pursued further. Not like the Warden though. All the new enemies were good additions to gameplay, even if the weapons weren't. "Why not Halo 3?". The story failed to captivate me, with it mostly just being an apathetic rehash of the first two games with some Cortana drama thrown in, and the gameplay itself just feels far too clunky for me to want to go back to in 2018. The levels ARE better in general, but that's about it. Arbiter was unique, interesting, and knew how to share the stage anyways. Locke pushed Chief to the side for literally 80% of the game and was just a completely bland replacement. Yeah they're both "silent" protagonists, except Chief had a badass factor defined through his actions and one-liners, and a cool iconic appearance as well. Locke had neither of those going for him. You can replace the Chief and I won't really care. He just needs an actually worthy replacement. So far, Locke isn't that.
  9. No idea why they didn't just lead with the PC gameplay or use it for all their footage. Aside from that, it's looking really good. Will be fun to see what's possible with the dodging and grappling, and Dark Souls style invasions are pretty neat. Also loved everyone's reaction to meeting him, that shit was priceless.
  10. Classic Arena Shooters don't really have "tiers" or "power weapons" though...rare exceptions like BFG and Redeemer aside. You have the shitty-but-versatile spawn weapon. Which, if you're smart, can still compete with the on map weapons. Then fast spawning niche weapons that are roughly equal to each other. More so in UT than in Quake 3 but still. Yeah you're encouraged to ditch the spawn weapon as fast as possible but it's not like Pistol < BR < DMR < Sniper. It's MG < Railgun = Rocket Launcher. I guess it makes sense if you're conflating the armor/shield upgrades of those games with the weapon upgrades of modern Halo? Though health/armor can be depleted while better weapons are a constant buff.
  11. In most cases I usually am, yeah. Ce was at the back of my mind writing this though it still applies to some other Halo campaigns. Enemy Variety and Depth - Oh yes, absolutely. This is the one unique strongpoint Halo has over most other games. Grunts, Elites, Jackals, Jackal Snipers, Drones, Hunters, Flood...all very different enemies that require generally different approaches to defeat. Interesting Level Designs - Halo Ce and to a lesser extent Halo 3 are pretty good in this area. Not winning any awards though. The other games...yeah completely linear. My points about sandbox design - Sort of, bit of a weak point with the franchise. Powerups are present in the early games even if they become rarer in later entries. The main precision gun is powerful and has tons of ammo but there are still situations where it's weak and you're encouraged to use limited alternatives. Ex. it's not the best choice against Elites or Flood forms that tank bodyshots, better off using Plasma Weapons or Shotguns to deal with them, respectively.
  12. I won't say cutscenes are bad when used properly. Using them too often, especially when it's not necessary to do so, is awful though. Ironically games like Half Life and Bioshock manage to have more storytelling than games like CoD while using almost no cutscenes at all. Because in most cases you can just as effectively deliver story through dialogue, scenery details, etc. that don't pull the player out of interacting with the rest of the game. I think where the modern campaign shooter really falls apart though is in level, sandbox, and enemy design, which is something he only briefly mentions. Every good campaign shooter I can think of has: -Thought provoking level design. Could be non-linear pathing. Could just be something simple like the presence of puzzles. -A tiered sandbox with weak-but-readily-available tools and powerful-but-hard-to-maintain tools. This forces the player to make thoughtful use of their gear and adds another level of depth to the game. Also makes difficulty less static and gives them some reasonable control over it. -Varied enemies with unique attacks, health, AI, etc. Quake, Half Life, Resident Evil 4, Left 4 Dead, Bioshock, Halo...all very different games yet they share many of these common points. Call of Duty fails on literally all of these points. Bland and linear levels. Every weapon you can obtain is extremely powerful, extremely versatile and has tons of ammo so there's no thought put into it. Enemies are all generic hitscan military doods with no real room for counterplay and not very difficult to take down either.
  13. There are at least fifteen battle royale games that have released in the past year or are planned to release within the next year. I expect to see tons of crashing and burning in the near future and we've already seen some of that with games like Radical Heights falling flat on their face. The problem is none of these BR games offer any unique angle over their competition. Aside from notable exceptions like Egress they're all extremely similar. Eyeroll inducing article aside, who would a Halo BR mode appeal to and what would it's angle be? Fortnite but substitute building with vehicles, and hidden behind a $60 price tag for a game that only the small remainder of Halo fans will buy anyways? Was pleasantly surprised with Todd Howard's comments when asked about BR for Fallout 76. At least someone in the industry gets it.
  14. The M6D doesn't just use .50 cal rounds. It uses armor penetrating .50cal rounds with a high explosive tip that is triggered on impact. There is plenty of in-lore justification for it's power. Aside from that I find it more immersive anyways, not less. What better way to show off supersoldier capabilities than have someone accurately land ranged shots with just a pistol? It feels badass and gives the game a cowboy duels in space vibe. 0.6s falls between two extremes of being just slow enough to allow reaction while still fast enough to speed fights along, make reversals possible, and prevent people from just leisurely strolling away from combat. With instant killtimes, you're dead before you can turn around. With 1.2s+ killtimes there's a massive difference between how long it takes you to kill one of them vs how they can (almost) instantly shoot you to death. With 0.6s killtimes it's nowhere as significant.
  15. Don't forget building, but yeah basically. Obviously not recreating the competitive merit of Quake here but the goal is to eliminate the random aspects of the core game while still keeping the experience more or less the same.
  16. Played Fortnite for maybe thirty hours with some friends. It was...okay? Not really something I have any desire to keep playing. I won't call it garbage since I can respect that it's a unique take on it's genre and has developer effort put into it...but I don't think it nearly deserves to be as popular as it is either. I don't get how people can play it so long without getting bored, is it the skins? On the topic of competitively merit, I think if somewhat re-designed Battle Royale could be competitively viable. Two small teams on a symmetrical map that is roughly 1/4th the size of the current map (so large enough for the teams to evade each other but not large enough for it to take hours for them to find each other). Weapons have no RNG mechanics, loot (guns, trees, etc.) always spawn the same in the same locations. Two buses, one per team, fly across the map parallel to each other in opposite directions.. Plenty of decision making on where to land and what items to prioritize, but the actual map and loot is 100% consistent from game to game.
  17. Ce style sandbox. Balance adjusted weapons, non-recharging health, Medkits, no melee lunge. Radar set to Ally-Only by default. More complicated maps that aren't just a barrage of two-level donuts and lanes. Map pickups could be innovated to expand the strategy of the game and add modern abilities without throwing Halo's core gameplay under the bus. Some random ideas for Equipment off the top of my head: Likewise for Powerups: Miscellaneous Additions:
  18. Controlling the items on the map. Sort of, not really compared to games with a much wider diversity of essential items, more depth to combining those items, and faster spawn times, e.g. Quake. Map Knowledge / Route Prediction / Positioning / Situational Awareness / etc. Sort of, comparatively weak. Maps are far too simple, specific killtimes and recharging health allow more mistakes, radar removes the need to pay attention, etc. Class / Ability / Item utilization and counterplay. Nades are pretty much the one and only thing here consistent across all the games. An expendable resource with a variety of uses. Otherwise not really applicable to Halo. No classes, guns are mostly straightforward with no thought required for operation. Knowing when and how to use advanced tech. Ce, H2, H5 Player Spawn Control. It varies from game to game, but yes. All I can think of at the moment.
  19. Most campaigns don't care about delivering a good gameplay experience because they can sell themselves on their story. You play through the story for eight hours completely engrossed in that, then never touch the game again because the actual gameplay was easy and lacking in depth. I totally understand buying the games for their story alone (and I do this), but at the same time I completely agree that 90% of the time they're play once then never again. This isn't always the case though. There are a few campaign games I'll play over and over again because the actual gameplay is solid. Quake 1 and Halo Ce being some good examples. Because they have enough difficulty, enough depth to their maps and gameplay, so on to be interesting each playthrough. Unlike linear military shooter #350189.
  20. I just mean it's beneficial to have that controller when you have four or five abilities (not including melee or jumping which makes it six or seven) and aiming to all deal with simultaneously. Ex. Genji, Soldier 76 Unlike Siege where items are mostly used outside of firefights and you really only have to worry about aiming down sights and firing.
  21. I don't get the love for Halo 4's campaign. It just strikes me as people trying to find anything positive to say about the game. I have no interest in Cortana melodrama, take that away and you're left with just a confused, stumbling mess of a story that relies on terminals and extended universe to fully comprehend, or characters that rely on them to relate to. Prometheans are annoying to fight due to tons of HP and teleporting, and when they die it's not satisfying at all, you're just shooting bullets that bounce off slabs of metal doing nothing until they eventually poof out of existence. Missions are linear. Del Rio was a pointless antagonist and him being demoted essentially just for following protocol and daring to challenge the Chief is pretty dumb. Especially considering how he was actually vindicated in Halo 5. Too many borrowed aesthetic elements and not enough of anything recognizably Halo. The ending has you flying your x-wing ship through a trench of defenses to end up getting force choked by the bad guy who ends up falling off a bridge into a pit, all while very star wars esque music plays. Come the fuck on. The only positive things I can think of to say about it are that Mammoth and Mantis segments were pretty cool and the stakes felt high at certain times. Oh and I guess , not gonna lie that was very well executed. Beyond that though I have absolutely no desire to play the game ever again.
  22. I think it depends on the game. In Siege, CoD, etc. precise sticks and extra buttons don't really matter, but good sound quality is absolutely essential. In Halo 5, Overwatch, etc. soundwhoring isn't as important but the convoluted control schemes will be a nuisance with a regular controller. But uh, get both? Could just pick up a SCUF and one of these.
  23. Just because 343i has moronic ideas about what is and isn't immersive doesn't mean immersion in itself isn't still important. It should apply to every aspect of the game where reasonable. What is so hard to comprehend? I don't like my immersion being shattered by skins that are completely out of place. I can dislike a skin but still not be bothered by it so long as it's fitting. You can have skins that stand out yet still adhere to the basic theme of the universe. Having Olive or Timmy is one thing (worth pointing out they're relatively subtle too). I don't really mind the occasional radical skin. The game being overflowing to the brim with skins that completely shit on any kind of recognizable theme is something different entirely. It's never just one goofy skin. The games always succumb to clown party extraordinaire and I despise it. God forbid I want a game with a recognizable, consistent theme and an ounce of artistic integrity. How pretentious of me. They wouldn't do it because it would cut into their sales. The consumers would be pissed if other people could prevent themselves from seeing their "stand out" golden dildo gun. But yes I do agree completely with this idea.
  24. "Don't like it, don't use it" isn't a valid argument where cosmetics are concerned because I'm still forced to look at other people wearing that ugly garbage. Like shit dude why not just add unicorn fursuits and let you run around as a CoD marine and what not? Don't like it, don't use it, who cares about immersion? All about that cosmetic microtransaction cash flow.
  25. I wouldn't use either. I hate weapon skins in most games. They usually look completely gharish and unfitting to the game they're in. This and this stand out from the default look and from traditional weapon camouflage, but they still look reasonable. Nice, subtle skins with the main colors being typical gun colors and flashy colors only used for accenting. I'd even say something like this is still within reason. Meanwhile what the fuck is this, this, this or this?

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.