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  1. As we may know that Halo 5's release date is coming soon next year and everybody is probably going to be stoaked for it. So I was wondering what are you major weapons that you wish you could have in Halo 5? What would it be and why? Mine would be the SMG from Halo 3 What would be yours? Post comments below.
  2. After seeing Halo 5 beta gameplay Ive been sooooo upset to see my beloved Franchise turn in a different direction. I've played Halo since Halo ce and after Halo 3, Halo has gone down hill. I really thought after watching all the goodness of the Halo Master Chief Collection, that 343 would notice it and make Halo, what made Halo. Now I know it was a beta and it can change but to think that 343 really thinks that all those features they put in, Makes a Halo game? Now Im no way against Halo evolving but c'mon seriously? Dashing, Ground Pound, Smart Scope, Spartan dialogue in battle. There from other games, I was hoping for something different like maybe I dunno interactive AI?. Now we also have corny things like spartans running into battle and end game Victory/Defeat poses. I always thought they would fix or improve on what they had like the awful animations (from Reach and 4), or the spartan armor (it was tweaked but still is bad). Its basically just Common Sense. So here is the thing I have notice people defend all this and Ive been thinking maybe its just the people who started playing Halo on Halo Reach but im wrong. I see people saying they've been here since also halo ce and like all these things. For the people who are okay with this Please tell me what halo game you started playing halo and give me your reasons. Btw I couldnt think of a better title
  3. So with a year until Halo 5: Guardians' launch and a month until the beta begins, why not start hyping the game now? What could go wrong? On Saturday the 29th, at 3pm, you will get to play Halo: The Master Chief Collection with me as we hype the launch of Halo 5: Guardians a year from now! We will play a variety of Halo 5 themed maps that I will create myself, and have a blast doing it. Here are some requirements below: 1. Harsh language and/or slurs are completely fine so long as they aren't aimed at a particular member, ethnic group, sexuality, or any other group of people, I promise you, you will be booted instantly. 2. Please don't be extremely late, especially if we are in a nearly full or full lobby. We won't wait for you, and it leads to sadness and I don't want that. RSVP below as soon as possible if you want to join. 3. Do not sign up with the knowledge that you will not be attending, because if you sign up for a spot and don't show up, I will give your spot to someone else. 4. Have a ton of fun hyping a game that is a year away! TL;DR Time: 3pm-6pm (Likely) Game: Halo 2: Anniversary Date: Saturday the 29th Attendees: 1. Edward Kenway 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16.
  4. The introduction of sprint into Halo has been one of the most controversial changes to the franchise. Many are in favor of removing it, while others think it is/can be beneficial to gameplay. Personally, I'm not a fan of sprint in Halo, but I do see potential for a somewhat similar mechanic. Those of you who have played Counter Strike probably know that some weapons (the knife, for instance) allow faster movement speed. This mechanic works well for the game, giving players the option to sacrifice superior firepower for speed to get to locations more quickly, but without rendering them completely vulnerable when doing so. My idea is that, similarly to CS's mechanic, players gain a small speed boost (maybe 5-10%, but would require play-testing) when wielding the Magnum (and maybe similar weapons like the SMG). This would give these sidearms more purpose without making their kill-times "unrealistically" competitive with those of "primary" rifles like the BR and AR, respectively. With the Magnum rebalanced to have a similar kill-time to the BR and allow faster movement, offset by the smaller magazine size and less effectiveness/ease-of-use at longer ranges (perhaps through a shorter red reticle range), it could have a greater purpose than merely a "secondary" or "backup" weapon that players wouldn't give a second thought about trading out. What do you think? Could this mechanic be beneficial for Halo? Are there aspects of it you would change? If you don't like the idea, leave a comment discussing why.
  5. Recently 343 released a picture with a Mysterious Spartan and Master Chief. Many Halo fans had no idea how to take the picture, since he has only shown up once before in halo before this photo. In Halo 2: Anniversary Edition this mysterious spartan shows up in the "very first cutscene". He is known as Locke an ex-spartan who goal is to track down (in his words) "the spartan" he then shows one of the Elite commando's a Hologram of Master Chief. Here the link to a Picture of the Master Chief and Locke's Photo http://teambeyond.net/wp-content/uploads/2014/05/Halo-5-Double-Spartan.jpg Here is the picture of Locke in Halo 2: Anniversary Edititon http://scontent-a.cdninstagram.com/hphotos-xfa1/t51.2885-15/10748411_741316482572153_22150367_n.jpg I would imagine we play as this Locke Bounty Hunter and try to track down our loved Master Chief. No one will know until Halo 5 is Out. Cant wait. Also reply to this and tell me what you think.
  6. A colossal amount of information was just revealed for the Halo 5 Beta at HaloFest this year (I'm talking ALLOT of info). The whole video is at the bottom of this article. Oh, and I'm sure I got some of the information wrong, so feel free to correct me if you see any errors. Here's the gist: Everyone starts the same. Every Spartan Ability (I'll detail those later on in this article), and Weapon (starter primary, secondary, and grenades) is given to the player at the beginning. No Loadouts. Like how Halos 1-3 were played. All weapons contain a zoom feature, with some akin to ADS (Aim Down Sights). Not all weapons have this, like the DMR (the DMR is nearly the same as it's H4 counterpart Scope wise, and aesthetically). There seems to be a before, and after game animation for each Player Team that shows their aesthetics. The winning team taunts the other team in bravado. Everything listed in this article is based off of work-in-progress material in the Beta. So it's not final. The time the Beta releases makes it the earliest public Halo Beta ever released. There are a total of 7 maps that will be able to be played on in the Beta. There are now Weapons on map as in previous Halo games. NO MORE ORDINANCE. There will be three game modes in the Beta. What they exactly are is not clear, but it's certain Multiplayer is one of them. Power Weapons run on static timers. So a weapon like the Prophet's Bane comes around every 4 minutes. There's a Shield Bar, and Health Bar, but I'm not quite sure how they work. Random information from HaloFest: 343i has an internal Pro team they use to test the game. What's pretty funny is that they have Pros vs. Devs... and the Devs get completely destroyed in Halo 5 MP lol. One match was 50-4. Most of the play-testers (like Josh Holmes, some Pro players, and a few other devs) will be online playing with the community when the Beta launches. A couple celebrities came to HaloFest... like: Wayne Brady from "Let's Make A Deal" (that dude is hilarious), Joel Mchale from "Community", and Ben Schwartz from "House of Lies". Spartan Abilities / Movement & Scoping mechanics: Weapons: Maps: Allot of new armor was shown at HaloFest, but unfortunately I won't be able to detail them right now due to me already spending more than an hour on this article. The Halo 5: Guardians Multiplayer Beta begins on December 29th, and runs for 3 weeks until January 18th, 2015. - - - - - - - - - - - - - - - - - - Thoughts? Source: YouTube View full article
  7. hello there everyone and 343 industries and microsoft we want the elites back into halo multiplayer again and halo 5 guardians everyone would love to have the elites back into halo multiplayer if you are listening please bring the elites back hey community please spread the word about the elites in halo multiplayer we must get our voices heard and you are the future of halo you are our last hope 343 industries and microsoft please bring the elite back in halo multiplayer thank you so much for listening....
  8. As a true halo fan aside from already destroying kids with its perfectly balanced multiplayer the way it WAS,The armor was some thing truly special to me,it made you feel like a bad -snip- and made you want to flock it to anyone you killed, In H4 the armor style was just wack,everyone looked the same since it was so fast,and i felt no urge to really want to play the game to unlock more of its armor unlike the previous Halos,Halo 3 and reach had fantastic armor,and after Bungie left they took that great armor styled talent and put it in Destiny now,The titan class?? Man i could only imagine how they wouldve made the spartans look in halo 4 with that talent,but im not here gonna praise Bungie now,cause 343 can do it too,If they just spend a good amount of time putting the effort into every single piece of armor instead of just using an easy template for all the spartans,I mean if you need help just look at the Destinys Titan class xD (sorry again) but no really, I love what 343 is doing by going back to Halos roots and everything but the Armor was Definitely apart of that, Each spartan looked truly different from buff spartans with that huge knife as a shoulder piece in Halo Reach to slim spartans like in Halo 3,and then people would just make crazy combinations and it was great to even then see their spartans in Halo reach on the side with the vertical list view (As in all halo games) unlike H4 with its horizontal card style which made me feel like i was playing a game that was not Halo sadly,So yes Im hoping 343 would really hear me out on this cause im sure every halo player is hoping of a much better armor customization style for Halo 5,cause after they nail the multiplayer and make H5 go back to how Halo was, Im going to get bored if theres not that super impossible god like piece of armor that ill have to put in mad hours to get,like how halo reach did it ,if anything you can implement credits again and just use them to buy pieces of armor,make them at ridiculous prices and thatll get players to put a lot of hours in the game and especially if you can unlock armor from playing the campaign,and unlocking achievements,thats how you get them hooked,but once again MAKE THE ARMOR LOOK BEAST like a true war fighter spartan,just think Tactical,Military,and Warrior with sharp edges,and even in halo reach you could see some of the dirt and damage on some armor too. but if you listen I bet youll be in the right path to make some fine Armor for H5,Not super power rangers from space with retarted bright colors that made the red in matchmaking look salmon and the blue was like sky blue?? DO NOT REPEAT H4 with that armor style ever,again.but thank you for reading i know it was a lot to -snip- read but i felt i had to get this point across ASAP,cause this will be the decision for me if i actually want to keep playing H5 after you guys make the game "Go back to its roots" Side note: Whats up with all the Blue in Halo 4's UI? Make it a nice Dark mysterious atmosphere, sadly look how Bungie did it with Destiny? Lol sorry again
  9. Now then sense HALO MASTER CHIEF COLLECTION is done lets start talking about HALO 5 and what master chief is headed for . I can't wait! I think multiplayer matchmaking in HALO 5 is going to better than HALO CE, 2, ,3 ,and 4.
  10. Here's a great video that has a list of what halo 5's forge needs to include.
  11. Hi I'm P1N3C0N35, I've been playing Halo since 2. My service tag in Halo: Reach and in Halo 4 has been P1C0 (the short version of P1n3c0n35) has been with me since the beginning. Now all of a sudden my service tag is changed in both games it says "the service tag requested is not allowed on XBOX LIVE". How can something that has been the same for 4 years be "not allowed"? Please can I have my Tag back
  12. 343 released a new video on their YouTube Channel regarding the episodic mini series Halo: Nightfall. So without further ado let's watch: Summary of info: Locke is the Commander of a special forces unit of ONI operatives. We hear that he already has (some) Spartan qualities, and his character will go through a decent amount of change from the beginning of the series to it's end, forming his character for Halo 5. We also see that the Covenant will play some sort of role as a Spirit drop ship and a few Elites are seen. The thing that really catches my eye is at 1:18 in the video, you see a mass of smaller life forms forming a silhouette of a human being, before breaking off each from each other and scuttling down the hill. At first glance I believed them to be flood infection forms, but whatever this is is much smaller then that. It is a high unknown. So what do you believe this life form to be? How does the series look so far to you? Let me know!
  13. 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
  14. 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
  15. A new Halo 5 multiplayer modus in the making! Although we don't have much info on the upcoming Halo title we now do know 343i wants to implement a new modes in the Halo 5 multiplayer. 343i has started hiring for a person who can: -Implement and execute competetive multiplayer features -Fine tune the existing multiplayer experience -Create and implement a brand new multiplayer modes Now the last one seems highly interesting since even 343i doesn't know what it'll be. Although they would have to give their blessing first. What kind of modes would you like to see in Halo 5? "And now for something completely different." Destiny will have no initial PvP. Got the game and wanna shoot some other players? Tough luck, because Bungie has made it so that you'll first need to play a couple of hours before you can blast your opponents to bits. Now I know this sounds bad but there is logic behind this madness. In Destiny you will start without a 'super attack' and without this you'd be completely destroyed by opponents who do have this ability. And who likes getting blown up without defence? In order to 'unlock' competetive multiplayer you'll first have to complete several missions, get you super attack and find a special weapon. Only then you'll fully understand how the game works and you'll be on your merry way. See at as some kind of tutorial. There hasn't been much info on the competetive multiplayer side of Destiny so far. Keep an eye out on E3 this year. Do you like the way Bungie handles this situation? As always leave answers and comments down below! Thank you for reading! Sources: http://nl.ign.com/news/8945/halo-5-krijgt-nieuwe-multiplayer-modi http://nl.ign.com/news/8943/destiny-vechten-tegen-andere-spelers-niet-meteen-beschikbaar
  16. Within the new Halo 5 forge (which I PRAY they include), I hope to see a redesign of the gravity lift mechanics. For too long have I sat in forge and played with the angle of the gravity lift to get it to go exactly where I want it to every time. I hope 343 acknowledges this suggestion, and I think it is a good one. So picture this, when a Gravity Lift is spawned, it has three editable points, the grav lift itself, the top of the arc, and the landing zone. The gravity lift can have traits like "Speed," and other related traits, the top of the arc can have its location edited, maybe have the option to move anything caught inside of it, and if 343 is feeling really nice, they can add the option to have two arcs (and make the top of each arc cost budget or take up an entire lift in the menu) , to make a Gravity lift that can swerve and turn like a player is caught in the wind or something. This I think would be very cool, and the very premise of this idea may spawn entire mini-games based around it, it could make maps much easier to navigate, making maps with lifts would be a breeze, and it just sounds like downright fun.
  17. I don't know if it's a little late to comment on what should be brought to Halo 5 (or Halo 5 Guardian), but I just thought I would say what's on my mind. First off, after forging for over a year on Halo 4, I can honestly say I like it a lot better than halo reach forge (By no means am I saying it is better than Halo reach, that's just my personal preference). With that said, their are a few features that would be great for a high tech game like Halo 5 to be implemented. 1) An undo button would be nice: but I would defiantly like it better if it was a menu option only and not an actual button on the controller because I would hit it all the time! 2) A highlight option! I noticed on the 360 controller (at least I think) is that the bottom and right arrow do nothing in forge. With that said, perhaps they could be set as a new function called Highlight. With the highlight option active, you can move multiple objects anywhere around the canvas without changing the angles of the objects, For instance if you have ever highlighted a sentence at the end of a paragraph in Microsoft Word and moved it to the beginning, everything says the same. With the highlight option, instead of being green when selected it should be yellow to indicate the highlight function is active. And of course if their should also be a menu function to highlight all in-case you want to move the whole thing. 3) This one is not not a huge complaint, but it would be nice if rotation snap worked for more sensitive angles instead of using the common 5, 15, 30, 45, & 90 preset rotations. Also if these could work across different coordinate planes, for instance, if I have a block at a 60 degree yaw, and I want to change it so it slopes 15 degrees down it should be straight and not crooked. This is difficult to explain, It's easier for me to show you then tell you. Anyways, that's all I got, please comment below with what your options are on the matter.
  18. I'll start off by saying, from what I've seen of Halo 5: Guardians so far, it looks like 343 are heading in the right direction, and are listening to the fans. I am hoping this post will be noticed by 343 and aid them in the game design. For me, the reasons for people disliking Halo 4's multiplayer had been a complete mystery, until I invited an old friend to play matchmaking with me. As we played he pointed all of the little things he didn't like, and I wrote them down on a list... no, really. His exact words were: "It's a good game, but it's not a good HALO game". I'll try to keep this as short as possible, and will add some suggestions of my own. If anyone reading this also has any ideas, feel free to leave them as a reply. - Halo 4's multiplayer is too competitive oriented. This makes it difficult for newcomers to get into the multiplayer and they may become frustrated at their lacking experience and leave before they hone their skills. There were no playlists for people to just relax, where you just played the game, and your stats and game results didn't matter. Solution: Social playlists. Playlists where your rank and other stats are unaffected with nothing recorded. This will make it more light-hearted and provide practice for inexperienced players. - In Halo 4's matchmaking, the game "starts", then there's a UNSC logo, then loadouts, then a countdown. In Halo 3 the game started as soon as it was loaded which I think everyone would prefer. - On smaller Halo 4 maps, there are a lot of enclosed spaces (e.g. Adrift and Solace) where if you get double teamed... well, you're dead. The maps need to be more open with more paths in and out of different areas. This will give players more options for a "counter offensive". More cover would also help counter this. - "Say, you remember Halo 3's Bungie favourites?", "Yeah man, that's where I found Fat kid, Ice cream man, Duck hunt, Jenga, Predator, Halo, Cops 'n' robbers, Sky fortress, and a whole load of cool maps". Halo 5: Guardians and the community would definitely benefit from an easily accessible in game-feature where players can find the latest and best creations. It doesn't have to be "343 favourites" it could be a community features matchmaking playlist. If a playlist or feature like this was updated regularly, there would always be something new and fresh to draw people back in. - In previous Halos, you needed to go out of your way to get power weapons on the map. In Halo 4, you just pressed a button and they were given to you. Giving power-ups to players who are doing well? Really? If the power-ups are on the map, anyone could get them, a newbe could pick up a rocket launcher. This would make the games more balanced and fairer. - Let's be honest some of the armor in Halo 4 was ugly and ridiculous, all they did was take up disc space. If the armor doesn't look good, you don't HAVE to put it in the game. An idea that I had was to unlock decals for your armor, or even make your own and place them wherever you wanted on the character model; maybe put them on file share. Forza's decal editor has produced some excellent results, so give Dan Greenwalt a call if you're reading this 343. - Don't just take features from C.O.D. and bolt them into a Halo game. Halo needs to be unique or people simply won't have any reason to play it, it will just become "Call of Duty: Future Warfare". My friend said that he found the in game scores that pop up distracting from the gameplay. I personally don't have a problem with these, so maybe have the option to turn them off. I also find when it takes more time and effort get a kill it's more satisfying. - Finally, Halo 4's new music is good, but you can't beat the classic theme. Perhaps Marty could better his previous work, wink wink, nudge nudge. Thanks for taking the time to read this, it was hard work for me too
  19. With the Announcement of Halo 5: Guardians and the release of it's teaser art has come a lot of speculation about Halo 5 and descriptive reports regarding the art. (If you haven't read it yet, you should definitely check out RedStarRocket91's breakdown of the Halo 5 Teaser Art-HERE) As you can see in the art above, the Battle Rifle has a different scope. Now, if this means the Battle Rifle has been redesigned or if weapon customization is a new feature in Halo 5, we don't know yet. I would like to see weapon customization come to Halo 5 in the following ways: WEAPON SKINS I think that every loadout weapon should have at least 5 different skins to choose from. These skins should be unlocked by completing specific commendations with each weapon. Example: Battle Rifle: 1,000 Kills = New Skin 5,000 Kills = New Skin 10,000 Kills = New Skin (Gold Skin) 1,000 Headshots = New Skin related to headshots 1,000 Assists = New Skin related to assists WEAPON ATTACHMENTS Weapon attachments should be handled carefully. Weapon attachments can greatly affect the way a game is played and the outcome of that game. I feel that with weapon attachments, players can feel more involved and grow closer to their weapon. I don't think they should alter the game significantly but rather, serve more as aesthetic features. Weapon attachments should be unlocked at a rather low level, SR-5 or SR-10 and should continue to be unlocked every few levels. This should include attachments similar to the following: Red Dot Sight (Optimal for medium range) Reflex Sight (Omptimal for medium range) Iron Sights (Optimal for short range) Sniper Scope (Optimal for long range) Buttstock (Aesthetic) Grip (Aesthetic) Bipod (Aesthetic) Bayonet (Aesthetic, but should be implemented in Assasinations) WEAPON EMBLEMS AND CLAN TAGS This is a feature straight out of CoD, but one that I think Halo can benefit from. It doesn't affect gameplay at all, but again, it would be fun to see your emblem appear on your weapon. Unlocked at SR-15 or SR-20. Emblem Clan Tag Those are my opinions on how weapon attachments should be implemented into Halo 5, but I'm really curious as to how you feel about it. Do you think that weapon attachments should be added? How about weapon skins unlocked by completing commendations? Be sure to leave your thoughts on all of this below!
  20. From the album: Tacos and what not

    Here's a picture of the original post of my Locke drawing on Instagram. I've had some people attempt to steal my art, so I have to make sure I'm protecting my art the best way I can. Original post: http://instagram.com/p/r5FEBOSMrZ/?modal=true

    © @joe_winfree on Instagram, Self Destruct

  21. First of all I just want to say that if you disagree with anything I'm about to say, I'm totally fine with that. Please don't get offended by it, but try to take into mind what I'm saying here. I don't think you'll regret it. A lot of people (whom I consider to be scared of chance, personally) claim that Halo multiplayer was ruined with Halo Reach and even further with Halo 4. They say that Halo needs to go back (devolve, basically) to the way it played originally. I've always sat back and watched as so many people have made these ridiculous claims, but today I'm taking it upon myself to explain why these claims are in fact, wrong. Halo's gameplay for the first 3 games was broken, and Halo Reach (and especially Halo 4) took the right steps to fix the many glaring problems with the franchise. For the sake of keeping things fact-based, I'm going to leave out those things from the original trilgoy which were only bad in my opinion, and stick to disussing those things which were in fact, bad. One of the biggest faults with the way Halo originally played was that you couldn't start with the weapon you wanted. The reason this is never a good thing, without fail, is because when you're playing a game, you need to be able to play to your own play-style. I can't even begin to fathom what benefits are gained when players all have to start out with the same abilities. Let's take perks, for example. If there's something I'm not particularly good at, such as throwing and timing grenades accurately, then I should be given an opportunity from the game to compensate for that inability, because I bought the game like everyone else and therefore I've purchased the right to having fun (if you will). So in this example, I would use the perk that lets me carry an extra grenade. This way, I'm more likely to achieve success with my grenade throwing, which is only fair. Like I said, all players payed the same money for the game, so it's only fair that the game ensures that all players are given the same opportunity for success. But when there were no perks, the game was broken in this sense because it meant that lesser skilled players had to suffer for merely lacking in a particular skill. Should people really have to suffer due to only being human and having weaknesses? Of course not. So luckily, Halo Reach and Halo 4 began to fix this fault with loadouts, which is great. Now Halo can finally begin to have legs of its own, and I find it quite saddening that so many people start to hate on the franchise when it finally gets to be an experience that works. Another fault with the way the original Halo games played was that they were too predictable, meaning that the game didn't create enough random elements for the experience. Do I really need to go into why this is blatantly a bad thing? I guess so. Not having randomness means: 1) There is less variety in gameplay. If I know what power weapon is going to be in the hallway on a map, and I know when it's going to be there, where's the fun in that? Fun comes in to play when we don't know what it is we might get or when we might get it. 2) It gives too much power to skilled players. All players should have equal opportunity to achieve success in the game, because as I pointed out earlier, all players payed the same money for the game. This means that it is objectively bad game design to provide players with opportunities which can require large amounts of skill to take advantage of. When you put a power weapon in a certain spot on a map, then the skilled players will more often than not get it because they can target their skills to attain that weapon. Whereas when the power weapons spawn in random places and at random times, it takes most of the control away from the players themselves, and therefore ALL players are given equal opportunity over time. Random ordnance and personal ordnance fixed this particular problem, which is why they were such great additions. The next fault with the original Halo trilogy was that they didn't have sprint. I'm always hearing the most ridiculous reasons for why sprint is bad for Halo, and all I can really hear is "I'm scared of change", "I can't adapt", "I can't help but whine at everything new", and "it's not Bungie so it's bad". A lack of sprint was a fault that needed to be fixed. Period. Why shouldn't I be able to run away from encounters I'm losing? Why should my enemy be able to chase and shoot me at the same speed? These things are claimed to be "good" for Halo by many, believe it or not. The obvious reason that being able to move at full speed and shoot at the same time is a bad thing is because FPS games should revolve around choosing whether to shoot or to sprint. It should never be about doing both at the same time. Having to know when to sprint and when to stop so you can shoot makes it more like real life, and it also adds another skill you have to think about, and that's why it's nothing short of one of the best additions to the franchise that has happened. So as we can see, Halo 4 has in fact done many things to make the franchise actually worthy of being played. But unfortunately, we still have a way to go. Here are some things that absolutely need to happen in order for Halo to really become a great experience: 1) Aim-down-sights MUST be included. What happens when a person aims in real life? That's it! They have to slow their movement down to gain that accuracy. They have to know when to use the advantage of one and when to use the advantage of the other. Halo is doing this wrong, even to this day, and it simply can't go unfixed as we move forward. 2) Going prone needs to be included. Which was the last Halo book you read which stated that Spartans can't go prone? Oh, you didn't? Then think twice before you start talking some nonsense about how it shouldn't be in Halo. We need to progress, people. Change is good. 3) Grenade cooking. I'm sorry, but saying that a Spartan can't go prone is one thing, but to claim that they wouldn't be able to hold a grenade for a few seconds if they wanted to? That's ridiculous. This feature absolutely must be put in Halo if it's going to be taken seriously. No game should ever not have grenade cooking, or any of these features for that matter. I must be honest, I wasn't even interested in Halo multiplayer in the slightest until Halo Reach just started to grab my attention with its improvements. What does that tell you about the franchise? Then when Halo 4 came along, I knew that something really good was finally happening with the game. I really don't care how much it resembles Call of Duty or any other shooter, as long as it starts to become a playable experience, then that's what matters. Let's keep this forward progression going with Halo 5, 343i. Only good can come of it. I beg of you, don't listen to all these people who are stuck in the past.
  22. So I have an idea. What if there was this new game type for Halo 5. Or Halo 6 if the isn't enough time to implement it. But here is the idea. First team to 3 points win. Normal team slayer, but with a twist. You start on one of the multiplayer maps, could do a big map for 6v6 or 8v8 or a small map for 4v4 or 2v2. First to 10 kills gains a point for their team. Then here is the crazy part. Once that point is scored, the map starts exploding. You have 15 seconds to get to the extraction point. If you die from the map exploding, then you have to sit out of the next round for the first 30 seconds, maybe 15 seconds, or however long makes it well balanced. Now the 2nd round isn't on your previous map. It's on a whole NEW map. But you are still in the same game, So now you must switch up your team strategy on the fly! This round goes the same. 10 kills, scores point for your team. Map explodes, next round starts off on another new map. This goes on until a team gains 3 points. So if you are perfect the whole way, you only play 3 maps. But if the opponent is as good as your team, you could be playing up to 5 maps. Maybe even make the tie-breaking fifth map something special. Like Over-shields for the first minute or bottomless clips or double damage or infinite ammo. These maps could be randomized or have set playlists that you can vote on. Maybe having each map have its own game type as well. Like your first map was team slayer, then the next one is oddball, and the one after that is capture the flag. But shorter versions of each one. This could possibly even work for the MC Collection, since it has a ton of maps. So what do you think, guys?
  23. Hello ladies and Gentleman, With epic Halo fans like you guys, i decided a quick thought to share with you guys that came straight out of my brain. I have no idea if 343 industries has thought of this yet, but i am very confident that this is a possible future inclusion. This would be one sick thing in Halo 5 defintly. But lets get straight in before i lose topic control and get into something else. So Promethean Vehicles? Could this even possibly happen at some point, i mean it sounds like some pretty epic thought, but is it really neccesary? I mean, a lot of fans could simply argue of how that would make the game feel more unHaloish, but its a pretty sick thing! Just imagine ok, jumping into a Ground n Pound assault vehicle and have it make some cool affects such as the Promethean weapon arsenel in Halo 4! Let me know in the comment/reply section of what you think. Again, this is ArbiterMLG, signing out! Follow me on Twitta: @VenialZero6 Xbox Live Gamertag: VenialZero6 Enjoy your beautiful day wonderful mates!!!!
  24. So since our Halo 5 topic does not include a spartan ops bit yet, I put it here (any mod feel free to move it.) So some people hated Spartan Ops some loved it, I generally enjoyed it and in my opinion it became fun when the maps weren't MP maps but genuine SP and Spartan Ops unique maps. Now I like dislike Firefight, it always had a "This could be story driven why isn't it" - feeling to me. Now in my opinion SpOps is a natural evolution of Firefight. I mean the story turned out to be actually good and it left us with a cliffhanger (Halsey betraying the UNSC) The form it has to evolve into has to be more story driven, a co-op campaign to interest the story lovers and of course more immersion due to ingame cutscenes (love the part where your spartan is captured and of your own breaks free and assasinates the elite.) Also the addition to make missions in forge would be great, it can't lose it's value there and people can craft their own missions and get them rated, which could boost spartan ops popularity. share your thoughts here. 2 rules: 1. Have fun! 2. Stay civil!
  25. This is my theory about Halo 5: Guardians. It is based on the cover of Halo 5: Guardians. It is using a cover I call the reflection which shows a few things. First it shows the main characters which will be the Master Chief and the other spartan I will call Blue because of his visor. Next we know the focus, it will be centered around Spartan Blue. Also Spartan Blue is above the Master Chief meaning Blue will be the hero. Now I will focus on the title which is Halo 5: Guardians not Halo 5: Guardian. The "s" changes everything because now the galaxy has two guardians the Master Chief(RED) and our new spartan(BLUE). Red vs. Blue, I wonder who will save the galaxy. Side notes: the Master Chief has a red orange shine. Blue might be hunting down the Master Chief.
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