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highplainsdrifter

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Everything posted by highplainsdrifter

  1. unrelated but were you saying it was due to come out this year (for the holidays or something?) or just a tease for whenever it actually is released?
  2. I think it will be a forerunner based game
  3. I recently bought the platinum hits whatever version of Halo CE because my old one died and the new warthog seems most like the old fashioned one the most out of the them all (aside from the bounciness: and i would enjoy more bounciness btw). After thinking through how the warthog would have difficulty ripping through grassy knolls it makes sense that more horsepower would be necessary and maybe cornering could be more drifty than the mongoose but the optimal top speed could be the same. I don't agree with the idea of an additional gauss though, I think it should be a personnel oriented vehicle
  4. That awkward moment in CTF when you grab the flag and your teammate and you do a chinese firedrill because you're both too nice to make the other one get in a warthog seat they might not be comfortable in
  5. personally I've always thought of Halo as a non camping game, in general I don't approve of it but it's a lifestyle choice (no pun intended) and people will do what they want and you'll become better for dealing with that armor lock is seen by a lot of people as a bs AA, that on the other hand I have a problem with because camping is going to happen anywhere but armor lock is a very defensive AA and i'd rather see offensive or neutral ones rather than people jumping up and punching my face repeatedly
  6. watch CSI Miami as if Horatio is a vampire that is committing all the crimes he works on. Only then will the acting abilities of the cast and storyline become apparent

  7. That is a gametype that needs to be in Halo 4 That's what i was thinking, sounds goooood As for number of players, perhaps map/mission specific? A huge map with vast numbers could supply the possibility for 16
  8. I agree, why not for offline campaign? if your friend doesn't like it he can just ***** you out and you can change it, or have an option so it switches automatically if he gets in. The more i think about this the more i think it shouldn't be in multiplayer
  9. Around christmas 2001 my brother took me to his friends house in our neighborhood. We go downstairs and there is a HUGE bigscreen with an L sofa right by the stairs and a little old wooden tv set (from the late 80's?) around the bend in a corner on the floor. "Ok you play with them"... my teamates (maybe 6 and 7) taught me how to play and expected me to be the better on the small screen as i was 10. Despite a brief experience with Goldeneye years before this was the first fps I had played and my god did we get the hell beat out of us, our host's cousin must have been been playing since the day it came out and was mighty proficient with the sniper rifle. After maybe 5 games of floundering atop the bloodgulch red base trying to figure out if there were actual teams and what betrayed meant, then how to drive, and then how to throw and aim, I was getting the hang of it. We played all day until my teammates quit and I got a spot on the bigscreen. Resplendent ethereal light rained from the heavens as angels sang tributes to the glory of Master Chief! Getting merced out repeatedly never felt so good, and thus it was we stuck to slayer and king of the hill playing all the maps for forty days and forty nights. This was when my brother and i started our terror campaign on our parents for them to buy us a system or let us buy a system, we even pitched the idea several times with charts and graphs. They had seen the effects super smash bros had on us at a friends house after school years before and weren't too keen on the idea. This was also the year i met my best friend throughout highschool and so days were spent either in the neighborhood or at his house playing multiplayer and falling in love everytime with the "graphics that look[ed] real!" and the amzing feel to it. Needless to say the next christmas we had an xbox and of course Halo. Don't get me started on the campaign
  10. Thanks E-Runner, I don't know what yours means lol. I think this is an interesting idea. What happens if the co-op players are killed? It would be interesting if they had a game in the future that had a reversible campaign, Halo 6? Maybe even like the movie Momento, once you beat the game you play missions backwards as the enemy.
  11. That's the reason i hate MW#, they're always exactly the same. I don't want Halo CE but i would like some semblance to the original in the ways that affect the gameplay, sorry if i sound bitchy
  12. Do you agree with equipment coming with loadouts, I don't really have a problem with different weapons loadouts or having the option to take different grenades but equipment for some reason seems to upset me if you already have it.
  13. Don't mention it TAC Don't take this the wrong way but it's bad enough Bungie doesn't make the games anymore If it isn't as H3 is to H2 you'd probably have fans looting, taking to the streets, and most definitely committing ritual suicide.
  14. split screen campaign has got to be in Halo 4, there's no way they wouldn't do that, besides Spartan II's roll in 4 man squads anyway
  15. Nobody likes a bad driver, I could see 1st person driving if you were alone in the vehicle (transition for passengers might be a little weird though), then again nobody likes a bad driver
  16. That was way too coherent for me. I totally agree with you, and I like the way you categorized it although what I'm going to say might sound like I think you missed the point I don't. Halo is exactly the type of game that changes and really deserves to because it's sort of chasing perfection and it's essence is so tied to the original. I think throughout the series there was a misguided slide into an unbalancing when equipment became separate from the map control and offset the equality of initial player palette but I feel like it was maybe due to pickups being overlooked at large. Equipment should really be used to balance the areas of the map in a way that makes them objectives and also makes them weaknesses once their obtained. In Reach it's more like nothing is really earned and once something is taken effectively it can be hard to tip the scales. Blood Gulch for example is not symmetrical at all save for the fundamental starting fortifications, utilities, and immediate defensive landscape. The balance comes from that and the position of the advantageous equipment making you vulnerable to the advantageous ground which is hard to hold if any of these are taken. Finally respawning to an overrun base is not something you can usually afford either. I'm all for new weapons, equipment (that isn't a killstreak or a cheap kill machine), vehicles, pretty much anything. But first I would like to earn them and of course have a hard time keeping them. I'm not completely sure but if bloom is what I can gather it is, I think it's always been similar and perhaps throwing in a relatively simple calculation of vector and perspective with an additional small inaccuracy factor could cut down on the 'randomness' of inaccurate fire while moving. I would like to think I'm a little like you, valuing all opinions, when it comes down to it I personally want it old school with the map and item locations being what tips the scales (having perks inside the start spawn is fine and for some reason I love fighting in prisoner/solitary? against a million holographic radar blips but the balance just isn't there for every level). By the way have you read halo and philosophy intellect evolved?
  17. Too bad (in a way) multiplayer is such a main focus now speaking of campaign wouldn't a really long one be awesome? I know that's unfair to ask for but think of the splendorous splendors. It's like the only way to do both now is making the maps the same campaign maps. So sad
  18. I like your idea about climb especially that it should only happen with semi-automatic weapons. Recoil from sustained fire seems like something to be expected. About my idealized Halo universe, I'm not saying that every game involving the series was or should have been incredibly realistic but people tend to complain about the things that they think shouldn't happen, usually based on their perceptions of reality. Like you're saying the game should be based on skill... and have some fun and odd elements... and be realistic to a degree... and get rid of the noobs
  19. I don't exactly know everything wrong with multiplayer but I think the point should be made (again?) that the game is from the perspective of a Spartan III not a Spartan II. All of these abilities can possibly be attributed simply to the relative inexpensiveness of the Spartan III's and their need to operate in teams. The melee, the sprint, the jetpack, and of course the idea of the recharge time and bloom seem to be due to the inherent weaknesses of the (sub Spartan III) level of ability and innately related training. They are a fighting force that makes up for weaknesses in power and badassness with strength in numbers and downright freshness. Hopefully in Halo 4 this difference will be noted and accounted for i.e. melee, speed and jumping, armor abilities being pick up based if seen at all, and bloom being a something of a flight of fancy for the likes of Linda. There were things seen in the trailer that I would like to see in the campaign but not necessarily in multiplayer, at least how they are now. I like that halo is unlike so many other games (the idea of killstreaks strikes me as an absurdity in halo) and I my first impression of Spartan II's was more of a spec ops group that outfit for specific missions and didn't have every utility at their disposal. Maybe make aa's level or game type specifc, for offline multiplayer you have to admit they're a good idea, and online I feel that a squad of Spartan II's makes up for a lack of special abilities. I kinda miss when they wore off and you had to find them again.
  20. Thanks for the answers गुरु Technology Guru गुरु that's explains a LOT. I agree with you about the multiplayer selection save for hang 'em high, still somehow I feel like they got the level wrong in a way (not ranting about vehicles again though)
  21. does anyone else have problems with playing classic mulitplayer on their CE discs? I think having all the old maps playable with the original engine would be cool (it would be cool if remakes were included for every one but that's kind of asking a lot). Oh and the option to vehicles on any map (anybody else ever drooled over the thought of mongooses or ghosts on the original hang 'em high?) http://www.343indust...0-hang-em-high/
  22. Thanks for the reply. Would you happen to know why that is, there not even being the option to create a game type with vehicles? (trying to get as original as possible?)
  23. Does anybody know if the inability for vehicles to exist in Hang 'em High (HIgh Noon) is a permanent/temporary situation, or if I'm just using forge wrong? I'm about to lose my mind if after 8 years my hopes of riding a ghost off and around cat walks are merely sentient phantasms of my crazed and delusional hang 'em high dreams. I don't even need aerial vehicles, all I want are mongeese and ghosts t coexist in harmony and roam freely about a level that ever so yearningly yearns for them. Just wondering.
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