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Everything posted by Basu

  1. We actually have custom setup as single-layer OS. Issue is that by design you can't stack OS and custom and much worse there's also a bug where custom just won't give you more shields if you've picked up OS within the last 45 seconds, even if you lost all of it. Bummer. As for the Needler, I just don't know what it's supposed to do. Sitri had the idea of making it shoot all needles at once, kinda like a covenant shotgun that homes in on targets. Idk. I like its aesthetic but I don't know what it could add to the sandbox. This is actually interesting. There's a flag (checkbox) in Reach's weapons to make them ignore shields but sadly doesn't work. Maybe one day. Another idea for the NR/Carbine that has been floating around is corrosive damage that leaves the enemy waiting for shields longer. This can actually be setup by making it supercombine in just one shot and also against shields. Sort of pointless in the grand scheme of things, but if the weapon had to be there for lore reasons that's a trait I would go for. I thought so too and I wouldn't mind it being removed, but I was honestly suprised how well it fits. It being hitscan vs the projectile pistol but doing less DPS is a solid niche. Kind of pointless? Maybe. But people do actually use it and it's not a flat upgrade like H5's DMR so it's fine in my book.
  2. See I wouldn't be opposed to that. Three weapons that share the same niche and have extremely similar stats, but they are placed on different maps.
  3. Does the same thing as the DMR. Mid-range hitscan support weapon with a 3x zoom.
  4. Working on the GoldPro mod, we quickly realized that it's really hard to get past 12 weapons without having overlaps and unnecessary fluff added. We currently have: Pistol: Utility Assault Rifle: Secondary auto with lower DPS but easier to use Plasma Repeater: Stun rifle Plasma Pistol: Shield stripper (plus movement via knockback) DMR: Mid-range hitscan rifle Shotgun: Shotgun Concussion: Crowd control Sniper: Long-range Grenade Launcher: Airburst explosive Focus Rifle: Sentinel beam style time-on-target auto Railgun/Laser: Charged shot Rockets: Uber explosive weapon I don't really see what else can be added that is actually meaningful. Pretty much all the weapons added since H2 can be put into these categories and I'd say this list could be trimmed down even further. I've been toying around with a Shock Rifle prototype and it's now working as intended but I don't really see where it would fit in the sandbox.
  5. Grouping up weapons and balancing the groups makes much more sense than trying to find a niche for 30+ weapons.
  6. Yes it needs tracking, but H5 turned it into a fucking joke. Reach's PP was fine for example, there was no need to first nerf it to shoehorn it into loadouts and then buff it to the sky and back to shoehorn it into "advanced" mobility Halo. The needler has always been a joke weapon that doesn't fit properly into the sandbox but at least the H3 and Reach versions got it mostly right. A prime example of a weapon that should only be in campaign.
  7. Maybe. I'm just gonna say a plasma grenade launcher where you can instantly airburst the plasmas sounds hilariously OP. It's a rocket launcher plus the GL's airburst. Aside from the Hydra you mentioned (I guess this is the weapon you meant?) the homing weapons in H5are a complete joke. At least with the Hydra you can descope the guy, but all the others are an instant death sentence unless you have Thrust available. Which is just more evidence that thrust breaks the sandbox. Oh, you just completely deleted someone in a 1v1 using thrust and want to fight his teammate? Too bad, your thrust is on cooldown and now your rock meets his paper and you get outclassed because he has a homing weapon. Better luck next time. The Needler in H3/R/4 was kind of acceptable because you had to land a good amount of shots to supercombine plus the homing could be avoided with a well-time strafe. In H5 its tracking is off the charts plus it now has ADS (lol). Same goes for the plasma pistol.
  8. How does RT detonate it? You can't have more than one grenade out unless you charge it? I hate homing weapons with a passion. Make it a guided missile and we're talking.
  9. Isn't it funny that only game that had a dedicated Spartan vs Elite mode also has some of the worst covenant vs human sandbox balance? Invasion in H2, 3,4 or even 5 would be so much more enjoyable. I appreciate that the Focus and Plasma Launcher aren't just copy pastes of rockets and sniper but god damn are they fucking useless. The plasma repeater is also one of the worst guns I've ever seen in a video game especially as a starting weapon.
  10. You're not wrong, I guess it's just a matter of perspective. It makes sense in the context of creating a competitive map rotation for that specific game, but on the other hand this logic could give you the impression that the maps we've been given ever since Reach are bad only because the settings suck, which is obviously not true. You can absolutely rate maps independent of the game they are featured in, at least to an extent.
  11. Generally agree. 1.6s perfect kill time is a complete joke. Idk why MLG decided to go with the 5sk DMR for v7 because that think might as well be called the designated teamshot rifle. Probably to appeal to statters and montage kids who love to sit at health pack on Sanc with sniper, imagine getting shot by a four shot kill rifle halfway across the map! Broken! Granted this isn't much faster than the "golden age" of H2/3 with the BR at 1.4s TTK, but why stick to what's broken if you can easily fix it? Dumbass play by MLG. Reach nades have always been a joke. They're probably balanced solely around armor lock, evade and jetpack. Bungie never imagined people might be running around the map at BMS. MLG even uses 120% movement but grenades are still your most powerful tool, then melee and then the DMR. Lol. Generally agree about Reach's map pool being a huge pile of steaming shit but this: made me physically recoil though. WHAT? MLG put these maps in my dude. They are also good maps, it's just that the weapon layout, pathetic starting weapon and useless movement just make them play much worse than they should. Up BMS and strafe accel, use a 4sk DMR. Then on BC put 1 minute camo in blue cave, remove the red sniper, put rockets where they used to be. Penance: 1 minute camo in red, rockets in pit, improve visibility in green. Either way the map is likely getting removed soon because "asyms bad". What game are you playing?
  12. I'm not even sarcastic lol. AR starts is just a half-assed 343-esque solution to the "problem" of not enough weapon variety. Stuff like Team Fiesta is an actual solution. I'd imagine Team Scavenger would be as well. It's better to separate gametypes by "serious" and "fun" instead of making a shitty compromise that everyone ends up hating anyways. Same goes for map design btw.
  13. They should just have a mode where you spawn with no weapons. Maybe even no shields. Call it Team Scavenger or something. At least go all the way with these silly gametypes.
  14. Ok I thought it works like a regen/syringe that makes your shields recharge. That's actually kinda cool.
  15. This actually sounds damn solid aside from the lightblade.
  16. The most popular alt-fact on r/halo right now is that the Reach Banshee is useless because DMRs can shoot it. I kid you not, people are saying it's more balanced in Elite Slayer where literally nothing on the map can damage it.
  17. I honestly didn't hate team duals in H3 social slayer. It was something different, only showed up rarely and it was stupid enough to actually be fun. Same goes for team fiesta, shotgun ctf and team rockets. AR starts is just a shitty version of proper Halo. There are still snipers and the rifles. It's balanced-ish but it's also handicapped garbage. Much like H5's "let's compromise on everything" approach it ends up pleasing pretty much no one.
  18. Every Halo game has been on a "new engine" when it's convenient for marketing. Unless they need an excuse to not add more weapon skins or slots for local files then it's "a legacy engine limitation".
  19. source Typical 343 non-statements, but they definitely said more stuff (beyond launching without anticheat) was supposed to happen post-launch.
  20. "It's just social" shouldn't mean the settings have to be shit. These "groups of players" are going to quit in a few weeks when they get slapped by Banshees and ranged weapons all day.
  21. Every update they have pushed for Reach so far has been for the worse. The fact they are even listening to the absolute clowns who think AR starts in BTB will work shows that this franchise is FUCKED and all but confirms that Infinite will be more of the same bullshit. Also hey they're finally adding the Anniversary settings but it will rotational for one week only and is getting delayed so AR start BTB can be added to the rotation first. Lol. Meanwhile the game still has dogshit optimization, audio is fucked, mouse input isn't where it should be, no word on updating the hardcore settings, no word on the promised "mod support", not even an announcement of an announcement when forge and theater are coming to PC. WE STILL CAN'T UPLOAD TO OUR FILE SHARES ON PC and there is a limit of 50 local maps and gametypes across all of MCC.
  22. It's more likely that Infinite will come out half-baked like H5 and MCC did (twice) than the game or even the new Xbox getting delayed.
  23. I mean I'm not super hung up on the AOE grenades. I'd imagine you could jump over them and take less damage, but that puts you on a predictable path. They obviously also shouldn't last fucking forever like the splinters do. If they're tuned right I think they might work and it's a shame H3's firebombs never saw serious gameplay because of the frame drops, but oh well. Could at least be tested. On the topic of mid-battle nades, I don't think it's 100% a bad thing, but in recent games and Reach especially it's just completely stupid how you can turn around and nade someone to reset or just outright win a gunfight. Obviously also has to do with the piss-poor utilities but I think the instant timers/airburst are definitely not ideal. If nades are supposed to be decently strong damage wise (so they can actually fulfill their anti-camper role) they can't ALSO be on an instant fuse. Otherwise you have to either make the utility super strong or the base player speed super fast that it potentially causes other issues.
  24. Grenades are such an underrated aspect of Halo. All those big brain posts how they're "OP" and you shouldn't spawn with them, yet they are one of the coolest aspects of the game and allow for insanely creative gameplay. Ideally I'd like to see something like Strong frags that detonate on rest so you can't just cheese them during a gunfight Stickies that can be instasploded like H3. Firebomb/incendiary for AOE. The H5 splinters are complete cancer but an AOE grenade could be very interesting especially on room-based maps. For BTB and vehicle gameplay maybe something like an EMP grenade that acts like the powerdrain from H3, but nerf the shield drain rate massively. I always enjoyed how you could take a Banshee out of the sky with that thing.
  25. They literally just disabled the menu entry for Forge on PC, the entire thing including the new pieces is already there. But theater seems to be completely absent. With the current pace of development it's going to take months before official forge and theater drop on PC.

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