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SideshowRob

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    Noveria, Pax Cluster, Horsehead Nebula

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  1. Sure, why not? A little vehicle variety never hurt anyone.
  2. The double and quad shot were not cheap tricks. Go into a halo 2 custom game right now and try to do the quadshot. It's simple. You just need to press RRXYYRRX super fast and at the perfect time. Not to mention trying to keep a bead on someone at the same time. It's far from easy or cheap. Cheap implies that it's something any player can pull off no matter how new they are(like noob-tubing in any of those horrendous COD multiplayer messes)
  3. Scale replica of one of the weapons. Maybe something small like the pistol. That would be cool, right? They could even make a BB gun of the Halo pistol.
  4. VOGLIOVOGLIOVOGLIO I think it would be a great opportunity for 343 to test the waters regarding the changes they are making. I have faith in the changes after the recent podcast, but I'd still like to try them myself and I'm sure plenty of others would.
  5. Halo 2 button combos. They're probably never coming back but a boy can dream... Also I'd like it if in the editor form in forge you could phase through objects. I don't like being blocked out of The coliseum because I went outside to place the window easier
  6. It would be cool if you could fight flood and covenant at the same time. For example, you'd be fighting a wave of covenant, then some infection forms show up and turn some of the covenant into flood forms Kind of like how the lambent would show up in Gears 3 horde and make it a 3 way fight
  7. When it comes to things like latency, the DMR is a better choice. With the one shot rate of fire lag has less of an effect. Why does everyone talk about the halo 3 BR? Halo 2's is where it's at. RRXYYRRX per la vittoria!
  8. I don't mind snipers, just campers, as you said. Many of my ideas were directed against power weapon campers in general if anything. But I see what you mean.
  9. While I am not employed at 343 and have extremely limited knowledge when it comes to programming, I have been a Halo fan for a long time, just like most of you probably are if you're on this forum, and this topic is about what would make Halo 4 armor abilities(should they be included) as practical and balanced as they could be(at least to me). Some topics like this have already been posted, but this is hopefully going to be a more detailed approach. Armor Abilities were a good idea in theory, but many will agree the execution left a lot to be desired for many players. Some of the things that were done wrong- Turning power-ups like active camo into loadouts increased the incentive to camp. When one doesn't need to put themselves at risk to get invis, why would they even bother moving? Jet packs- Jet Packs ruin the flow of maps more often than not. Players no longer need to hone their map navigation skills like before, as they are now able to simply fly up to hard to reach spots or get easy shots on players who were on foot. While this is a touchy thing to gripe about, as it walks the line between an actual problem and a long time fan not being able to adapt. While in the title update playlists with zero bloom/reduced bloom the Jet Packs are much more balanced than before, it would still be better not to see them return in future Halo games unless they were a pickup. Sprint- Sprint hurts the pace of the game. Players are able to reach power weapons much faster, and encourages the abuse of melee attacks. It also makes it very easy to escape, encouraging players to camp and wait for enemies to approach them to attack where they don't have a chance to escape. Armor Lock- Self-explanatory. Armor Abilities I would add in Halo 4- Hologram/Decoy- Returning from Reach; it worked perfectly Vampirism- As long as the armor ability button is held, all damage inflicted will transfer 1/2 of however much of the enemy shield was lost into the user's shield bar. EXAMPLE- One sniper shot on the enemy=+1/2 shields for you. The trade off is that the player's shields will glow whenever the ability is active, making them extra visible, and will take double damage from anyone on the enemy team other than the player's victim. More crafty enemies using this armor ability could use this to their advantage. Lasts about half as long as sprint. EMP- Disables the motion tracker of anyone within half of default motion tracker range, causes camouflaged players to flicker. Sabotage- Jams projectile based weapons forcing them to reload after they expend half of their magazine(A sniper rifle with a full magazine will be forced to reload after two shots) and causing plasma weapons to overheat for one full second while draining half of their battery power. The trade off? It requires a full shield to use, and once you use it you'll be one-shot(No shields). Armor-Lock- The same effects as the armor lock in Reach, with one key difference- It only lasts as long as evade. This means that now it will be limited to protecting the player from quick instant kill attacks, like a sword, gravity hammer, wraith, vehicle splatter, rockets, or just things like grenades and basic melee attacks Enhanced power- Allows melee attacks to knock enemies back (no increased damage, however), as well as jump higher, hijack moving vehicles, and stay zoomed in while taking damage. Lasts about as long as Reach's active camo ability. Jammer- Directly affects the aim of enemy players. Causes their aim assist to drag their aim slightly off. Will also throw off the tracking of projectiles like the needler, plasma pistol, and plasma launcher(should it return). Lasts for a very short amount of time, but recharges quickly. Would be helpful in throwing off a sniper before he takes a shot Any insight and criticism is welcome, but please be constructive about it. If you have noticed any blatant flaws I have overlooked, feel free to point them out. Again, be constructive. This is my first post. I'm looking forward to being able to converse with like-minded halo fans!
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