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Everything posted by Fyrecide

  1. I firmly believe thrusters should be gone the same as sprint. But if you want to "evolve" Halo with crap like that, do two things: 1) Keep it specific to one "Evolved" playlist 2) Don't give it to anyone, any time, with some arbitrary "cool down" period. Make it like ordinances (sort of) but call it like "adrenaline meter" or something where you can perform normal functions (strafing, for example) slightly quicker, and each use depletes the meter. The only way to build up that meter is to actively participate in battles (hitting shots, getting kills, running objs, etc; each action has a different increase of the meter). Then leave the rest of the game alone! Whys this better? Because 1) people who like that kind of stuff but then don't commit to Halo as a franchise like hardcore fans do, can have their "new shiny things" without fucking up the rest of the game for everyone else, and 2) that idea (mentioned above) wouldn't require maps to be built any differently, thereby making every map playable for both "evolved" and "standard" play, and would also allow for classic maps to still work with the new game (which will never happen again now unless maps are completely remade/reimagined/scaled/heavily modified). Took me all of 5 mins to think of that. Is it perfect t? Nope. Is it better than what we'll get with H5? You bet. Will 343 ever listen to me or see this post? God no.
  2. And they'll call it "groundbreaking" and forget that Nintendo did it nearly 20 years ago with Super Mario 64 back in 1996 lol.
  3. I've seen nades bounce and arc toward me rather than continue on what should have been their original trajectory. It happens a lot actually.
  4. Magnetism on grenades. Wow. #Mangetisimmersion Halo 6 won't even require you to aim at all anymore at this rate...
  5. Nades in H5 seem to have a bit of a "homing" aspect to them. Or is that just me?
  6. It doesn't consider the #immersion factor, either.
  7. In other words, me And other developers like me.
  8. That's honestly the first thing I think about doing in that "if I ever won the lottery / powerball" day dreams; more so than buying a car or a house or whatever. I'd start a small studio and make the H2-clone-with-better-graphics-and-more-features game I described earlier a few pages back.
  9. What's worse is that using radar defensively is pretty much pointless. I'd look at it quickly, once I got into a decent position, to make sure I was "secure" to scope in on someone or to look around... and I'd be scoped in for less than a second, or would scope in and then immediately scope out, only to find someone already within CQB range, and likely have at least a shot or two on me already. Why? Because 1) radar seems to have a range of about 10m, and 2) sprint + thruster (especially when someone has speed boost from the sword) means they can be out of range one second and then be up your ass the next. It's annoying and accounts for at least 30% of my deaths, while mistakenly starting the charge for a ground-pound (because it's stupidly mapped to crouch) accounts for at least 50% of them.
  10. Just saw this post on a comment for a post by the "Halo 5" Facebook page. I want this kid to drink a battery-acid milkshake:
  11. Yes. I can. And that is the torturous part of it all, because I know PRECISELY how much more awesome Halo could be WITHOUT turning into a different game, so that when I see it doing just that (changing), I die inside :/
  12. Agreed. But then who is the weakest link then, you think? Personally (and ironically), I think it's Flame.
  13. No to mention: This would also allow for older, really popular maps to almost seamlessly be incorporated into each new title. Imagine playing a Halo game where you had, on the same engine and sandbox, all the maps ever made for every Halo game before it? True, some maps will need weapon adjustments or replacements based on changes to sandbox over time, and there will also almost certainly be some maps that work great and others that dont work so great, but the point is that they'd all be CAPABLE of being tried out with little to no actual physical adjustments. If Halo 5 were as I described above in my previous post, imagine playing on a new H5 map one match, then playing on a visually updated Hang 'Em High the next, then on Guardian after that, all with the same game engine that, at it's most basic level, just worked seamlessly for each map. As it stands, remakes (for every game after H3 or in some cases, Reach) are now a bloody headache and massive amounts of work due to needing to reformat, resize, and rethink every inch to account for the drastically different game engine. How is this "progress"?
  14. T2, Walshy, Ogre2, and (because it's my idea lol) myself should form a team called the "OGs: Original Geriatrics" Team logo = a gold diamond-encrusted walker. Sponsored by Ensure.
  15. This is what I've wanted as well. New maps, new weapons, better graphics, and more options. But keep the mechanics the same. Add in new WAYS to play, not completely new gameplay. Add in clans/team builder, a clan/team-ranked playlist that uses those in-game built teams, leaderboards for them as well as induvidual based leaderboards, a "challenge team/individual" mechanic to the leaderboards to encourage more scrims and such, custom game browser, add in search filters to custom game browser to make Forge map testing easier (eg. I can search for people hosting lobbies with their custom-made maps or game types exclusively), spectator mode, more Forge options (environment, weather, and lighting options), etc. If they remade H2 for example, with all those features + the new maps, better graphics, some well-tested new sandbox weapon/power-up additions, and used H1's static timers, I'd gladly pay a fucking premium for that game and sacrifice my entire social life for it, without question.
  16. I just wanna know why there have been ZERO power-ups on map for any of the maps in Slayer? Probably because despite AAs not being in the "arena" portion of the multiplayer, they are reportedly going to be in the rest, which may mean no on-map power ups like Camo and OS. And that is just wrong.
  17. One of my very first comments on this site pertaining to MCC (after it was released/I played it I mean) was pertaining to the aiming and how awful it was. My problem with H3 in general was that the BR felt like it was sloppy/weighed 1,000lbs or something; very sluggish. Now though, it's more responsive and tight (which is good) but feels like the aim accel. abd aim assist got completely destroyed in the process. Maybe it just takes some getting used to, who knows...
  18. Ah, that makes sense. Ninja suffers from a similar problem. He's a smart and talented player, but he rubs some people the wrong way and he also has a tendency to rash decisions in team play more often than not. He has the talent and skill, I just think he sometimes needs to focus more on the big picture. But that's what makes competitive Halo fun for me, honestly: distinctly different players and styles of play; strengths and flaws and watching the progression of them.
  19. I haven't watched all the events lately, but the one or two I did watch that I saw him compete in, he was doing really, really well. Especially considering he's an old fart like myself now lol. Has he been playing like trash since the launch tourny or...?
  20. I'd much rather have the ability to set up zone objects with custom names in Forge, so I can release a map I made with the callouts already clearly defined and specific to my map, and not generic, static, environment-based (not map design-based) ones like we saw in Forge World in Reach But that's just me.
  21. You're kidding right? Quinn is a cancer for Halo. Just as much as Kevin Franklin is. Have you not seen any if Quinn's tweets recently?
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