This is cool. She can work some magic with Forge alright.
Another good example would be the claim that it's really hard to dodge Promethean fire. It makes sense based on how Promethean weapons work in the player's hands but it turns out it's just not true.
I have to admit that final point was just an excuse to post this gif again...
Heroic iirc.Guarantee you thats on normal or heroic difficulty.
One of the more frustrating elements of Halo PvE Difficulty design is they change how weapons interact and behave as you go up in difficulty.
Elites will land every plasma bolt from a football field away on Legendary and will dodge 100% of all grenades thrown.
One thing we ALL can agree on is that they remove CRAWLERS.
Oh really? I want to shoot robot dog splinter bugs? Most annoying fodder in h4/h5.
I agree.They need to make enemy combatants more fun to fight in general.
Halo Reach Elites are still probably the most fun enemy combatant to fight against. The H4 and H5 covenant just didn't feel as good.
Prometheans on the other hand have CONSISTENTLY been terrible. They have massive feedback and crit hit registration issues. The teleporting is beyond annoying. The one good idea H5 had is to make the Knights more like hunters/mini bosses. I like that they have weakpoints. The flying guys (watchers?) being able to shield and ressurect was cool too. I think soldiers need more unit variety. But the important thing is the feedback to them taking damage needs to be better. Feels like you would hit them in the glowing bits to no avail. Keep the knight weakpoints but give more feedback as to how damaged they are. Maybe add more glow to the circles or shange the glow color.
Hoping the flood makes an appearance and are fun to fight.
Man i just want them to get freaky and niche with the weapons. No more analogues. Make a gun that fires a clothes line, forcing me to duck. Make a gun that forces me to jump to evade. Add a melee weapon that with an AOE just inside of thruster range so those near misses feel glorious. Gimme a weapon that aids with jumps and can knock enemies and weapons/powerups around and flip vehicles. Gimme a gun that fires a slow 1HK, that can be redirected with a perfectly timed melee. Gimme a teleportation grenade that will kill the user if it's destroyed before it's fuse is up.
Empower me and encourage me to face the action at all times rather than cutting and running.
Like just go apeshit and have the enemies combine these weapons and their behaviors in interesting ways on the battlefield. Like we already have all the normal stuff, and you can always fall back to that if certain weapons don't work out , but we don't need an AR, and a mini AR, and a Covey AR, and a promethean AR.
Man i just want them to get freaky and niche with the weapons. No more analogues. Make a gun that fires a clothes line, forcing me to duck. Make a gun that forces me to jump to evade. Add a melee weapon that with an AOE just inside of thruster range so those near misses feel glorious. Gimme a weapon that aids with jumps and can knock enemies and weapons/powerups around and flip vehicles. Gimme a gun that fires a slow 1HK, that can be redirected with a perfectly timed melee. Gimme a teleportation grenade that will kill the user if it's destroyed before it's fuse is up.
Empower me and encourage me to face the action at all times rather than cutting and running.
Like just go apeshit and have the enemies combine these weapons and their behaviors in interesting ways on the battlefield. Like we already have all the normal stuff, and you can always fall back to that if certain weapons don't work out , but we don't need an AR, and a mini AR, and a Covey AR, and a promethean AR.
Would be fun in campaign and in wacky modes but the sandbox needs better refinement. Not wacky weapons no one will want to swap their pistol/BR for.
What they do need to do is give certain weapons better utility and uh... "perks" for lack of a better term.
Having and SMG and an AR in the same game is stupid. Make the SMG silenced and make it truly quiet with no radar blip and you got something there. Make the pistol be able to be drawn and reload extremely quickly. Make plasma weapons stun and strip shields well. The gravity hammer should have a substantial gravity effect. Like Halo 3's but bigger. I like the idea of running faster with the sword. Maybe even expand your FoV.
I like the idea of a grenade launcher to bounce ordnance off corners. I like the premise of that one plasma pistol that shoots black holes. Crowd control/area denial weapons would be interesting. Honestly at a loss for the promethean weapons other than I think they all should have alt fire modes as something intrinsic to promethean weapons since they can have cool animations where the weapon reforms into something else that fires differently. One idea is to ditch the supressor and the light rifle. Make them into one. You can fire automatic but when you zoom in or engage the alt fire it switches to a single shot that eats up more ammo per shot. It woudn't be as good as the AR up close or as good as the BR from mid range/precision, but when used in conjunction it could be very versatile. Strip shields and switch to alt fire for the headshot. I like the idea of ditching the DMR in favor of the Pre launch Halo 2 BR that fires burst unscoped and single fire scoped.
Make the weapons interesting.
i would also welcome some Stealth Sniping / assassination / infiltration missions. of course, as an option, but i would like that type of approach to some night time places. Only stealth by not being in the line of sight of enemies or in ray traced spotlights lol. ;)
so an option to have silenced weapons is cool. maybe the new radar will be sound activated? Catching SA and weapons firing?
oh and like others mentioned, remove grenade ticks.
I also hope the story line does not require a team with you at every missions. I will understand choosing a team meber for co-op, but i dont want that in my infinite journey. please.
Would be fun in campaign and in wacky modes but the sandbox needs better refinement. Not wacky weapons no one will want to swap their pistol/BR for.
What they do need to do is give certain weapons better utility and uh... "perks" for lack of a better term.
Having and SMG and an AR in the same game is stupid. Make the SMG silenced and make it truly quiet with no radar blip and you got something there. Make the pistol be able to be drawn and reload extremely quickly. Make plasma weapons stun and strip shields well. The gravity hammer should have a substantial gravity effect. Like Halo 3's but bigger. I like the idea of running faster with the sword. Maybe even expand your FoV.
I like the idea of a grenade launcher to bounce ordnance off corners. I like the premise of that one plasma pistol that shoots black holes. Crowd control/area denial weapons would be interesting. Honestly at a loss for the promethean weapons other than I think they all should have alt fire modes as something intrinsic to promethean weapons since they can have cool animations where the weapon reforms into something else that fires differently. One idea is to ditch the supressor and the light rifle. Make them into one. You can fire automatic but when you zoom in or engage the alt fire it switches to a single shot that eats up more ammo per shot. It woudn't be as good as the AR up close or as good as the BR from mid range/precision, but when used in conjunction it could be very versatile. Strip shields and switch to alt fire for the headshot. I like the idea of ditching the DMR in favor of the Pre launch Halo 2 BR that fires burst unscoped and single fire scoped.
Make the weapons interesting.
My issue with some of your ideas is some of them are too gadgety and not enough killy.See I think the idea to making people consider picking up different weapons needs to extend beyond the damage they do, and needs to expand onto how they can effect the behavior of those playing with and against them.
I was just spit balling ideas, but I don't think they are wacky beyond utility. Actually, I'm thinking along the lines of adding utility and perks, not just being whacky.
In fact, Voids Tear was an inspiration for this post. While I think it was too OP to be a long term staple, the idea of an area denial weapon that players also used to access higher points on the map is right up that alley of interesting utility beyond the damage it does. A "clothesline" gun could be used to deny wide areas. A concussive weapon that can be used to help a player move around the map more efficiently could be worth it for racing to powerups, or knocking other guns away from opponents. A deflectible 1HK weapon would be desirable, but also provide an Avenue for skilled players to counter, adding depth. A weapon that can only be evaded by jumping would be good for flushing opponents out of cover.
So yeah, I too think its all about creating weapons that force an interesting decision when players are considering dropping their magnum/BR. I just don't think we'll ever get there if all of the weapons are analogous to weapons we already have.
Think outside the box on this also has the added benefits of allowing cpu enemy encounters to be diversified by what they are attacking with, rather than just their physical attributes and abilities. I think this is a main difference between why covenant encounters are treasured and prometheans have never been appreciated.
One other weapon I'd like to see redone is the beam rifle. The sniper rifle and the binary rifle feel pretty distinct from each other, but now the beam rifle feels redundant.
No don't take my Beam Rifle. It distinguishes itself through its much faster rate of fire and fixed ammo capacity.
My issue with some of your ideas is some of them are too gadgety and not enough killy.
They'd fit right in in Destiny PvE or something but I'm not dropping a killing weapon for them.
Well consider the leaks show a grapple hook you may get your wish in the form of gadgets,
Ramirez said:
Give us a fucking solo que playlist already. I played 3 games of BTB tonight and 2 were against teams of 8, that shit is inexcusable.
The Henery said:
Number one problem affecting the quality of Halo 5's online gameplay. No need for separate playlists, just enforce team matching restrictions ala every Bungie online Halo (ranked).
Is there another narrative up this game's sleeve for solo players or do they exist purely for the enjoyment of partied up platoon squads? I had the best KDA and/or damage dealt stat for practically every game I played tonight but all to no avail. I'm not even a particularly good Halo 5 player so something's awry if I'm best every game. The sheer amount of games where I had geese who didn't know how to pull flags was reaching conspiracy levels.
Number ONE problem in this game is solos/2's matching parties. Incredible Halo game, probably the best it's ever been but the amount of solo players it must be haemorrhaging... Why spend years crafting, refining, perfecting only to dash the experiences of the average player against a rock to maintain this absurd policy of allowing parties to feast on the disassociated. There is simply nowhere to go as a solo player in this game. Big Team and Warzone are actually worse for blocks of serious browed, heavy slayers grimly focused on MM games as if 100k was on the line. Sad.
Really not enjoying Arena matchmaking as of late. Lots of horribly incompetent randoms versus premades. This isn't fun, and it's certainly not fair to match solo against full teams of players while I'm thrown in with Open Mic McGee, Johnny No-Thumbs, and the leaver.
The Halo 5 zeitgeist.
The Henery:
The problem has noticeably worsened in recent months as the population has presumably declined somewhat. No protection for solo players. Game after game of teams that are clearly coordinated versus four players in a communicationless vacuum. It has begun to define the experience and that should worry 343.
Well consider the leaks show a grapple hook you may get your wish in the form of gadgets,
Parties vs solo players has been solved in Halo 5 without having to enforce party matching. When you play in party, your skill rating is increased so you have to play tougher opponents.Five years in the making and coming off a strong game in Halo 5, I'm less worried about the gameplay of infinite and more concerned about TEAMS OF FOUR MATCHING RANDOMS/2s RUINING THE EXPERIENCE OF THE SOLO PLAYER. I can't stress enough how deleterious this must be to the population of a new game in the franchise. My experience of Halo 5's release was consistently marred by matching teams of four when I was playing solo, to the point that it ruined the game for me. In Halo 3 ranked, you'd never see a team of four if you were playing solo; that's how Infinite needs to structure its MM. If Infinite doesn't have this protection for the solo player, it's multiplayer will be a wasted effort. Irrespective of how good the game is mechanically, if I feel like I'm being set up to fail, I won't want to play your game. I made multiple, multiple posts about this at the time (as did several others); here are three of them because they're still relevant.
Parties vs solo players has been solved in Halo 5 without having to enforce party matching. When you play in party, your skill rating is increased so you have to play tougher opponents.
Parties in Arena also don't win that much anyway in that 23 million matches sample in Halo 5. Parties of 2 and 3 have 50% win rate, while parties of 4 have 57% win rate. And that's without party matching and with old Trueskill which doesn't estimate advantage gained from playing in a party.
It's BTB and Warzone were parties wreck havoc, and why they had to limit party size to 6 in Warzone as a stop-gap measure.
Doubtful, because current method works better than party matching. With party matching, you end up with segregated matchmaking pools - which necessarily means worse matchmaking for everyone involved. If parties are rare at Bronze and Silver levels, what happens to those parties when you have party matching? Who do they have to play against? If parties are most common at Onyx level, what happens to solo Diamond players when you have party matching? The answer to these questions is the reason why Trueskill2 approach is better.Halo Reach has party matching enabled in Hardocre, I think, so hopefully that's what they opt for in Infinite. The population is there at launch to enforce party matching - perhaps the current Halo 5 method should come in when the population declines.
They were winning 7 percent more often prior to implementation of TS2. That's likely no longer the case. 7% difference is minimal anyway - that's like Platinum 1 vs Platinum 3.TO4s winning 7 percent more often than teams of 2-3 is a a significant disparity imo. Also what's lost in that stat is the quality of those matches. If TO4s are winning more often AND destroying their competition during those wins, then someone is having a poor experience way too frequently - one that could be improved by a better MM algorithm.
As a power-up, Promethean Vision would be really cool. It'd simply be like OS, Camo, etc. where you pick it up and have Promethean Vision for 30 secs or until death. It could even be buffed in some ways.
- Thrust Overload, giving you unlimited thrusts in a 15 second window, even when holding objectives items.
Rift Ball is kind of like that, and it's really fun.Custom gametype. Permanent thrust overload fused with grifball and vertically placed goals
Grifbastketball
Hot damn
It's better than Griffball, which to be fair isn't hard to do at all.
would you like to see me thrusting across the map? I'd be spamming it so i'd get right in your face and spam it once more to troll. jk i wont, but i can see people doing this. a game type with unlimited thrusts and one hit melee kills lol.. actually would be kind of funnyAs a power-up, Promethean Vision would be really cool. It'd simply be like OS, Camo, etc. where you pick it up and have Promethean Vision for 30 secs or until death. It could even be buffed in some ways.
That's the purpose of power-ups, to give you a power. up. A straight buff to your abilities. Promethean Vision fits that bill perfectly and gives another option for power-ups.
Halo needs more of 'em!
Y'know, sky's the limit and all that.
- Double Jump power-up that lasts 30 secs.
- Thrust Overload, giving you unlimited thrusts in a 15 second window, even when holding objectives items.
- Bottomless Clip (bad idea)
- Post clip to Era with complaint pre-typed
For people who've played a shitton of Halo 2, are there any resources for weapon spawns on maps? I've been going through the MCC games trying to actually learn spawn timers, but Halo 2 seems wildly inconsistent. The Lockout sniper respawns 45 seconds once the current sniper is deleted, but the Ivory Tower sniper spawns 60 seconds as soon as the current one is disturbed.
Maps seem to be real inconsistent on how they work, and a written source would help a ton.
Yes, but screw 1 flag on Hang Em High
The Halo 5 CE Anniversary gametype?So that halo ce anniversary gametype is amazing.
What I find amusing is that their stat tracking has gotten so much worse over time. H4 was pretty solid, but MCC and H5 are so lacking. They never even updated Waypoint to effectively track MCC Reach stats, so it mostly just shows blanks for maps and doesn't have per match breakdowns at all.Waypoint needs to be like bnet for Halo Infinite stat tracking.
Get with the times 343
Thanks a ton! I suspected HBO might have something, but thought it might be too obscure. And god damn those timers are all over the place. Reach having them mostly standardized has helped a lot for (re)learning those maps.
What I find amusing is that their stat tracking has gotten so much worse over time. H4 was pretty solid, but MCC and H5 are so lacking. They never even updated Waypoint to effectively track MCC Reach stats, so it mostly just shows blanks for maps and doesn't have per match breakdowns at all.
I hope Infinite does better and also does a lot better with the theater and saved films.
I was talking about the Reach one that's in rotation.