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  1. Here is the Halo 4 panel from PAX east where the 343 team discusses all things multiplayer for Halo 4. They talk to us about the new TU coming, the new castle map pack and we get a demonstration of the new forge world. So enjoy. The video was uploaded by Podtac TV.
  2. Putting aside whether or not we think sprint should be in the game, and putting aside whether or not we think it will be in the game, how would you guys react if Halo 5 Guardians didn't have sprint? Would you be unhappy but continue playing as normal? Would it actually worsen the experience to the point that you'd play significantly less? Would you play less campaign and more multiplayer?
  3. 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
  4. 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.
  5. 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?
  6. Which Game's multiplayer will you play the most? For me it will be hard to decide between HCE & H2.
  7. Which of the four Halo titles in the Master Chief Collection do you think will attract the most people? I am personally most excited for H2, and I will almost exclusively be on it. I have serious feelings of nostalgia for Halo 2 and all I want is to play ranked matches and do some custom glitching again. I have so many fond memories of the old days. I hope that the Halo 2 Anniversary Multiplayer stays nice and populated for a good long while. Can't wait.
  8. This topic titular, meaning that the title of the topic is self-explanatory of what the topic is talking about.
  9. 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! (:
  10. 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.
  11. I need a little help 343. I'm getting older, far from old but older. My memory never was the greatest and I constantly call people by the wrong name or forget their name altogether. Now you tell me I have over 100 maps at launch of the HMCC not including what will likely become a floodgate of maps in forge in the first few weeks. If Reach's Forge is any indication, I will once again be utterly lost as to which maps I am looking at in my map list. I could barely keep up with my own creations let alone some of the amazing Forge's out there. There was a time, a more rough and yet somehow simpler time. A time of UT99. Yes waaaaaay back in the past on Good Ol original Unreal Tournament where you could actually take a screenshot of your map creation and post it alongside your map name to be displayed in the playlist. Oh what a wonder it was to not have to look at 800 identical Forgeworld screenshots and guess the verb of the map you wanted to play. Please for the love of God allow us to set our own map playlist screenshot (or 3) so that those of us that control the playlist don't have to leave those of us waiting to participate in a game to suffer as we load 8 maps trying to find "the map". Bloody Mess Blood Gulch Blood Letter Coagulation Debilitation Obfuscation I find it much easier to find: Revenant Rampage Arena - - - - - - - - - - - - - Revenant Slam Fest Revenant Valhalla Revenant Zeta It's a bit of a big image but I was too lazy to resize and you get my point. Plus lets be honest being able to 'one touch' enlarge the map list screenshot would also be a nice Feature Please help me find my maps.
  12. So, here is my main issue with Halo 4. During many different game types (usually CTF) I can get betrayed on average about 3-5 times before I can get an option to boot someone. However, if I were to retaliate and betray those same people, I get Booted for one betrayal. So, why can these people sit here an intentionally betray me countless times before I get an option to boot, but if I were to betray them, I get booted on Betrayal? How is that fair? Also, has anyone else had this problem? >Pic unrelated, just a picture of one of my cats.
  13. Hey, Just looking for a few players that are fairly serious of temperament who wanna play. I play to win and that's hard to do in team games with random players who are seemingly clueless. Don't care if you have mic or anything cause mine is broken right now anyway. Just need a few people that can aim. Add iKrameTrain if you are interested.
  14. Hey guys I know I may sound like total blond and dumba- for asking this, but is there a way to 100% reset your stats on the Multiplayer for Halo 4? Now why am I asking this? Because My K/D is utter trash, because Halo 4 was the first Halo ive ever purchased and quiet honestly im a person who likes to improve. My K/D is .69 with roughly 28,000 Deaths to 19000 Kills (no lie) Yes I know theyve done something with the CSR system thing where they match you up with players of your ability but I look kinda pathetic for such a bad stats~ Mind if anyone gives me information on this?~
  15. Hey, I am new here. I first want apoligize for my grammar, as English isn't my native language. A few days ago i stumbled upon some halo 3 vids and realized how much i miss those days and that I do NOT like the halo 4 multiplayer at all. Luckely there are still enough people playing halo 3 to find matches quite quick, although not in every playlist. I wonder why big team slayer is played by no one, i can't seem to find a match in big team slayer wich really bums me out. Doesn't anyone like it?
  16. Watch_Dogs, Ubisoft’s new open world title, is confirmed to have a multiplayer free-roam with at least 8 players. When a fan asked Ubisoft Montreal’s creative designer Jonathan Morin if Watch_Dogs would have multiplayer with at least 8 players on Twitter.com, he replied confirming the idea. Since Watch_Dogs’ latest update, the confirmation of it’s release date, as well as the restoration of it’s trade mark, the game seems to be getting back on the tracks as it was superbly popular among gamers after it’s reveal at Sony’s Press Conference. After the delay, the game lost quite a bit of footing and was all but silenced among the community. Watch_Dogs is set for launch May 29th on Xbox 360, Xbox One, PC, Wii U, PS3, and PS4 platforms. According to www.pcgamer.com › News Watch Dogs wont be using the same engine as the Assassin Creed series. It has a larger mulitplayer free roam than some games. The largest free roam game i can think of is Daggerfall from the Elder Scrolls series. I believe it was 100,000 sq miles but suffered with poor graphics. It it an MMO? It has up to 8 players according to the article. It seems that this means the free roam could get complicated like say hacking a player try not to get hacked by another player How will hacking work? Puzzles? Game encryptions?- All the cross platform games have reduced multiplayer sizes. (old gen and new gen) The maneuverability is similar to mass effect and gears of war. Hopefully its more like GoWs because it worked better. In Mass Effect it was difficult to take cover properly but you could take cover in more places. Am I wrong? It would be cool if there will be an easter egg with Spencer Reid crying in the alleyway. It also wouldn't hurt to have a Witch(L4D2) easter egg. The engine in Watch Dogs was originally meant for a racing game. The Ubisoft team realized that the engine was better suited for an open world game. They decided to change the game after realizing that another driving game was in production. Could this be forza 5 or Grand Turismo? Some gaming experts speculate that Watch dogs will have a more scripted storyline than gta v and less freedom. Watch dogs is confined to a city while gta v spreads across a broad landscape. Additionally, Watch Dogs will have a number of mission rivaling that of Assassins Creed Brotherhood; which is a phenomenal number! This far out shadows GTA V. It would still have some free-roam. According to Worldversus.com GTA V is favored by the gaming community. It won a poll constituting 63.09% of the poll’s voters leaving Watch Dogs with a measly 36.91%. This poll may not be fair considering that Watch Dogs hasn't been released yet. Watch Dogs may be much better than GTA. I have little doubt about that, but do these factors involving the games landscape really say much about the gameplay? Does pop culture want a higher quality specialized game or something more versatile? Could Watch Dogs be just as malleable and popular as GTA V; the game widely considered to be one fo the most anticipated games of all time. By more popular do you mean pre-release hype? If not then I'm really unsure if that is a legitimate statement since Watch Dogs hasn’t been released yet. Figure out for yourself which game is and was more anticipated. Here is a link for Watch Dogs: http://www.ign.com/blogs/plummetingdonut/2013/08/31/anticipation-for-watchdogs and here is a link for GTA V: http://whatculture.com/gaming/is-gta-v-the-most-anticipated-game-ever.php Thanks for the help guys!
  17. I have a suggestion for the next Halo game. This game should allow you to have as many weapons as you like. There should be no auto recharge meter. If you get hit, then your health goes down, unless you find a shield. They are all kinds of weapons, many of which has a second feature. Check it out. http://en.wikipedia.org/wiki/Perfect_Dark.
  18. Since the release of the the comic series Halo: Escalation there has been much discussion regarding the first appearance of the Arbiter since the ending of Halo 3, and his very noticeable aesthetic change in his armor. But this is about what some people might not have noticed, and that is the return of two classic Elite armor sets, Ascetic and Assault. To the right of Arbiter is an Elite in Ascetic Armor. And at the far top right of the panel is an Elite in Assault Armor. The return of these two armor sets tell us several things, these being that other classic armor sets such as Commando, Combat, and Flight may return as usable armor sets in Multiplayer if Elites return as playable character, which would make sense within the War Games Canon as Separatist Elites could train against Spartan IVs if alliances between the UNSC and the Separatists remain intact. Or Separatist allies may utilize these armor sets in Campaign to help distinguish them from the Storm enemies. Another possibility emerges as well, since the Separatist Elites utilize older armor sets, they may still use older weapons such as the Plasma Rifle or Brute weapons, or they may use older vehicles such as the Spectre, the Revenant, or older, more classic versions of current Covenant vehicles.
  19. 343 Industries Hires Professional Halo Player Eric Hewitt. "Hewitt, aka "GH057ayame", has joined the studio at a yet to be revealed capacity. Hewitt previously competed in professional gaming events with Team Carbon." "Though Hewitt has never worked on the Halo franchise in an official sense, his credentials include assisting the Halo 4 Global Championship and helping create the settings for Halo 4's official competitive playlist." (he made Team Throwdown) Full Article here: http://www.mcvuk.com/index.php/news/read343-industries-hires-professional-halo-player/ (near the bottom of the page) Was this move made to help give Halo (insert name here) a classic type of MP, or only to help with the overall multiplayer? Here's a video of his team playing MLG Halo 2 back in the day:
  20. GameInformer sits down with Bungie Design Lead Lars Bakken and discusses details about Destiny's competitive multiplayer. http://www.youtube.com/watch?v=E9dn3Cz1RU8&list=PLoAFmgzYW18IzU40riUzmVNY-WrWtsicd&feature=player_detailpage A few interesting points of emphasis are the talks of bringing your character that you rank up and customize in single player campaign over to multiplayer matchmaking. Lars commented that Destiny multiplayer matches are "definitely faster" than Halo multiplayer matches and "more lethal". Health and armor was also discussed which Lars stated..."As armor bleeds down you move to health and the squishy parts of the Guardian physique" and the amount of health will be class specific as well with the Titan having slightly more than other classes. Bungie is trying a different approach to voice chat by only granting chat with your fireteam but are "doing other things to let you communicate with other players". Destiny will allow up to 6-player teams and if you join a multiplayer match with less than the maximum number, the spots will be auto-filled by a random player without direct chat to them unless you invite them to a platform specific chat. Destiny is scheduled to be released September 9, 2014 with an early Beta scheduled for Summer 2014. You can check other interesting videos about Destiny from GameInformer here >>> http://www.gameinformer.com/p/destiny.aspx!! New information scheduled to be released December 23, 2014.
  21. 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!
  22. This is Firefight Versus. It is a 3v3 gametype I designed as an upgrade to Halo Reach's ability have PvP in Firefight. I designed this During my Playlist Menu Idea Topic: https://forums.halowaypoint.com/yaf_postst230565_A-Playlist-Example-For-Halo-5.aspx This is a more detailed explanation on it. I hope to explain it's rules and customization abilities are here. This isn't as simple as a trio of Storm Elites being actual players. The Elites can command groups where to go, both Spartans and Elite can call in support troops when on Sprees. the higher the spree, the better the support group. They would be: Spree Medal Spartan/ Covenant Elites Reward Killing Spree AR Marine Squad (4) Killing Frenzy BR Marine Squad (4) Running Riot CQC Marine Squad (4) Rampage Sniper Marine Squad (4) Untouchable Explosives Marine Squad (3) Invincible Assault Spartans (AR/BR/DMR)(3) Inconceivable Specialist Spartans (Camo/Shotguns/Snipers)(3) Unfrigginbelievable Explosives Spartans (Rocket Launchers)(2) Storm Elites Reward Killing Spree PP Grunt Squad (5) Killing Frenzy Needler Grunt Squad (5) Running Riot Carbine/ Shielded Jackal Squad (2 of each) Rampage Sniper Jackals (4) Untouchable Specialist Elites(4) Invincible Hunters (2) Inconceivable Promethean Knights Scattershots/ LRs(3) Unfrigginbelievable Promethean Knights (Binary R. Inc. Cannons)(2) Now, obviously, those last ones are not gonna happen alot, but with this new method in which you earn sprees, they will show a bit more. Spree's require 10 enemy kills for the Storm Elites and 20 for Spartans (Spartans require more because they have more potential kills) in Firefight Versus. Players are worth two kills to that count. Now sprees are a collective multiplier for the whole team and all the players on the team contribute to it, and the player who earned the current spree is a VIP. A player earns and "holds" the spree by killing the enemy that earned the Spree Medal. If that player is killed, the Spree is reset. in other word, its like a relay. you want the player who is in least danger to be carrying your Spree. For example. The game starts. The 3 Spartans are killing foes, their kills are all adding to the spree count. one player gets ten kills, one teammate gets 9, but the last teammate gets the 20th kill. He holds the Spree. If he dies, the Spree is reset, if any of the other two die, it is safe. if a different player gets the next Spree medal, he can choose to carry it or let the current holder keep it, but once he decides, the team cannot decide to "baton pass again". Kills while in this decision mode will not count to your Spree, so it is wise to choose quickly, this stops abusing the rules to never drop the Spree. This promotes ALOT of teamwork to get the higher rewards. In Custom Firefight, you can edit the support drops, change from troops to weapons, or even the actual troops, and there would be more options than what I posted plus all the other usual firefight options. Also, you can apply skulls to BOTH teams and they can have different skull sets between the two. There is also a setting for a randomized skull or skulls. reset or Personal loadouts can be chosen from, depending on the variant. Different maps could have different support troops on playlists (forerunner maps could have more Promethean support troops). Both teams start with a 15 life pool. If one player kills three players without dying gives the team a bonus life, and a killing spree earns them one. and every second Spree Medal adds an extra life to the current amount. To add an extra competitive edge, the team with the most points at the end of a round (5 Waves) earns a bonus life, giving scoring in this mode a purpose beyond time expire/ game completion. There is a max pool of 24 lives. The game lasts 25 minutes on playlists, or a full set (but this can be edited on customs) if neither team depletes the opposing team to 0 lives and finishes the team in final stand, the team with the highest score wins, If somehow this is a exact tie, it's just that, a tie (Spartan/Covenant Elite Players are worth more points than Storm Elite players, as are their support troops, to balance scoring). Firefight Versus works in Waves, Rounds and Sets like the other Firefight mode, but as stated above, only the team with the highest score earns the bonus lives (A tie in score results in a bonus life given to both teams). Anything Bolded can be edited in custom mode. Custom Edit Options I can think of beside the universal ones like move speed and over-shield. feel free to add your own thoughts. all options Bolded here can have a different setting for each team. Spree Holder Traits: Standard mode specific Player trait alter option. Custom Skull/Power Up Traits: Now there are up to a 100 custom skulls/power ups, and can be saved to a "library" to "call-up" in other variants (Custom Games/Firefight and the Skulls can be used in Campaign for fun factor). You can name the skulls/power ups, set score multipliers, alter individual weapon damage rates and I would love to hear what you guys can come up with. Score Rewarder: This rewards a team with a editable reward. This essentially replaces ordinance, and is unique to Firefight, as in only in Firefight. The player can set it to any combination of 3 choices, like ordinance, between weapons, squads, AAs, power-ups an lives bonus. up to ten instances of these can be applied. Spree Rewards: This can be changed to the same stuff mentioned as Score Rewards. Objective Mode: This was kind of implemented in Reach, but never really tried often I find. In Firefight Versus, multiple Gametypes are now able to be thrown into a Firefight mix, such as CTF, Stockpile, Invasion, Dominion, KOTH and all that good stuff. This could end up with some REALLY awesome Gametypes. Wave, Round and Set Duration/Population: Edit whether the Waves, Round or Set is timed, and if players earn bonuses for killing all its enemies within said limit. also alter the amount of enemies in a wave, Waves in a Round and Rounds in a Set. Custom Hazards: Choose the enemies from Drop Pod Hazards, Hazard Vehicles etc. Anything you guys can think off? Now I come to Firefight Map Editor. And I say "Editor" not "Forge" for a reason. I personally believe that a Firefight Map Full System would be to complicated to make and implement without having lots of glitches, faulty AI, faulty walk-path programming and general flaws. I propose a series of default Sandboxes and the original maps are available for EDIT. Not fully fledged construction. Movable Spawns (AI and Player), pre-built structures with AI movement Scripts, Gravity Lifts and Man Cannons, Teleporters, Objectives, Ammo dumps, Support Drops Areas and others. I feel this would be easier to implement, and a working "Editor" would be better than a faulty "Forge". What do you all think? I Honestly believe this to be my best idea ever as a concept for a Halo game. I would Love all the support we need to get this in a Halo Game, If not 5, then 6.
  23. I just came back to Halo 4 after a while off. I've got a little time to kill, and picked up the Champions Bundle because I was all like "Right on, new maps y'all"! So I told my brotha Alexander Hamilton to make it happen because I know how he likes headshots, and Pitfall looked like some sweet nostalgic multiplayer goodness. Hamilton digs Halo 4, and he has hooked me up with some awesome DLC maps in the past... his favorite is Shatter cause it "gives him the space he needs to hunt that little punk Aaron Burr down" (his words not mine). The only problem is that in the 75 matches or so I have played since getting back on I have never seen Pitfall or Vertigo in match making as even an option to vote for. Understandably I was a little upset... some things were said aloud, and then I put Halo 4 down to go to bboy practice. When I got home Hamilton texted me from 343 Industries' bank account and was all. "Where you at man, these new map are the shizzle my nizzle, why aren't you online helping me mop up these fools?" ARGH!!! Your right Alexander Hamilton... those online fools need to be mopped! They need it! So I got online again to help my main man Hamilton under the condition that even though I know how he likes to hang out with Snoop Dog on the regular he needs to talk on the headset like a normal adult. "Hey Alex you were the first Secretary of Treasury for god's sake... pull it together son, and lets go do this." So Hamilton and I jumped back online to mop up some fools as we all know he likes to do. We cleaned up SWAT style on Haven, Adrift, Abandon, Solace, and Complex. Had some crazy fun on Exile and Ragnarok. And that when I noticed it. Not only had I not seen Pitfall or Vertigo up for match making I had not seen a single map from any of the DLC that I purchased come up even once for a vote on any multiplayer game type. At all. A ton of the maps that Alexander Hamilton and I were so ready play were the ones we were completely locked out of! That's when he called me... Me: "Yo, Hamilton whats up brotha?" AH: "It's cold and dark in this bank account. I can't get out to romp freely on the digital fields of battle... It's lands are locked to me." Me: "I know... Me too. It is a sad day. Buying Halo 4 DLC feels like a giant rip off right now." AH: "It's no fun here, and I want to make my journey home." Oh My god! I don't have time to write any more of a crazy stupid post so lets just get down to it. Set up Lobbies that allow me play on the DLC maps that I paid for or be good enough to return my Hamiltons to me!
  24. i cant take full credit for the idea behind this topic, saw some other folks on here talking briefly about certain level modifiers from other games. well that got me thinking, i didnt realize that there are no built in hazards in h4 multiplayer maps. granted, some of the newer maps ive seen have started to add fusion coils back, but does any one remember the boundry turrets on snowbound, the bouncing bettys on sandtrap. what about the train on terminal (h2) <think thats the level im thinking. my point is, ive always thought that naturally occuring hazards in levels adds an element of chaos that makes the game fun IMO. neither team can fully compensate for such things, and i like haveing that neautral threat. even just effects for different levels would be cool. big sand storms that cut visibility in levels, fog, or other things to make subtle challenges. what do you guys think? what kind of level hazards/effects would be cool? would level hazards/effects even be good to add to halo multiplayer? let me know what you think
  25. https://forums.halowaypoint.com/yaf_postst228232_CAN-Personal-Ordnance-Have-a-Place-in-Halo.aspx This is a post I made on Halo Waypoint's "Halo Xbox One" Forums. It details how Personal Ordnance could be implemented in Campaign/Spartan Ops/Firefight, as well as gives an idea for how it can be included in Matchmaking without undermining map control. If you're interested, please go to the link and leave your thoughts/suggestions.
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