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  1. Here are my thoughts on Spartan Abilities based on what we know so far, and the ways in which I think they could be implemented. What do we know about Spartan Abilities so far? - They're not Armour Abilities. - They're not Armour related, but are things that Spartans can do inherently. In Halo 2, the new SAs would be dual-wielding and vehicle boarding. - Every player has the same set of Spartan Abilities http://teambeyond.net/forum/index.php?/topic/5709-frank-oconnor-confirms-armor-abilities-removed-from-halo-5/ http://teambeyond.net/halo-5-guardians-wont-armor-abilities/ Why do I personally think they could complement Halo gameplay? First and foremost, everyone has access to the same set of abilities, so there's no guessing what the other play has at their disposal. This means that unlike with AAs, SAs will allow players to predict (without guess-work) what the other player might do during any given encounter. It also means that players wont have functional advantages over each other. But it's important to mention that a feature isn't automatically good just because everyone has access to it at all times. I think there is more to consider when it comes to whether or not each individual SA will work. If I could put into one sentence my philosophy on how they should fit into the game, it would go something like this: Spartan Abilities should give players different options - options which require a decent amount of skill to utilize - for approaching encounters, without taking anything away from the validity of the skills that would otherwise have been appropriate in approaching those encounters. But what would be an ability that wouldn't fit into this description? Let's take armour lock and pretend that everyone had it at all times, and let's ignore for a moment that it was armour related for the sake of this point. Armour lock was used in order to save a person's life in a situation where they otherwise would have had to fight their way out of the same situation had Armour Lock not been an option. It happens at the simple push of a button, yet the benefits to the player greatly outweigh those of simply fighting without armour lock. Imagine a typical situation where Armour Lock would be used - a player is losing an encounter. And let's look at the typical impact that armour lock, and a lack of amour lock will have on that situation: Armour Lock Player input - pushing and holding a button. Very little thought or timing necessary in gaining the benefits. Outcome - greatly improved chance of survival (at least for the time that you're pushing and holding the button). No Armour Lock Player input - having to use skills such as out-shooting and out-strafing the enemy. Requires a decent amount of timing and thought in order to make effective use of those skills. Outcome - greatly reduced chance of survival So Armour Lock not only required very little in the form of human input, but it also negated and drastically reduced the necessity for other skills which were already valid in its absence. So how about an ability which does actually fit into that philosophy? Well, a good example of that would be vehicle boarding. Vehicle boarding gives players an option for taking over vehicles which are currently in use by the enemy team, but without having to destroy the vehicle, and without having to rely on power weapons or grenades. Why is it not a bad option in the same way that Armour Lock is? Because: 1) Typically, it requires a decent amount of skill, timing and thought to pull off. So it doesn't present itself as an obvious choice over the skills which were previously necessary in taking on an enemy vehicle (killing the player). 2) It isn't always an option, and most of the time, the previous skills are still more appropriate in taking on enemy vehicles than vehicle boarding itself. Vehicle boarding is only valid when you get close enough to actually use the ability in the first place, which in itself is an effort to achieve, unless the enemy player makes a mistake of their own. So the other skills, such as destroying the vehicle itself or killing the people inside it, are still very much appropriate and valid. So to put it simply, the extra option isn't something which negates the need for skill in order to take on the vehicle, it simply adds another option which still requires timing, thought and a decent amount of skill from the player to use effectively. How does this apply to Spartan Abilities? I think that they should all be more aligned with the kind of things vehicle boarding brought to Halo gameplay, and less aligned with what armour lock brought to gameplay. My current theory on the ground-punch Spartan Ability One of the abilities which the Halo 5 beta trailer seemed to show off was the yet-to-be-officially-named 'ground pucnh' abilitiy. It shows a spartan using the thruster pack to thrust down and punch the ground. The resulting effect in the trailer is that the enemy spartans get blown away from the impact (and possibly killed?), even though the ground-punch-spartan didn't actually come into direct contact with them. I think the ground punch might do damage based on the height you fall from when using it. For example, falling from a mere jumping height will do very little damage (if any), while falling from a large height (say from the top of Construct to the bottom) will do more damage, and perhaps have a higher damage radius, due to the fall itself taking longer. If this theory is true, then it would seem to be a self-regulating feature in that players who try to spam the ability, by simply jumping and using it over and over again, will get very little benefit from it because they wont be using it from a decent height. And the result will be that they're putting themselves at risk more than they're helping themselves. If players use it from a height, the increased damage would be the reward for having to time the jump/fall more accurately to get results. Also, as pointed out by Gobias no Teambeyond, it would reward the controlling of higher ground, but you would have to sacrifice that advantage in order to risk the opportunity to deal more damage. Some questions: What would your own philosophy be on how the Spartan Abilities should fit into Halo gameplay? Do you have any theories on what some of the yet-to-be-shown SAs might be? What do you think about how the 'ground-punch' SA should/could work?
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