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ForgeMonitor

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Everything posted by ForgeMonitor

  1. It is possible that there will be multiple UNSC aerial vehicles: the Falcon and the VTOL. Perhaps there will be new Covenant aerial vehicles as well--maybe a flying Spectre?
  2. You could probably build some nice caves under the plateau.
  3. It wasn't a fluke; they said in the Bulletin that the map was running ahead of schedule, and they wanted to get it out to us as soon as possible. I'm already thinking of building a swampy Slender map utilizing the awesome new trees and the ability to go knee-deep in the ocean. More creative ideas soon to follow.
  4. This armor ability would function similarly to Armor Lock, but instead of giving invincibility, it would reflect bullets directy back to the opponent. Notice how I said "bullets"; it would be possible to deal damage to the Reflex user by detonating explosives (grenades, Rockets, Scorpion blasts), meleeing, or splattering in a vehicle. Shields do not regenerate while Reflex is in use, and damage tolerance is lessened, so one grenade will finish the job. The balancing factor is the limitation on the control over Reflex; engaging the ability will commence a period of reflective capabilities for a fixed amount of time. Reflected bullets go back to the point at which they were fired. Rockets will only be effective when fired around the Reflex user; otherwise they will be reflected.
  5. You wanted trees; they gave us trees and gigantic rocks as well. That's what I gathered from the latest Bulletin. Also, Forge Islands might come sooner than you think. Slender Island, anyone?
  6. @Victory Element Then the DMR wouldn't have to be nerfed. Obviously a lot of people want a 4sk BR because that's what they're playing with at EGL.
  7. At Pax East 13, 343i announced Legendary Slayer, a combination of Infinity Slayer and Throwdown. I haven't seen any threads concerning it, so this one should keep the discussion going until the playlist's release in late-Spring/early-Summer. These are my suggestions and predictions: Load-out There will probably be just one load-out: AR/Magnum, Frags 2x, Thruster Pack/Hardlight Shield/Hologram ("pro" loadouts), and shielding. I hope there is shielding because it will speed up game-play; players will be able to get into the action faster, not waiting forever for their shields to recharge. World Ordnance: The usual (Rockets, Snipe, OS) but no random drops. Personal Ordnance: This is where it gets interesting; 343i also announced dedicated weapons tuning, which means that we can have a slightly nerfed starting AR, a buffed Carbine, a nerfed DMR, and the much-anticipated 4sk BR. POD options will be (in descending order of weight): BR/LR/DMR, Pulse grenades/Plasma Pistol/Boltshot, and PromoVision/Jetpack/Speed Boost. There are no power weapons in the PODs, so everything is balanced. The only power-up is Speed Boost, which is rare and stimulates map movement. These are just my predictions and suggestions. Since there are no rifles off spawn (short of the Carbine), players are encouraged to move around and are less hindered by rifle spamming. Since getting kills and earning PODs requires getting down and dirty with the AR, players can't just sit back and pick off opponents--well, they can, but they have to earn it first. I know that this game-type wouldn't be the classic (vanilla) Halo everyone enjoyed in Halo's past, but it actually has benefits. Halo 4 is a new game with new mechanics, and this is how it was meant to be played. See you in June.
  8. I think the Thruster Pack should have a variable charge. This means that holding the AA trigger down longer would propel you farther, like Evade in Reach. Alternately, you would be able to juke out your opponent by pressing the AA trigger multiple times in rapid succession.
  9. I'm not too sure about actual swimming, but it would be nice to see more interactive water in multiplayer maps, be it in waterfalls or streams.
  10. Now that I think of it, all I really want for the Campaign is the sound effects from Halo 2. The sound of a Ghost exploding or a Hunter firing its weapon...beautiful.
  11. There isn't much I disliked about the Flood, but some of the levels were rather boring and seemed almost non-linear. I like how they actually wield weapons; it sets them apart from generic zombies.
  12. I have an improved idea for the Autosentry: if you press the AA button, then it remains stationary and fires automatically; if you hold down the AA button, you can commandeer the sentry to get to a different spot or scout out another area. You wouldn't be able to control your Spartan whilst doing this.
  13. @Austin Pope It's the Reclaimer Trilogy. Master Chief is the Reclaimer; it's his story.
  14. It doesn't make too much sense...Spartan IVs are much too dense. Hey, see what I did there?
  15. @Victory Element The hologram would shoot at the opponent (Note: it would not do this independently, but when the player targets the enemy with his reticule) but deal no damage. Another option is the ability to direct and manipulate the hologram. This would work by holding down the armor ability button and pointing the hologram in the direction you want it to go, but only as long as the button is pressed and the AA charged. This is balanced because any player manipulating the hologram to a certain extent would be as distracted as the victims. There is also the possibility of having the hologram mimic the player's functions; it would shoot when you shoot and sprint when you sprint; this would add believability to the underused ability. It is balanced for the same stated reason.
  16. Maybe an upgraded Autosentry. You would pilot the sentry around within a certain radius. It would be great for scouting out areas; the damage wouldn't be that great. It would be like turning into a Forge monitor but with a laser! It would be balanced out by the factthat you have to surrender control of your Spartan to pilot the sentry.
  17. Nice ideas, but this belongs on the Halo 5 Forum.
  18. I miss Elite Slayer. Though we cannot play as Elites in Halo 4, I hope that 343 will bring back this amazing game-type. It would be a nice break from normal combat using the same weapons over and over because weapons like the Carbine and Storm Rifle don't stand a chance against their UNSC counterparts. Here's how I would set it up: Base game-type: Slayer (FFA) Player count: 12 Load-outs: Carbine; Storm Rifle (each has shielding to speed up game-play, as well as 1x Plasma grenade) World Ordnance: Needler, Concussion Rifle, Speed Boost, Damage Boost Personal Ordnance: Plasma Pistol; Plasma grenade (2x); Camo/Hologram/Jetpack Vehicles: Ghost (2x); Wraith (1x) You must be wondering why I included vehicles. Since the effective ranges on the Carbine and Storm Rifle are so short, it allows the game-type to be played on maps with longer sight-lines. Some maps I had in mind were Ragnarok, Harvest, and Longbow. The Castle maps would be excellent with this game-type, Perdition in particular. There are no AAs off spawn; this prevents players from camping in bases with Camo or Jetpacking excessively. Plasma Pistols are earned through Ordnance, which ensures that people will not repetitively try the n00b combo. It is imperative to call in that Peashooter when the Wraith spawns. This game-type could fit into Action Sack or be its own, providing a fresh new twist on classic modes. Also, would it be too much to ask if I wanted the player color to be forced purple?
  19. Or it could be a two hit kill scoped-out and a one-hit kill scoped in.
  20. I came up with an idea for a type of Grunt called a Sleeper. They wait until you pass by, and then they strike. This could easily work with the Flood and open up the doors for some awesome quick-time sequences.
  21. I don't have any ideas for new armor abilities other than Boomerang or Pulse, but I would like to see an improved Hologram. It would be great to trace the reticule over an enemy and watch the hologram engage it in battle. Anyone who has played Duke Nukem and used the Holoduke will know what I'm talking about. It should also jump over gaps to add believability. Also, wouldn't it be cool if the hologram could deploy a hologram, and then that one would deploy a hologram, and soon there would be hundreds of them...or not.
  22. @SM295 An area of effect EMP would be redundant because of the existing Power Drainer, which I suspect will return in a sense in an upgraded and less pointless Pulse grenade. Deploying the AOE EMP in itself would do more harm than good (for the wielder) because the act of deploying the AA would doubtless take time; not only would it EMP the user (assuming it works like the opposite of Regen Field), but anyone outside or inside the field would have the advantage. The Boomerang, on the other hand, while being completely balanced and not detrimental, allows the user to tactfully strip an enemy of his shields, but the risk associated is avoidable given a bit of skill.
  23. The ADS wouldn't allow headshots for automatic weapons. Even though they have visors and implants, I'm sure that ODSTs and Spartans would hold their weapon differently to control the recoil, as opposed to firing from the hip. The automatic weapons would not be given sights or scopes; they would just be held differently when the player zooms in.
  24. I'd like to see a map with a Gauss Hog pitted against a Mantis.
  25. This will be my second actually good Armor Ability idea (the first was the Pulse AA, which was appropriated and called Drop Surge). I have hundreds of ideas but only select the best to put on this forum. Anyway, Boomerang is a more inventive EMP AA. It operates similarly to the overcharged Plasma Pistol; after a short charge-up, it sends out a bolt that has minor tracking ability and can EMP players' shields and vehicles' weapons (not engines). The catch is that when it comes in contact with another player, it bounces back and homes in on you. If it hits you, then you will be EMPed. It's simple enough to dodge, just like an overcharged plasma bolt. You might be thinking that it is overpowered, but it's really not--the opponent has the same amount of time to react as you have, possibly even more. If the bolt hits a surface without coming in contact with an enemy player (goes through allies and friendly vehicles), it will bounce back to you and recharge the AA fully. It's great for CQ maps with lots of walls, but be carefully when firing at point-blank range--you will have little time to react. Leave your feedback below.
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