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OG Chipper

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OG Chipper last won the day on April 22 2023

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  1. First, switching from a simple motion tracker to a fully interactive tactical map on the HUD would be nice. You can put an interact option on the d pad to open up an entire map of the battlefield. Instead of limiting the motion sensor to individual use, the tactical map, when opened, might show each of your teammates tracking scans and whatever they pick up with their sensors. Instead of showing ALL enemy movement, limit it to display only the movement of unshielded, damaged opponents as well as those who are sprinting and firing their weapons. Now to make all this work, you might actually have to start with making the Spartans theoretically much stronger, faster, and tougher, while adjusting the weapons to use heavier, armor-piercing, more powerful ammunition(s). I'll explain that later, but first let me talk about the armor and explain a couple things: So keep the basic recoil and overall feel of most rifles unchanged, just readjust the story canon to fit in a new generation of Spartans, sensors, weapons, and MJOLNIR armor systems that work a little differently to handle far more powerful weapons and opponents. Okay so I wouldn't necessarily get rid of the current shield system with MJOLNIR, but instead, offer a few upgrades and options to use. One such option is the choice to either switch to or bundle together both the kinetic over-shield and (new idea here) a much slower-charging ABLATIVE armor layer that DOES NOT show up on motion trackers unless, as I said, it is damaged or the player sprints. Now, instead of just the old-fashioned recharging shields, adjust it to where each armor piece has its own health, which, when severely damage, slows or stops the shields from recharging around THAT PARTICULAR PIECE OF ARMOR. Thus, headshots would not necessarily always be a priority in every situation, say, if the chest piece is damaged and the head is not. This chipping away at the enemy's defense is common in fighting games, actually, though not quite the same as what I'm describing here. One could add armor repair kits at (re)spawn and/or stragegically placed on maps that would work near instantaneously upon use to buff the players' armors back to perfect, working order. That way, if my shields are low and I'm hurt, I might be able to instantly heal myself to get a multikill instead of dying in the middle of a fight. It would also serve to keep me from being tracked on enemy sensors.
  2. I've been playing Halo since I got CE for Xbox when I was 13 years old, so Halo holds a special place in my heart as it does with many old-time fans. It seems a little sad really to see my community sort of dry up the way it has. No one I used to play Halo with will even touch another Halo game. The general consensus among Halo haters is this: 343 had YEARS to make a great game and spent A BILLION $$$ on another "NEW AND AMAZING" game experience like no other, but it's like ya'll gave up half way into the development and dropped us a heaping pile of you-know-what instead of the EXTREMELY OVER-HYPED instant classic that Infinite was being marketed as... If you want to save the next Halo title... stop making Halo stories and marketing this "free to play," virtually content-less multiplayer. Instead--and please, hear me out--stop focusing on making campaigns for right now and focus on creating the best multiplayer experience possible, because that is where the MONEY is. Let form follow function. Nail the mechanics first and the rest should follow. Maybe you disagree, because I'm sure the hype generated plenty of dollars, but what I'm saying is that a long-term investment by a focused team of developers to generate a bigger, broader, more diverse, halo-addicted fan culture is the WAY to go. Not that that isn't what you folks weren't trying to do that to a large extent... you just didn't quite hit the nail on the head. And the reason for that is you're not quite, it seems, seeing and keeping up with the changes in games and gaming culture today. This does not mean following the trends of every other game out there and pandering to the whims of people who want more Battle Royale games because that's NOT Halo (not that Battle Royale is a bad thing). Moreover, the thing about winning today is not doing the same things and trying to follow the waves and algorithms. Rather, it is, in a sense, TRENDSETTING that makes something like Halo truly excellent and a standout showcase. Now, here is how you do just that: First of all, look, Halo infinite is actually a good game to be perfectly honest. I play it a lot. The opinions expressed above are not really mine now, because I see the value in a lot if the things you guys created with Forge. The problem is NOT just with the game, it actually has a lot to do with these soggy-ass gamers. Don't pander to them, you're way better than that. They are never going to be satisfied because playing a video game is not a substitute for genuine, healthy relationship with another human being (something satisfying). You have to see yourselves as the grown ups in the room and think this through. To satisfy and give the people what they NEED first, you might have to let them see that your jobs arent easy. I mean, you guys are in charge, yes, but more importantly, you all are role models to these young people. What I'm getting at is actually, Forge. It's sort of like, if you think this job is easy, why don't you come here and try it yourself. Don't pander to indecisive children with no life experience. Focus on creating the tools necessary, as you have done, that will allow THEM to generate and share their own content. That means everything from custom games and maps to custom weapons and armor. Don't make it cheap or free to play either. Instead, make a HIGH QUALITY brand NEW, EXPANSIVE Halo content creator engine similar to what you have now with Forge, but with expanded tool sets and kits for aspiring creative people. Either make it a subscription service like a lot of other software companies do, or sell it at regular price like a game. Developing the mechanics of a SUPER FORGE Halo experience that is constantly being fine-tuned is an incredibly huge undertaking but it opens up the possibilities to establish an incredible COMMUNITY and CREATIVE CULTURE that is far more productive at generating content people actually love to play. You've already done a tremendous job of this. All we need now is to be able to adjust in-game controls and mod our own weapons with their own stats and specs. I actually have another thread on this and some others as well. I can go on and on, but I think you get the idea.
  3. That's weird. I've never had that happen to me before. It says "unsporting play" which is like team killing, cheating, trash talking, generally being a nuisance, etc. Lol WHAT DID YOU DO!?
  4. All you have to do is this: First thing is to increase the pistol damage so it takes exactly one less bullet to get a frigging kill. That said, read the following and please, please, 343i, do this: Introduce 2 NEW, updated UNSC automatic rifles. (1) The first, an assault rifle called the MA45 and (2) second, the MA450 light machine gun. Switch the ammunition from the OLDER 7.62mm NATO FMJ to the NEWER 6.8mm Common Cartridge (.277 FURY) (FMJ/optional AP). Here's what you have to change about this NEW starting weapon, the MA45: OK so shrink the current reticle/cursor to roughly that of the BR. Now, keep the rate of fire unchanged while maintaining slight improvements in recoil and control. Lower the aim assist slightly at the same time by just a tiny fraction (you could do that to just about every weapon in the game, too, and the game would not suffer for it, believe me). And yes, this is more like an automatic BR, but not quite as good in the overall range and damage departments. It's supposed to just be different. Just as versatile, but different. What you have to do to keep it "balanced" (balanced enough, anyway) is add a 1.6× zoom sight to it. Not too little, not too much. As far as damage goes, a fully shielded opponent must die in maybe not EXACTLY 13 rounds to the head, but very, very close to that number. Body hits should add an extra 5 to 6 rounds to kill (total of 18 to 19 rounds). That's about 12 to pop the shields and either 1 more for the headshot kill or 6 to 7 for the body. Magazine capacity for the MA45 must be EXACTLY 30 rounds. This means that while the mag capacity is technically less than the MA40, the weapon and magazine is (supposed to be) lighter when fully loaded, making it easier to handle, helping give it a substantially faster reload time compared to the MA40. By faster, I mean kinda almost super duper fast. I'd shave off a good ~25% of time off the reload given you're using a (slightly) lighter round/cartridge and fewer actual bullets per mag. The idea for the MA45 is for it to be lighter and more accurate, giving it a precision edge over the older MA40. Keeping it low zoom and reducing aim assist makes it a run-and-gun starting weapon that will not overtake the BR at longer ranges. The main drawback and the "thing" about this rifle HAS TO BE it's skill curve. That's why you shrink the reticle and reduce aim assist with the low zoom. It's supposed to be just kinda good for most people, and actually pretty nice for the above-average sweaty try-hards. Think short effective range but add a few extra meters for well-placed, short bursts. The lower ammo capacity punishes inaccuracy and poor precision (spray and pray tactics) by forcing players to keep their aim sharp. The fast reload, however, keeps you in the game if you can stay alive long enough in those clutch encounters (think multikills). However, The MA450 box must hold around 100 rounds, being a power weapon with exactly the same attributes as the MA45 but with a tragically slow reload speed. And that's basically it. The END!!!
  5. Just imagine being able to create and fine-tune a custom arsenal of Halo weaponry and save (and share) your custom weapon blueprints with anyone. I've wanted to see this for such a long time. I mean.. I'd stop short of crying tears of joy, but having the option(s) for creating custom weapon blueprints would be nothing short of amazing for a sandbox shooter like this great one we have here. I know that if I could, I'd be able to customize everything from the ammo-type and caliber, actual damage output, special effects (like tracer color), reticle/cursor style and size, etc. Also fine-tuning performance, blast radius, and effects (like shock, stun, and duration of effect) of a lot of weapons in addition to the hard data stats and specs of things as complex as recoil, rate of fire, effective ranges, aim assist/magnetism... you name it... would be unbelievable!! I've always wanted a fully automatic, select-fire Battle Rifle with a small, precision reticle and higher sniper-style zoom (adjustable from like 3.5x to 20x) that kills in exactly 7 shots to the head to use as a power weapon on a map like blood gulch... I would probably die if of a "gunsmith"-style weapon creator/editor were added to halo. It would be unprecedented in a halo game and would most definitely attract armies of new and old players alike.
  6. This is kind of a small but still somewhat annoying problem for me. I could see maybe getting zoomed out if you get shot in the head, meleed, hit with a grenade, shields pop, or fall from really high up, etc. Just seems kind of silly that every little thing knocks you right out of your scope. One pistol shot can save you from a sniper from half way across the map!! Maybe there should be a damage threshold before you get kicked out of your sights, like maybe only when your shields break just as a rule of thumb and when you get shot in the face or literally right in your guns' sights.
  7. I say yes to Carbine. Also a yes to Needle Rifle and a REAL DMR. SMG anybody?
  8. Does that happen happen to you often?
  9. I'd love to see these two rifles essentially fused into a single Assault Rifle platform. I'd stick to the VK87's ammo type (6.5mm) but with a more MA40-like aesthetic. The idea is that this new Assault Rifle would have a similar TTK as the VK78, but with a higher rate of fire and a diminished damage output in comparison. I'd place the magazine capacity at 30-40 like the MA40, and decrease the recoil on a per-round basis ever so slightly over the Commando. I think this would best suit a carbine-style, short-barreled rifle (maybe with an optional suppressor attachment). That being said, the perfect balance might be difficult to achieve with it, but the effect of having a mid-accuracy, precision style, (maybe suppressed) machine gun, I think, is that the game and multiplayer might be more popular with new players, especially if it is made a default starting weapon over the standard MA series of Assault Rifles. The reason for that is simple. It solves the Battle Rifle problem with an effectively high acuracy Automatic Rifle to contest and contend with the Battle rifle at low to mid-ranges. I personally think a 1.5× to 1.75× scope makes a lot of sense for a Short-Barreled Rifle like this. I would say anywhere from 12 to as much as 15 rounds (headshots) would be suitable within the weapons effective range for a perfect kill, given a higher rate of fire over the standard VK78.
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