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Halo Infinite Discussion

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12 hours ago, Boyo said:

A double shot needed to be pulled off in the heat of the moment, mid gunfight.  What you’re suggesting allows players to get those same benefits without the risk.  They could perform an active reload alone in a corner, with no pressure.  

Secondly, the same gun dealing two different damages is confusing.  We could give the overcharged bullet a colored contrail or something to signify its modified damage value but that seems like a lot of complexity for what benefit?  How is that system better than a double shot capable battle rifle?

I think halo players would be fine with having a quick reload that doesnt give your bullets a buff alongside a doubleshot mechanic. 

Overall, I think Pistola is wrong in saying that Halo players are just unwilling to accept any gameplay changes, we just dont want abilities designed only to keep players alive longer.

Give us abilities that allow us to kill opponents faster. Make us feel powerful in Halo again.

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20 minutes ago, Aphex Twin said:

Give us abilities that allow us to kill opponents faster. Make us feel powerful in Halo again.

Like Spartan Charge and Ground Pound?  

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12 minutes ago, Boyo said:

Like Spartan Charge and Ground Pound?  

In a halo game with no sprint, no bubble shields, no shield regens, no hardlight shields, etc... AND where everyone spawns with a utility weapon that has a .6 - .8 second minnimum kill time + whatever other abilities designed to speed up kill times, I'd be open to it. 

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1 minute ago, Aphex Twin said:

In a halo game with no sprint, no bubble shields, no shield regens, no hardlight shields, etc... AND where everyone spawns with a utility weapon that has a .6 - .8 second minnimum kill time, I'd be open to it. 

How would Spartan Charge work without sprint?

Out of Bubble Shield, Hardlight Shield, Deployable Cover, and Regen, which do you find the least detrimental to gameplay?  

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4 minutes ago, Boyo said:

How would Spartan Charge work without sprint?

Probably like thruster pack & would inflict damage on opponents in your path.

Really cant say which of those options are least detrimental to gameplay. I lump them altogether in a 'defensive ability' category, none of which benefit halo's gameplay.

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@Aphex Twin The Gravity Hammer can reflect incoming projectiles with a well timed strike.  That is a defensive ability.  Is the Gravity Hammer a detriment to gameplay?  

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36 minutes ago, Boyo said:

@Aphex Twin The Gravity Hammer can reflect incoming projectiles with a well timed strike.  That is a defensive ability.  Is the Gravity Hammer a detriment to gameplay?  

I'd prefer to leave it out, but I also wouldnt make a stink about it in a halo game with no sprint + .6 - .8 second kill times because its defensive ability impacts very niche engagements. 

It's different than bubble shield, shield regen, etc... since those can impact all types of engagements. 

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5 minutes ago, Boyo said:

@Aphex Twin Is the overshield defensive or offensive?  

I'd argue it's offensive in that it incentivizes engagements & encourages you to shoot your gun (otherwise your team loses the over shield), unlike sprint, bubble shield, etc...

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Just now, Aphex Twin said:

I'd argue it's offensive in that it incentivizes engagements & encourages you to shoot your gun (otherwise your team loses the over shield), unlike sprint, bubble shield, etc...

Does Camo encourage you to shoot your gun?  

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4 minutes ago, Boyo said:

Does Camo encourage you to shoot your gun?  

Yeah, in the same way that overshield encourages you to shoot - your team loses the camo otherwise. 

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1 hour ago, Boyo said:

Does Camo encourage you to shoot your gun?  

 

1 hour ago, Boyo said:

@Aphex Twin Is the overshield defensive or offensive?  

Neither of those powerups are inherently either, as a defensive player gets just as much utility out of extra health and invisibility as any other player. If I'm standing in a snipe tower the whole match giving me a camo or an OS isn't going to make me go out and push. I'll just sit there with the buff. Same goes for damage boost and, perhaps to a lesser extent speed boost. 

 

If you wanted to actually make a powerup that was actually offensive it'd have to force your hand into that behavior. I actually had this discussion with my team about our own powerups, we basically combined OS / DB functionality by giving a player a vampirism powerup that allows them to overstack their own health by dealing damage but the entire time it's active it eats away at your own health so that if you don't go out and hunt, you'll die. It also lasts until death; basically to say that when you pick it up, it's a death sentence. Eventually, unless you stay aggro until the match finishes, you will die unless you persistently stay ultra aggro to constantly give yourself health. That's an actual offensive powerup. 

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43 minutes ago, MultiLockOn said:

a vampirism powerup that allows them to overstack their own health by dealing damage but the entire time it's active it eats away at your own health so that if you don't go out and hunt, you'll die.

giphy.gif

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I would love it if that elimination game mode was a mode in infinite as a competitive game type. That was breakout done right. I’d like it if VIP would return as the custom games with that were fun as hell. 

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Active Reload is cool. The damage/RoF buffs it gives you are not. It’s especially bad since there’s no visual tell that someone’s bullets are going to do more damage than normal. That buff would probably be the first thing I’d change about Gears. That and adding a hip-fire reticle.

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I’ll never understand why 343(And even bungee) constantly remove game types from halo. Looking at vip that mode did suck for mm. But looking at h4 some of its modes were really good. Regicide, extraction, dominion etc. vip was a mode that was GARBAGE for mm, but the customs that people came up with for it were astounding. Extraction to this day would work amazingly. Regicide was a fun casual mode and it could easily work in regular halo. Just make it so killing each teams leader equals two kills. 

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Pretty sure VIP was the only main game mode Bungie didn't officially carry over into Reach. Even then, you could still download and play it in customs with all game-specific voicelines and medals intact. Every Bungie game, aside from VIP in Reach, only added modes with each new game. That's nowhere near as comparable to the unbelievable mistreatment 343 has inflicted on game mode preservation. I could go on about how slept-on that topic is.

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VIP is the biggest untapped fountain of potential in this whole franchise. Go look at the settings you can make with VIP, and then look at the absolute dirt they chose to represent it in MM. Just like Ricochet, the gametype has all the options it needs to be amazing. The developer did the hard part and made a fantastic game mode, and then fumbled on the 1-yard line when they made the settings.

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38 minutes ago, Hard Way said:

VIP is the biggest untapped fountain of potential in this whole franchise. Go look at the settings you can make with VIP, and then look at the absolute dirt they chose to represent it in MM. Just like Ricochet, the gametype has all the options it needs to be amazing. The developer did the hard part and made a fantastic game mode, and then fumbled on the 1-yard line when they made the settings.

I always felt like a cool way vip could be done( I don’t remember if we could do this in h3) where each team has unlimited lives until the vip is dead. Think how cool that’d be? 

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11 hours ago, Reamis25 said:

I always felt like a cool way vip could be done( I don’t remember if we could do this in h3) where each team has unlimited lives until the vip is dead. Think how cool that’d be? 

Yeah like Guardian from Gears. Unfortunately, there is no way to do that in H3. But you can do a Marked for Death (Titanfall) / Team Regicide mode where you only get points for killing the VIP, and you can give the VIP cool traits like one extra shield layer and maybe some extra damage.  You could also do a round-based offense vs defense Escort mode where the VIP has to get to a certain point on the map within like 2min, and everyone only gets one life. Or you could mix the two and reward the team with map control by awarding points for getting the VIP to various spots on the mid-line of the map.  ALL of those would be better than the trash they gave us in MM.

Even the MM version of VIP could have worked if it had 1 life per round and a 60sec round timer, and the VIP didn't have an 8 year shield recharge time. I think that shit had like 4min round time limit, and the offense's spawns were dynamic too, so they could just respawn in your base on Narrows. It was like impossible not to tie.

I'll never understand how you can be smart enough to create a gametype as versatile as VIP, but so catastrophically stupid to think that the settings they used for it were okay.

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3 hours ago, Hard Way said:

Yeah like Guardian from Gears. Unfortunately, there is no way to do that in H3. But you can do a Marked for Death (Titanfall) / Team Regicide mode where you only get points for killing the VIP, and you can give the VIP cool traits like one extra shield layer and maybe some extra damage.  You could also do a round-based offense vs defense Escort mode where the VIP has to get to a certain point on the map within like 2min, and everyone only gets one life. Or you could mix the two and reward the team with map control by awarding points for getting the VIP to various spots on the mid-line of the map.  ALL of those would be better than the trash they gave us in MM.

Even the MM version of VIP could have worked if it had 1 life per round and a 60sec round timer, and the VIP didn't have an 8 year shield recharge time. I think that shit had like 4min round time limit, and the offense's spawns were dynamic too, so they could just respawn in your base on Narrows. It was like impossible not to tie.

I'll never understand how you can be smart enough to create a gametype as versatile as VIP, but so catastrophically stupid to think that the settings they used for it were okay.

I think the settings weren’t the real problem. I think the maps of halo were. The custom games I played was called protect Obama where his guards and the terrorist had other weapons. Obama had a pistol but the pistol was one hit kill but the vip was also instant killed. There were other variations of course. But the map was shaped as close to the White House as possible.

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26 minutes ago, Reamis25 said:

I think the settings weren’t the real problem. I think the maps of halo were. The custom games I played was called protect Obama where his guards and the terrorist had other weapons. Obama had a pistol but the pistol was one hit kill but the vip was also instant killed. There were other variations of course. But the map was shaped as close to the White House as possible.

Wanna join my clan?

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4 hours ago, Boyo said:

Wanna join my clan?

Fuckin clansmen are everywhere

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8 hours ago, Hard Way said:

Even the MM version of VIP could have worked if...the VIP didn't have an 8 year shield recharge time. I think that shit had like 4min round time limit, and the offense's spawns were dynamic too, so they could just respawn in your base on Narrows. It was like impossible not to tie.

 

5 hours ago, Reamis25 said:

I think the settings weren’t the real problem.

Read it again.

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6 hours ago, Hard Way said:

 

Read it again.

I did read it and my point still stands. Not like a forge map with those spawns couldn’t work with it. Sure a little tuning could do the trick.

dude seriously stop thinking I’m not reading what you write/type. I read it and I still made my comment you just think I have poor reading skills when I don’t.

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