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Posts posted by Basu

  1. Given how many weapons we have, making the AR a bloomless headshot weapon might work. Basically a full-auto pistol or the TU Reach Needle Rifle. But that begs the question why it needs to exist at all. Spawning with both would just be insanity. It's not really worth it as a pickup.

    I still think the AR should just be the secondary. Take the H4 AR, give it faster swap times, faster melee and a bigger melee hitbox potentially. Turning it into a precision weapon just goes so much against what Halo has always done that it hurts. And ADS on an auto is just fucking weird.

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  2. 21 minutes ago, Arlong said:

    Dude it’s not hard to hit the head with an AR in halo, thus why headshots need to be rng based. And in h5 the AR is quite effective still. I’ve gotten in plenty of fights with it, vs another AR user, and won even when they shot first. The RNG isn’t  heavy like reach bloom, it’s very tight, so it’s clear these people aren’t aiming at my face. 

    Literally what the fuck. The AR has tons of bloom. Maybe the bullet mag is so insane that it compensates for it, but at it's core the H5 AR and SMG are lottery cannons. The H4 AR was perfect, idk why they keep fucking around with it.

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  3. 3 minutes ago, TheSimms said:

    Some one spoke about it on a broadcast and confirmed that it was not new and still had multiple pieces from older iterations of Halo so they might not be able to use it? (sorry i have no idea how engines work)

    Source on this? If this is true we have been majorly bamboozled. Every Halo has been on a "new engine" which is just a modified version of the previous game's engine. So what was this five year gap all about?

  4. 30 minutes ago, S0UL FLAME said:

    How could you Basu.

    Lol. As I said the DMR works suprisingly well but it's not a super important part of the sandbox. The Concussion is cool for trick jumps and pushing people off a ledge and shit but it's really more of a gimmick usually. Might work better in 4v4 obj gametypes tho who knows.

    14 minutes ago, Larry Sizemore said:

    Halo isn't Quake.

    Basically this. It's good to take inspiration from other games when applicable, but turning a game into an emulator of anoerh game.. is just stupid. It's also why the mod isn't a straight CE clone.

  5. 29 minutes ago, Arlong said:

    I still think you’re missing the point of what people want from the halo video games. They want weapon variety and the niche differed such as rate of fire, range, make all the difference. In quake there, they’re not changing the weapons properties or sounds etc. but a DMR, BR, DMR, Carbine, and LR all have something different which makes them worth picking up

    But how does it add "variety" to have a gun that does basically the same thing and is just a RoF/shots to kill variation of it? Is using a Carbine instead of a BR really a significant different that makes people feel empowered?


    (although since h5s TU which nerfed them all very hard then this isn’t the case). Halo is so spoiled by a utility weapon that the thought of upgrades on the map is such a bad thing is kinda ridiculous. People like using weapons on the map and not having the utility be the end all. In h5 I didn’t feel like I was wrong for using my pistol against a guy with a BR. To this day all the Nerfs needed for auto aim nerfs and range, as well as a buff to the pistol to reduce its TTK. Tbh it’s also why we need to go back to projectile shooting.  

    I see this all the time lately. "You are just afraid of power items", usually used by AR defenders. Yes there should be items on the map, and yes they should be powerful. But they still need to be balanced. Items that are flat upgrades and could be called "game changers" are usually highly contested and risky to acquire (OS, Camo, Rockets). Other power items are super situational and should be good within their niche, but not outside of it. Weapons like the Shotgun, Sniper and GL are very good in their intended role but if you have that weapon out in the wrong situation you're toast. That's Halo in a nutshell.

    Problems arise when items are not contested, take almost no skill to use effectively AND are flat upgrades over the starting weapon. Prime examples of this are the H5 vanilla SMG, Storm Rifle, Carbine and BR. You do not need to earn these weapons and yet you have a massive advantage against spawners.

    The utility vs pickup balance is very delicate and it doesn't help that most Halo games fell flat on their face in this regard. If the utility is too strong, you end up with either a "one-gun game" (side note this has never actually happened in Halo outside of 343's piss poor attempts at recreating the CE gameplay in MCC, CEA and H5 throwback). If the utility is too weak you end up with a completely random fuckfest where you might as well be playing Fiesta (vanilla H5). Somewhere in between is where Halo plays best.

    25 minutes ago, OG Nick said:

    BuT tHe NeEdLeR iSn'T CoMpeTiTivE 

    I'm not going full MLG sweat here and just disregarding the weapon because it's purple. I'd love to include more weapons, but I really don't see what the Needler brings to the table. I guess it's role is killing people that lack awareness and aren't paying attention so you can kill them via supercombine before they can turn around?

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  6. 3 hours ago, S0UL FLAME said:

    Weaker, faster spawning OS via custom, and a Needler.

    It ain't Halo without a Needler.

    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.

    2 hours ago, Ramirez77 said:

    Well, here's an idea I've been toying with, kinda radical but bear with me.

    Take the model of the Carbine, or in this case the Needle Rifle, right?  Give it a significantly slower firing rate / killtime compared to the utility BUT make it do 20-33% direct health damage each shot, completely bypassing shields, maybe with damage done to health dependent on bodyshots vs headshots so you're not just going for bodyshots all the time (it wouldn't ever be a one-headshot kill).  So it's good for cover-based attrition or paired with certain weapons like the Sniper which does full shield and half health damage (debuff the enemy team so the Sniper can get easy picks), really good at countering OS users provided you can drag out the fight, but not great in direct combat overall.  And the constant health drain will encourage going for medkits far more often, making more than just shields matter for once. 

    I think that would be a pretty unique niche.

    Though what I can't answer is would it be ultimately annoying having to constantly manage health, would it ultimately promote or harm camping (on one hand you can't stay in one spot if your underlying health is constantly being drained by someone else, on the other hand the design of the weapon promotes more passive pop in and out of cover play), and where exactly would it slot in power-wise?  Would definitely need to be playtested.

    What inspired the idea:
    1.  Wanting to make unique game systems to Halo more relevant, in this case relationship between shields and health that has always remained largely irrelevant, with shields in most of the games basically just being the health instead of something separate.
    2.  Wanting to redesign currently existing, bland weapons as something more meaningful.

    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.

    41 minutes ago, Mr Grim said:

    I still don't think you guys need the dmr when you have the pistol being as good as it is.

    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.

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  7. 27 minutes ago, Boyo said:

    Personally, I would include three weapons with 3x scopes just so the DMR isn’t the most common pick up on every single BTB map.  Like a mini sandbox of 3x scope weapons.  DMR, Needle Rifle, Light Rifle.  Semi, auto, burst/semi.  Now covenant themed maps can have more character with a covenant appropriate weapon on it.  But I suppose making maps look good isn’t something gold pro has tackled yet.  

    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.

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  8. 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.

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  9. 39 minutes ago, Arlong said:

    The plasma pistol needs the homing to be effective otherwise it’s useless, remember halo 4? Gosh that PP had no homing on Spartans so it was so hard to hit someone.  In the other games simply jumping to the side could make the needler miss, and it’s one of those guns that without homing would also be useless. Hydra could also be dodged if you got into cover in time. 

    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.

  10. 33 minutes ago, Boyo said:

    The fire and forget nature of homing projectiles is tempting because a player can be getting other kills while his projectiles are in flight, also on their way to kill.  Laser guided would require more skill and forethought though.  

    How about continuing to hold LT after a full charge activates a laser and fires the projectiles at a higher speed?

    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.

    30 minutes ago, Arlong said:

    I’m not against homing weapons since in h5s case they were pretty balanced. That one weapon you had to scope in on them and even then if you thrustered you could dodge them.

    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.

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  11. 16 minutes ago, Boyo said:

    What do you think about rolling the Sticky Detonator into the Plasma Launcher, seeing as how plasma grenades are already sticky and already detonate?  

    RT fires a remotely detonated plasma grenade.  RT again detonates it.  LT charges then fires up to four homing plasma grenades.  Primary fire for quick precision strikes.  Alt fire for delayed power attack. 

    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.

  12. 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.



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  13. 2 hours ago, Boyo said:

    Maps and settings aren’t two mutually exclusive elements that don’t affect each other.  If new settings make a map play poorly then that map is no longer a good map (for that game).  

    If settings make it so I can jump from my base to top mid then Midship is no longer a good map for that game.  

    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.

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  14. 10 hours ago, _Synapse said:

    Question: Do people really like NBNS Reach that much? I can see NBNS FFA maybe being fun, but 4v4 Reach is some of the most teamshot-focused garbage I've played. I swear to god, playing with anything less than a 3-person party and being in setup 24/7 gets you obliterated in a millisecond. 

    It doesn't help that the maps are actual trash and most play specifically around the hyper-teamshot oriented meta. Countdown is torture to play anything on, Zealot is extremely difficult to make a comeback on if you get pinned under your base, Sanc is too teamshot-based and it's impossible to retake ring without rockets and at least one communicating teammate, Pit is decent but once again too setup-oriented. 

    Why the fuck is saturation and contrast so low, and why is visual clutter so high? It's incredibly irritating to get shot by someone you can't see despite them being IN FRONT of you on Battle Canyon. How do you go from the HCE/H2 version, to this? 

    Why's movement so un-fucking believably bad that even hardcore settings feel like your Spartan has a 200-Kilogram weight strapped to his back? , but the times that you'll actually be able to get into a DMR 1v1 are extremely far and few in between, because of the meta in Reach. 

    Why are grenades shallow hand-nukes again? They're not even that versatile or full of utility, they just have a ******edly huge blast radius and long throw arc that encourages people to toss 50 of these into an area without being punished for it. It makes red and blue landing, the supposed power positions on Zealot, an absolute death trap if someone spawns behind you.


    Rant over

    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:


    Battle Canyon and Penance got mistakenly put into the rotation by some visually-challenged employee at 343,

    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".


    Strafe is oddly good

    What game are you playing?

  15. 51 minutes ago, Arlong said:

    Do you always need to  bring a sarcastic remark regarding these topics?   

    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.


  16. 11 minutes ago, Boyo said:

    You know I mean that when the user strikes an enemy, the user’s shields begin recharging.  You think that’s too OP?  

    Ok I thought it works like a regen/syringe that makes your shields recharge. That's actually kinda cool. 

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  17. 44 minutes ago, Boyo said:

    Redefining Close Quarters Combat 


    The Shotgun is the only real CQC power weapon (the Tractor Beam can launch crates to splatter enemies and the Mauler can fire-melee for the kill).  The Energy Sword and Gravity Hammer have been removed and replaced with “Melee Weapons”.  

    Picking up a Melee Weapon enhances the standard melee attack for a limited number of strikes.  The Energy Gauntlet (Sword) lunges.  The Gravity Fist knocks back.  The Lightblade begins shield recharge.  

    The Shotgun fires a center slug surround by two rings of pellets.  The slug alone is a 4 shot kill (1.5 seconds) and it is accurate to long range.  The spread of the outer ring stays tight till close range.  The spread of the inner ring stays tight until medium range.  An accurate slug and a tighter spread increase the Shotgun’s effective range but its short red reticle range leaves it up to the user to land ranged shots.  

    The Boltshot can charge then fire a single bolt that kills with a headshot.  

    The Conduit is a grenade type that, instead of being thrown, fires a short range beam that vampires an enemy’s shields.  

    And, as always, when in doubt, panic Sticky. 

    This actually sounds damn solid aside from the lightblade. 

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