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  1. Currently scoped weapons are only exclusively either click to zoom or hold to zoom. I would love to see the same functionality that exists in Halo 3 which allows you to both click to zoom (hard scope) and hold to zoom (quick scope). This feature feels like a necessary addition to help Infinite's gameplay feel closer to previous titles.
  2. Since Reach was the most played online Halo. Why chance the weapon input? There is not one weapon which can counter the sword properly, like the shotgun in reach. I honestly think infinte will be a great game. But there is a lot to chance to make it perfect. Lets take the maps for example. It doesn't feel like the great map making, which u have in halo 3 or even reach. Maybe Im to focused on the old halos but why chance a winning system? The perks are kinda unbalanced too. Love Halo and just want to have a better game experience.
  3. Heyy, welcome back to the Weekly Site Poll! Poll 45 - 'Halos 15th Anniversary' - is here if you'd like to read the responses, or post a late reply. This week's Poll is brought to you by mass-produced wanton destruction and mayhem, and the joy that comes of it.... What are your favorite weapons throughout gaming? It doesn't matter what it is, only that it has been used as a weapon at some point. The next Weekly Site Poll will be posted whenever, maybe. Feel free to suggest the topic for the NEXT Weekly Site Poll in your response! SD, out!
  4. Anyone around here been wondering what types of items we can see within the new REQ pack reward system? Well, luckily there is a site out there that posted additional photos and information about these weapons. All sources linked below this post. First up, we have the GameStop exclusive rifle. Here, we have the BR85 service rifle decorated in the Bloodthirst battle rifle skin, with a laser target and scope! This weapon has extra accuracy. Our next weapon comes straight from the Amazon pre-order. This is the SMG, with a Long-barrel and the skin called Potence! It is assumed this weapon has longer range. Next up, for those of you who pre-ordered directly from Best Buy, you will be given the Longshot Assault Rifle with a Recoil Compensator. Decorated with the Steel skin! This weapon has less recoil. And for anyone here who pre-ordered from the Microsoft store, you will be given one of the coolest looking weapons I've ever laid eyes on... The Recon Assault Rifle with an Energy Bayonet, decorated with the Lagrange skin! This weapon has a buff on melee attacks. As of now, there is still one weapon that doesn't have a pre-order location yet, and that is the Recon DMR, with a silencer and decorated with the Clash skin! This weapon is suppressed, and most likely will not have many effects due to it. And for anyone who is worried about never getting these, don't fret! Josh has confirmed that you can indeed, get these skins in variations from normal playtime. All you need is a little luck with your REQ packs. Sources: 1. http://mp1st.com/2015/06/24/new-halo-5-guardians-weapon-skin-pre-order-bonuses-guaranteed-on-day-one/#.VZGiQvlViko 2. https://twitter.com/JoshingtonState/status/613463164445814784
  5. A new trailer has been released for Halo Online with many more details than originally expected this early in development! Halo Online had better go worldwide, after seeing this I may need to move to Russia if it doesn't. A user managed to find a clear quality trailer that is about 1:15 worth of action and customization details. The game will have a system of buying items, in three categories, Standard, Premium, and Platinum, or they can be unlocked. Weapons will be FULLY customizable, meaning BRs, ARs, and DMRs that deal with separate qualities such as a heavy style BR with NO RAILS. Some armors I noticed were Cain, NI-Hard, Gladiator, Paladin, Renegade, Soldier, Air Assault, Scout, Mongoose (interesting), Mirmillion, EOD, Boxhead, Breaker, Samurai (Hayabusa), Iron (War Master), Stealth, Rogue, Ninja, Defender, Pilot, Hoplite (returning from Halo 2 Anniversary), Mercenary, and Buzzsaw. And that's likely a drop in the water compared to what is actually in the game. They showed off a host of maps including GUARDIAN, and what looks like a reskinned Blood Gulch. As well, old fan favorite guns return such as the Mauler, Storm Rifle, and the BRUTE PLASMA RIFLE. Also, something strange is most of the text is in English... While they're marketing this to a Russian audience... Hmm. There are more details to be found by Reddit, but until then, look at these juicy screenshots below. So excited... SO EXCITED. I really want this to come to US and if it doesn't, well then I'm doing something to play it, I'll learn Russian if I have to. I have a Ukrainian buddy, maybe he'll help me. What do you think of this news? Comment below and let me know! Thanks for reading!
  6. A new trailer has been released for Halo Online with many more details than originally expected this early in development! Halo Online had better go worldwide, after seeing this I may need to move to Russia if it doesn't. A user managed to find a clear quality trailer that is about 1:15 worth of action and customization details. The game will have a system of buying items, in three categories, Standard, Premium, and Platinum, or they can be unlocked. Weapons will be FULLY customizable, meaning BRs, ARs, and DMRs that deal with separate qualities such as a heavy style BR with NO RAILS. Some armors I noticed were Cain, NI-Hard, Gladiator, Paladin, Renegade, Soldier, Air Assault, Scout, Mongoose (interesting), Mirmillion, EOD, Boxhead, Breaker, Samurai (Hayabusa), Iron (War Master), Stealth, Rogue, Ninja, Defender, Pilot, Hoplite (returning from Halo 2 Anniversary), Mercenary, and Buzzsaw. And that's likely a drop in the water compared to what is actually in the game. They showed off a host of maps including GUARDIAN, and what looks like a reskinned Blood Gulch. As well, old fan favorite guns return such as the Mauler, Storm Rifle, and the BRUTE PLASMA RIFLE. Also, something strange is most of the text is in English... While they're marketing this to a Russian audience... Hmm. There are more details to be found by Reddit, but until then, look at these juicy screenshots below. So excited... SO EXCITED. I really want this to come to US and if it doesn't, well then I'm doing something to play it, I'll learn Russian if I have to. I have a Ukrainian buddy, maybe he'll help me. What do you think of this news? Comment below and let me know! Thanks for reading! View full article
  7. So if you could have one of any weapons in the Halo Universe, which one would you have and why? I would have the Energy Sword because imagine having a blue sword of pure energy that activates at the click of a button?
  8. I know Halo 4 had some skins, but they were only accessible by completing the Specializations. So I thought for Halo 5 it would be pretty cool to have weapon skins which we could buy with xp/credits like past systems. It would be cool to customize your weapons to make them more personal and cooler. Just an idea though, and I hope to see your thoughts.
  9. Biennialset

    Halo 3 smg

    Will the halo 3 smg be coming back in the next installment of halo?
  10. 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!
  11. TL;DR - In think that the new forerunner weapons in Halo 4 weren't interesting and were just laser/energy versions of the human weapons. The incineration cannon was interesting and the scattershot was different but I hope that Halo 5 can offer some new, creative and iconic weapons. So yeah. I didn't like the forerunner weapons in Halo 4. Some of them were fun to use like the incineration cannon but none of them turned out to be iconic like the needler. My hope is that we get a lot of new creative and iconic weapons in Halo 5. I'm not saying it's easy to come up with iconic weapons I'm just saying 343 shouldn't hire any more designers who worked on the TRON movie. Most of the forerunner weapons are essentially laser gun versions of the human weapons. This in my eyes is lazy. To be honest the names for these weapons are pretty bad too (boltshot, scattershot....???!!). Halo Reach, the last game that Bungie worked on, had some nice examples of creative weapons. The grenade launcher (pro pipe), plasma launcher, the DMR (sem-auto rifle isn't necessarily inventive, but it was for Halo and developing 'bloom' was for sure a challenge), and the needle rifle. I love how the needle rifle richoches off of almost everything. The grenade launcher from Reach being by far the most creative edition of the game. It's like Bungie took the noob tube from CoD and made it into a viable thing to use in multiplayer that is actually fair and versatile. Truly brilliant m8. What do you guys think? Here are some of my ideas for what could have been interesting weapons: 1. Some version of an EMP type weapon/launcher. Kind of does something similar to a pulse grenade except more easy to use and powerful. How about an automaic weapon that shoots rounds which easily deplete shields? Plasma weapons sort of already do this but it could be a power weapon that is similar to this from crysis: http://crysis.wikia.com/wiki/K-Volt I can see a weapon like this being huge in competitive play. One guy in the front pushing forward and spraying out shield depleting blasts while the rest of the team picks the enemy off from behind him/her. 2. Damage over time weapons. Come on, we're talking about forerunners here I'm sure they can do better than laser/heat-based weapons. How about biological weapons that kill you over time? I feel it would be super cool to have some sort of forerunner sub-machine gun, like the supressor but more accurate, which shoots out rounds that go straight into the opponents health. It would be a power weapon of course. But instead of making it sound like a gun the rounds would have to look, feel and fire a lot more interestingly. I know that's vague but....yeah. So when you hear this gun basically you run or kill the guy weilding it from a distance. It would be very distinct. 3. Some sort of a gun that moves physical objects. Ok we have the gravity hammer, what's the next step? How about some sort of a device which can latch onto a vehicle or object and the player can use the analog buttons to toss it into something, or hit a button to push the object forward. Some sort of a splatter machine. If you tried to move a player, instead of being able to throw the player like a ragdoll (would be super annoying) it would just deplete some/all of the player's shields instead. The amount of time that would be allocated to you in order to move the object between picking it up and letting it go would be very short. Just a second or a second and a half. So you could latch onto something and toss it right after. Would make it less over-powered that way. 4. A complete killing machine. The incerineration cannon is powerful, same with the binary rifle. However neither of these weapons quite live up to what I imagined forerunner weapons to be like. I don't think anything 343i created came close. I believe it would have been possible and it is possible to implement a forerunner power weapon that is rare to find on maps, hard to use but totally iconic and satisfying to get kills with. Something OP but with very limited use. It would shoot out multiple flying arcs of energy....That crack and richoche on surfaces. Basically a gun that could shoot lightning out of it, forerunner style. The lightning would kill anyone in impact but it would be quite hard to control when fired in a general direction. The bolt of lightning would last about 1-1.5 seconds allowing the player to subtley drag it to his target. the lightning would arc off of the target and damage other things, without killing them. So basically a spartan laser that shoots out an uncontrolled lightning blast instead of a focused beam with a small splash damage radius...or A HUGE splash damage radius. Obviously it wouldn't be EXACTLY lightning but the blast would just look like it. I'm totally going to draw a picture of this and post it later.
  12. I always thought the Gravity Hammer was better but now that I think about it, I like the Energy Sword a lot more. You sprint faster with it, hit faster, and it has it's own assassination! But the Gravity Hammer can actually block the Energy Swords attacks. So, as a conclusion, Sword is faster and better looking, but does less damage to vehicles and groups of people. Also I'm just better with the sword. Tell me what you think in the comments!
  13. So I had an idea that the Saw could be beaten by the Suppressor, right? So then I tested this theory with my friend. Now obveously, the Saw is one of the best anti-personal weapons in the game, but the Suppressor actualy kills just as fast up close. The Saw is only good in mid range and the Suppressor is only good up close. I tested this on Haven. Now, because my friend isn't as good as me, he got the Saw. The results were actually pretty good. The Saw only won by 15 points, but it would have been by more if I didn't have thruster pack. That thing saved my life about five times! All of my points I got were only because of the fact I could get up in my friends face, and get the first few shots. Over all, Saw won the match, and cut down... the opponent (haha). What do you think?
  14. How many hits to kill? Can it zoom? Can it lunge? Does it have splash damage? Is it fully-automatic? Is it promethean, human, or covenent? Include all information possible please. Say what you want it to be like.
  15. So guys...we meet again. In case you still haven't had time to read through the first and beginning entry of how to become a better halo player, please look at it here, you could learn something new, and it's always good to learn something new everyday! http://www.343industries.org/forum/topic/34004-how-to-become-a-better-halo-player-biggles-is-back-1-halo-4/ Anyway, I will try to put in as much/more detail into this one as i did into the others, as i know how much you guys LOVE detail, so, lets get on with this golden post! (Literally, it's covered in Gold, take the gold!) 1. Different Types of Power Weapons and how they can be effective. As said in my last entry, the power weapons are very effective in a game and can easily change one game from a certain victory, to an humiliating defeat. Not only that, they are actually quite fun to use too, so, lets get started, I AM ONLY GOING TO TALK ABOUT THE 3 MOST COMMON POWER WEAPONS SEEN, SO, NOT THE INCINERATION CANNON OR FUEL ROD, ONES THAT ARE COMMONLY SEEN ON MOST MAPS. a) Sniper Rifle/Beam Rifle Probably the most well known/commonly used power weapon in any game, the Sniper Rifle obviously is useful for long distance battles and can be used for a variety of reasons. It can provide, with the right position, an overview of the entire map and can be so useful for helping your teammates out, by giving them the right type of communication and the right kind of call outs, you can put your teammates one step ahead of the opponents and you can see them before they see you, and then will be able to get easy kills because you know where they are, and they will have no idea while you're giving them the back-smack! Aside from this, not only does the sniper give a great overview of the map and allows your team to get in place to control the map, it obviously has its main use, to get kills. When you pick up the sniper, I always tend to stay a bit further back from my team and make sure that I can pick off my team (i don't stay at the VERY back, otherwise i feel like i'm of no use, you need to have that impact and the idea that the opponents should watch out for you, and if you stay at the back you can't see much of the map) but i always tend to stay on the opposite side of the opponents and also behind my teammates, so they act as a kind of barrier. However, you need to be wary of teammates coming behind you too, so make sure you always move around, so your position doesn't become too well known, otherwise, you've given the sniper to the other team. Which is the last thing you want to do, because if you do, they can pick you off one by one and make the game and your game plan a waste of time for you. Not only does the sniper work for you and your teammates, but it can also work in general play-terms. When not actively helping your teammates, you can also watch the power weapons and make sure no one else takes them. If you only have the Sniper Rifle and they have the Rocket Launcher/Railgun, they will have the advantage, power weapon control is all about having the strongest and the most power weapons so you can control the map easily. If you watch the power weapons, you can make sure no one else has the power weapons and make sure your teammates find it easier to control the power weapons and can actually use it as a way to tempt them to take the power weapons, but all that will happen is that they end up with a bullet in their head. The last thing that a sniper can be used for is to watch the person who has the objective, whether it be the flag or hill, you can kill the enemies who go near him so you can continue your dominance, because you are protecting your teammates. In summary, Snipers are good for: Long Range assaults Watching other power weapons Protecting the Objective Influencing the game Keeping yourself alive acting like a ninja type person. Weak: Close Range Closed Positions Rocket Launcher/Promethean Cannon In terms of raw power, the rocket launcher has to be in the top 3 of the most powerful weapons. (Behind the Promethean Cannon and the Binary Rifle) The reason it can be seen to be so powerful is because it has a fairly large AoE (Area of Effect) which can kill multiple enemies if they are caught in the blast radius. Unlike the Sniper Rifle, the Rocket launcher is not something which you can sit at the back with and just camp and hope for the best. The Rocket Launcher is seen to be a more of an "assault" kind of weapon and something which you just need to run straight in there with and pick up as many kills as you can. Its not really a defensive weapon (because of its radius) or a weapon which you can really sit around with, however, it is a weapon of such large influence. Because of the kind of weapon it is, it can turn a game on its head so quickly and can give you the advantage, you can get at least 4 - 5 kills with it, which is quite a lot in a slayer game, and in objective, if used right, it can guarantee your team a flag capture / 30 - 40 points in the hill, the possibilities with the weapon are ridiculous and its actually quite devastating. However, it is weak against people in the air/uphill as they can jump over the rockets/glide over the rockets and can kill you quickly, also, the rockets have very limited capacity, so you have to make every shot count or you've essentially wasted the best power weapon in the game. They can be used for map control as people will fear going around the corner in case you are around there for rockets, therefore it can allow your teammates to go and take map control and then shut the other team down and then be even more in control of the game, and this is because you picked up rockets. If you have the Rockets AND the Sniper in your team's hands, then it can win you a game easily if used correctly. Always Jump with the Rocket Launcher too! Blowing yourself up for a kill is always the LAST choice and is something that should be avoided, if you jump, not only does it give you the height advantage over the player, it minimizes the damage you will take and then you will not die, instead of running straight in and blowing yourself up, which could also potentially give the rockets to the other team (Thanks to P34nut for reminding me to put this in) In summary, rockets are good for: Short - Mid Range Assaults Protecting the objective / Destroying the opponent's objective MASSIVE influence in the game Getting 5-6 kills (Slayer) Map Control Weak: Against Snipers Against JetPacks/Uphill Limited Capacity c) Railgun My Opinion of the Railgun is very short and very bias. I don't like the Railgun at all, and to me it is the weakest power weapon of the lot and something which shouldn't be in Halo 5. However i'm not going to have a rant and instead i'm going to explain what the weapon will offer to you. So, The Railgun can be used at anytime and pretty much for any position, it can be used for close range, mid range and long range and because it is 1 hit kill, it is quite a useful power weapon to have as it can stop people from moving and it happens so instantly once it has charged up that you never get time to move, like you may do with a Sniper Rifle. The Railgun in the right hands is a good weapon and it is definitely something that can change the game. I think Unease P34nut sums this up really well: The railgun is quite the effective weapon IF you know how to use it correctly. Although it might work sometime long range shots are a no go unless your opponent is standing still or moving just slightly. When you ignore my previous warning please look at this tip instead. Right after charging your Railgun use you binoculars as a quick zoom in before shooting. You'll be much more accurate this way. Please keep in mind that the Railgun slug takes some time to get to the target so calculate that in. Also Using the Binoculars before you pull the trigger causes you to unzoom. Now the way I like to use it is in close quarters and sometimes mid-range if I'm sure to hit the target. Most people won't even see it coming because the Rail Gun charges really quickly and even quicker when you time your trigger release as it does not have to be fully charged. Target users of other power weapons and take 'em out before they can even think about pulling their trigger. 2. Mentality Whether we like to admit it or not, our Mentality affects us a lot. Whether it be Halo, Sport, Exams, Work, Essays etc, it's really important that we have the best mentality possible for anything. Going into halo with the attitude that is negative and feeling that you're never going to improve and you're just going to lose all the time is the worst kind of attitude you have. I bet you don't have that kind of attitude to work or anything like that, so why have it to Halo? you are 1000x more useful to yourself and your team if you are in the right mood. So, what is the right mood? The right mood is when you are upbeat and positive, if you come in with a positive attitude, then you will do better, your shot will be better and you will actually want to play, don't feel the anxiety of going into lobby and going against other people. Halo isn't just about winning, its like any multiplayer game, its a learning experience and the more you play the more you learn and the more different things you'll do, and you will definitely improve. Halo, as said previously, isn't about winning from the get go, its about how you cope with defeat at the beginning and learn more and get tips to become a better player. I know people, including myself who get down in the dumps and feel like Halo is just a load of crap, and that you're not good enough, and even then it still happens now. But as long as you get through that and look on the more positive sides of the fact that you are a good, learning player, then everything will be fine. Because you're learning, just like everyone else, not just in Halo but in life. We are all learning, and this is how halo is meant to be seen to be. You need to want to learn, i can give as many tips and tricks as anyone else, but if you aren't willing to try them and out and try and learn from then, and try to adapt them to your own gamestyle, there's no point of watching. The whole point of my series is a kind of guideline, so you can get the basic outline of what you're supposed to do and how everything works, but i can't tell you how to do every single thing and there are some things in Halo you need to pick up yourself. You need to be open to constructive criticism and take it as a way of learning and not as a personal insult, if i had done that, i'd be a much better player than i am now. In short, don't let your ego get in the way of you getting better, and that applies to anything, not just Halo. But most of all, you need to have fun, if you are not having fun, don't play. Gmaes are made to be enjoyed, no matter how competitive they are. If you don't enjoy halo and it frustrates you, just don't play, its as simple as that, having fun is the whole reason to play and to get that thrill out of winning and even losing, and enjoying talking to your friends, this is what the community is about, if you don't enjoy playing from the start, play another game, as Halo may not be the game for you. If you don't enjoy playing but are a seasoned veteran, take a break. A break can allow you to think about your gamestyle, evaluate it, and as a result improve, it also gives you the break you need from playing too much and allows you to take a rest from the game, and actually improves your game and makes you play better (as you now think about how you play and don't make such silly mistakes as you would if yo were frustrated.) If you hate on the game, the game will hate on you. So in short, while Halo may be a competitive game to you, it should be something you want to get better at and have fun at, other wise you will not get the full experience you should get out of it, and this applies to life. I know I have gone off topic in parts, but i feel making the comparison between Halo and Life is important. 3) What to do when you find your ideal team and how to organize yourselves So, after you've found your DREAM team, they're perfect, they're solid halo players, they're really nice, they know how to improve and are improving all the time, and are giving you tips and tricks on the way, so, what is there to do now if you want to become a better team? I've learnt overtime setting people to do certain positions and certain roles is the WRONG thing to do. People can adapt to different situations and have different games and may be doing the role that the other player will do. While you may do one type of thing specifically, IE: Capture the flag more and be more of an objective player, doesn't mean you are the sole objective player and no one else can take the objective, if you have the chance of making the impact to your team, despite it not being seen as your main role, take it! Your team is more important and to win easily you may need to make sacrifices to your own gamestyle and maybe go out of position to make sure you keep map control and keep the advantage over the team, so then you find it easier to capture the flag and actually be more SUCCESSFUL in game. Your role doesn't matter at all, and don't let anyone tell you that, you need to do what's best for your team, and if that is maybe going into a slayer role when you are objective/support, you need to do it. Another thing is to make sure your team all get along and have common interests outside of Halo, if you have no other interests aside halo, its likely the team chemistry will be lacking and you will struggle to find anything to talk about outside of Halo, which is not very good. You can't solely talk about Halo as that will stress you all out and it will get to be a long and boring conversation very quick, and you will not want to be a team anymore because you will all think you're boring, something which cannot happen. Team Chemistry is basically how well you get along IN AND OUT of the game, and if you don't get along OUT of the game, there is no point of even being a team, since it probably won't last very long. Maybe you all like sports? Just talk about that outside of the game, just find a common topic you can all talk about and can have a laugh about so you are all relaxed and ready for the next game, you will be all tense and will eventually get angry at each other if something goes wrong, you need to be relaxed and not stressed at all. You also need to make sure you are each pulling your weight. If one of you is slacking and not wanting to play and is basically bringing down the whole team, first, talk to him about it. Tell him you all want to improve and you feel he needs to play more/have a better attitude, or you will consider looking for another teammate. If he still is slacking, talk to him and tell him you're looking for someone else, but say this as an empty threat, if he has an excuse not to play or maybe he has family problems, THAT IS PERFECTLY ACCEPTABLE, DON'T BE A COMPLETE IDIOT AND MAKE HALO COME BEFORE FAMILY, NOTHING COMES BEFORE FAMILY OR OTHER SUCH IMPORTANT ISSUES. However, if the person is still slacking and has no real reason for it other than a cba attitude, get rid of him. You've given him enough times to try and make an effort and build team chemistry, but clearly he doesn't want to, so, why keep a teammate who doesn't want to play and is just letting the team down? Just get rid of him and look for someone who wants to play. Always try to keep the original team though, you made that team because you thought you could get along, and just because results aren't going your way doesn't mean that you should get rid of him, everyone has bad games, and everyone doesn't play 100% perfect, so, let people have bad games, everyone has them and maybe we are weak in a certain department. The last thing you wan to do is break tehir confidence and shout at them for not playing well, again, just give constructive criticism and let them learn from their mistakes, its the only way of doing it properly without hurting their feelings and making sure they still want to team with you without thinking you're a complete moron. ______________________________________________________________________________________________________________________________________________ This was pretty poor from me, sorry guys, I will edit it heavily most likely and make it a lot better than it is currently, but i am still looking for advice on the railgun and any good posts will be edited into the thread. Again, i hope this helped, i will add detail when I'm not as tired, Peace all. Biggles Song for the episode: Episode 3: Haven - The Ins and Outs Best Specialization to have Manners In Game.
  16. 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.
  17. Halo Xbox One thoughts on gameplay mechanics NOTE : The following is mainly personnel opinion and may not accord to your liking. Any feedback of personnel judgement would be appreciated, Thank you. I feel that Halo 4 had an amazing campaign and direction of story but I'm sure we can all agree that the multiplayer of the game feels unfinished. That is why I am going to share my thoughts on what I think could make the next Halo installment one of the most memorable in the series. One of my thoughts is that cooperative play should feel more interactive such as the ability to share ammo and even interactive gameplay mechanics to help players get to a certain unreachable point. For example, in Halo 3: ODST there were supply caches scattered across the map. Say your playing the campaign solo and you pass by a point of interest that could aid you but is unaccessible and only notified to you in co-op through your HUD. So if you were to go back and play the same sequence (this time in co-op) then your HUD would notify you maybe on your radar that there is supplies nearby. You or partner could give the other a boost and be pulled up to achieve supplies. The next thing I wanted to talk about was the melee combat. I have been saying that it would be cool if you could equip your knife or bare hands since Halo Reach was released and featured assassinations. If a player were to run out of ammo with his/her firearm they could then switch to their blade or fists by choice. This wouldn't just be for the overall look. If you had a rocket launcher, it'd have more damage behind it's swing than your fists or knife would. But if you were to smack someone with it, it'd have a slower swing than your knife or fists would have. It would also add a possible variety with each weapon to have their own initial assassination, similar to Gears of War's executions. I would also like to see the same with armor. If I am wearing the scout helmet or boots then perhaps I should have increased vision or movement. If I had the EOD armor set then I should have an increased resistance to explosives. I'd also appreciate a quick timed counter attack during assassinations. Now I know you're probably thinking of Battlefield 4's counter knife attacks and that IS where I drew my inspiration from but trust me, this is different. Say a button prompt pops up on your screen as you about to be assassinated. If pressed at the correct time it would prevent a player from killing you and a second prompt would become available but whoever presses it first finishes off the other. For example say a player controlled spartan (or possibly even elite if they return) is about to stab you in neck from behind. You press the button prompted at the correct time and your character grabs the others' arm and flips 'em over your shoulder but the person you just flipped trips you and you fall as well. Your enemy climbs on top of you and raises the blade, the second prompt pops up and the following occurs: 1. The enemy pressed the prompt first and shoves the blade in your chest 2. You pressed the prompt first and your character twists the blade around and forces your enemy to shove it through their throat or visor A counter prompt type of mechanic could even work for vehicle hijacks. One example could be you're driving the warthog and an enemy hops in the passenger seat like how they usually do so they can pummel you out. In this situation you'd hold down the melee button for the amount of time it takes to perform an assassination and you character kicks the guy out of the passenger seat and they fall out only to have the rear tire roll over their face causing instant death. If the other person performs this on you then you would meet the same fate only on the driver side and they get to commandeer the vehicle after you have fallen. One of the last things I'd like to share is the many possibilities of forge mechanics such as unlimited objects, movable objects, weather enhancements, and backdrops. Bungie and 343i added a budget system to keep us from lagging our maps and prevent render problems onscreen. I would greatly appreciate it if they would remove this system and replace it with something much like Far Cry 3's level editor where it'd tell you if the game's "performance" was high or low. It would also make maps more immersive and possible if objects could be set to a movable state through their trait settings such as setting it a coarse to move in rapidly, back and forth or have it move to a position and stay there. These events could be triggered by a player entering a boundary, trait zone or through a time set for this action to occur. This would be insanely helpful to create things such as doors, elevators, traps and even custom vehicles. Forge would also be a whole lot more immersive with a weather enhancement system. Again this is much like Far Cry 3's level editor but it could also add more atmosphere to custom maps and shouldn't effect the map's rendering at all if it's just a visual effect and doesn't alter the map's environment physically. Weapons and vehicles are the last subject I would like to discuss because it is completely my personnel opinion and if you don't feel the same then that's fine. That's the reason I wanted to share this last. I would like to see the flamethrower, SMG, plasma rifle, plasma repeater, sentinel beam, and all brute equipment (such as the brute shot, mauler, spiker, spike grenade, flame grenade, chopper and prowler) return. Night vision would also have a pretty sweet comeback as either an armor ability or armor installment (like sprint) if there were more levels where you actually needed it. Speaking of which, stealth missions were great and some of the stealth missions were the most memorable moments in the previous Halo games. If a couple new stealth based levels were to be implemented in the new Halo then night vision and a knife would become pretty handy (if usable). Now the vehicles are the last thing that I am going to discuss... When I see a perfectly intact vehicle whether it be civilian or military, I WOULD LOVE TO DRIVE IT! Why haven't we been able to operate any vehicle we'd like in a Halo game before? I mean sure, we could take construction transport vehicles for a ride in Halo Reach but for instance in Halo 2's level, "Metropolis" there were over a hundred different vehicles abandoned on the bridge and around the streets of New Mombasa for like three or four kilometers. Why couldn't we take one for a spin? It's not like the keys aren't already sitting in the ignition of an abandoned car that's perfectly intact, right? Anyway, I hope you appreciate what I had to share and all of the above are completely possible and fairly easy to program and implement into the game. Any feedback would be appreciated. Soon I should have a couple of videos uploaded to a community channel on YouTube known as the Halo Xbox One gaming news and reviews. I am the owner and only member of this community and I would greatly appreciate any feedback you'd like provide. You may participate in this community I'm trying to build but only if you are actually willing to contribute. link to YouTube channel - http://www.youtube.com/channel/UCowUL_bTJdePwUkwp9V5D4w/feed link to google+ page - https://plus.google.com/u/0/b/100922647061327760973/100922647061327760973/posts Thank you and as always... We'll keep you posted, ----------------------------- the Halo Xbox One gaming news and reviews team
  18. Welcome to the 18th 343i Weekly Community Poll! Last week I asked if you preferred Spartan Ops or Firefight. Many of you voted and made excellent points as to why you prefer one over the other. Well, the results are in: This week's question spans throughout every Halo game to date. It's been in every Halo game and I would be shocked to the point if confusion if there was ever a Halo game without them. Here's the question: What is you favorite weapon in Halo? Your vote can be from any Halo game to date, campaign or multiplayer. Be sure to tell why you like the weapon so much more than the others along with your vote below. Be sure to cast your vote before 8 AM EST, February 10. Have a complaint, suggestion, or question pertaining to the poll? Message me.
  19. If you are unfamiliar with the mechanic, Active Reload is a feature that was popularized by the Gears of War games. It is essentially a mini-game that changes the reloading mechanism of a held weapon. By tapping the 'Reload' button/bumper (depending on control scheme) once, a player can manually reload their gun rather than wait for the current clip/magazine/projectile to run of ammo (as standard). A meter appears under your weapon/ammo display, and shows the progression of the reload. There are internal segments in this progress bar (grey and white) and when it reaches these segments, the player can press the 'Reload' button/bumper again to attempt an Active Reload, which, depending on where the progress bar was stopped, reloads the gun a lot faster than a normal reload. However, if you press the 'Reload' button/bumper OUTSIDE of the grey/white segments, the weapon "jams" and takes longer to reload. Its important to note that in GoW's implementation of Active Reload (with the exception of GoW: Judgment), performing an Active Reload while in the white segment of the progression meter (known as a Perfect Reload) increases the damage of the newly-loaded rounds for a temporary amount of time. I do not advocate this aspect of the mechanic, but feel that the concept as a whole would offer more involvement and require more awareness while in heated combat. I cannot personally find anything about this potential addition that would harm or disrupt the competitive nature of Halo's multiplayer. What do you think? On a side note, GoW also allows Active Reload for ALL firearms. Whether or not this should be how Halo's implementation of it (assuming it would be implemented) is debatable. I feel that an interesting aspect of it could be that weapons prone to 'overheat' (Storm Rifle, Plasma Pistol, Beam Rifle, etc.) would be incapable of Active Reload, but offer a different advantage already in that you can swap weapons and swap back to them without the need to initiate an animation.
  20. This is a great problem for fanboys and a big step for players (ya, I differentiated the fanboys from players). Attachments is already in Halo not spontaneously, like the silenced and scoped SMG in Halo 3 ODST. Nobody could ever imagine about the SMG with attachments, but it was well-accepted... Nobody could ever imagine the Assault Rifle with attachments, but if in Halo ODST that weapon came with attachments, the fan public would accepted as well as in Halo ODST. The question is about prejudice, because isn't Bungie who is developing, but 343i; so the fanboys created an "unconscious disapproval" about anything that can comes in. The ideia is make these attachments spontaneous and free to set e unset. Attachments will expand the game experience, giving more possibilities & ways to play. Attachments will not unbalance the game, since the automatic guns needs fast shooting respond, so it needs a HUD or a close range scope; the BR and DMR needs aim. But, I don't want specific attachments, but free for all. If you want set a long range scope at Assault Rifle, be free, but you know that it will just disturb the gameplay.
  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. Present halo's game mechanics and emphasize the skill personality. I think this is a subtle, but signifigant thing. Halo developers have never really openly just explained certain game mechanics like the overcharge on the plasma pistol or the instant kill for hitting someone from behind. There were hints and tips at the matchmaking lobby for halo 3 and Reach I think, but they were taken out of halo 4. Halo only has so many gameplay dynamics like EMPs and beatdowns. Then there's things like crouch jumping, plasma grenade launching and etc. The main mechanics however are a big part and most new players or even casual veterens won't take the time to read weapon details or experiment, or read the manual. So basically what I'm saying is to really shove those things in our faces. Maybe have it so when you're holding a plasma pistol that there's notification on your HUD that says "Hold__________to charge". There could be an option in settings to turn off weapon hints too. And put in details for weapon descriptions that say things like "Rapidly depletes shields". There is a good bit of players out there, probably all noobs, that don't realize shield dynamics. Bring back hints at the matchmaking screen that say "Headshots for precision weapons only count when energy shields are down" or something. The other topic is emphasizing halo's skill set. Don't amp up auto-aim on snipers, or take things out of the game for the sake of new players. A lot of noobs and players out there already thought and still think halo takes no skill because they can choose to play sloppy and easily get 1 or 2 kills per life. Most of US don't do that though. Noobs don't really think about deep team-play skills when they play halo for some reason. They don't think about using power weapons like the railgun or rocket launcher to take out enemy vehicles and get multi-kills instead of being selfish and wasting them on minor targets. A lot of noobs don't figure out game mechanics either. So it's a seriously false judgement they make saying "Halo takes no skill" or assuming it has no deep dynamics. Really emphasize the skillset and bring back things like the grav-lift equipment, or those other unique weapons with a learning curve like the grenade launcher from Reach. The dominant atmosphere for all games should be having power weapons only on the map in most gametypes, and power-ups on maps more often. Ordanance should be rare, maybe only certain medals like kill-joys and killing sprees earn up to ordnance. By only power weapons on maps I mean rocket launcher, fuel rod, all snipers...things like that. Then weapons like the SAW and shotguns could be ordnances. Bring back active camo as a power-up too. There could be certain ordnance power ups like damage boost and speedboost for ordnance. Since ordnance is harder to get they might last longer or have more effect. Then overshield and active camo could be on the maps.
  23. These guys totally and utterly destroyed this game in EVER way! Hey 343i, if you cannot make a game DON'T put your hands on the damn technology!!!!! Its sad, its 2013 and you guys couldn't program an Atari game!!!
  24. We all love finding Easter eggs. And we all love finding a new weapon in the halo games. In this topic let's post our ideas for what we think would be a cool Easter egg weapon to have added to Halo 5. What hidden weapon would you like to find in halo 5 ? I will go first to set the tone. And of course because I am in Canada.... THE ICE RIFLE
  25. through the halo games, awsome weapons have come and gone. there were smgs, plasma rifles, brute shots, rocket pods etc. i think that 343 should bring these and other cool and fun weapons back in halo 5. what weapons would u, the fans like to see brought back?
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