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CorporalWings0

If H3A were to happen, what changes would you want in place?

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In my opinion, they should only increase the framerate, graphics, movement speed, and the BR. We all know that default H3 was pretty slow, so they should definitely make the MLG speed a standard. I would like if they changed how the BR worked to make it less random, but either way I would be content enough.

 

What improvements would you like to see if H3A was to be made, or do you think they should leave it alone and upscale the graphics?

 

Yes, yes, I know, they said it wasn't happening, but the same was said for MCC, and there is no way MS will let them miss out on the remake of the most successful Halo title. Either way, let's get some discussion going.

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Use Halo 5's hit marker and kill feed system except for grenade hit markers to more easily inform the player about hitting their shots.

 

Transfer Halo 5's forge to H3A.

 

Give an actual FOV slider instead of forcing us to conform to a stupid FOV size.

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Wider FOV, increased movement speed, the weapon sandbox tweaking, also deadicated servers is a must.

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Fix hit detection, remove all equipment, BR starts only, remove Cold Storage, Blackout, Ghost Town, Snowbound, and Isolation from the ranked playlist, add Reach's DMR as a pickup on certain maps, tune the ranking system to reflect individual skill, add strongholds and make ranked team play objective only (so Oddball, KOTH, CTF, Extraction, and Strongholds), ship with ranked Team, Doubles, and Snipers playlists, social playlists should be objective, slayer, BTB, and one rotational list (fiesta, SWAT, snipers, maybe an H4 throwback where you can make a class), bring back 2X xp weekends for the rotational list, add some Halo 2 AND Halo 4 maps to the game (thinking Lockout, Warlock, Relic and Haven, Skyline, Impact, and Exile).  Add H5's forge. Remaster the campaign.  

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FOV that is exactly like H5 or CE. FOV FOV FOV. Reticle in the actual center of the screen is a 100% better Halo experience.

 

If you keep the weapons non-hitscan (not because it is better, probably for silly nostalgia), don't code individual projectiles to have their own packets. So instead of three packets per BR burst, one packet that contains all three with no random spread.

 

Base speed increase.

 

And maybe have the damage of the BR standard at either 110% or 125% normal damage.

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tune the ranking system to reflect individual skill

Negged

 

Don't give them stupid ideas

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More BR spread so good players will have to pace their shots to win.

 

Slower movement speed to REALLY encourage good decision making.

 

AR with more damage, headshot multipliers, and no spread so it can actually be useful.

 

Sprint to improve the speed of the game and increase risk vs reward of: base speed and shooting / sprinting and not shooting.

 

Bigger radar range in all playlists to promote engagements and no CAMPING!!!

 

 

:kappa:

 

but these r great ideas

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90-110 fov.

 

No br spread.

 

110% movement speed.

 

Br starts only.

 

Accidently neged u corp :/

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  • 60 FPS and 1080p with no hiccups, keep the art style and lighting the same

Remove spread from the BR, pistol and carbine and give them a slight RoF buff

Increase FoV to at least 90°

Use 110% movement speed as the base speed and buff the movement acceleration heavily

BR+AR starts in all core playlists

Add the Reach Grenade Launcher

Slightly nerf the Laser's power against infantry targets

Buff all the useless weapons (Pistol, SMG, PP, PR, Spiker, Needler, Sentinel Beam)

Basically replace the ranks with H2's ranks, but keep the party restictions, the military ranks and the playlist ranks

do not change the medals, they are pretty much perfect in every way

Better forge would be neat

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  • 60 FPS and 1080p with no hiccups, keep the art style and lighting the same
  • Remove spread from the BR, pistol and carbine and give them a slight RoF buff
  • Increase FoV to at least 90°
  • Use 110% movement speed as the base speed and buff the movement acceleration heavily
  • BR+AR starts in all core playlists
  • Add the Reach Grenade Launcher
  • Slightly nerf the Laser's power against infantry targets
  • Buff all the useless weapons (Pistol, SMG, PP, PR, Spiker, Needler, Sentinel Beam)
  • Basically replace the ranks with H2's ranks, but keep the party restictions, the military ranks and the playlist ranks
  • do not change the medals, they are pretty much perfect in every way
  • Better forge would be neat

 

source.gif

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> Buys H3A

> Goes to the Multiplayer tab

> App closes

> What the hell

> Xbox opens Halo 5

> They pulled a CEA

 

kek

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  • 60 FPS and 1080p with no hiccups, keep the art style and lighting the same
  • Remove spread from the BR, pistol and carbine and give them a slight RoF buff
  • Increase FoV to at least 90°
  • Use 110% movement speed as the base speed and buff the movement acceleration heavily
  • BR+AR starts in all core playlists
  • Add the Reach Grenade Launcher
  • Slightly nerf the Laser's power against infantry targets
  • Buff all the useless weapons (Pistol, SMG, PP, PR, Spiker, Needler, Sentinel Beam)
  • Basically replace the ranks with H2's ranks, but keep the party restictions, the military ranks and the playlist ranks
  • do not change the medals, they are pretty much perfect in every way
  • Better forge would be neat
source.gif

Lol what's wrong with buffing a useless weapon? Would make for a more interesting game for sure.

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For reasons that elude me a lot of people like the slow and clunky gameplay of the vanilla game.  Since H3A is supposed to cater to H3 fans it's best not to change it too much.

 

As far as I'm concerned though I'd pretty much completely rework 90% of the game because it's just a mess.

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Because the sentinel beam isn't useless at all. It's extremely strong. 

 

If you go back in time there seems to be two reasons it was not put into matchmaking. It causes lagg and is overpowered. 

 

7ce1dde21a25e1042c767aecc0cf9b8c.png

 

http://halo.bungie.net/Forums/posts.aspx?postID=32742524&postRepeater1-p=1

Forum Ninja doesn't mean employee on Bungie.net, right?

 

It wasn't included for the same reasons as Fuel Rod, Flamethrower and Fire Grenades - causes frame rate and network issues.

 

EDIT: I think the Flamethrower is on Construct - but still applies for Fuel Rod and Fire nades.

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Well, I have a long one.

 

Across the board changes:

 

1. Improved strafe responsiveness.

 

2. Slight bump up in BMS. 5% - 10%

 

3. Remove any random spread from all precision weapons.

 

4. Fully visible projectiles.

 

5. Visible health bar.

 

6. Improved, or adjustable FoV. (As far as I know systems like dynamic resolution allow this easily).

 

7. Fully customizable aim and sensitivity settings (Titanfall 2, Battlefield 4, 1 style).

 

8. Accuracy reduction across the board for all dual wield capable weaponry when they are being duel wielded on a per weapon basis.

 

Weapon sandbox improvements:

 

1. Battle Rifle

- Faster cyclic RoF (improves TtK indirectly without hurting the bursts RoF and difficulty of landing the full burst).

- Reduced/Removed auto aim/bullet magnetism (The burst fire nature already allows for easy free damage and shot placement).

 

2. Assault Rifle

- Improved accuracy and reduced overall spread.

- Reticule reflects the AR's true shot placement.

- Perfect TtK should be roughly 15% to 20% slower than the BR.

- Buff clip size to 40 rounds.

 

(This new AR is designed to be useful in Competitive play without stepping on the toes of harder to use weapons. A jack of all trades, master of none approach. The SMG will now fill the wall of bullets role.)

 

3. SMG

- Reticule now reflects true accuracy.

- Buffed TtK to be in line with the AR.

- Faster swap to speed. (Makes it a viable secondary for those, oh shit, moments.)

- Severe accuracy reduction when dual wielded.

 

(This SMG now has desirable traits as a solo weapon, while not hurting it's dual wield capability and balance.)

 

4. Spiker

- Impoved projectile speed.

- Applies a stackable slowdown effect that gets stronger when hitting a target in quick succession. Targets can quickly recover once the shooting stops or too many shots are missed.

- Accuracy reduction when dualed.

 

(The Spiker now has a proper role in the sandbox and emulates the Halo CE PR.)

 

5. Plasma Pistol

- Faster base RoF and buffed damage per shot.

- Larger and faster projectiles. (Excluding the charged shot, which will be retained).

 

(These changes simply make the PP more viable outside it's charged shot.)

 

6. Shotgun

- Reticule now conveys true accuracy.

- Improved range and spread.

- Apply a Black Ops 3 style shotgun damage profile to make the weapon more consistent.

 

7. Magnum

- RoF significantly buffed.

- Massive recoil when dualed. (No accuracy penalty.)

- Faster swap to speed.

- Significantly faster projectile speed.

 

(This new Magnum retains it's 5 shots to kill and clip size, but now has similar TtK as the BR and usefulness as a secondary, primary or dual wield capable weapon.)

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Forum Ninja doesn't mean employee on Bungie.net, right?

 

It wasn't included for the same reasons as Fuel Rod, Flamethrower and Fire Grenades - causes frame rate and network issues.

 

EDIT: I think the Flamethrower is on Construct - but still applies for Fuel Rod and Fire nades.

Most were not bungle employees but some were. 

 

The flame thrower was/is on construct. 

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Because the sentinel beam isn't useless at all. It's extremely strong.

 

Alright I must have fucked that up. Bottom line is: make it feasible for the sentinel beam to be placed on a variety of maps and make it balanced with the rest of the sandbox.

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