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I_Make_Big_Boom

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Posts posted by I_Make_Big_Boom

  1. I'll go on about multiple of my favorite things because I just can't decide on one. In no particular order:

     

     

    - Revenant:

    It's a whimsical little piece of crap. It's basically a mini Wraith, but without the downsides, and is very versatile. The only thing I think it lacks is turning speed, and firepower. Also, I think it was pretty broken in relation to the other vehicles.

     

    - Gauss Warthog:

    I haven't actually had any major experience with the Gauss Hog until I got into ElDewrito Version 0.6 in April. Like, I knew it was pretty powerful before, but the ElDewrito version is just too OP. It utterly wrecks everything, and is my go-to vehicle in Infection modes (me being the gunner primarily since I don't want potentially bad ping to sabotage my driving). If you're going solo, then of course the Gauss Hog is useless, but it becomes a terror of the battlefield when leveraging a squad. Also, you gotta be kinda precise when firing the thing, and missing can be a fatal error since there's a cooldown.

     

    - Elephant

    My favorite new feature of Halo 3 has to be the Elephant. It's just a weird concept: a slow af moving base that originally was only available in Sandtrap, but has since become a spawnable vehicle in ElDewrito. Unfortunately, the Elephant in this capacity has only appeared in Halo 3, and I haven't had much online MP experience with the vehicle, since the Halo 3 era was before my time. So naturally, it's because of ElDewrito that my love for the vehicle has finally come to fruition, like how it did for the Gauss Warthog. The Elephant is so unbelievably harebrained, and useless at first glance, but when you've actually got a good team it could become a force to be reckoned with.

     

    - Mammoth

    The Mammoth only appears in 1 mainline Halo game within Halo 4's Campaign, and only for 1 mission. You spend allot of the mission riding it, and trying not to die, and that's it. It's basically a Super Elephant: it's huge af, has a huge vehicle bay, is armed to the teeth, and riding it empowers you. It's a neat concept that unfortunately only appears in 1 Campaign mission. It needs to come back.

     
     
    Honorary vehicle just cus:
     

    - Vulture

    I only played Halo Wars 1, and thought it was an okay experience. I didn't walk away super impressed, but one thing stood out to me: the freaking Vulture. It may not be the best Unit in the game, but it's so ******* cool how it comes lumbering in, and unloads all it's got to overkill anything. It's over the top, and I love it.

     

    • Like 3
  2. Benjamin Giraud of HuntTheTruth fame.

     

    Keegan Michael Key's performance as Benjamin Giraud is why I love the character so much. He makes Ben very authentic, relatable, enthralling, and also extremely tragic. He didn't even know he was playing a game until midway through the story, and unfortunately for him that game was rigged from the start. It made his downfall all the more crushing as we would eventually learn that he never stood a chance. The kind of end he faced was essentially constructed like a Xanatos Gambit by ONI, which reinforced their sinister nature as a secret antagonist of the Halo series.

     

    Though, what's more tragic is that the character with the most character to trounce all characters combined in Halo 5 would never be in the game... It makes me think 343 or Microsoft didn't want Key showing up all the other actors, which makes it less likely that he'll return as Benjamin Giraud in the future. I still hope though.

     

     

     

     

     

    • Like 2
  3.  

    It's hard to narrow it down to just one, but I'll list my favourites from each game:

    • CE: Keyes. This level is chaotic but fun. You don't have any allies, so you get to destroy anything that moves. I like it more than Two Betrayals because it's easy enough to navigate, somewhat short, and the hardest enemies in the game make their debut. The atmosphere and the chaos tell you that :censored: has officially hit the fan in full force.
    • 2: Gravemind. This may be one of the hardest levels in the whole series, but it's a cinematic masterpiece. Like Keyes, the toughest enemies in the game make their debut here, and you witness the Covenant fall apart firsthand. There's no exposition, no cutscenes (I'm looking at you, Halo 5), you see the chaos unfold around you as you play the level. When the Covenant is fighting each other, you can let them duke it out, pick a side and kill the winner, or mow everything down yourself. Many people hate it because the first battle is excruciatingly painful, but my opinion of it hasn't been tarnished by trying it on Legendary... yet.
    • 3: The Ark. I can see why people love this level. You start out sniping enemies with a squad of ODSTs, and then you get to cruise through the desert on vehicles until the last quarter of the level. You can find more Fuel Rod Guns than you know what to do with, and have so many options in each encounter. Playing this level on Legendary is a blast, and it's even more satisfying when you're able to keep any ODSTs until the end.
    • ODST: Data Hive. It's an odd choice, but it's because of the story. Throughout the game, you learn what happened to your squad but don't really have a clear idea of what the mission was until you finish Kikowani Station. Then you hear Dare's SOS and fight off a squad of Brutes led by a Chieftain to descend into the Drone-riddled depths of New Mombasa. The eerie atmosphere and the culmination of your efforts have led to this and the effect is intoxicating.
    • Reach: New Alexandria. The level's mood and atmosphere send the message that humanity is losing and hope is lost. It's also pretty fun to fly the Falcon and shoot down hordes of Banshees and Phantoms with the chaingun, and the secrets scattered throughout the level are entertaining. If nothing else, I like this level because I can party with Grunts and Brutes in the nightclub.
    • 4: Reclaimer. You can do some pretty cool skips and there are almost no Prometheans you have to fight. It's one of the least painful missions in the game.
    • 5: The Covenant. This level is so much fun. You start with a Spartan Laser and- wait, you mean writing +2 on my Halo 3 disc doesn't count as Halo 5? Damn. Then I guess the winner is the Breaking, not because it has fun gameplay or a huge impact on the plot but simply because it has awesome music, pretty lights, and I got the achievement for beating it on Legendary without dying on my first try.

     

     

    I almost did this exact thing, but deleted the post lol. Looks like it's gonna be me too. Except this time, I don't have just 1 favorite mission from each Halo game...

     

    CE: The Library, The Maw

    - Everybody hates The Library, and I dunno what the **** they're on about. Mission's one of the best gauntlets, if not the best gauntlet in all of gaming. While Spark is there to guide you, he doesn't make any attempt to help you kill the Flood. So it's basically you versus the world here. It's desperate, hopeless, and iconic.

    - The Maw contains our very first Warthog Run, and is a fitting finale to Halo CE. Destroying the engines or whatever's not really my cup of tea, but everything after is high octane fun. 

     

    2: Outskirts & Metropolis, The Great Journey

    - I put Outskirts & Metropolis together since when I was a kid I would play them back to back all the time on my OG Xbox. Every day, all day. Its city combat, and leadup to defeating the Scarab was something I couldn't get over: even to this day. I mean, at the very start of Metropolis, you get a friggin tank meant to unload on a bridge of Covenant a-holes. Also, it's in these two missions that Johnson has some of his best, funniest quotes.

    - The Great Journey's a special mission for me too, but mostly only to get to the end to fight Tartarus, and hear the Mjolnir Mix Theme with Steve Vai in the credits. I'd play this entire mission just to hear the Mjolnir Mix, even though some parts of the mission I don't really like.

     

    3: The Storm, The Ark, The Covenant, Halo

    - The Storm's another thing I couldn't get over when I was like, 11 or 12. The ominous leadup to the Scarab fight is one of the best moments in all of Halo. What I really like about it too is that the fire from the Covenant cannon-thing in the background perfectly syncs with the background music. I only found out a few years ago that that cannon sound wasn't in OST for the mission, which feels so wrong. They had to have known, right?

    - Ah, The Ark... The opening Sniper thrash, everything getting blown away by the Forward Unto Dawn swooping in, the first Scorpion romp, cheesing the enemy-packed route to the Scarab by sliding down that huge metal incline directly to the Scorpions, the Scarab fight itself, the ******** Brute, the contest of strength against the Chieftain (though I always immediately tried to kill all the Brutes at that part)... There's allot going on here, bruh.

    - The Covenant is colossal, and is like 2 missions crammed together. The Hornet beatdown, infiltrating them towers against the 2 Chieftains, the freaking Flood, Scorpion curbstomping, maximum overdrive twin-Scarab throwdown in the Hornets (or on the ground if you're that awesome), the gauntlet to get to Truth past like the hundredth Chieftain in this ******* level, and the ol switcharoo by the Flood.

    - Halo... Yes. Killing that damned Spark is cathartic, yep. Getting the hell off of Halo is even more cathartic. It's basically orgasmic, just saying.

     

    ODST: NMPD HQ, Data Hive

    - Sniper combat on some tall-ass skyscrapers was something I never knew I needed in Halo, but we freaking got it. What really gets me about this level is the scenic view: it's pretty breathtaking.

    - Data Hive is like, secret agent cooler action with a large element of surprise. It has that Die Hard feeling where you're a lone wolf against the world in a cramped locale, and it's great. It's just a cozy, winter time level.

     

    Reach: Exodus & New Alexandria, Lone Wolf

    - I like Exodus & New Alexandria the same way I like Outskirts & Metropolis. While the Reach missions are harder to play together due to being like, 3 times bigger, I still prefer playing them together. Exodus has that secret agent-y feel like Data Hive, but in a city. New Alexandria takes the cake with that open-world Falcon flythrough.

    - Lone Wolf is a unique level where the level ends when you die, and it's fun to see how long you can last against an endless onslaught of Covenant. While this outcome is no less tragic, Noble Six going out in this way ensured he would never be forgotten.

     

    4: Shutdown

    - The story's a different story (HA), but I don't have much to say about Halo 4's gameplay... well, besides the fact that we got to pilot a freaking overpowered Pelican in Shutdown. That's great.

     

    5: Battle of Sunaion

    - Everything about this game's Campaign I already spoke about in sheer negativity, but if I had a favorite mission in 5 it would be Battle of Sunaion. The reason why is the blaring horns in the background, and the dark epicness of earthshattering conflict here. This was the thing I wanted to see out of Halo 5, but never saw it anywhere else. I mean, even in this mission we have to deal with bull**** like disabling stupid anti-air turrets, but I still like it because of that epic feel.

    • Like 3
  4. 1. Halo 3 Scarabs. I'm not gonna explain.

     

    2. Gravity Hammer Brute Chieftans, Halo 3/ODST style. They work because they have a personal, imposing presence like what you'd get from dinos in Jurassic Park. They don't give af what you're carrying, they will seek and destroy you wherever you're trying to hide, and will prolly end you in a single, destructive swing. Nothing of this caliber has been in Halo since 3/ODST.

     

    3. The Flood. The Covenant are uninspired and done to death, and the Prometheans are the same, but also exhausting in a bad way: despite only appearing in 2 mainline Halo games. Halo's take on zombies is unique, and fresh enough for me not to keep the fatigue I've gotten from the overdone zombie genre as of now.

    • Like 4
  5. They could put anyone in their place and nothing would change. The deciding factor is if they actually have depth instead of being one-note characters we don't care about. For me, the only things that are "redeemable" about Osiris are these:

    1. Buck, I guess.
    2. I only still care about Locke because of investment I had in the character pre-Halo 5, which was garnered with Nightfall, and the H2A special cutscenes. Mike Colter was switched out with the Ike fellow as a voice actor, and even though Ike sounds similar it's not the same. I don't think the mass bandwagon against Mike's voice was justified: I thought he sounded perfect, and unique. I do like Ike's voice, but the way he does it for Locke in 5 sounds run of the mill badass.
    3. The armor looks cool.

    That's it.

    • Like 3
  6. I stopped watching after Season 13 due to wanting to wait until Season 15 to get back in, but I still haven't done so even though Season 15 seems to be over.

     

    This is good since I like to binge-watch shows, and it'll give me some needed recreation.


    I want to rewatch it but stopped after one of the Halo 4 seasons. Hows the story now?

     

    I think the new Seasons are comparable in quality to everything pre-Season 11, but I think Halo 4's aesthetic, and some wonky injected animation (up until Season 13, anyway) holds the show back. I'm talking about Season 11, 12, and 13, and not 14 or 15 as I haven't seen those.

     

    Despite this, I think what the Chorus Trilogy had that wasn't really apparent before was an exploration of motives, and why people are doing what they do. The status quo is really shaken up in the new Seasons, and it's very apparent that the Reds & Blues are actually changing as characters: for the better even.

     

    It looked like they were winding up for something really good beyond Season 13, but I haven't watched after that so I don't really know. I only know that Season 14 is an entire Season dedicated to fleshing out backstories.

  7. Dont do this yet, the 0.6 update is coming real soon. Its a huge overhaul adding forge better than Halo Reach (in some ways better than Halo 5) dual wielding, equipment, armor abilities (customs only), weather effects, dynamic lights, as well as a million bug fixes. They've also added some crazy stuff like player scaling and skybox replacing. It's been in the works for 2 years now. You can keep up with the progress here: http://blog.eldewrito.com/

     

    I think releasing it close to E3 is a bad idea, so they'll prolly do it in April.

     

    Anyway, regarding 0.6, I believe there's a large chance a certain corporate entity will crack down on Halo Online because of it. They could bottleneck 0.6's release to be viral for only a day, severely impair ElDewrito's functionality, or ban it altogether. I only think scenarios like that could happen because 0.6 looks like the best version of a PC Halo ever made (trouncing Halo 5: Forge for PC), and that's bad for Microsoft.

     

    Though I may be expecting the worst when the reality is far from it. All I'm saying is that there's no way that Microsoft doesn't know about ElDewrito. Call me crazy, but I think they've got an agenda letting it live for this long.

  8. A change in the art style would be appreciated by me. After Halo Reach the art style has changed rather dramatically. That's to be expected since the advancement of technology allows for it. But for me Spartans just don't look human anymore. And that's something I really miss. Some of the simpler armour designs that we're gritty were my favorite. Now it seems that they have to add random shapes just to fit the asthetic of the rest of the game, even if it seems impractical. Also why is everything so darn shiny now?

     

    Maybe I'm just not the target audience anymore?also I don't really expect this to change but it's what I'd like.

     

    I agree, the style is far too detailed for what's necessary. However, it's Halo, Microsoft will use it as their graphics posterboy for eons regardless of sales. Still, the pipe dream would be a simpler style where my eyes don't bleed every time I look at every freaking object. Like you said as well, it feels like they don't know what to do with negative space. Since everything is hyper-detailed, any blank area would stand out like a sore thumb.

     

    Going against what would seem logical for Halo, I would prefer Halo 6 take a step back, and decrease the scale, similar to Resident Evil 7: Biohazard. If they can't do that for Halo 6 then they should make a spinoff similar to ODST, or Reach: anything to get us away from the galactic, comic book bullcrap they've been trying to spoonfeed us since Halo 4, which they completely derailed in 5. There's freaking nearly 20 years of lore they could use for this, and literally no-one's going to care if they don't do Halo 6. Any dead air between Halo 5 and 6 is good since that's more time for everyone to settle down, and actually be more open to a story continuing from 5.

    • Like 2
  9. It depends on the game due to differing weapon mechanics. If you asked me what my all-time go-to weapon was, it would be the Magnum from CE. The thing is practically its own arsenal.

     

    Overall though, I'd have to give it up to these two weapons which prove to be all-around good murder sticks: the Railgun and Rocket Launcher. I chose the Railgun over the Spartan Laser because the SL utilizes a targeting laser that makes it difficult to undertake stealth kills, and it tends to have less ammo than either the Railgun or Rocket Launcher.

     

     

    Railgun:

     

    Pros:

    • Has extremely fast projectile speed.
    • Can kill a single target, or multiple weak targets in 1 or 2 blasts.
    • Vehicles hit by a Railgun round are usually knocked over by the resulting blast.
    • The profile of the player holding the weapon is significantly less than the Rocket Launcher.

    Cons:

    • It's possible to kill oneself with the weapon, but an obstruction must be really close to the user.
    • You've got to have steady aim to hit anything with this, and a single round wasted could be a critical error.
    • Reloading, and charging animations are kinda slow.
    • When charging, the light from the barrel will give away that it's about to fire, and can be dodged if fast enough.
    • The charging SFX will give away that you're carrying it, but it's something that occurs for every weapon. An enemy player hearing it is also not much of an issue unless they can see you.
    • The number of rounds it carries is so-so, but this will not be a problem if you know what you're doing.
    • You better not let the enemy get this if you're killed while having a fully loaded Railgun.
    • The Railgun isn't as hard to obtain as the RL in modes where only a few of them spawn on the map, but it's still a very valuable asset to have.

     

    Rocket Launcher:

     

    Pros:

    • Blast radius is moderate, but can kill multiple targets: fully shielded or not. It's extremely good for clearing rooms of enemy campers.
    • It will critically damage any vehicle it fires at, and is one of the major terrors of the battlefield of Halo.
    • The RL, in this case the SPNKr, can carry 2 rounds instead of 1 like the Railgun.
    • The firing SFX is quick, and doesn't give away the weapon wielder too easily.

    Cons:

    • Due to the large blast radius, placing yourself closer to the epicenter of the blast can kill you. It's also really easy to betray teammates with this weapon, so one must handle it with care.
    • Projectile speed is slow at mid-long ranges, and can be dodged the further you're away from the RL user.
    • The thing is huge, and will extend the players model size to be more easily seen.
    • Reloading animation is moderately slow.
    • Even though the SFX is quick, and can be missed, once it's heard it's like an alarm is sounded: you're instantly made a primary target if someone knows you have this weapon.
    • Ammo capacity is generally better than the Railgun, but is still kinda small.
    • Missing a shot with a RL IS a critical error.
    • Even worse than the Railgun, letting the enemy have this weapon must not occur.
    • Letting an idiot handle the RL is like, the worst situation that could occur with this weapon. Using this gun to the fullest could turn the tide of the battle, and not doing so will decrease chances of winning.
    • When spawned, the RL is something everyone and their mother tries to get, so obtaining one is a rare occurrence outside of spawn-centric modes.
    • Like 3
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