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Found 7 results

  1. I'd sneak up and spy on people, and harass whoever I don't like XD
  2. Gamertag Maestro9318 Map Halo Gear Solid Gametype Halo Gear Solid Description INCOMING CODEC CALL Colonel: Master Snake, your mission is to infiltrate Shadow Ravine Island and obtain data on Metal Gear Halo, a Halo transport and firing platform. Master Snake: Metal Gear Halo? Colonel: Yes, Metal Gear Halo. If completed, powerful warlords will be able to move any installation wherever they want and fire it! Master Snake: Why can't I shoot my way in? Mix things up a little? Colonel: Because, Snake, you will be outnumbered by teeming hordes of highly resilient soldiers in red armour. This is Shadow Ravine Island. One of our agents has found out that this is a resting point for their data transfer. According to Agent Shmeef, the terrorists are not willing to transfer this data via any networks. This means the only way to get it is by physically extracting it. Master Snake: Consider it done. Colonel: Watch your back out there. The terrorists sent us a picture... ...Agent Shmeef never made it back. Jokes aside, Halo Gear Solid is a variant of Extraction which emphasizes stealth over strength. This is backed up by the fact that the blue team, or Master Snake's team, has permanent active camouflage and radar; the red team has a much higher damage resistance (500%), but no radar. The blue team has to extract one site within ten minutes, or they lose. The red team cannot extract this site. If a red person is killed, they respawn in the base in the bottom left of the first screenshot, where Mantises and weapons galore await them. However, if a red person takes a Mantis, they are teleported instantly to one side of Shadow Ravine. They'll end up on either the natural side or the fortress. If a blue person is killed, they respawn in JAIL, where poor Agent Shmeef rests with a shiv in his kidney. They must then find a way to escape, and get back to Shadow Ravine. NOTE: You need an equal number of players per team, with at least a total of eight. Also, the red team has infinite ammo (not bottomless clip), while the blue team has the Ammo Support Upgrade but finite ammo. This gametype may need some tweaking, so constructive criticism would be preferred... or better yet, some beta testing rounds? EDIT: I was thinking of calling Master Snake "Solid Chief" instead, but that just sounded wrong. EDIT EDIT: Why did I write "writing calling" above? derp EDIT EDIT EDIT: Now comes in European Extreme! These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
  3. I’ve seen weapons nerfed in Halo before, and it’s not pretty. The Focus Rifle in Reach and the Trip Mine in Halo 3 are prime examples of why we should fear the word “nerf” when it comes to Halo’s weapons and gadgets. But obviously weapons can’t go for the rest of the game’s lifespan unbalanced, so something has to be done about them (just not the nerfs that I’ve seen). So far, I’ve encountered 3 things that need balancing out a bit in Halo 4. Now, I’ve been gaming for years and have been playing Halo since Halo CE back in 2001, and I am confident that my solutions will not nerf these weapons up to the point of uselessness. 1. Boltshot. I’ve recently had the displeasure of facing someone that has used nothing but this weapon throughout the entire match. I don’t even think the Scattershot or Shotgun would have been able to kill me at the range that he killed me from. Now, the standard shots on the Boltshot are headshot capable, so that gave me an idea… Solution: 343i should lower the damage slightly on the Boltshot’s charged shots so it just takes down shields rather than instantly kills people. People would still be able to kill enemies with the Boltshot, because as I’ve said, the standard shots are headshot capable, so you’d just charge up your Boltshot, fire it at someone to take down their shields, then aim for the head. This not only maintains the Boltshot’s effectiveness (as well as requiring a bit more skill to use), but also gives players on the receiving end of its deadly fury a small reaction gap by perhaps a second or so. Now, you might be thinking a second isn’t a long time, but trust me when I say it goes a long way in Halo. 2. DMR. Yes, it is overpowered. But no where near what people have been claiming it to be. It’s only slightly overpowered, and that’s only because it’s dominating in ranges that it’s not supposed to be dominating in. It’s supposed to be a long range weapon, beaten in range by nothing else but the Sniper Rifle (and its counterparts). In shorter ranges, the Battle Rifle (and Covenant Carbine) is supposed to win against the DMR, but the DMR appears to be winning most of the time unless shots are missed. So how do we fix this? Solution: This one is rather simple, actually. The DMR is only dominating because of its firing rate. It can fire as fast as the user can pull the trigger, and that I think is where the problem lies. Lowering the rate of fire ever so slightly gives the Battle Rifle a fighting chance in shorter ranges, while the DMR still keeps its effectiveness in longer ranges. Once again, the lowering of firing rate on the DMR will only give BR users just under a second or so of extra time in combat, but as I’ve said before, that time goes a long way in Halo. 3. Active Camouflage. Ah, the camper’s true love, this one. Basically, the camo is more effective when you’re not moving around so much. This is where I think the problem lies. It promotes camping and overshadows a lot of other Armour Abilities because of this. So, how do we fix it? We need only look to the past… Solution: …Because we already have the ideal Active Camouflage in Halo 2! Remember the Arbiter levels? Remember the Active Camouflage you could use in them? That’s our balanced Active Camo right there. A short burst of semi-invisibility, lasted around 15 seconds or so and you could move around as fast as you wanted without revealing yourself. The cool-down period was about 20 seconds, although I think it varied depending on what difficulty you were playing on. But let’s say around 20 seconds, because that seems pretty balanced to me. Oh, and if you fired your weapon or performed a melee attack, the Active Camo would deactivate and you’d have to wait for the cool-down period to end before you could use it again. Ah, but you’ll probably think that you won’t have enough time to kill someone within 15 seconds. Well, it was more than enough time to use it effectively on Halo 2, even on Legendary. As I’ve said before, that ti- ah, screw it. You already know what I’m going to say. So those are my solutions. Again, I’m just using my experience as both a gamer and a long time Halo fan to come up with these ideas. I don’t really know what you guys and gals think of them, but hopefully you’ll find them reasonably effective at balancing out Halo 4. Thanks for reading!
  4. Hello everybody, as some of you are aware the Active camo ability in Halo 4 is kinda lacking. Not because of the actual camo itself, but rather because of either the retecle or the jamming of the radar. If your in matchmaking and your crouched in camo and an enemy's retecle hovers over you it will turn red thus giving away your position. This would not be so much of a problem if the scrambling of the enemy's radar had a bigger diameter around the indivuduel who was hidden. But since the overall area of the scramble is fairly low it gives away the general location of the person who is hidden. As such the only thing the person who is trying to find the hidden person has to do is skim there retecle over the ground or on top of stuff. This issue as i said can be solved with either one of three options. Option 1: Increase the overall diameter of the scrambling of the radar to decrease chance of a "hunter" finding the hidden person Option 2: Decrease the silluote of the hidden person while in camo mode, this will allow for a more even playing field when trying to assassinate or kill an individual. Option 3: Remove the red reticle option when hovering over an enemy that has active camo on, this would make the "hunter" have to use his eyes instead of his croshair. I hope that sombody of importance will see this, as active camo has always been my favorite addition to a spartan (starting with Halo ce) Sincerly One avid Halo gamer Bobertz
  5. http://www.youtube.com/watch?v=WOEXgaVVxEg First off, here is the video above. All credit goes to BravoMLG for posting it on his youtube channel Second off, what do we see here? SAW is stronger the closer you get to the enemy, on longer ranges it doesn't do much, even though it looks mean Active Camo still requires you to move slowly, but after shooting it seems to come back faster than in Reach The Light Rifle is absolutely beastly. We've seen this in other videos, but watching a skilled guy like that play makes it that much clearer The Warthog turret has a new sound, which i can't say i like. Sounds too much like throwing rocks at a plastic wall at a rapid speed Sniper Rifle is still Wall-E ~That's it for this post, feel free to discuss and add the things you noticed~
  6. First off, here is the video http://www.youtube.com/watch?v=WOEXgaVVxEg All credit goes to BravoMLG for posting it on his youtube channel Second off, what do we see here? SAW is stronger the closer you get to the enemy, on longer ranges it doesn't do much, even though it looks mean Active Camo still requires you to move slowly, but after shooting it seems to come back faster than in Reach The Light Rifle is absolutely beastly. We've seen this in other videos, but watching a skilled guy like that play makes it that much clearer The Warthog turret has a new sound, which i can't say i like. Sounds too much like throwing rocks at a plastic wall at a rapid speed Sniper Rifle is still Wall-E ~That's it for this post, feel free to discuss and add the things you noticed~ This post has been promoted to an article
  7. http://www.youtube.com/watch?v=WOEXgaVVxEg First off, here is the video above. All credit goes to BravoMLG for posting it on his youtube channel Second off, what do we see here? SAW is stronger the closer you get to the enemy, on longer ranges it doesn't do much, even though it looks mean Active Camo still requires you to move slowly, but after shooting it seems to come back faster than in Reach The Light Rifle is absolutely beastly. We've seen this in other videos, but watching a skilled guy like that play makes it that much clearer The Warthog turret has a new sound, which i can't say i like. Sounds too much like throwing rocks at a plastic wall at a rapid speed Sniper Rifle is still Wall-E ~That's it for this post, feel free to discuss and add the things you noticed~ View full article
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