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  1. In halo 4 the didact said that "the forerunners have returned" i am going to take this and evolve it into something that could very well happen! as we all know the didact is the only living forerunner IN halo 4 but the didact seems to know there are more out there and the speech at the end of the game(even though it was him being trialed for composing those humans) hints that he is speaking to other forerunners that could possibly has been given there own cryptums! now look at the halo 5 trailer it clearly is installation 03 the black clouds are ashes from volcanic activity and the concept art that they showed had an outline of a halo ring in the top left corner! could this ring be where the didact and the data for his new army have been brought to? is it the ring in which the didact composed all those poor ancient humans? is the war sphinx there to open up another cryptum? possibly fabers cryptum? we dont know but with all these possiblities lets go in depth! 343 clearly loves the forerunners and wants to implement the into the video games HERES THE FORERUNNER CHARACTERS THAT MAY BE IN GAME! -Faber(the master builder) -The iso-Didact -The ur-didact(from halo 4) -The librarian(as an assistant or even an AI) -A forerunner whos memories are inside of the war sphinx They could take the forerunners and give them drivable vehicles vehicles like the war sphinx(the one in the teaser was over sized because it was 2 combined! Now for the prometheans! the watcher needs to go it has ruined combat and has made it to repetitive! i forgot where i read this but 343 said that they didn't have time to replace the watchers with something better for the sandbox so its pretty much confirmed the the knight will give birth to something better LOL! i also could see the war sphinx being n actually promethean in which if you wanted to you can jump on the back, rip out the core, then get inside of it and drive it around! BEST IDEA EVER!!! Anyways they should bring back that wonder in the forerunner structures with the rusty and worn feeling from halo 3 but with the glowing and alive feeling from halo 4 but i think thats what there gonna go fore since that war sphinx looks rusty and worn but ALIVE! post your thoughts on how the forerunners shall return! and check out this great picture of the master builder! He should look like that ingame!
  2. I think I found something like the old Cortana Letters. I was investigating the "I love bees" Ordeal that went down on twitter with Major Nelson and some people from halo and went to ilovebees.com. I found this: http://www.ilovebees.com/404.html here is a quick glimpse: "Except that, as long as the Queen lives, the Princess can never die. She is woven into the fabric of me more deeply than even the SPDR. I was made from her, built from her, fashioned from her bones and skin. I am her. Have always been her, from the beginning. She is the insubstantial shape, and I the solid shadow. The Princess is the mother of the Queen" Cortana and Dr. Halsey much? . it says 404 not found....but it is actually there it seems a lot like the original Cortana Letters http://marathon.bungie.org/story/cortana.html
  3. Hey everyone, While I was hanging out with some friends on the forum yesterday, I thought of a system for Halo 5, That may keep people interested. So what this is, Is kind of like TF2 in a way, Ok... So here's what happens. When your playing Halo 5, Your just walking around and killing enemies, Having a good time. Next thing you know, There is a notification in the bottom middle of you HUD. When you finish the game, You find out you picked up a new Mark IV helmet. Or it can be the shoulders, Torso, Forearms, Legs, or Visor. Maybe it was a new weapon skin or armor skin! You see, When people play games, They like rewards. When you played Halo: Reach (if) and you saw the Mark V helmet, And you had to be a certain rank to get it, As well as a certain amount of credits. And how good did it feel to finally get it? Good? Well, Regardless. This can be a system that can keep people interested! I know I like getting rewards while playing games. There can even be a shop part of the menu, Where you can finish an armor set you just had a pick-up for, Or get the weapon or armor skin you've wanted! And with the ability to have updates without well... Updates sending you offline, They can always add things over time! It will be amazing!!
  4. If you are unfamiliar with the mechanic, Active Reload is a feature that was popularized by the Gears of War games. It is essentially a mini-game that changes the reloading mechanism of a held weapon. By tapping the 'Reload' button/bumper (depending on control scheme) once, a player can manually reload their gun rather than wait for the current clip/magazine/projectile to run of ammo (as standard). A meter appears under your weapon/ammo display, and shows the progression of the reload. There are internal segments in this progress bar (grey and white) and when it reaches these segments, the player can press the 'Reload' button/bumper again to attempt an Active Reload, which, depending on where the progress bar was stopped, reloads the gun a lot faster than a normal reload. However, if you press the 'Reload' button/bumper OUTSIDE of the grey/white segments, the weapon "jams" and takes longer to reload. Its important to note that in GoW's implementation of Active Reload (with the exception of GoW: Judgment), performing an Active Reload while in the white segment of the progression meter (known as a Perfect Reload) increases the damage of the newly-loaded rounds for a temporary amount of time. I do not advocate this aspect of the mechanic, but feel that the concept as a whole would offer more involvement and require more awareness while in heated combat. I cannot personally find anything about this potential addition that would harm or disrupt the competitive nature of Halo's multiplayer. What do you think? On a side note, GoW also allows Active Reload for ALL firearms. Whether or not this should be how Halo's implementation of it (assuming it would be implemented) is debatable. I feel that an interesting aspect of it could be that weapons prone to 'overheat' (Storm Rifle, Plasma Pistol, Beam Rifle, etc.) would be incapable of Active Reload, but offer a different advantage already in that you can swap weapons and swap back to them without the need to initiate an animation.
  5. What made the original trilogy multiplayer work? In the original trilogy's multiplayer, there were no discrepancies in regard to what players were physically capable of at-spawn. You couldn't choose whether you wanted to specialize in one specific range or another, whether you could fly or see through walls and whatnot, etc. The only things that separated you from those you were playing with were skill and aesthetic customization. Halo Reach broke this equality by implementing Preset Loadouts with various Armor Abilities, as one player would be more innately prepared for a situation than another with no in-game effort to justify such an advantage. Halo 4 then built upon this problematic implementation by allowing further variation from equal starts with Personal Loadouts. Now, not only can you have a different situational advantage than others, but also spawn with different weapons that excel at different ranges/situations AND trade out various base traits. Many forum members have agreed that certain things in Personal Loadouts must go e.g. 'perks', but I don't think that's enough to maintain the equal starts principle that Halo had a successful foundation on. After all, the first game to deviate from this (Reach) only allowed for different AAs in most gametypes and it is widely considered sub-par to its predecessors. If only allowing different weapons proved to be harmful to Halo, how are we to know before its too late? My point is: We know what works when it comes to spawn-in settings. Why must we deviate from it?
  6. Weapons like the Assault Rifle are often times looked upon as less skillful weapons when compared to precision weapons like the Battle Rifle or Covenant Carbine, due to the fact you can kill in the same amount of time no matter where your shots land on an enemy when using an AR. My question is: why is that? What if automatic weapons (at least spawn-in automatics like the AR/SR) did more damage to the head than the rest of the body on an un-shielded enemy? Let me clarify on the title. Headshot multiplier, not headshot-capable. They wouldn't be able to 1-shot-kill an un-shielded target with a headshot from an AR, but would be able to kill said target in less time/with fewer rounds if shots land on the head. What do you think? Should this change be implemented? Why or why not?
  7. Should 343 scrap the old Halo Reach pallete and start fresh, or keep it and add other pieces? I think it was okay to hold on to for Halo 4, but if 343 repeated this again the second time around, I feel like it would be bad for Halo 5. Those pieces are well dated, and I'm sick of seeing them. Tell me what you think.
  8. Source-LatinoPost With 2014 almost here, many fans are eager to see what sort of games Sony and Microsoft will be releasing on to their new next gen platforms, the PlayStation 4 and Xbox One. Especially important to gamers is seeing what exclusive games will be coming to the new systems, as these games could sway public opinion on the consoles and convince gamers to pick one over the other when they are more widely available. To highlight the upcoming 2014 exclusive games, here are the top five games in the category for both PlayStation 4 and Xbox One. 5. Infamous: Second Son (PlayStation 4)- This game seeks to take the franchise to a new level, as the new console hardware will allow the game to have an even bigger and better open world and even more insane superpowers for users to play around in. Throw in a more charismatic protagonist and the game could be a crown jewel in the PlayStation 4 launch window lineup when it is released March 21. 4. Plants Vs. Zombies: Garden Warfare (Xbox One)- While this game is also being released on the Xbox 360 and PC, the Xbox One version of the game is the definitive one for fans due to the inclusion of offline co-op and Boss Mode. The game seeks to mix Plants vs. Zombies with online shooters, and the game looks to be the sleeper hit of 2014. 3. Uncharted 4 (PlayStation 4)- While Naughty Dog has only confirmed that they are working on an Uncharted game, without saying it will be the fourth game in the series, it is enough to earn the game a place on this list. Considering that the Uncharted games on the PlayStation 4 set a new standard for cinematic gameplay when they were released, having the series come to the PlayStation 4 and do the same thing seems to be a given for the new year. 2. Titanfall (Xbox One)- This game, due in March, seeks to merge single player story telling with multiplayer online gameplay, and so far the game looks to have done that perfectly. If Titanfall is able to do everything that it has promised to do, it could lead to industry staples like Call of Duty completely changing their formula and risk becoming outdated. But besides all that, the game will allow users to fight it out on massive maps with different mech warriors as well as on foot, which could be worth the price of admission all by itself. 1. Halo 5 (Xbox One)- The Halo series was confirmed to be getting a new game in 2014 for the Xbox One, but Microsoft did not reveal if the game is indeed Halo 5. Nonetheless, the series gets a pass for this, as any sort of new Halo title is enough to cause gamers to sit up and take notice. While many people will be watching this game closely to see how it compares to Destiny, the new game from former Halo developers Bungie, there is no reason to doubt that the new Halo game will continue the franchise's stellar record
  9. Has a new domain teased an upcoming Halo announcement? Quick answer: No. Several Internet users came across dawnof2014.com this weekend, which appears to be related to Halo and Halo 5. The domain features a countdown clock that is, at the time of writing, under the 24-hour mark, along with the Xbox One logo and a page banner that reads, “He returns…exclusively on Xbox One!” With a quick whois.net search, we were quick to notice that the website was just created this past Friday and was registered in Panama. Both Microsoft and 343 Industries are located in the state of Washington, so it’s highly improbable they made the site. In addition, late Sunday night, 343 Industries community manager Jessica Shea dismissed the website with a tweet that simply reads, “We don’t comment on things unrelated to Halo. Sorry.” Source-GameZone
  10. I think they should add.There should be a secondary campaign allowing you to play an elite. So that you can play with the covenant. Also they should add the elites back, and you should be able to change different parts of your elites armor so its like your spartans customization.
  11. Has a new domain teased an upcoming Halo announcement? Quick answer: No. Several Internet users came across dawnof2014.com this weekend, which appears to be related to Halo and Halo 5. The domain features a countdown clock that is, at the time of writing, under the 24-hour mark, along with the Xbox One logo and a page banner that reads, “He returns…exclusively on Xbox One!” With a quick whois.net search, we were quick to notice that the website was just created this past Friday and was registered in Panama. Both Microsoft and 343 Industries are located in the state of Washington, so it’s highly improbable they made the site. In addition, late Sunday night, 343 Industries community manager Jessica Shea dismissed the website with a tweet that simply reads, “We don’t comment on things unrelated to Halo. Sorry.” Source-GameZone View full article
  12. Duel wielding (We all want to see its return) More competitive maps (like guardian and onslaught) Halo 4 shot registry De-scoping (When shot at) Ranks shown of screen and not on halo waypoint Standard, classic, infinity and competitive playlist like in halo reach (classic would contain no sprint and no loadouts halo 3 settings no leading) (new playlists Classic and infinity) Don't take out playlists that are in matchmaking (example: team regicide was taken out in February) Playlists from other games (bomb, 1-flag, 3 ball, snipers in team doubles) Remove join in session unless if its at the start of a game Have mercy rules (game ends faster in flag and other gametypes so no one can have a high kdr unless if they earn it in a slayer playlist) All players vote to end the game when its only one person left on the other team Map packs (remake maps from other games and allow us to buy them like the pit remake) Make the weapons sound more dangerous like the sniper rifle and br Being able to drop the flag (pistol still in right hand) If your going to have weapon skins allow us to buy them in the market If you think I missed anything that would be important for halo 5 please tell me and if you disagree with some of my wishes please explain why you disagree
  13. Source-LatinoPost With 2014 almost here, many fans are eager to see what sort of games Sony and Microsoft will be releasing on to their new next gen platforms, the PlayStation 4 and Xbox One. Especially important to gamers is seeing what exclusive games will be coming to the new systems, as these games could sway public opinion on the consoles and convince gamers to pick one over the other when they are more widely available. To highlight the upcoming 2014 exclusive games, here are the top five games in the category for both PlayStation 4 and Xbox One. 5. Infamous: Second Son (PlayStation 4)- This game seeks to take the franchise to a new level, as the new console hardware will allow the game to have an even bigger and better open world and even more insane superpowers for users to play around in. Throw in a more charismatic protagonist and the game could be a crown jewel in the PlayStation 4 launch window lineup when it is released March 21. 4. Plants Vs. Zombies: Garden Warfare (Xbox One)- While this game is also being released on the Xbox 360 and PC, the Xbox One version of the game is the definitive one for fans due to the inclusion of offline co-op and Boss Mode. The game seeks to mix Plants vs. Zombies with online shooters, and the game looks to be the sleeper hit of 2014. 3. Uncharted 4 (PlayStation 4)- While Naughty Dog has only confirmed that they are working on an Uncharted game, without saying it will be the fourth game in the series, it is enough to earn the game a place on this list. Considering that the Uncharted games on the PlayStation 4 set a new standard for cinematic gameplay when they were released, having the series come to the PlayStation 4 and do the same thing seems to be a given for the new year. 2. Titanfall (Xbox One)- This game, due in March, seeks to merge single player story telling with multiplayer online gameplay, and so far the game looks to have done that perfectly. If Titanfall is able to do everything that it has promised to do, it could lead to industry staples like Call of Duty completely changing their formula and risk becoming outdated. But besides all that, the game will allow users to fight it out on massive maps with different mech warriors as well as on foot, which could be worth the price of admission all by itself. 1. Halo 5 (Xbox One)- The Halo series was confirmed to be getting a new game in 2014 for the Xbox One, but Microsoft did not reveal if the game is indeed Halo 5. Nonetheless, the series gets a pass for this, as any sort of new Halo title is enough to cause gamers to sit up and take notice. While many people will be watching this game closely to see how it compares to Destiny, the new game from former Halo developers Bungie, there is no reason to doubt that the new Halo game will continue the franchise's stellar record View full article
  14. I don't see a lot of topics on Invasion anymore. I was actually upset when i found out that it'd be absent in Halo 4, but either way, do you think invasion will make a return in Halo 5 ? Personally, i really liked it. That was the only game mode i played with the exception of Big team Battle and Team Slayer. But, the only thing Halo 4 did that somewhat resembled Invasion was create Dominion and i still felt as if it wasn't enough, but i took what i could get, and now, it's gone, i can't even play that, hah. Being big on Battlefield, i really grow bored of a game if i don't exactly have an objective. In fact, now that i think of it, Invasion was like Battlefield's RUSH game mode. But, that's besides the point. Anywho, do you guys think invasion would make a return in Halo 5 ?
  15. Since its initial unveiling at E3 2013, 343 Industries' upcoming science fiction video game, Halo 5 is shrouded by mystery. Though the game was teased earlier, and Microsoft, its publisher confirmed it for a release in 2014, not much of information has trickled out. Below IGN make a list of the known facts of the still-in-development game A teaser video of the game that was titled only as Halo was shown at E3 2013 confirming the appearance of Master Chief. But no information on the role of Cortana is available. A data chip in Master Chief's hand is shown It might mean her resurrection or if it is only for her remembrance is not yet known. Phil Spencer, corporate vice president of Microsoft Studios spoke about the teaser trailer claiming that it was just a conceptual representation for where Microsoft wished to take its Halo series. It was also stated that Halo Trilogy will exceed its limit and will be a Saga, henceforth. 343 Industries is working on a Halo TV show that will be handled by Stevan Spielberg of Jurassic Park fame. The studio is also working on projects other than Halo."What is looming on the horizon for the studio is both exciting and daunting. We're working on projects that you know about (the TV show and Halo Xbox One) and others that you don't (insert absolutely zero clues here)," it wrote on Halo Waypoint blog. Corrine Yu, principal engine programmer of Halo 4 left 343 Industries and joined Naughty Dog. He was regarded as a great talent in the industry and was the driving force behind Halo 4's technical achievements. Timothy Longo, creative director of Tomb Raider joined 343 Industries and will be acting as the creative director of the joining studio. He previously worked with two Star Wars Projects: Republic Commando and other Lucasarts projects. Source-ibtimes View full article
  16. Duel-Wield Puzzlers - A 2V2 Style Puzzle Map Created by Juggacly v1.1- 1. Fixed challenge #3: was able to exploit by jumping off the wall from the previous challenge. And was also able to shoot the golfball down before getting to challenge #4. 2. Fixed challenge #5: was able to cheat solo. 3. Fixed Blue's challenge #4: was able to do Warthog section solo. 4. Added an extra step to challenge #3, making it easier to get back to the previous challenge. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/9c4994ed-0b70-459e-85e6-fa725a49f464 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/21119302-f980-4712-b55b-cf0dff09c52d Also a BIG thanks to the testers: Quizter, Zandril S312, Grif otaged, Darkrain491, XtoungeXloveX, RaManGo & WPX Caboose (Sorry if I missed anyone) Difficulty: Medium Duel-Wield Puzzlers is a 2v2 style puzzle map. Basically, 2 teams of 2 are spawned in 2 symmetrical rooms. Their first site is a little room with 2 teleporters. These are your checkpoints, incase you mess up. Both 2 teams are pit against 6 logical, unique challenges. They can only complete the challenges in a cooperative fashion. They must complete the challenges before the other team does. If no one finishes, they have 20 minutes if that time runs out, no one wins. When a team gets to the end of the puzzle, 1 player from the teammust be sacrificed to win. Once a player from the team is at the end, they must capture the hill for a whole massive second! If a player from both teams get to the end at the same time, it is adeathmatch to the finish. Assassinations only! Red Spawn Blue Spawn First Challenge (Red) First Challenge (Blue) Some more challenges... This is the end...epic, I know Walkthrough http://www.youtube.com/watch?v=qhDOsxn1Ag8&feature=c4-overview&list=UU9vASlan-2x2985gJZC0Jdw Anyway, that's it for the map, please leave me feedback, it is much appreciated. If you like what you see, make sure you give the map AND gametype a download.
  17. The Future of Halo will no longer considered a "trilogy" but rather a "Saga". According to an article released last week, future titles will no longer be numbered like previous titles. According to Forbes contributor Paul_Tassi .... Last week, before Microsoft pulled a 180 on their DRM and internet policies, I remarked that because the Xbox One was in a rather rough spot, it was going to have to rely on Halo as a system seller now more than ever. The playing field has been leveled a bit since then with the death of license-based disc games and internet check-in, but it’s a statement that still holds true. Microsoft seems to agree. That’s why it’s been announced that 343′s Reclaimer Trilogy, which was meant to be Halos 4, 5 and 6, has now transformed into something Microsoft is now calling a Halo “saga.” This idea sprung to life when they were pressed about what exactly the Halo title was that was shown at E3, as it didn’t have a number or even a subtitle. Would it be an add-on type game like ODST, or another full Halo game like the numbered installments? The answer is the latter, though whether it will be called Halo 5 isn’t clear and might be beside the point now anyway. With that news, Phil Spencer spoke to Gamespot about the new plan for upcoming Halo games: “While we originally said trilogy, we’ve actually expanded this to more of a saga, so we don’t want to limit the Reclaimer story within a trilogy.” What this potentially might mean is that Microsoft wants to bump up the frequency of Halo titles. I don’t think it would be physically possible to turn it into a yearly Call of Duty style release with only 343 working on it, nor do I think that would be good for the series. But we might see a higher occurrence of the games all the same. When all the DRM/always-on drama was going down, I posed a question to Xbox loyalists/Halo enthusiasts about whether or not the games exclusivity on the one would make them buy a system. The response was an overwhelming no. Partly because Microsoft’s policies were too intrusive to stomach, but a fair amount said that Halo just didn’t have the same draw that it used to have after six shooter titles. Many were more excited about Destiny or Titanfall, new IPs from trusted studios, including Halo’s former masters, Bungie. That said, Halo is still a powerful franchise for Microsoft to wield, and by “unrestricting” themselves from a trilogy, it’s clear they have big plans for the series. So there you have it! Future Halos will no longer be numbered with new titles planning to be released more frequently. Also note the response to the "exclusivity on the One would make them buy a system"... "response was an overwhelming NO." What does this mean for the franchise that alot of gamers deemed the "best first person shooter"?? Guess we will have to wait and see what Microsoft and 343Industries have planned. Image and content courtesy of Forbes.com.
  18. So, Halo 5 is slated to be released holiday 2014 (around Thanksgiving/Christmas of next year) and I thought a great way to get excited about the release of Halo 5 was to look at the history of Halo, from the beginning to now (chronologically). So let's begin. Halo: Combat Evolved This is the game that started it all. Inspired by Marathon, ONI, and a few other games, when it was first thought of by Bungie Studios and Take Two Interactive, it was originally intended to be a game for the Mac. It was even announced as such in 1999 by Steve Jobs. Little did Bungie, Apple, or Take Two know at the time Microsoft was actually scheming how to turn the "two horse" (Sony and Nintendo) console race into a three way free-for-all. Halo, at the time code-named "Monkey Nuts" (which was later changed to "Blam!" because Jason Jones couldn't say Monkey Nuts in front of his mother) was one of the games that Microsoft wanted for "The X-Box Project", which was a console designed to compete with the Nintendo Gamecube and the Playstation 2. To make sure the console was a success Microsoft wanted to get as many top-notch games as possible for the launch of their console. In June of 2000, Bungie accepted Microsoft's offer to buy both them and the game. Take Two Interactive didn't want to work for Microsoft and thus left project "Blam!" and took the rights to Myth and Oni with them. The stage was set for Halo to finally come to life. There was some discussion as to whether Halo should be third person or first person, but with better technology in play Bungie decided that the game played more "fluid" in first person. Not to mention the added bonus of being inside Master Chief's head made players more sympathetic to the character. The two weapon system was integrated, and the Cortana letters had been received with joy from fans. Halo: The Fall of Reach by Eric Nyland released October 30, 2001, paving the way for Halo Canon and going more in depth on the story of the "Halo Universe". Both the X-Box and Halo: Combat Evolved hit the shelves November 15, 2001. Halo CE was an instant hit. Raving reviews and gold stars all around, it sold a million copies in five months and is credited for 50% of all X-Box sales. Five months after the game was released (right on the millionth game mark), Microsoft authorized a second Halo. The success of Halo: Combat Evolved also led Bungie to further pursue "viral marketing" as well as more books similar to the Fall of Reach. Halo 2 Halo 2 was, once again, authorized by Microsoft just as Halo CE hit 1 million copies sold. Halo 2 was going to be the game to play on X-Box Live, which was the "online multiplayer" element that we today take for granted. With this in mind, Bungie realized that a good deal of the weapons in the game were unbalanced for online multiplayer. So, Bungie started off trying to balance the weapons while adding on to the story that they had started with Halo CE. With Halo 2, they decided to go with distancing the player from the characters by switching the player from Master Chief to a newly introduced character that we all know as "The Arbiter". They also introduced a bunch of new features (new to Halo, that is) like boarding and duel-wielding. Bungie created a 9 minute demo that debuted at E3 2003 (or E3'03, if you'll recall). This demo showed off a good chunk of the new features and enemies (drones and brutes) and got fans excited for the new game to come. However, Bungie was about to hit a very big snag. The engine that Bungie had built the E3 demo on (and so far the game) was not compatible with the X-Box hardware. Bungie had to basically start over with only a year until the deadline that Microsoft had set for them. Bungie pushed for as many extensions as possible, and cranked up the viral marketing with ilovebees.com, but Microsoft was pretty stern. So, Bungie had to release Halo 2 not quite as they had imagined it November 2004 with a cliffhanger ending due to the crunch. That being said, however, the game sold. A lot. And was praised, despite it's flaws (which some say made it even more fun) as one of the most competitive and best online experiences that you could get out of a console game. It also left canon lovers wanting more, which brings us to the next part of Halo history. Halo 3 In 2006, Microsoft and Bungie announced Halo 3. Bungie had started on Halo 3 following the process that they had set with Halo 2, and they did not take much of a break between games. Bungie had a bad taste in their mouth with the way that they had to end Halo 2, so they took everything that they weren't able to put into Halo 2 and put it into Halo 3. They also took Halo 2's multiplayer and did everything they could to improve it, including adding in a much desired Forge Mode as well as more weapons and the addition of equipment. Halo 3 went over more smoothly than Halo 2 and broke all of the records that Halo 2 had previously set. It was released September 25, 2007, two years after the release of the X-Box 360. Shortly after the release of Halo 3, a few Bungie employees set out to see about getting a Halo movie made, and then not long after that (which apparently didn't go over so well since we don't have a Halo movie [except for FUD which doesn't really count imo]) Bungie announced their decision to leave Microsoft. The decision by Bungie to leave Microsoft caused a bit of a spat between Bungie and Microsoft officials, but after everything Bungie agreed to do two more Halo titles before going off on their own. Halo Wars Halo Wars was released February 26, 2009 (March 3 for North America) and was the first Halo game made entirely out of Bungie's control. Microsoft owned Ensemble Studios, who specialized in RTS games, and picked them to create the Halo title for 2009. After Ensemble created Halo Wars, it came up with an idea for a Halo MMO, code-named project Titan. However, Microsoft said no, and Ensemble was shut down. One month before the release of their game. On a brighter note, Halo Wars received good reviews and to date is one of the top selling RTS games for consoles. Halo 3: ODST Halo 3: ODST was the first of the two Halo titles that Bungie Studios promised to make before leaving Microsoft. Originally title Halo 3: Recon, it was released September 22, 2009. It took a grand total of 14 months to make, from start to finish. Bungie spared no expense in the casting for the game, however critics maintain that the game felt more like an expansion than a full Halo game. Halo 3: ODST introduced firefight mode, which was a fan-favorite all around. It also came with all of the DLC multiplayer maps for Halo 3 AND Halo Reach beta access (for newer copies). This put a lot of cries to rest about Halo 3: ODST costing $60. Halo Reach Halo Reach. The last Halo game created by Bungie, and the end of an era. This time around, it was all about the game for Bungie. They seemed to ignore the canon that they had created throughout the years (and I know this is a controversial thing but it is documented that they did override previously set canon, therefor breaching it) to create a very fun and gripping experience. Halo Reach released September 14, 2010 and broke tons of sales records. It came with a ton of critical acclaim and had some fans in an uproar (over the little things mainly, everyone must complain about something). It also set the stage for 343 Industries to take over the reigns, which happened on March 31, 2012. But I get ahead of myself. Halo: Combat Evolved Anniversary November 15, 2011 343 Industries released the tenth anniversary edition of Halo: Combat Evolved. This was their first big trail in taking on the Halo series, and by all accounts they passed it. 343 Industries took Halo CE and gave it a HD face-lift and added as much as they could into it (such as skulls, new control schemes, and achievements) without changing the game entirely. It gave the fans who started from the very beginning (and those who joined in a little later on) some much appreciated nostalgia. The game included a disc that gave players access to the Halo Reach "Anniversary" Map Pack, which included some good ol' fashioned maps and gametypes to complete the nostalgia. Less than a year later, 343 Industries took the reigns of Halo and brought us to where we are now. Halo 4 Halo 4 was a game that a lot of fans doubted would ever come after the release of Halo 3. There was a lot of speculation about it when Bungie announced that they would be letting go of Halo, including that Master Chief would never come back from being stranded in space. Then, June 6, 2011 Halo 4 was announced. As it turns out, development began in 2009 and was kept pretty hush hush. Which in this day and age is hard to do. Halo 4 took around three years to complete. When it was announced there was WILD speculation on what the game would be about. There were rumors running rampant about what the enemies would be, hoaxes on leaked documents, actual leaked documents, and even a stolen copy of the game after it was completed resulting in a bunch of bans from X-Box Live. This was definitely one of the most anticipated Halo titles ever released. When it was released, it was met with critical acclaim and grossed $220 million dollars on it's first day and had over 1 million active players in the first 24 hours of it's release. Halo 4 introduced more weapons, more multiplayer modes, and the new storyline for Master Chief. So there we are. The Halo history. The thing about history, though, is that there's always more of it. There is going to be a Halo 5 and 6, and possibly more after that. We will have to see what is to come. Anyways, this has taken me literally all day to research and write and it is now almost 3 in the morning, so I am going to sleep now. Hope you enjoy it.
  19. I was wondering what could happen after Cortana's final events on Halo 4. Supposing that the idea of Cortana not coming back as canon, how would Master Chief get battle assistance, intel on covenant activity, and/or the ability to be able to understand covenant (and forerunner) artifacts? Will he get help from a team, a new companion, or a new AI?
  20. Sup, Community? This is Darkrain491 with the best way to keep loadouts but balance them effectively. I recently posted a related thread that was side tracked. So please keep this thread solely on loadouts, and on posting your ideas and suggesting improvements on other peoples but first some things that I want to make clear and are facts and are not negotiable or deniable. 1: The secong fire mode of the Boltshot is a shotgun mode and is OP despite its Nerf. Some people maintain that it is not a shotgun. 2: Plasma Pistols and Plasma Grenades in Loadouts IS overpowered, without a doubt. 3: The amount of Flinch the DMR causes is far to much, and flinch should be removed entirely. 4: this thread is only about loadouts 5: Sprint for everyone as a default should be kept as the majority of Halo 4 maps are big, and Halo 5 should have much of the same, but made better with better initial weapons and better spawns. Primary Weapon Choices: UNSC Precision: Battle Rifle: Shield Break 3 Bursts, Health 3 Bursts, 2x Zoom. 36 mag (12 bursts) DMR: Shield Break 4 Shots, Health 3 Shots, 3x Zoom 15 mag UNSC Automatic: Assualt Rifle: Shield Break 12 Shots, Health 6 Shots, No Zoom. 32 Mag. ODST Silenced SMG: Shield Break 18 Shots, Health 10 Shots, 2x Zoom. 48 Mag. Covenant Precision (Arbeiter's Faction): Covenant Carbine: Shield Break 6 Shots, Health 4 Shots, 2x Zoom. 18 Mag Covenant Automatic Weapons: Plasma Rifle: Shield Break 8 Shots, Health 10 Shots. Plasma Repeater: Shield Break 14 Shots, Health 10 Shots. (No overheat, venting system, high fire rate) Storm Precision Weapons (Jul M'daama's faction) Needle Rifle: Shield Break 7 Shots, Health 3 Shots (SuperCombine), 2x Zoom. 21 Mag. Storm Automatic Weapons Storm Rifle: Shield Break 8 Shots, Health 10 Shots. (Higher Firerate than Plasma Rifle, Overheats faster) Brute Militia Precision Weapon Thorn Rifle: Shield Break 4 Shots, Health 3 Shots, 3.5x Zoom, High Bloom. 15 Mag. Brute Militia Automatic Weapon: Spiker: Shield Break 14 Shots, Health 12 Shots, Bonus Melee damage large Magazine (52) Forerunner Precision Weapons: Light Rifle: (Unzoomed) Shield Break 4 Bursts, Health 3 Shots, 36 Magazine (Zoomed) Shield Break 3 Shots, Health 2 Shots, 3x Zoom, 12 Shots a Magazine Promethean Automatic Weapon Suppressor: Shield Break 13 Shots, Health 13 Shots, 48 magazine Armour Abilities Now these are centered around more balanced Gameplay and not player benefits. Player Self Aid: Active Camo: Note (These ideas are from another thre and are NOT my original ideas but i liked them alot so i feel the need to spread these new Active Camo Abilities) Active Camo in its current form is an op camo campers dream. these changes take their dream and turn it against them. The new Active Camo works better the FASTER you move, causing the players position to always be revealed but they will be invisible, So now it is better for crossing open fields where there is little cover opening new stategies instead of improving old camping metheods. now that you will always be on radar, there is no need for the radar jammer, but we will come back to that. While active, promethean vision will not work on you while you are sprinting. Evade: Now that all players have ready to use sprint, evade is limited to one use per cooldownbut otherwise is the same as hali reaches, this replaces thruster pack Jump Pack: This replaces the currently OP jetpack this is a single use upwards thrust thay luanches a player into the air by about 15 feet in a slow arch movement, similar to the brute jump packs in Halo 3. Promethean Vision: Same effects as Halo 4. people are diffently affected while they have active Radar jammer or Active camo. Drop shields and Regen Fields are highlighted in blue and green respectivly. Players who are not moving will be fully highlighted red, not just red outlines. Suppirt Self Aid: Armour Lock: By removing the ability to stun those who melee an armour locked player and the EMP effect on players (but will still affect vechicles) this armour ability becomes not overpowered and cannot he abused the way it was in reach. now it will be good for anti-vechicle and explosion surviving, the way bungie meant it to be used. Hard light shield: Provides an alternative to armour lock that gives the user more mobility at the cost of less protection, it will work as it currently does Grenade Resistance: 10 seconds (Interupptable) of lessened grenade damage (players will still killed one hit with full shields when stuck) offers yet another alternative to armour lock that allows full mobility but only reduced damage from grenades and not all forms of damage (AA version of explosives support package) Stamina: While active, provides the user with faster reloads and indefinate sprint (Mix of the mobility and dexterity packages) Support: Drop Shield: (Assume a return of the medpacks and health system) Creates a bubble shield (stronger than reaches, weaker than Halo 3s) that while within it your will automatically regain healt But not shields, but they will start to recharge normally. Regeneration Field: The Opposite of Drop Shield. This AA will automatically recharge TEAMATES shields but not their health their is also no bubble effect or vison obscuring Radar Jamming: Due to the new removal of radar jamming on Active Camoflage, it can be made into an AA that Does this: Creates false enemy and teamate indicators on enemy motion sensors that are within range. prevents the player being seen on promethean vision while walking or sprinting. EMP drop mine: Large EMP AoE detantion that stuns vechicles and drains shields but emits green light and beeps loudly, can be triggerd by shooting or pressing AA button again, long recharge time. Seconadary Weapons: ODST silanced Pistol: Shield Break 5 Shots, Health 3 Shots, 2x Zoom Halo 4 Magnum: Shield Break 4 Shots, Health 3 Shots, 2x Zoom Halo 3 Magnum: Shield Break 3 Shots, Health 2 Shots, No Zoom, Slowest firerate of secondarys Second Primary: Player may subsitute their armour ability to spawn with a second primary weapon of the same faction as their primary All player have defualt frags, not changable. Packages are removed entirely, Waypoints to power weapons are removed, except when within 5 feet of the weapon, Flinch is removed and replaced with the zoom out when shot. these are my revised loadout system to balance the game and promote team work, as protecters and and aiding teamates with the support armour abilities will earn you bonus credits used to buy SOME armour pieces, some are unlocked via set requirements e.g 15 perfections. Credits DO NOT act as EXP and the ranking system is similar to Halo 2 crossed with halo 3s Please tell me what you think!
  21. My Mechanics for the Locust should it return. This is a copy of the topic I made on Waypoint, and wanted opinions from here as well. But I feel it needs its own thread as I now have planned full Mechanics for it, as well as the levels of damage displays to players. General Weapon Mechanics It's weapons should be the Long Distance Beam, Which should have the DPS of the Warthog Turret, and have dual Plasma Cannons (Ghost DPS). also, each trigger activates a weapon, but they can't be fired simultaneously. Pressing Y switches the Beam to Overcharge mode like it has in Halo Wars, Which drains it's shields. In the same sense as holding the trigger in slightly gives the Ghost a slower boost, but it lasts longer, Holding the trigger in further increases the multiplier, Maxing at 1.6x (I will post shield drain rate/seconds below), but decreases your shields faster, and vice versa. Once your shields are depleted, you revert to the normal beam, and can't use the overcharge until you have full shields again. there is an overheat for both weapons, while one is cooling, the other can still be used. to prevent a constant switch spam, the time it takes to cool-down should take longer than the overheat, so there is a skill gap with this vehicle. It has a potential Longer Range, when used correctly. The 3 Overcharge states Regular Beam: Blue, 1x Multiplier, No Shield Drain Overcharges, Y to switch to: Trigger Held about 1/3s in: 1.2x Multiplier, 2/12s of your shields per second (6 seconds of continuous fire), Blue, thicker than normal beam. Trigger Held about 2/3s in: 1.4x Multiplier, 3/12s of your shields per second (4 seconds of continuous fire), Purple, thicker than normal beam Trigger Held fully in: 1.6 Multiplier, 6/12s of your shields per second (2 seconds of continuous fire), Red, Thicker than normal beam. Shield and Health Mechanics The shields would follow traditional Halo standards involving Covenant/Storm shields vs. human shields. The Locust would have shields approximately 1.3x better than the Mantis, and as such has 70% less overall health. Both vehicles have the same traits as players, where Plasma beats their shields, while ballistic weaponry is far better on vehicle health. Here are some damage ratios based on Halo weaponry we can assume will return and are often used on vehicles, apart from the Beam Rifle, which I included for the sake of adding all Sniper Rifle variants. Rocket Launcher: the first removes 90% of the shields, the second would destroy it. If the Locust shields are less than 90%, the rocket deals corresponding damage to health. Spartan Laser: One beam removes all shields, so 100%. then a second to destroy, same residual damage mechanics as the Rocket Launcher. Fuel Rod Cannon: 4 Fuel Rods destroy the locust, each shot deals 50% damage to shields, and the 3rd shot leaves the Locust with 40% Health, the last destroys it. Incineration Cannon: 1 shot leaves it with 25% Health. Sniper Rifle: The Sniper Rifle would require a full magazine to break shields. Then, the Sniper Rifle takes two shots to finish it. Beam Rifle: The Beam Rifle can deplete its shields in two shots, but can do no damage to health. Binary Rifle: This can destroy it in four shots, with the same damage ratios as the Fuel Rod Cannon. Damage Level 1, 5-20% damage: Slight panel displacement, uncovered wiring Damage Level 2, 21-40% damage: Complete panel removal, sparks at wiring Damage level 3, 41-60% damage: Sparks at joints, front panel damage, crooked areas Damage Level 4, 61-80% damage: small fires, sparks from from panel and weapon areas, Damage Level 5, 81-99% damage: large fires at joints and cockpit areas, front panel crooked, player visible in areas, warning lights. Movement Mechanics I took some long thoughts here. These are both mechs, and act as counterparts to one another, but they do need to have diversity among this. so I looked into the traditional aspects of Halo vehicles for these mechanics (not including the Mantis, as it is not a traditional UNSC ground Vehicle). Traditionally, Human ground vehicles have had more health, faster top speed (Not including boost), no driver controlled weapons apart from the scorpions, but that's a tank, and cannot strafe. As opposed to their Covenant/Storm counterparts. The Mantis screwed with that, by having no counterpart in Halo 4, being able to strafe, have shields and so on. Now that we have these Mantis movement mechanics, changing them to fit UNSC tradition doesn't really make sense going from 4 to 5, as you essentially remove its best/unique features. Toning down the weapons is a must. But, back to the Locust. The Locust must now be Built around these mechanics, and I feel I have done this. The Locust Has faster Forward and Backwards speed than the Mantis, but it's strafing is slower, However, as traditionally, most if not all covey vehicles have a boost of sort, the Locust is no exception. But its is handled differently. to compensate for it's inability to stomp players nearby, and slow strafing, the Locust gets pond skater-esque "evade" that allows it to quickly dart to the side by about 12 meters. This can be used once per cooldown, and takes 15 seconds to be used again. It can use this to splatter flanking players or quickly dart in or out of cover. I feel this gives it the unique abilities in movement to seperate it from the Mantis. Over All Features There should be three versions for forge. the one I stated above, which is purple, and a blue one, that has a the regular beam , the overcharge is a instant drop of all shields, but fires a spartan laser strength beam (blue beam), and takes a full cool-down to use the beam again, and the last one is concussion rifle colored, it fires concussion rifle shots instead of plasma cannons (12 before reload) and the same beam traits as the purple locust, it is better at close range covering itself, but not very good for long range cover when beam is unavailable.
  22. The next game in the Halo series will be led by Timothy Longo, who had previously worked as the creative director of games such as the Tomb Raider reboot and Star Wars: Republic Commando. Longo had also been working on an unannounced Star Wars first-person shooter just before LucasArts was disbanded and the property was purchased by Disney. Longo has joined the team behind the next Halo game as creative director, alongside franchise director and executive producer Josh Holmes at 343 Industries. Outside of a teaser trailer released at E3 earlier this year, details about the next Halo game have been scarce. So far, what we know is that it'll again be developed by 343 Industries, run on a new engine at 60 frames per second on the Xbox One, and will be out in 2014. SOURCE:IGN View full article
  23. Slayer BR's should return as an official playlist, with the following RESTRICTIVE rules... No DLC Required No Custom Class's 5 on 5 Primary BR, Secondary AR 2 Frags No Sprint No AA Weapons Physically Placed on Map Without Ordnance Markers Dual-Wielding Excessive Grenades Score to 50 Suicide and Betrayal Penalty No In-Game Joining Penalize Quitters Classic Maps Publicly-Viewable CSR Skill-Based Matchmaking 4-FN-SHOT-KILL No Assault Rifle Bloom NO KILLCAMS 5 Second Respawn NO OP WEAPONS
  24. Sprint. Arguably the most debated and controversial element in the modern Halo environment. With many pros and cons that make it very hard to decide between keep or drop. To be clear, I support the drop argument, but the ability of faster map crossing without putting lower skilled players at the disadvantage of being unable combating overly effective strafing seem good. However, as many of you may have seen on other threads, I have come up with which may be the best solution yet. It's simple, but I feel it can and would be very effective at resolving this very frustrating issue. The Idea: Basically, in a nutshell, it takes the main arguments for sprint; faster paced gaming, better map crossing speed without creating overly effective strafing and simple realism of the player, and gives those benefits without the sacrifice of skill gaps or creating new unnecessary ones. It does this by removing sprint, and replacing it with this mechanic: Base player strafing and backwards movement is the same speed of that seen in Halo 3, while moving in a forward direction is 110% faster than this, giving the ability to cross maps faster without the risks of being unprepared for firefights, resulting in cheap deaths. No "get out of jail free" card for mistakes, as now you cannot run faster than someone chasing you down and shooting you at the same time. Flag Carriers are no longer at a disadvantage from being unable to sprint. Able to jump larger gaps and shoot at the same time. It also gives benefits to things outside of player movement. It gives players that use Automatics a buff that does not change the weapons mechanics. In a typical Automatic vs Precision confrontation, The Precision user will attempt move backwards to prevent the Automatic user from doing both of the following: staying accurate, and preforming pummels. Now Automatics can catch up to these players and as result be able win more straight up conflicts in this style. In conclusion, I feel this is the best mutual agreement for the argument. It prevents the issues of sprint and the overly effective strafing of a universal faster base speed
  25. I want your opinion. 343 removed Firefight, which was a major disappointment to the fans, do you think they will remove Forge in Halo 5 also? This has probably already been discussed somewhere, but oh well. Here's a new topic about it. Maybe they will think it's "Too hard" and will remove it from Halo 5 and 6. I wouldn't be surprised if they did. What do you think? Will they remove it? Or not?
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