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  1. My name is Michael but my gamer tag is BlueDroid SWAT you can just call me Blue. I'm excited for forge in Halo 5: Guardians and H2A in master chief collection. I have ideas for tools used for halo 5's forge and they would be so helpful to forgers! Anyway my favorite armor varient is Gungnir and I'm always looking for new pals to enjoy halo with. So if you want to be my friend inbox me first or leave a reply then send me a friend request on Xbox live. I own an Xbox one and Xbox 360 I'm also hoping to gain some new friends that will forge for H5G and H2A for master cheif collection. Thank you for reading and have a nice day.
  2. Hey guys! I'm the owner of TL Gaming, an exclusive Xbox One gaming community. We are trying to build our player base for Halo MCC (and ultimately Halo 5) before it releases. We are also recruiting for a couple of Leadership positions to help us start up this "division." We currently have a Battlefield, Destiny, and Minecraft Division, but are hoping to expand to Halo with you guys help! Our community offers a unique award systems which will allow you to grow and earn ranks, ribbons, and medals. We promise to better your online gaming experience and develop friendships during your stay To join us, or find out more about us, check us out at www.tlgaming.com //bigkabe
  3. Halo 5 Armour: Suggestions Hey everyone, i'd like to take a moment to propose some ideas and concepts for some halo 5 armour. Firstly i'd like to show everyone some concepts i have designed myself. (More may be added to the post) I am hoping to one day make it in the gaming industry and a pitcher and designer, what this armour originally was was armour that i am making for my own FPS game Pitch. Seeing as i am still in collage and maybe quite far from pitching a game, i may as well see if these armour are good enough for Halo. Interceptor: I drew this helmet freehand, The fashion i was trying to project with this helmet is Brutal, Heavily Armoured, Sleek and Technical. The purpose of wearers of this helmet would be to intercept enemies from primary objectives. This would be done in an all risk full brutality firefight. The heavy design and lack of a visor suggests a very technical nature of this gear. Ranger (Original name) Fine Liner Free Drawing: Fully Rendered: This helmet is by far one of my favorite concepts, sadly currently sharing the name of a current halo 4 helmet measures will have to be ensured to change this. This helmet is designed for rogue scouts that patrol of recon an area. The visor clearly shown wraps around the front and side of the helmet, giving well over 180 degrees puerperal vision. Another matter i would like to address is how th armour affects us. Halo armour has always just made our Spartans look pretty, i think it is time they got giving a use. Armour pieces should now be given designated statistics. My suggestion to these are as follows: Mobility / Weight: Damage Resistance: (Maybe more) These statistics show that armour should affect the player in terms of battle and mobility. It would create interesting ways in which players can play the game. Players should also have the ability to have a transparent visor, removed helmet, or removed armour pieces. Upon shooting places that armour was removed the player will take much more damage. Another suggestion i would like to make is to make sure that all armour is achievable. I loved the armour in Halo 4, but some armours are just too hard to get or completely unachievable. Examples: Stances: (Breach, Believe and Standoff) are all far too hard to get! They should be made much easier and should suit a play style instead of getting kills with a bunch of weapons. I have seen one person with Breach and one with believe. Standoff is just ridiculous, No gametypes have fuel rod cannons, beam rifles or gravity hammers even spawn! Sorry 343, but thats Crazy! Assault stance is achievable, but still far to hard. Armour: Vanguard, Protector (Skin), Commando, are just out of the question ridiculous. I have never seen anyone with these armours. And disappointingly there are my favorites. They would take bare months to achieve. A set of armour that requires a designated goal should only take a bare maximum of 8 Solid gameplay hours to achieve. (If i could make a suggestion, It shouldn't require the "Master" level on a commendation. I feel that the level master is very fair, but you shouldn't be required to reach it for all armours. Visors: Verdant was very hard to get and far too enduring. I feel if it was lowed by at least half it would be fair. I forget the name of it but the red visor requiring avenger medals is very hard. The message i am trying to get across here (And i definitely don't blame 343, it was their first game and they wouldn't have known how it would go down) but now they know (: so c'mon 343! One last thing that isn't entirely relevant. I Don't think all specializations should be available for unlock straight away, some should be restricted until you have done more, per say, completed a number of specializations. I hope you enjoyed my ideas. Thank you for reading! (:
  4. Every Argument for Sprint, Countered The purpose of this thread is not to explain why sprint is bad in Halo, but to counter all of the arguments that are put forward in favour of sprint. I understand this is a long read, but I don't expect anyone to read it all. Instead, treat this like a list of arguments and counters that you can visit at any time if for any reason you struggle to put them into your own words... Argument 1: "it speeds up gameplay" Counter: no, it doesn't. Gameplay is as fast as developers intend for it to be, and the average map size in Halo 4 is increased to accommodate sprint. It doesn't take any longer to traverse the average map in Halos 1, 2 or 3 than it does in Halo 4. Also, with regard to the amount of time it takes to travel across maps in Halo, there is nothing that needs to be fixed. If you don't like taking the time to move across maps in Halo, to the point that you think a fundamental part of the way Halo plays needs to be changed just so you can travel a bit faster, then Halo might simply not be the game for you. Inevitable response: "Um, no. I'm pretty sure that sprinting across Haven is faster than walking across Haven" Counter: ah, but you've already misunderstood the argument. The argument is not that sprinting across Haven is no faster than walking across Haven, the argument is that sprinting across the average map on Halo 4 is no faster than moving (at top speed) across the average map in Halo 1, 2 and 3 where the maps are smaller to accommodate a lack of sprint. Argument 2: "but Halo feels slow without it" Counter: firstly, as pointed out above, if you don't like the way Halo feels without sprint, then Halo simply wasn't the game for you. Other people were absolutely fine with it, and not only were they fine with it, they actually appreciated it. Secondly, the only reason you think Halo feels slow without sprint is because there is an illusion of speed that is created when running in bursts, even though you aren't necessarily getting anywhere faster. A person who sprints at 20 miles an hour from one side to the other in a 30 meter room will almost certainly feel like they're going faster than if they were to run at 10 miles an hour from one side to the other in a room that is half the size. There is no decrease in travel time, yet an illusion of speed is created because you are moving past your sorroundings faster. The human brain is more sensitive to immediate differences in speed than it is to differences in time that happen over longer periods; periods of time such as those experienced when traversing maps in Halo. Putting aside for a moment that it isn't actually necessary to make traversing maps faster in future titles, as that is not something that ever needed "fixing", I should mention that there is a much more appropriate way to increase the feeling of speed that you experience when moving around, and that is by doing any combination of these 4 things: 1) Decrease the average map size. This would mean less travel time, which is the effect that most sprint fans claim is a desirable impact of sprint on the game. 2) Increase base speed. This would mean less travel time AND it would mean that you were moving faster relative to your sorroundings - one of the main reasons sprint gives an illusion of speed. 3) Increase field of view. An increased field of view gives the illusion of speed as it gives the impression that you are moving past your sorroundings faster than if you had a lower field of view. Keeping in mind that these demonstrations often show both sides of the extreme in order to magnify the effect, see any one of these videos for demonstration: 4) Through the use of vehicles, teleporters and man cannons on larger maps. By giving players more vehicles that are only effective for travelling, such as the Mongoose, you give them the means to travel across larger maps if they don't feel like travelling on foot. Inevitable response: "but I can't shoot while I'm on a Mongoose. I want to be able to move and shoot at the same time!" Counter: isn't it funny then that you are arguing for sprint - a feature that completely takes away from your ability to shoot while moving at top speed - by saying that vehicles aren't good enough because you can't shoot while using them? Inevitable response: "but I can't stop and shoot right away if I'm in a Mongoose. I would have to stop and get out of it" Counter: that's the trade-off that you experience when using vehicles. If you could simply drive a vehicle and then instantly get out and start shooting with only a slight delay, then you would not really be experiencing any draw-backs to using something that puts you at such an easy advantage. The Mongoose gets you across the maps in much less time than if you were simply to travel on foot, which means possibly (and likely) getting to advantageous spots/weapons/power-ups than those who didn't travel by vehicle. Not being able to shoot straight away after getting out is a tiny price to pay for having such a decrease in travel time. Argument 3: "I'm a super soldier in a sci-fi future - I should be able to sprint" Counter: firstly, as far as gameplay goes, gameplay is more important than canon. I mean, it sounds real obvious when I say it like that, but there are still many who use the 'I'm supposed to be a super soldier' argument. Why are we not able to go prone? Why are we not able to aim down sights (yes, it would be possible even though there is a smart link system)? Why are we not able to put our enemies in a rear naked choke? Why are we not able to cook grenades? Why are we not able to throw our knives? Why are we not able to kick? Why are we not able to wrestle? There are any number of things that spartans "should" be able to do as far as canon goes, but we can't do them as far as gameplay goes because many of them just simply wouldn't fit with what Halo is about. Sprint is no different. If people were genuinely concerned about gameplay not completely reflecting canon, then they would all be complaining about all of the things that we can't do in-game, but they simply don't. Secondly, if we were actually to go by canon, then we would be able to sprint at much faster speeds without having to stop after 5 seconds. Also, we would be able to do this while aiming and shooting accurately. The smart-link system doesn't simply shut down once a spartan decides to sprint, nor do a spartans arms decide to suddenly lose the ability to raise. For examples of spartans sprinting and shooting, see Forward unto Dawn, Halo Legends: The Package, The Thursday War (Naomi), and any other examples that may I have forgotten. Argument 4: "every game has sprint these days" Counter: this doesn't come close to being a valid argument. There is no requirement that every game needs to be the same. Variety and uniqueness are far more valuable than monotony and lack of variety. If you simply can't stand the idea of ever playing a game that doesn't include sprint, then the answer is simply to only play those games that do. It certainly doesn't mean that every game should sacrifice its own way of doing things simply so that you don't personally have to worry about there being games that don't cater 100% to your tastes. Also, the 'every game has sprint these days' argument falls into two categories. One is the 'appeal to novelty', which is the false assertion that when something is new or modern, it is automatically good. This of course is untrue. The other is the 'argument by consensus', which is the false assertion that when something is popular or common, therefore it is good. This of course is also untrue. Whether or not every other game today has sprint has no bearing on whether or not sprint works for Halo. It is completely unrelated. Argument 5: "most people like sprint, therefore it should be in the game" Counter: firstly, once you make such a claim, the onus is on you to provide evidence, yet based on the information we have available to us that might give us a clue as to how fans might feel about sprint, there is no logical pathway that would lead to a belief that most Halo fans do like sprint. The information we do have available to us is the fan feedback on various websites such as Halowaypoint, unofficial Halo sites, game websites and YouTube videos and comments. Unless you are going to go through a very large amount of the feedback in all of these different sites, and then put it together in a way which is shown to be non-biased, then you will struggle to find sufficient evidence to suggest that sprint is favoured by most fans. What I will say is that when fans were polled on Halowaypoint about their views on sprint and flinch, more people said that they don't like sprint in Halo. Now this doesn't prove anything as far as whether or not most Halo fans like sprint, but it certainly doesn't sit well with the assertion that most people do like sprint. To see the poll, click this link: https://forums.halowaypoint.com/yaf_postst211131_Should-Sprint-Flinch-stay-in-the-Halo-series.aspx Argument 6: "games can't compete today without sprint" Counter: as with the previous argument, when making such a claim, the onus is on you to provide evidence to support that claim. We haven't had a modern Halo game without sprint in recent years, so therefore we cannot draw any conclusions as to whether or not Halo would survive today without sprint. What we can see is that Halo hasn't done so well with sprint, and one of the most common reasons that is suggested in feedback by fans who dislike Halo 4 is that they don't like sprint in Halo. This would indicate a strong likelihood that Halo 4 would have done better to some degree (perhaps only slightly better) if it did not base itself around default sprint. It certainly doesn't prove such a thing, but it is an indication. Argument 7: "you're just scared of change. You want every Halo game to be exactly the same" Counter: this particular argument finds itself guilty of being a 'straw-man' argument. There is no logical pathway from seeing a person say they dislike sprint (or any other feature) to assuming they are scared of or against all possible change. There is no logical pathway from seeing a person say they dislike sprint (or any other feature) to assuming that they want every Halo game to be exactly the same. The only way you can possibly claim that a person is scared of change is if they literally utter the words: 'I'm scared of change'. For example, if you were to ask me to make you a pizza, but to put some different toppings on from the last time you ate pizza, and then I went and made a pizza with slugs, grass, mouldy apples and hair from the bathroom sink, you would likely reject the pizza. It's highly likely that you would tell me I had done a horrible job of deciding on what kind of pizza to make you. Now, would it make sense for me to then say: "wow, so you hate pizza toppings? I can only assume that you are scared of change. You just can't move on from the days when margherita was your favourite pizza. You'll never be pleased"? Most people would know that such an assumption would be a logical fallacy, however, people are very selective with when they apply every day logic, and if the 'you're scared of change' argument happens to help their own argument, then they'll gladly abandon any semblance of logic. That's where this whole argument stems from, and it is quite simply ineffective when it comes to demonstrating that sprint is a good thing for Halo. Argument 8: "I enjoy sprint, and that's all that matters" Counter: simply untrue. Any possible feature that you can imagine, no matter how terrible, has the potential to be "enjoyed" by someone out there. I think most people would agree that having Rockets and Incineration cannons as loadout options would simply be bad for Halo gameplay, yet those additions would likely be enjoyable to someone somewhere. Following the 'I enjoy it, so it's right' logic, Rockets and Incineration cannons absolutely SHOULD be loadouts options. Why? Because they have the potential to be liked. How about a perk that grants invincibility, and a second perk that allows all your weapons to shoot Rockets that kill anyone within 10 meters? There could be people out there who would enjoy such things, but I don't think many people would disagree that these things shouldn't be added simply on the basis that some might find the additions enjoyable. Sprint is no different. Whether or not we like sprint as individuals is actually incidental and is irrelevant to whether or not it should be in the game. What matters is whether or not it fits with what Halo is fundamentally about when it comes to gameplay - sprint does not. Argument 9: "if someone runs away from you, you have sprint too, so you can just chase them" Counter: there are two things here which you are assuming are part of the problem for people who don't like sprint, which are actually not part of the problem at all. 1) The assumption that non-sprint fans think players running away is bad. This is a false assumption. Players running away from encounters they're losing is completely understandable and completely viable. 2) The assumption that non-sprint fans somehow don't realise that they can chase the player that is running away. This is false; non-sprint fans haven't suddenly forgotten that they have the ability to move in Halo. The real problem is that the game grants an unfair and unearned advantage to players who decide to run away from encounters. This advantage comes in the form of lowered weapons. The objective of a player who runs away is to get to safety and allow their shields to recharge. The objective of a chasing player is to keep up with the escapee and to continue to shoot them so that the escapee's shields don't recharge. In Halos 1, 2 and 3, the chaser could simply run at the same speed as the escapee and continue shooting at the same time. However, this abiltiy is not granted in Halo 4 as the chaser has to sacrifice his/her ability to shoot in order to simply keep up with the escapee. This nullifies the chase to begin with, because the point of chasing a player who you were in the middle of killing is to kill them before their shields recharge, thus finishing the encounter. Inevitable response: "but they aren't going to not run away are they? That would be dumb"Counter: again, >> running away isn't the problem, << the problem is that the person who runs away after performing worse than their enemy is granted a free advantage in the form of lowered weapons. They simply do not need raised weapons to accomplish the goal of running away, whereas the chaser needs raised weapons in order to chase at the same speed AND have the ability to shoot. Inevitable response: "but why should the chaser have the ability to shoot? Who says they deserve it?" Counter: firstly, because that's a large part of what made Halo play the way it did ona fundamental level historically. Secondly, because they put themselves in the situation of being on top by actually playing better than their opponent; they out-played that person, and therefore have earned the position of being in the likely place of winning the encounter. The person who is losing the encounter should now have to put himself back on top in the face of being in a disadvantageous position. This means that while they are fighting to get back on top (whether it's by running or fighting), they should have to do it by putting themselves there through work, as opposed to pressing a button which gives them an automatic advantage. After all, the player who out-played them to begin with didn't get there by being granted an automatic advantage. They got there in the face of equal opportunity through various skills such as good positioning, fast reactions, good strafing, good shooting etc. Argument 10: "sprint makes the game more immersive" Counter: let's first make sure we're clear on the definition of immersive. When something is immersive, that means it provides information or stimulation for a number of senses. In this particular case, the sense we are talking about is sight. The claim is that sprint makes you feel more like you're in the game due to running in bursts (as the average human would do in real life), and therefore should be in the game. Firstly, immersion is not actually a top priority as far as gameplay goes. It is something that should be sought after so long as more important factors, such as balance, are not disrupted in the process. Sprint is an example of "immersion" that does have several harmful effects on the gameplay itself, and therefore is not an appropriate addition simply for the sake of "immersing" the player. Secondly, if immersion means making you, a normal human being, feel more like you're moving around in the world itself in the same way that you would be capable of, then immersion is not appropriate in that sense. You are playing as a spartan who, as pointed out earlier, have been shown in the canon to be able to sprint at speeds far faster than you or I are capable of, while aiming and shooting accurately and without having to stop after 5 seconds. True immersion in the sense of making us feel like spartans from the Halo universe would mean making us move around the world in the way that they would be capable of, and in the process, sprint and lowered weapons would simply be abandoned. As with the canon argument, if you really truly believe that "immersion" is a priority in a game, then you'll actually be against sprint and lowered weapons. Argument 11: "it helps me get into battle faster" Counter: as we discussed earlier, maps have been stretched to accommodate sprint. That means that on the maps in Halo 4, the average time between you and "battle" at spawn is no different than the average time between you and "battle" at spawn in Halo 1, 2 or 3. Also, there was no fault in how fast you were able to get into battle in Halos 1, 2 and 3. The time it took was the time that was intended, and there was nothing broken about that. If you didn't like that, then Halo might not have been for you. Argument 12: "it helps me get to my teammates faster so I can help them out" Counter: as above, maps have been stretched to accommodate sprint. That means that on the maps in Halo 4, the average time you spawn from your teammates is no different than the average time you spawn from your teammates in Halos 1, 2 or 3. Therefore, you simply do not get to your teammates any faster. Argument 13: "it adds an element of excitement and franticness" Counter: First of all, there was no lack of excitement in previous Halo games for the people that liked the gameplay that they were built upon. As mentioned in an earlier part of this post, Halo doesn't need to change fundamentally - alienating many who appreciated the original core gameplay - just to please people who aren't already into the franchise. Secondly, any number of things could add a sense of excitement, adrenaline and franticness; things such as giving all players Rockets and perks that get rid of the need to reload. However, these things come with draw-backs, and therefore are not appropriate gameplay additions. Sprint is no different. Argument 14: "it's annoying to switch from one shooter to another and having to get used to no sprint" Counter: any number of differences in gameplay and button layouts between games could be annoying, but variety and gameplay are far more important than consistency between different game franchises. The slight inconvenience of having to get used to different gameplay for different games is nothing compared to the inconvenience of all games in each genre being the same in every way, and at the expense of quality gameplay, just so that some people don't have to learn to get used to the differences when they switch between games. Many games have the ability to go prone and aim down sights, but we don't say that Halo absolutely has to have those in order to be consistent with other games. Halo playing like Halo and working as a whole from a gameplay perspective is far more important than Halo not being inconvenient to switch to will ever be. ... The Big Question You might be thinking: "so why on Earth do people like sprint?" Well, there are 3 legitimate reasons that people like sprint in Halo: 1) As we discussed earlier on, it gives the illusion of speed. Some people genuinely enjoy the illusion, and it's completely understandable. However, the negative impact on gameplay is far more important than the intangible illusion of traversing maps slower without sprint. 2) It's slightly more convenient to move between shooters that all have the same or similar mechanics. 3) It's another defensive ability which makes the game easier. We've all heard this referred to as the 'get out of jail free card'. And as we discussed earlier, it allows players to run away more easily from encounters they are losing, which means they don't have to stay and fight it out as often. Some people find these types of defensive capabilities - which make playing the game require less skill and thought - to be enjoyable. That's not something I would personally criticize, but it is something that is objectively bad for deciding on how the core gameplay of Halo is built, as those are not the principles Halo's core gameplay was originally built around or known for. Please feel free to let me know if you disagree with anything, and please feel free to share with people the arguments you find in this thread if you can't seem to put them into words. Thanks for reading.
  5. I think 343 should include a RTS/FPS hybrid game mode. When I play Halo wars I always look at my three Spartans in the field and think "Wow, I really wish I could choose to play that character in first person." Imagine playing Halo wars and having a team of six spartans on the field which are all human players and when you select them and give them a command, it appears as a waypoint or an objective marker on their screen, giving them the distance to their objective and the details of the objective JUST LIKE IN A CAMPAIGN MISSION! If done properly, this game mode would seem like an entire unique campaign each match. I think the best way to do this would be to treat the firebase as a vehicle that the commander can operate from within or exit and fight as a spartan in first-person view; this allows even the person commanding armies to still have their personalized character in the match. If you want to get carried away allow players to be the captains of ships and make the map the size of whole galaxy with landmarks such as planets Earth, Harvest, Reach as well as High charity and all of the locations visited in all of the Halo Games prior.
  6. Since halo reach halo has been on the downfall in the competitive scene, Halo was the birth of everything that started online game play. If 343 wants to be respected they need to bring halo back to MLG. Bottom line. We need dedicated servers for online play, All playlists. We need battle rifle start no assault riffle, We need less OP weapons, We need a level playing field, Mirrored maps for less spawning uphill advantage, No armor abilities, And no sprinting. If 343 just builds the Halo 5 game around halo 2 and halo 3 (more so H2) then 343 will have a mass multiplier game that will dominate MLG and every Xbox one connected to XBL. Halo started all this on XBL, Dont let it die 343
  7. I see this posted pretty much everywhere: "Halo needs to go back to its roots. Take out sprint and armor abilities." I don't really want to argue about whether or not sprint should be in the game because I mostly think it's a really dumb argument. It's more realistic to sprint and to some having more realism is more important than having the type of gameplay we did without sprint. There is no right answer once again it's just people's opinion. Armor abilties however...I don't like their current implementation either but I believe they have a place in the game. A core gameplay element of Halo has been racing to weapons/power-ups on the map. I'm not sure if Halo started this kind of gameplay but I know that games even today adapt this mechanic (battlefield 4). It's a really fun and rewarding mechanic. Whether or not Halo started this mechanic I would argue that it is essential to Halo, just like no ADS. Having no ADS may seem stupid and to be honest it kind of is but without it I believe the way Halo plays would just change too much. Besides the spartan's have H.U.D which allows them to hipfire accuratley with the center reticle. I think that armor abilties should be in the game but I think that they should be severley limited compared to their current frequency. I think that 1, 2 at most armor abilities should be pick-up-able objects on the map. This way you can give armor abilties more purpose by making them essential to finding power weapons/items. For example a Banshee may only be accessable by a jet-pack. I think the issue with armor abilties is their frequency. It sucks to have to be constantly shooting desperatley upwards at people who don't know how to use jetpacks stuck miles in the sky spraying their assault rifles down at you while the rest of the team is wreslting you from behind with armor lock or zipping around you with evade. It's just a ******* mess. I don't want multiplayer to be a mess. How do you clean it up? Limit the crazy **** that players can do and give each crazy thing a clearly defined purpose. I admire 343i's effort to take multiplayer to the next level. However, giving players a bunch of crazy abilties that they can spam doesn't help making the game more fun to play. It just makes it a giant mess as I said above. So, we can have armor abilties....just make them infrequent and pick-up-able on the map. Thoughts?
  8. I_Make_Big_Boom

    Durandal

    From the album: Tacos and what not

    This is the graphic of mine that was Featured on the Fan Art Focus on Waypoint last March.

    © @joe_winfree on Instagram, Self Destruct / SelfDestruct217

  9. Disclaimer these are no gameplay adjustments, only visual adjustments. I love Halo (me joinging this forum is exhibit A) But there are some things which could bring more immersion into the game. As we all know Halo has a really great first person view, you can see your legs, arms, armor etc. But as we all know the FPS perspective is a different model than your third person model. I suggest just one model, even Duke Nukem forever had this and somehow it's really immersive. The other thing is damage, I would love to see the impact my weapons make on enemies and not just on walls. Not huge gory guts and such, but the amoudn of blood in CEA was just right. give them some blood textures on their bodies (marines have this in Halo 3 but the textures are static.) Other things include battledamage, I would love to see my by spartan getting damaged up and still fighting. If anyone else got some Ideas on effects and such. Please comment below. See you on the battlefield.
  10. I think that Halo 5 should be for the Xbox 360. Who agrees with me?
  11. 343i has stated that there will be dedicated servers , so look there are larger maps , more players and maybe more vehicles and weapons. Start the Campaign : Only to say that it will be amazing ... I trust 343i multiplayer: As mentioned earlier a variety of weapons , armor abilities , vehicles, larger maps . (but much larger ) Forge : More maps forge, more items to put on, budget and number of objects that you can insert very very large ( very large ), ability to save favorites in a section of a whole structure in edit mode created by ourselves so you do not spend time recreate it. Finally the icing on the cake ... moving parts , for example we operate a computer that allows you to open a door ( 343i I hope I can improve it special because I could not define it well). Here's my wish list. PS: I know that this is not the site of 343i , but I thought it was a good thing to post a wish list .
  12. Here is a video i made! please check it out, like and subscribe
  13. Please 343 industries bring back freelancer armor best halo armor out there it was AWESOME in halo 3 when i put it on i feel like a bad ass
  14. TL;DR - In think that the new forerunner weapons in Halo 4 weren't interesting and were just laser/energy versions of the human weapons. The incineration cannon was interesting and the scattershot was different but I hope that Halo 5 can offer some new, creative and iconic weapons. So yeah. I didn't like the forerunner weapons in Halo 4. Some of them were fun to use like the incineration cannon but none of them turned out to be iconic like the needler. My hope is that we get a lot of new creative and iconic weapons in Halo 5. I'm not saying it's easy to come up with iconic weapons I'm just saying 343 shouldn't hire any more designers who worked on the TRON movie. Most of the forerunner weapons are essentially laser gun versions of the human weapons. This in my eyes is lazy. To be honest the names for these weapons are pretty bad too (boltshot, scattershot....???!!). Halo Reach, the last game that Bungie worked on, had some nice examples of creative weapons. The grenade launcher (pro pipe), plasma launcher, the DMR (sem-auto rifle isn't necessarily inventive, but it was for Halo and developing 'bloom' was for sure a challenge), and the needle rifle. I love how the needle rifle richoches off of almost everything. The grenade launcher from Reach being by far the most creative edition of the game. It's like Bungie took the noob tube from CoD and made it into a viable thing to use in multiplayer that is actually fair and versatile. Truly brilliant m8. What do you guys think? Here are some of my ideas for what could have been interesting weapons: 1. Some version of an EMP type weapon/launcher. Kind of does something similar to a pulse grenade except more easy to use and powerful. How about an automaic weapon that shoots rounds which easily deplete shields? Plasma weapons sort of already do this but it could be a power weapon that is similar to this from crysis: http://crysis.wikia.com/wiki/K-Volt I can see a weapon like this being huge in competitive play. One guy in the front pushing forward and spraying out shield depleting blasts while the rest of the team picks the enemy off from behind him/her. 2. Damage over time weapons. Come on, we're talking about forerunners here I'm sure they can do better than laser/heat-based weapons. How about biological weapons that kill you over time? I feel it would be super cool to have some sort of forerunner sub-machine gun, like the supressor but more accurate, which shoots out rounds that go straight into the opponents health. It would be a power weapon of course. But instead of making it sound like a gun the rounds would have to look, feel and fire a lot more interestingly. I know that's vague but....yeah. So when you hear this gun basically you run or kill the guy weilding it from a distance. It would be very distinct. 3. Some sort of a gun that moves physical objects. Ok we have the gravity hammer, what's the next step? How about some sort of a device which can latch onto a vehicle or object and the player can use the analog buttons to toss it into something, or hit a button to push the object forward. Some sort of a splatter machine. If you tried to move a player, instead of being able to throw the player like a ragdoll (would be super annoying) it would just deplete some/all of the player's shields instead. The amount of time that would be allocated to you in order to move the object between picking it up and letting it go would be very short. Just a second or a second and a half. So you could latch onto something and toss it right after. Would make it less over-powered that way. 4. A complete killing machine. The incerineration cannon is powerful, same with the binary rifle. However neither of these weapons quite live up to what I imagined forerunner weapons to be like. I don't think anything 343i created came close. I believe it would have been possible and it is possible to implement a forerunner power weapon that is rare to find on maps, hard to use but totally iconic and satisfying to get kills with. Something OP but with very limited use. It would shoot out multiple flying arcs of energy....That crack and richoche on surfaces. Basically a gun that could shoot lightning out of it, forerunner style. The lightning would kill anyone in impact but it would be quite hard to control when fired in a general direction. The bolt of lightning would last about 1-1.5 seconds allowing the player to subtley drag it to his target. the lightning would arc off of the target and damage other things, without killing them. So basically a spartan laser that shoots out an uncontrolled lightning blast instead of a focused beam with a small splash damage radius...or A HUGE splash damage radius. Obviously it wouldn't be EXACTLY lightning but the blast would just look like it. I'm totally going to draw a picture of this and post it later.
  15. I just wrote an article on how Halo:Initiation ties into the halo 5 story.
  16. Welcome all to the 33rd 343i Weekly Community Poll! Last week's Community Poll asked if you felt like Dominion should return in Halo 5, here are the results of that poll! Now onto this week's community poll! There has been a tremendous amount of speculation circulating the Halo community since 343 Industries gave us a glimpse into Halo 5: Guardians with some teaser art. I want to add even more speculation to our members' quickly growing theories about Halo 5 with this week's Community Poll! Has the ONI Spartan emerged to assist Master Chief or does he have other ambitions? Be sure to leave your thoughts on the recently released teaser art above along with your vote here. VOTING DEADLINE: 5-26-14 @ 6:00 AM EST Thanks for participating in this week's Community Poll! See y'all next week! Have a question, complaint, or suggestion pertaining to the Poll? Message BZ1
  17. Welcome all to the 33rd 343i Weekly Community Poll! Last week's Community Poll asked if you felt like Dominion should return in Halo 5, here are the results of that poll! Now onto this week's community poll! There has been a tremendous amount of speculation circulating the Halo community since 343 Industries gave us a glimpse into Halo 5: Guardians with some teaser art. I want to add even more speculation to our members' quickly growing theories about Halo 5 with this week's Community Poll! Has the ONI Spartan emerged to assist Master Chief or does he have other ambitions? Be sure to leave your thoughts on the recently released teaser art above along with your vote in the comments below. VOTING DEADLINE: 5-26-14 @ 6:00 AM EST Thanks for participating in this week's Community Poll! See y'all next week! Have a question, complaint, or suggestion pertaining to the Poll? Message BZ1
  18. Hello all, I have just written an article on Halo 5, all about rumours and speculation. I would really appreciate it if you could take a look at it and give me some feed back, Thanks! Please PM for the link!
  19. Welcome all to the 33rd 343i Weekly Community Poll! Last week's Community Poll asked if you felt like Dominion should return in Halo 5, here are the results of that poll! Now onto this week's community poll! There has been a tremendous amount of speculation circulating the Halo community since 343 Industries gave us a glimpse into Halo 5: Guardians with some teaser art. I want to add even more speculation to our members' quickly growing theories about Halo 5 with this week's Community Poll! Has the ONI Spartan emerged to assist Master Chief or does he have other ambitions? Be sure to leave your thoughts on the recently released teaser art above along with your vote here. VOTING DEADLINE: 5-26-14 @ 6:00 AM EST Thanks for participating in this week's Community Poll! See y'all next week! Have a question, complaint, or suggestion pertaining to the Poll? Message BZ1 View full article
  20. BeckoningZebra1

    ONI Spartan

    From the album: Beckoningzebra1's Stuff

    For use in the 343i 33rd Weekly Community Poll.

    © HaloWaypoint.com

  21. Custom Games Matchmaking [Waiting since Halo3] [Fixed] Halo 4 forge with more features = Adding Ai [Ai as in everything from UNCS Grunts, to enemies, to campaign bosses] New Forge Mode: Campaign Forge [Lets you go into a campaign mission, choose a checkpointed section, or area, and build there and complete the mission how you would've liked too, or just use that area to make a game mode in] Remove armor abilities from starting load outs and make them pick up if you still choose to keep them in. Make the DMR a pick up, not the BR. Dynamic Animations such as juking to the left or right as you hit jump. [Maybe] Graphics. Coop. Fun mode where you get to play as an ODST. [Maybe as an activated skull, or a custom setting.] In Custom Games allow you to play as: Forerunners, Elites, Hunters, Etc. Be able to use the War Sphinx in custom games.
  22. Hey everyone, Have been playing high level Halo, SC2, LOL, chess for a good while now and now playing DOTA 2. Halo is by far my favourite game out of the above.... When it's played on LAN Going by online standards, I would rate Justin Beiber better then Halo (yeah Justin Beiber the little a-hole) Halo puts all the properties of the competitive games above into a space age FPS. Halo : Highly strategic, High skill cap, Requires great team work, Very fun, Constantly updated to maintain balanced gameplay Competitive (On LAN) but highly frustrating and imbalanced online due to peer 2 peer lag Now what makes a game competitive? Most importantly it need to be an equal playing field, one player/team cannot be given an advantage from random properties that are implemented into the game. Examples : Random ordinance drops in Halo 4, Bloom in Halo : Reach. The No.1 thing that makes online gaming fair is a dedicated server, It allows every player to have the low ping based the distance they are from the server. But what if the server is located in L.A California and players on the east coast have 70 ping instead of players in L.A having 12. This is unfortunate but you have the same opportunity to relocate to L.A giving all players equal opportunity to optimal connection. Where as Peer to Peer connection which has been used in every Halo game so far does not allow for this consistent location of the host so you can assume your average ping and adjust over hundreds of game to playing on 70 ping that it becomes very normal to you and only hinders give the players on 12 ping a slight advantage. But in peer 2 peer you will get a random host from new York who has bridged himself host and deliberately downloads torrents while he is host of the game causing 500-1000 ping for all the other players. In online Halo where you have 2 teams of 4 versing each other from opposite sides of the country or even the world, the team with host will be at an immense advantage, all 4 players on the team with host are sitting on less then 60 ping while the other team are all well above 400 ping, so how is it one team being able to 4 shot every time while the other team would be lucky to pop the hosting teams shield with 5 or 6 shots and melees don't register. I'm sure everyone on the website has experienced the games where it takes your full BR clip to just pop and enemies shield or players teleporting and getting assassinations while they are in front of you, or standing on custom for 3 seconds shooting the enemy while he runs straight at you, for him to still pick the overshield up over you and kill you and then tea-bagging you because he thinks he made such a great play...... (insert rage face) In league of legends, the server I play on is located in Sydney Australia giving me an average of 27-29 ping (if nobody is downloading porn from my net ). The only time I will get high ping is when the server crashes (rare) or I am uploading or downloading other content. Now in peer 2 peer I can not be downloading and will match a player across the other side of the world and one of us will have to put up with 300+ ping while the other player is playing on LAN connection. Now since having a equally fair playing field is a must for a competitive game, how can one player having to play with 300 ping delay while the other plays with 0 ping delay be fair? It's not fair, plain and simple. Online ranked matchmaking in Halo 2, Halo 3, Halo: Reach's Arena, and Halo 4's CSR crap. are all a farce due to none of the games being eligible for competitive ranked play since they were not balanced. Fair enough dedicated servers were not really available to console gaming back then but there is no reason in the modern day for Halo 5 to be peer to peer if they intent to be a competitive game. So putting above into a nutshell. Peer 2 Peer online gaming is a random property. Competitive games eliminate random properties. Dedicated servers are consistent. Halo 2 : anniversary and Halo 5 multiplayer need dedicated servers or you may as well not bother with ranked matchmaking.... because who the hell would play unbalanced ranked gameplay on peer 2 peer connection, when the titles I mentioned above have created great competitive titles on dedicated servers. Thanks for reading, feel free to post any feedback.
  23. From the album: Article Covers

    Halo 5: Guardians Teaser Art

    © www.News.Xbox.com

  24. Yes, this WNW has been done since 10pm, I have been waiting for it to turn to Saturday on EST, if you're reading this and it isn't Saturday for you yet, that's why. I was eager to get this one up, so without further ado here's your three articles in one, the fourth issue of the Weekly News Wrap-Up! View attachment: WNW 51014.JPG The Elder Scrolls Online Delayed on Consoles Zenimax and Bethesda's newest issue in the Elder Scrolls series, a push into the new frontier of MMOs for the franchise, The Elder Scrolls Online, is apparently going to be delayed on the next generation, PlayStation 4 and Xbox One. According to the official Elder Scrolls site, ElderScrollsOnline.com, the Xbox One and PS4 versions were delayed due to Zenimax's vie to deliver an experience worthy of Elder Scrolls on the consoles, as well as issues on the PC version making dents in the development. As well, an agreement was worked out with Microsoft and Sony to allow players to access the game on PC first, and for $20 more, upgrade to PS4 or Xbox One later on when the versions release. An added bonus to this deal is an extra 30 days for free, though the forced $15 fee to unlock the rest of the free months is still a snag unto the offer. View attachment: ESO1.jpg Has this impacted your decision to buy the game positively or negatively? Will you take part in the transfer deal for PC to Next Generation? Let me know below, and be sure to leave feedback! Halo 5 Accidentally Teased in Xbox One Trailer The next generation Halo has apparently been teased enticingly in a recent Xbox One trailer, showing some rather important information. On Xbox's official account, a new teaser for the hardware and UI called "Show" revealed a player under the name 'Pit Bear' playing what is labeled as the next Halo, on Haven in a game of Infinity Slayer. While HaloWaypoint did comment saying that this was placeholder information, it's still interesting to spot out, and could confirm the return of these fan-favorite game modes and maps. View attachment: halo_5_trailer.jpg What do you think of this information, are you enticed, and do you want it to return? Comment and be sure to discuss, thanks for reading! Titanfall Hinted at for PlayStation 4 A well known leaker named Tidux on Twitter.com says that Titanfall is in the works for PS4 and could release soon. Now, what makes Tidux somewhat credible is that he recently leaked the PlayStation 1.70 update, which turned out to be completely true. This rumor should be taken with a grain of salt, as the exclusivity agreement has not been confirmed to be null and void just yet. Evidence does hint at a future sequel on the system, but as for the original, it's all speculation until we get an official announcement, but this leak does hint at some interesting things. View attachment: Titanfall_wallpaper2560x1440.jpg How do you take this, would you like to see Titanfall on PS4? Debate civilly below, I hope you enjoyed the article! Thanks for reading the fourth Weekly News Wrap-Up, I hope this article was to your liking, leave suggestions and discussion for the articles above in the thread below. Thanks for reading this week's WNW!
  25. OK so I'm watching a video from HaloFollower, a video about "Halo 5 news" https://www.youtube.com/watch?v=G0rm-8MjvkY And he's talking about another video from Microsoft, called "Xbox One Design Show" and at one point in that video we see a user on the Xbox One make a post saying he's playing "HALO 5 INFINITY SLAYER ON HAVEN" Now I just hope this is some kind of placeholder or something, because if you are seriously bringing back Infinity Slayer god help Halo. With Halo 4, you tried to fix Halo Reach's problems. You could have made a game that was like Halo 1-3, with the core experience that all Halo fans know and love and WANT, or you could go with Reach's type of playstyle. Halo Reach was not a good Halo game. The fans didn't like it, Reach is what made Halo start go downhill, and for some reason you decided to keep building upon the broken base that was Reach. Reach was broken and you tried to fix that with Halo 4 instead of just burying the memories of Reach once and for all, NOT ONLY THAT but at the same time you tried to add so much stuff into the game, that it ended up being a complete MESS. Ordnance drops? Adding randomness into a game that is very comptetitive and have a very basic sandbox is not a good move. One team could have map control and be in the lead, and then an ordnance drops down next to the team that was losing, giving them an incineration canon, and swing the flow of the game completely, out of randomness. Now that's a very extreme example, but it could happen. Ordnance drops took away the critical need for map control, part of the map control in previous titles was to be able to get the power weapons and power ups, therefor getting the advantage, you can go on a, what is it 7 kill spree and get either? Ridiculous. Sprint... Sprint... Sprint works in Cod, Battlefield because the killtimes are so fast. In Halo, giving sprint to a player that can take 3 shots before his shield is down, made so that you could put yourself in a bad situation that should've gotten you killed, but because you can sprint away you are not dead. The "core" Halo experience was so good because you had to constantly think about where you go and how you can get away if you have to, or you were dead and opens up a push for the enemy team. That doesn't work anymore with sprint in the game. Get rid of sprint, it simply doesn't work with Halo because of the killtimes. Hitmarkers is something many people probably doesn't care about, but I do. It gave you an advantage and let me tell you how. Let's say I'm playing on The Pit, and I'm sitting in the sword room, trying to get a flank on someone. And then suddenly someone bounces a grenade of the wall and it lands in the room and when it blows up, I take damage. Not a big deal, except now he knows there's someone in there and I'm suddenly in a disadvantage. This is jus an example but I hope it brings the message. You can basically "see" someone without seeing him. Armor Abilities is not game breaking, except promethian vision and jetpack, I think that you should remove Armor Abilities all together, because they break this really even sandbox Halo has. Everyone has the same weapons and abilities (none) and what team can control the map and power ups and weapons will probably win the game. Now there's AA's in the sandbox, so even if a team is at a disadvantage they can still GET an advantage because of AA's. Now as I said, I feel like removing the AA's is the way to go, but if you really have to have it in the next Halo game, make it like a powerup. Like the evade on Reach, me personally didn't feel like it broke the game. It was another point of the map that you had to control, or else the other team would get an advantage. Because you decided to add so much stuff into Halo 4 at the same time as you tried to fix the broken base that was Reach, it ended up being a mess, really. Broken, no balance. Oh, the boltshot. BEFORE the nerf, it was a one shot kill in close range. Ridiculous, glad you nerfed it, really glad you did. I personally feel like it should NOT be a secondary weapon that anyone can use, but rather a weapon on the map that you can pick up. I don't know why you removed the Mauler, and replaced it with the boltshot really, it feels like that's just something you did to erase the "bungie" feel and add "343" feel, the same way you changed chiefs armor, the look of the weapons, the crosshairs. I personally was so mad when you changed the crosshairs. That's just a small detail, that you changed for no reason really. When you change enough of small details like that you will end up removing the feel of the genre, and that's what happened with Halo 4. I hope you 343 decides to listen to the Halo fans, because if you do we will be playing your next title endless of hours, way beyong the release of the next title, or if you try to fix Halo 4 with the next title, you will attract casual players for 1 month then they're gone. Thank you for reading. This is just what I feel is right for the Halo genre, I love Halo and I want it to succeed.
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