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RandyROFLSTOMP

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  1. What new gametypes would you like to see in Halo 5? Here is what I want: Core Slayer "Core Slayer" is a Slayer gametype that mixes in aspects of Assault and Capture the Flag. Each team spawns with a Power Core in their base. This core can be carried and inserted into specific “Interactive Map Elements” (IME). These IME can be anything that can be powered on such as gates, elevators, shield doors, light bridges, gravity lifts, man cannons, teleporters, auto turrets, laser arrays, electromagnetic land mines and more. Once the Power Core is inserted into an IME, the IME will function for a set period of time, after which the Power Core will be consumed, then the IME will power down. The spent Power Core will respawn as a fully charged Power Core back in your base, after a set time, after it has been consumed by the IME. Once inserted into an IME, a Power Core cannot be removed. The act of carrying a core from your base to an IME is like Assault while the act of stealing the enemy team’s respawned core is like Capture the Flag. The gametype is Slayer so it can be played without the use of Power Cores but they can turn the tide of a battle with their map altering properties. Battery In the "Battery" gametype, killing enemies gives the player currency. The player's currency is represented by an empty battery symbol on the HUD that gradually fills through kills. This currency can be used to purchase different weapons in different locations throughout the map. Different weapons have different costs. There is a per team limit of how many of each weapon can be in play at once. The on-map weapons would look like the vehicle holograms in Halo 4's Dominion gametype, not physically there until purchased by a player with sufficient currency. A blue holographic weapon means there is not too many of that weapon currently in play and players can buy it if they have the required currency. A red holographic weapon means there is too many of that weapon currently in play and players cannot buy it even if they have the required currency. Conduit The "Conduit" gametype is similar to Reach's "Neutral Flag Slayer" gametype in that it is a Slayer gametype but there is also a neutrally located objective on the map. The objective is not tied to scoring though; the only way to score is to kill enemies. When the objective is capped, the carrier and any teammates within a small radius of the capture point would receive a “perk”. One cap gives a faster reload, two caps gives a faster crouch walk speed, three caps gives increased explosive damage resistance, et cetera. The number of kills to win would be higher than traditional Slayer gametypes to give teams who capped objectives a longer period to reap the benefits of the rewards that they earned.
  2. The Gravity Bow is the Brute Sniper analog. Unlike traditional snipers, which are headshot capable and have a high magnification scope, the Gravity Bow has no scope and can kill with just one bodyshot. The Gravity Bow must be fully charged to fire and will automatically fire the instant it is fully charged. The projectile deals two shield layers worth of direct impact damage but no splash damage. In addition to damage, the Gravity Bow's projectiles also deliver a push back effect. Light and medium vehicles can be tipped over depending on where they are impacted. A movable object, like a crate, can be pushed back with enough force to splatter a player hiding behind it. There is no cooldown period after firing so the weapon can immediately begin charging as soon as the previous shot is fired. The projectile travels at a very fast speed.
  3. The Promethean Heavy Weapon is the "Z-type Energizing Micro Striker", or ZEμS. Each trigger pull causes an individual lightning bolt to strike down vertically from the sky to the ground. The lightning bolt cannot pass through a solid object, like the roof of a building, to reach the ground. While it deals no splash damage, each lightning strike strips one shield layer from a directly impacted player, so it kills a fully shielded player in two strikes. Similar to the Beam Rifle, this weapon overheats if fired too rapidly. Equipping this weapon replaces the user's traditional fixed depth 2D HUD reticle with a variable depth 3D targeting reticle that remains stuck to the ground at all times. As the user turns his view, the variable depth targeting reticle slides over the ground while always remaining centered in the middle of the screen (unless otherwise instructed by the user). Activating this weapon's optional Hardlight Mount removes the player's ability to move. Upon activation, the Hardlight Mount, a vertical shaft of hardlight, extends downward from the bottom of the weapon, staking itself into the ground like a traditional human monopod, changing the ZEμS from a mobile infantry weapon into an impromptu mounted turret. While the player is anchored in place, the movement thumbstick controls the placement of the targeting reticle within the bounds of the screen. In summary, the aiming thumbstick turns the user's view while the grounded targeting reticle always remains centered in the middle of the screen. The movement thumbstick, while the Hardlight Mount is active, can move the grounded targeting reticle away from the center of the screen but not past the edges of the screen. Tapping the trigger causes a single lightning bolt to strike from the sky down to the grounded targeting reticle.
  4. The Boltshot's charged shot fires a single projectile, a "Dark Energy Dart", that ignores a target's energy shield, passing right through without damaging it, while dealing just one hitpoint of headshot-capable damage to health. Because of these unique properties, a charged headshot can kill any player, regardless of his shield level. Even the mighty Overshield cannot protect a player from a lethal headshot because, in the eyes of the Dark Energy Dart, energy shields do not exist. The unusual characteristics of the Dark Energy Dart lead to two very different outcomes depending on shot placement. While a charged headshot is always lethal, a charged bodyshot does no damage to shields and virtually no damage to health, so it is essentially a missed shot. Similar to how the Dark Energy Dart does not see shields, it does not see bodies either, only heads. There is a minimum charge time required before the medium projectile speed Dark Energy Dart can be fired. The minimum charge time yields a projectile that begins rapidly dropping once past close range. The weapon can also be charged past the minimum charge time. The maximum charge time yields a projectile that begins gradually dropping once past medium range. The weapon will automatically fire a charged shot after a moment of being fully charged.
  5. The Promethean CQC Weapon is the Energy Whip. It is a melee weapon that can perform two unique attacks, each with a distinct range and area of effect. Tapping the Fire button performs a relatively long range whip strike in a small radius, cylindrical area of effect, similar to firing a shotgun slug. Tapping the Melee button performs a relatively short range whip strike in a flat, wide, triangular area of effect, similar to firing a sawn off shotgun. Each successful whip strike drains the target of one shield layer, so two whip strikes would kill a fully shielded player. Each successful whip strike instantly increases the user's shield level by one half a shield layer, as if he were stealing some of the energy drained from his target. Energy shield replenishment can only charge the user to a full default shield layer, not into Overshield layers. The Energy Whip is hitscan and fires immediately upon trigger pull. It is not headshot capable.
  6. The Brute Heavy Weapon is the "Spiked Assault Wheel", or SAW. It appears as a spherical gravitational-gyroscope contained within a wheel that has thick spikes protruding from the outer edge. Upon deployment, the user rolls the weapon forward, along the ground, removing it from his inventory. The rolling wheel never separates from the ground, regardless of angle or incline. If a vertical wall is impacted, the SAW climbs it at the same speed it rolls along the ground. Any impacted players or vehicles are instantly killed or destroyed without slowing the weapon's constant forward movement. Although the SAW does not take up one of the two standard weapon slots, it is dropped if the user attempts to switch weapons.
  7. The Promethean "Portal Projector" is a charge-then-fire turret that can temporarily create a pit-like portal on the ground. Any infantry or vehicles that fall into the pit are immediately killed or destroyed. While manning this turret, the user's traditional fixed depth 2D HUD reticle is replaced by a variable depth 3D targeting reticle that remains stuck to the ground at all times. As the user turns his view, the variable depth targeting reticle slides over the ground while always remaining centered in the middle of the screen (unless otherwise instructed by the user). The user can slide this turret's grounded targeting reticle away from the center of the screen by engaging the movement thumbstick. The user cannot slide the 3D targeting reticle beyond the edge of the screen. The portal's size, duration, and cooldown are all proportional to the charge time before firing. The minimum charge time yields a small radius, short duration portal with a short cooldown period after firing. The maximum charge time yields a large radius, long duration portal with a long cooldown period after firing. The weapon automatically fires upon reaching its maximum charge level. Once the minimum charge time is achieved, the circular targeting reticle will begin expanding, from small enough to only fit a single Spartan in to large enough to fit an entire Warthog in, indicating the size of the portal that will be created when the trigger is released. Like traditional turrets, the aiming thumbstick turns the player's view while the reticle remains centered in the middle of the screen. Unlike traditional turrets, the user can manually slide the flat, circular, grounded, variable depth, 3D targeting reticle away from the center of the screen by engaging the movement thumbstick.
  8. What kinds of grenades do you want to see included in Halo 5: Guardians? Here are the grenade types I want. Fragmentation Grenade -appears as a glowing gold sphere that whooshes in flight -medium projectile speed -minor projectile drop over distance once past close range -bounces off of hard surfaces including players and vehicles -timed fuse begins on impact -medium sized, spherical area of effect -damage gradient is highest at the center of the blast and lowest at the edges of the blast radius -maximum damage is equivalent to 1.0 shield layers -after detonation, a black dust cloud lingers in the blast radius for a moment -medium cooldown period between consecutive grenade throws -typically spawn in groups of two Plasma Grenade -appears as a glowing blue sphere that hisses in flight -medium projectile speed -moderate projectile drop over distance once past medium range -sticks to hard surfaces, including hard vertical surfaces, as well as players or vehicles -timed fuse begins on impact -narrow and long, cylindrical area of effect is projected perpendicularly outward from the impacted surface -cylindrical area of effect is comprised of two nested cylindrical damage-zones -entire inner cylinder deals a single static damage value -outer cylinder has a damage gradient that is highest at the grenade edge of the cylinder and lowest at the far edge of the cylinder -maximum damage is equivalent to 2.0 shield layers (1.25 inner cylinder + 0.75 outer cylinder) -after detonation, a blue haze lingers in the blast radius for a moment -medium cooldown period between consecutive grenade throws -typically spawn in groups of two Gravity Wave Generator -appears as a glowing purple cone that hums in flight -fast projectile speed -no projectile drop over distance -immediately detonates on impact with any hard surface including players or vehicles -thin and tall, prolate spheroidal area of effect -creates a momentary push back effect upon detonation in addition to dealing damage -direct impact deals a single static damage/push value plus the entire splash radius deals a single static damage/push value (full damage/push, splash damage/push, or no damage/push) -maximum damage is equivalent to 0.55 shield layers (0.275 direct impact + 0.275 splash) -briefly distorts directly impacted players' hearing -short cooldown period between consecutive grenade throws -typically spawn in groups of three Pulse Orb -appears as a glowing red sphere that wah-wahs in flight -slow projectile speed -major projectile drop over distance once past long range -bounces off of hard surfaces, including players and vehicles, before eventually coming to rest on a hard horizontal surface -manually detonated by the user (hold trigger to throw, release trigger to detonate) or will automatically detonate after some time -upon detonation, an emp blast is immediately followed by an incineration blast -large, spherical area of emp effect -emp damage gradient is highest at the center of the blast and lowest at the edges of the blast radius -very small, spherical area of incineration effect -entire incineration sphere deals a single static damage value -maximum damage is equivalent to 4.0 shield layers (2.0 emp + 2.0 incineration) -long cooldown period between consecutive grenade throws -emp blast briefly stuns impacted vehicles' movement for a static duration -a player killed, or a vehicle destroyed, by the incineration blast will immediately begin disintegrating -typically spawn in groups of one
  9. The Mantis is replaced by the Promethean Combat Capsule. Similar to the Prophet’s Gravity Throne, the Combat Capsule appears as a floating platform, upon which the operator sits surrounded by a protective bubble of hard light. The egg-shaped hard light bubble can be temporarily disabled, through damage or an EMP attack, leaving the exposed operator vulnerable to attack. The Combat Capsule can only be boarded once the protective hard light bubble is disabled but it can be boarded from any direction. Similar to Covenant hover tech, the Combat Capsule can quickly accelerate in any horizontal direction but its top speed is fairly slow. Unlike Covenant hover tech, the Combat Capsule hovers much higher, at approximately 1.5 Spartan heights off of the ground, allowing players and vehicles to pass underneath unhindered. Jump gives the capsule a momentary boost in altitude before coming back down to rest at the standard hover height. Crouch toggles between hovering at the standard hover height or at a low, close to the ground, hover height. Melee attack is disabled while crouching. Tapping melee causes a miniature Incineration Cannon style projectile to be fired straight down from the bottom of the floating platform. The splash damage radius is smaller than Halo 4′s Incineration Cannon but it still disintegrates infantry and destroys vehicles on contact. The vehicle operator is capable of simultaneously firing both an automatic, non headshot capable Sentinel Beam, by holding the left trigger, and a semi automatic, headshot capable Particle Beam by tapping the right trigger. The "overheat threshold", the point at which the weapons overheat, is higher than on standard infantry weapons but both the Combat Capsule's weapons, the Sentinel Beam and the Particle Beam, share one battery.
  10. http://myhalo.webs.com/ This how I would desgin a Halo game.
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