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RedStarRocket91

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Everything posted by RedStarRocket91

  1. I think about a month, though I wasn't playing heavily at the time.
  2. I'm sorry, I just couldn't resist! In seriousness, it's actually a very good style guide and I'd encourage everyone to familiarise themselves with it. I just happen to be a massive pedant with a warped sense of what constitutes irony.
  3. Oh dear, this should be 'and'! Whoops! This should be either 'too many a time' or 'too many times', as otherwise you're mixing up singular and plural! Also, it's either 'a' wall of text, which is singular and thus 'is' annoying to read, or it's the plural 'walls' of text, which of course 'are' annoying to read! Punctuation actually refers to more than just full stops: as you can see by the symbols I'm using here, it actually covers a whole range of ways to break up sentences - like this! Commas aren't needed unless they're breaking up lists or clauses, so it should just be 'unstructured walls' of text!
  4. It's tied to your gamertag for access permission, not as version data. You won't lose anything.
  5. Thank you very much to all 32 people who've downloaded Memoria so far! I hope you enjoy playing it as much as I enjoyed creating it, and that everyone else gets a chance to play it during the community playdates. As ever, any feedback is sincerely appreciated, although I won't be able to implement it until after the 'Heads Up' tournament is finished.

  6. So sort of like cops and robbers?
  7. As long as they have a 'cancel' system so that if the game starts performing an Assassination instead of a Beatdown even though you just wanted a quick kill you can cancel it, then I'll be happy.
  8. Anywhere but B just feels awkward for me, the bumper in particular just feels odd as Halo 3 is where I played most of my online games pre-Reach and it's now just synonymous in my mind with reload.
  9. I would quite like to see a 'Team Elimination' game mode, similar to 'Warzone' in the Gears of War series. There are no weapons on the map, but every loadout has strengths and weaknesses so that players have to work as a team in order to kill their opponents effectively. For example, Loadout 1 has an Assault Rifle, a Magnum, Frag Grenades and Sprint, so it's good all-round but without any particular strengths. Loadout 2 has a Plasma Pistol and Hologram so it can lower Shields quickly and find out if enemies are camping but needs support from other players, Loadout 3 has a Forerunner weapon which is bad against Shields but good against Health and Evade, and Loadout 4 would have a Carbine but no grenades or Armor Ability. There would be ammunition on the map but no weapon pickups, and there would be five rounds, each of three minutes. You get ten points for a kill and respawn at the start of the next round, and your team gets thirty bonus points if they wipe out the entire enemy team in a round, so there's an incentive not to camp. This would probably work best with five versus five players, and would take place on maps without vehicles.
  10. I think the bar in that image works the same as in Halo 3, i.e. you do have Health as well as Shields but you just can't see it. I do think any Forerunner weapons should be devastatingly powerful, and it would feel quite good from a gameplay perspective if you went up against a Forerunner with a whole platoon of marines and they got wiped out straight away because they don't have shields. The Chief would seem more badass in comparison, and Forerunner weapons should definitely seem like they're incredibly powerful. You would still need to destroy the Shield first to start damaging Health, it's just that once your Shield is down it would kill you much quicker than either Human or Covenant weapons.
  11. It's basically been confirmed now that Forerunner weapons will appear in Halo 4, and not just as Sentinel Beams. This got me thinking of how exactly they're meant to fit into the existing weapon sandbox. I don't mean as whether they'll have equivalents of the Pistol and Plasma Pistol or the Rocket Launcher and the Sniper Rifle, but how as a faction of weapons, they'll fit into the existing structures, given that Covenant weapons are also likely to make a return. By 'faction', I mean general characteristics of how that group's weapon work. While Covenant weapons are generally based on Plasma, UNSC weapons are based on Bullet. This matters because from a gameplay standpoint, Plasma does extra damage to Shields but reduced damage to Health, while Bullet does the same amount of damage to each. Obviously, there are exceptions. The Plasma Repeater, for example, does Bullet damage, while the Spiker in Reach, surprisingly, actually does Plasma damage even though it fires conventional projectiles. So, how will Forerunner weapons work? Well, this is where it gets interesting. What if their own weapons are the antithesis of Plasma weaponry, and actually deal reduced damage to Shields but bonus damage to Health? This is something that hasn't been tried before, and it certainly opens up a lot of possibilities for the weapon sandbox, as well as tactical options in-game. One player grabs a Plasma Rifle, another grabs a Forerunner Rifle. The first fires to destroy Shields very quickly, but would then normally have a very difficult time actually finishing off the enemy player. The latter would normally have a lot of difficulty in actually lowering the Shield to begin with, but in this case can finish off the enemy player in the blink of an eye. It would also make Campaign more interesting, as suddenly the player has to be a lot more aware of their Shield levels, as losing it outright is now much more deadly than previously, where Chief could lose his Shield and still have more than enough health to defeat the enemy. It also makes sense from a canon perspective too, as Forerunner weaponry is designed to fight the Flood, which is a purely biological target. What do you think?
  12. I actually don't think it matters whether or not armour pieces can be customised. It's nice enough, but if it were taken away I wouldn't really miss it. Again, unless you play Lone Wolves it doesn't actually make any difference how your armour is coloured, so I just don't really see the point of it. I'm not saying it shouldn't be there, just that I think it doesn't really add anything to the game.
  13. How would you feel about letting us keep our 'secondary' colours in matchmaking? Shoulder pads, helmet highlights, knee and shin guards, that sort of thing?
  14. It takes away from the whole run-and-gun aspects of Halo. I don't think that making Halo like CoD is a bad thing, I just think that there are already a lot of games that have ironsight aiming and that implementing it would make Halo a lot less unique and so less interesting. Plus it would ruin the sandbox as badly as CoD's. If I can hit someone across the entire map with my Assault Rifle, what's the point of going for a better weapon? You'd end up with a set of guns that all do pretty much the same thing. In short, I don't agree.
  15. I'm not really that fussed, to be honest. In most game modes players have their colours overwritten anyway, and besides, it's first-person so you can't even see it unless you're dead or driving, and in the latter it's obscured anyway. It just seems like an awful lot of processor power and memory space for very little reward.
  16. I think that provided the Battle Rifle's effective range is less than that of the DMR - and that it doesn't dominate automatic weaponry at close-quarters - having it as a spawn weapon wouldn't be such a problem. As long as it's balanced to fit into the sandbox properly, I don't really mind what we spawn with.
  17. Recoil is much better from a competitive standpoint, so I'd go with that. I liked the way it worked on the SMG in Halo 3, where you had a second or so before it actually kicked in. Skilled players could try to actively manage recoil, while newer players could burst fire instead. It gives a lot more control to the player and speeds up the pace of the game - definitely gets my vote!
  18. I don't even know why Friendly Fire is still enabled, to be honest. Most other FPS franchises have long since done away with it - I actually quite like the way CoD handles it in certain gametypes, where players actually get damaged themselves instead of any teammates who they shoot. It would be a lot better than the current system, and I really do feel sorry for you over this. Nothing's worse than getting booted over an accidental betrayal.
  19. Team Slayer uses exactly the same settings as the game did when it first came out. Super Slayer uses TU settings. TU settings, in a nutshell, decrease bloom, allow you to decrease how much time is left in someone using Armor Lock's energy bar by shooting them, and make Active Camouflage run out quicker while standing still.
  20. New playlist with TU Slayer, Team Slayer only uses vanilla settings these days.
  21. The Pistol is only more accurate in the TU playlists, it still does the same amount of damage.
  22. Have you actually been on the custom challenge section of Waypoint to turn them in? You have to do it manually, you don't just finish the challenge and automatically get the credits.
  23. Don't think there's anything there that I would disagree with. Good job, would definitely like to see this implemented!
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