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Re: My Thoughts on the Halo Series
Posted By: Gravemind <gravemind80@yahoo.com>Date: 9/16/06 5:53 p.m.

In Response To: Re: My Thoughts on the Halo Series (Psychophan7)

Slith made several good points in response to this post, but there's a couple of other things I want to point out.

: Melee lunge. Given that the system is played on Xbox Live, and that it is
: seemingly designed with that in mind, in order to compensate with the lag
: between players, a lunge would've been implemented to keep things fair. In
: a low lag game, it seems unfair, and in a high lag game it just seems less
: unfair. There is a write-up or presentation somewhere that shows how the
: system works in detail, but it doesn't seem important at this time; The
: lunge basically exists to compensate for the lag and discrepancies between
: host and client.

I don't buy this arguement. Halo 2 is the only notable FPS to have a melee lunge. Every other FPS with a Halo-style melee system, -- that is, one where you strike your enemy with the weapon in your hand -- seems to work fine without a lunge. Examples include Call of Duty 2 and Perfect Dark Zero, among others. Halo 2's melee system should be ditched in the next game. Halo 3 could work just fine with Halo 1's superior (IMO) melee system.

: Fall damage (Three in a row?). Fall damage wasn't removed, per se. The way
: fall damage was changed was that instead of using an altometer of sorts,
: it uses a speedometer. After falling for a given amount of time in Halo 2,
: you'd reach a speed at which the system declares you dead. The sword
: lunge's speed would have killed you, and I have actually died from that
: during Campaign; In multiplayer, I have splattered someone using the
: sword. However...

: On the actual note of falling, I have mixed thoughts on it. On one hand, it
: stops people from taking shortcuts if they fall, which I wouldn't like; On
: the other hand, people don't jump off the top of buildings and live
: (Headlong). I could see it returning if the system was changed from Combat
: Evolved so that there is a longer fall limit, but not excessively long
: that you could jump off of the very top of the fan on Zanzibar and live
: (jumping from the interactive bridge should cause damage, but not kill
: you). Likewise, fall damage should be an option for custom games. Scaling
: places such as the outside of Headlong would be catastrophic seeing as you
: can't see the floor. On a similar note of custom options, lower gravity,
: such as that of the outside of Cairo Station.

As I argued in my letter, people should be expected to watch where they're going. They are not punished in Halo 2 for falls from high places like they were in Halo 1. Most of the time, you won't die from a fall unless you fall a predetermined distance. This only affects Campaign in certain parts, and is not a factor in Multiplayer given that the requisite lethal speed/distance cannot be achieved under normal circumstances in the MP maps. The examples you mention are rare occurences, and to me illustrate the flaws of the current system.

The Halo 1 fall damage system is actually quite reasonable in my opinion, and is not only a good thing from a gameplay perspective, but is actually quite realistic. Falls become lethal at about 20 meters, assuming normal, fully-charged shields and full health. A Spartan-II in full Mjolnir armor weighs in at about 450 kg. If someone that massive hit the ground hard from a 20 m drop, the impact would have a tremendous amount of energy -- over twice the impact of the sniper rifle's rounds, assuming said projectile has identical power to the 14.5 x 114 mm cartridge it is copied after.

Final verdict: Fall damage should be brought back in Halo 3, with the fall damage system being more or less the same as Halo 1's.

And yes, low gravity should have more emphasis in Halo 3. I'd really like to see a map, whether it's in Campaign or Multiplayer (preferably both), that has low-G conditions as a default. Perhaps such a stage could take place on the Moon?

: Health, et al.
: Health bar should be visable in some manner, but it should still regenerate.
: Fifteen seconds in Halo is a long time to be waiting between encounters,
: so there is a problem with that. The rate of regeneration is the only
: thing that should be changed, but not removed. Health packs were cheap for
: the avid camper and rockets, too.

Health packs vs. regenerating health are both rather unrealistic, so it really comes down to personal preference. I favor the Halo 1-style health bar rather than Halo 2's regeneration system. The former gives a combination of a regenerating shield and non-regenerating health. I already gave my reasons for supporting said system in my letter, so I won't reiterate myself here.

: The HUD. The various elements are good, including the motion tracker. Crouch
: walking is intended so that you can hide. If the motion tracker picks that
: up, then the purpose is gone. Also, it deters campers during a CTF or
: Assault game, or any others--if the attacking team crouch walks into a
: base where the defending team is waiting for the moment to strike, that
: gives the defending team a disadvantage. Crouch walking adds the element
: of stealth that players look for and feel they should have; If the enemy
: would actually patrol the base and keep a watchful eye, the game would
: become far more strategic. Also, with a shorter motion tracker range,
: campers are again detered. Lastly, I think the motion tracker was removed
: from zoom because the unwary sniper would be alert to his surrounds while
: maintaining his sights on a target location. By unscoping and having to
: look around, snipers aren't all that godly anymore and thus vulnerable to
: sneak attacks. Having the tracker on zoom mode just means they can defend
: themselves when they see you there, instead of actually finding out the
: hard way.

Good points. Not having a motion tracker while zoomed in with a sniper weapon does provide a trade-off of sorts.

: Field of view needs to stay the same, too. It makes more sense because you
: aren't looking out of the visor itself, but rather a projection, so the
: optics of the suit are limited. Also, technically, no matter what field of
: view you have, you'd still have to look at the visor itself to see, so all
: that other empty space would be limited to seeing the inside of the
: helmet. On an even more technical note, you're playing off of a television
: (in most cases, there is a report of a someone who built a rig for 180
: degrees of view), so you can't really be immersed in the larger FoV.

FoV was never a major problem for me, though I've heard other people state it was a problem for them. 10 degrees on either side doesn't seem like much, but it seems to matter to a lot of people.

: Ladders. Ladders should only exist to add atmosphere. I like the ladder on
: Headlong because it's one of those neat little details with no practical
: purpose, just like a ladder. Also, on Battle Creek there were ladders;
: Beaver Creek has ramps. What say you on the ramps?

: Grav lifts seem noisy because you get a free ride at high speeds when there
: are other ways to get where you need to go. Its a trade off of speed and
: stealth. On the note of stealth, I got the impression that you want an
: enemy to know where you were at all times anyways. Funny note about grav
: lifts is that you can change how you move on them by where you land on
: them.

My stance on ladders vs. grav-lifts will remain unchanged from how it was in my letter. While both have advatages and disadvantages, I feel that ladders are by far superior to gravlifts as a means of moving across a map. Personally, I wouldn't mind seeing a compromise of sorts. Each of the two should be appropriate to their environment. Ladders should be the rule in human-constructed environments, while gravlifts should be the rule in Covenant-themed environments.

: Auto-Aim and Magnetism. See lunge lag. However, it is particularly annoying
: to be shooting at a distant enemy and a closer enemy to walk by and move
: your sights.

I already commented on auto-aim and reticule magnetism in an earlier post. The gist of it is that auto-aim is necessary to some degree for online play, but should be no more than what's necessary. It should not exist to any noticeable degree in offline play (Campaign, split screen, system link), however. Magnetism is totally unnecessary however. The player should at the very least have the option to turn off magnetism just as they have the option to disable automatic look centering.

: Active Camo and Overshield. Active camo is just bending light around you
: for camoflage. Camoflage exists so that an enemy won't know you are there
: at a glance. Active camo works simply so that you don't have to use
: natural camoflage (FFA mainly). Also, AC has a strategic use: No auto-aim
: applies. Overshield. If an enemy is attacking you with an overshield, you
: don't find it good to know that they pose a threat to you? It makes for
: team efforts, balances the firepower, and prevents someone from hiding in
: a dark corner with a shotgun. If you don't like people knowing you have an
: overshield, why not just set your handicap on when you pick it up?

The problem is is that AC is hardly effective at all. I can't even begin to tell you how many times I've been sniped/have sniped my enemy from across stages like Headlong even though I/my enemy was camouflaged.

: Stage Design. The upper Terminal garage has a viable entry point that no
: one ever uses or covers, all made possible by your (apparent) enemies the
: short-range motion tracker and long jump distance. All of the
: "campsites" that you listed have entryways exploitable soley by
: those two factors.

Re: Terminal. I'm assuming the other entry point you refer to is the one where you jump from the train tracks to the top floor of the garage. The thing is that most players who are familiar enough with the stages will have that entry point covered as well, thus making it hard for the attacking team to clear out the camping team.

: Playlists. SWAT: The gametypes you are accustomed to apparently have no
: damage resistance on. It is very possible to kill with body shots (being a
: poor shot I know this all too well). As far as 6v6 goes, it needs to make
: a return. Small maps in BTB is a good thing, and it allows for people to
: be able to set up a well paced game (however, due to the nature of Xbox
: Live, nobody aims to play a nice fluid game anymore =( ).

Ah. So damage resistance in on max in the SWAT playlist, rather than body shots simply causing no damage? I'll accept that. However, it still makes getting non-headshot kills highly improbable. An opponent can take an entire BR magazine to the torso without dropping. I would rather SWAT have standard damage rules, though, and would like to see it nothing but BR or Carbine starts, with Objectives games either removed or relegated to a separate playlist.

As for 6v6, I would like to see it return as well. I thought it was a nice compromise between 4v4 and BTB. And speaking of BTB, I am still of the opinion that BTB Slayer should take place primarily on mid- to large-size levels, with smaller levels being selected only every once in a while. If pacing is a problem, them simply tweak the starting weapons (mid-range weapon starts) or simply drop the kill limit from 100 back down to 50.

: Lag stuff.
: A common misconception is that lag is the result of graphics. It isn't. The
: train/Terminal glitch is caused because instead of your Xbox saying when
: the train fires, the host's Xbox tells yours when to fire. Why?
: Syncronization between players, otherwise it would appear that people
: randomly die on the tracks, instead of having it be publicly visable by
: everyone.

: Instead of having the host issues being fixed remotely, the problem can be
: fixed by adding a few lines of code that stops bridgers from tampering a
: connection. Simply put, if the bridgers line were to test too low to
: support the current game, then the game (probably their own copy) finds
: yet another host. Should they attempt to take host again, the system kicks
: them (and their original party) from the game and repeats the process.
: Similarly, should no viable host be found, the game would be hosted
: remotely.

: If Microsoft did invest in better multiplayer support for remote hosting,
: then it would be hilarious should the servers be Linux or Mac.

In regards to things like the Terminal train, like I said in my letter, I may have been mistaked about such things. I'm not very knowledgeable about online-specific things like lag. However, many people agree that centralized hosting would be the best solution

: Weapons. A pistol is a side-arm, it shouldn't be a main weapon. The strip
: down decentralized that problem. As for the other sections... So what?
: Adapt. It is a different game, not a different version of the game. There
: will be differences and there will be a reason for it. I wholly disagree
: with this entire section, and will only point out a few things.

It's been said before and I'll say it again, but it seems that a lot of people are bothered more by the fact that the M6D had a pistol for its skin than by anything relating to its accuracy and power. Personally, I'd like to see a semi-automatic human rifle that functions the same as the old M6D. That would satisfy the fans of Halo 1's pistol while putting to rest the arguements that "the pistol's supposed to be a sidearm."

: More on grenades: Flying enemies means grenades have to be able to detonate
: in the air. Although I agree with the chain reaction bit, there is
: Sputnik.

Having frag grenades detonate in the air is unnecessary against flying enemies. Sticking them with plasma grenades solves that problem if the enemy gets too far off the ground. And yes, Sputnik was awesome, though I'd prefer to just have more effective chain reactions.

: Plasma Pistol: Are you aware that there is a matchmaking gametype aimed
: solely around the use of the "noob" combo?

Are you aware that this gametype didn't exist before December of 2005 when ActionSack was created? The noob combo should not exist at all. The plasma pistol was a decent standalone weapon in Halo 1, but in Halo 2 its undodgeable homing abilities combined with it's useless standard-fire mode has resulting in the cheap tactics we see in Halo 2.

: Sword: Words cannot express my confoundment at your lack of ability to take
: care of a sword wielder.

I never once said that I was incapable of defeating a sword user. I've done so many times. However, I've been ran through by them far, far more often. Odds are that if you're facing down a sword user at close-range, you won't survive. None of the proposed countermeasures are very effective, and they all assume that the player knows their opponent has the sword to begin with. Get within 30 feet, and you're likely to get skewered before you knew what hit you, thanks to the ability to do "quick draw" techniques (i.e. lunge the exact moment you hit Y to swap to the sword). On stages where close-range combat is the norm, and in close-range combat in general, the sword will dominate every other weapon in almost every circumstance. It is simply way too overpowered.

: Rocket: Rockets aren't smart at all. They frequently crash into objects other
: than the intended vehicle, and should a rocket even get close to vehicle
: it will miss. There is nothing wrong with the rocket launcher.

Maybe in cluttered environments, but in wide open areas, it is almost guaranteed to hit a vehicle. Have you ever noticed how easy your Marines can hit enemy vehicles on the bridge sequence in New Mombasa? And there is also the problems I cited in regards to damage and blast radius issues.

: Brute Shot: Aim higher.

It's still random as hell. It could at least be more consistent. Why is it that sometimes it'll only take two direct hits to kill an enemy, but other times four direct hits won't even kill them?

: Fuel Rod: Frame rate.

Like Slith said, if frame rate is an issue, it should be make less graphics-intensive. It's not like this is some insurmountable problem. And at the very least, I should have the option to put it in my own custom games.

: Vehicles. Spectre was in an old draft of Combat Evolved. Banshee's are dead
: weights for rockets without the agile movements, and hover would only make
things counter intuitive (which seems to be how Combat Evolved works).

Slith already got this one spot on.

: Scorpion: You didn't complain about the complete inability to board it due to
: the machine gun?

Same here. Also, I've boarded enemy Scorpions many times in Multiplayer. Maybe not via a direct frontal assault, but hey, it's a 3D game. Come from the sides or rear if he isn't paying attention.

: Wraith: The boost on the Wraith is needed for the ability to ram. Remember
: how in Combat Evolved you would escape the Wraith's firing arc and stand
: right next to it and just shoot without it running you over? Sure, the new
: plasma cannons address that, but you seem to like things "old
: school" style anyways.

Like I said in my letter, perhaps we could have both. Personally, I would prefer the smaller plasma cannons to the boost, and would find it more reasonable to have such weapons that a boost feature on a tank. But if we could have both, like the AI-controlled Covies in Campaign do, then fine by me. If they stick with boost only, that's fine too even though I'd prefer to have the plasma cannons.

: "First off, damage to a vehicle is wholly cosmetic, and does not affect
: its performance in any way, shape, or form. Damaging a Warthog's wheels
: does not affect how it steers, nor does destroying the engine pods or
: control flaps of a Banshee affect its basic maneuverability or its ability
: to boost, barrel roll, and loop."

: Remove a Warthog wheel. It won't drive the same way. Blow the engine apart,
: and it drives slower. Remove one wing of the Banshee, it flies askew. Blow
: the front end of a Ghost off, and the firing fudges up.

I've played this game almost every other day for almost two years, and I've never noticed any change in vehicle performance whenever it gets damaged. None of my friends have noticed anything either. I'll retest this again sometime later under controlled conditions, just to make sure.

: Seriously, most of the stuff I have read up to this point makes no sense what
: so ever and appears to solely be a "Make Halo 3 Into a Carbon Copy of
: Combat Evolved" document, albeit longer and more structured. At this
: point, I can only say you make quite a laughable case.

: I will however, comment on one last bit: "Whatever classic Multiplayer
: maps are brought back in Halo 3, they should be left structurally
: identical to the way they were originally. No drastic changes like Longest
: had made to it when it was re-released as Elongation. The only differences
: should be greatly enhanced & detailed graphics."

: Look at Beaver Creek, Coagulation, Warlock, and Gemini (though its from
: Marathon). Each of them are different from the originals outside of
: "greatly enhanced & detailed graphics". Beaver Creek has
: ramps and rocks and funny little windows. Coagulation has trees, a better
: cave, different cliffs, and an accessible tower, not to mention the rock
: garden or the spurts of rocks or the two leveled bases. Warlock has air
: vents! Gemini has... I never played Infinity, so I'll just say it has a
: gravity lift. These are all changes different from the original maps they
: were based off of. Beaver Creek is not Battle Creek, Coagulation is not
: Blood Gulch, Warlock is not Wizard, Longest is not Elongation... The
: converse applies to the maps as well. The changes which you see are what
: define the maps as different maps; You can't say that Longest played
: better than Elongation did, because Elongation is a different map than
: Longest--although similar--and thus will result in a different experience.
: I can say without any authority on any subject that any maps reminiscent
: of any old maps are not going to be the same, just similar and different
: and offering different experiences.

: The same ideology is applied to Halo 2 from Combat Evolved. It's a similar
: game, but it's a different game at the same time. You can't compare the
: two for their faults and say what can be improved and what should be
: rolled back. It's like comparing bread to paper. Sure, both are edible,
: but they are wholly different from each other.

Well, you start off by saying my letter's "Well written," but then turn around and call it "laughable." I'm not really sure how to take this except as a flame. According to the Encarta Dictionary, "laughable" is defined as follows:

adjective
ridiculously inadequate: so inadequate as to cause laughter or ridicule

I was hoping that since it was so detailed, that even people that disagreed with me would still find it well-reasoned. Almost everyone did, but I guess you can't get the same reaction from everyone. Oh well.

In any case, what's wrong with wanting Halo 3 to be more like Halo 1? In my book, there's nothing wrong with more of the same, whether it's the old weapons, the old melee system, or the return of old maps structurally unchanged from their original versions. It's worked for a lot of other notable game series, where the sequels were nearly carbon-copies of the original, just with different stages, etc. I was fully expecting Halo 2 to be like Halo 1, that despite whatever new gameplay additions there were, the old ones would remain the same. They weren't, but I'd like them to be in Halo 3. "Different" is fine, but I want Halo when I play Halo. If I wanted anything drastically different, if I wanted "bread rather than paper," I'd go play a diffent game series. The core gameplay in Halo 2 might be almost the same as Halo 1's, but the differences are still significant enough to make one take notice, and to find them rather unwelcome.

Well, that's all I've got to say about that.


Message Index




Replies:

My Thoughts on the Halo SeriesGravemind 9/11/06 11:40 p.m.
     Re: My Thoughts on the Halo SeriesNarcogen 9/12/06 12:27 a.m.
     Re: My Thoughts on the Halo SeriesKP 9/12/06 12:31 a.m.
           Re: My Thoughts on the Halo SeriesNarcogen 9/12/06 12:55 a.m.
           Re: My Thoughts on the Halo SeriesSep7imus [subnova] 9/12/06 7:27 a.m.
                 Re: My Thoughts on the Halo SeriesKP 9/12/06 9:39 a.m.
     Note about the FloodNarcogen 9/12/06 1:05 a.m.
           Re: Note about the FloodGravemind 9/12/06 9:43 p.m.
                 Re: Note about the FloodUrsusArctos 9/13/06 2:49 a.m.
                       Re: Note about the FloodNarcogen 9/13/06 5:21 a.m.
                             Re: Note about the FloodUrsusArctos 9/13/06 7:58 a.m.
                                   Re: Note about the FloodNarcogen 9/13/06 9:24 a.m.
                             Guilty Spark's credibilityUrsusArctos 9/13/06 8:16 a.m.
                       Re: Note about the FloodMister Froggy 9/13/06 9:07 a.m.
           Re: Note about the FloodNarcogen 9/16/06 10:46 p.m.
                 Re: Note about the FloodUrsusArctos 9/17/06 7:53 a.m.
                       Re: Note about the FloodStephen L. (SoundEffect) 9/17/06 8:36 a.m.
                             Re: Note about the FloodUrsusArctos 9/17/06 8:48 a.m.
     You sir, have my respect.Endbringer 9/12/06 1:08 a.m.
     Page is down exceeded its data transfer limit.Captain Spark 9/12/06 7:46 a.m.
     Exceeded for me too :(yakaman 9/12/06 7:54 a.m.
     Mirrored here:Louis Wu 9/12/06 8:07 a.m.
           Font colour inversion request?hminn 9/12/06 12:43 p.m.
                 Re: Font colour inversion request?Louis Wu 9/12/06 12:48 p.m.
                       Re: Font colour inversion request?Hellhawk 9/12/06 1:23 p.m.
                       Thank you :D *NM*hminn 9/12/06 1:50 p.m.
                       Re: Font colour inversion request?ManKitten 9/12/06 2:10 p.m.
                             Re: Font colour inversion request?Louis Wu 9/12/06 2:14 p.m.
                                   Re: Font colour inversion request?BOLL 9/12/06 2:19 p.m.
                                         Re: Font colour inversion request?Louis Wu 9/12/06 2:36 p.m.
                                               Re: Font colour inversion request?BOLL 9/12/06 3:10 p.m.
                                                     Re: Font colour inversion request?[AMS] GreyThor 9/12/06 3:16 p.m.
                                                     Re: Font colour inversion request?Jillybean 9/12/06 3:17 p.m.
                                                     Note: Auto-aimJakeDaGreat 9/12/06 3:17 p.m.
                                                           Re: Note: Auto-aimGravemind 9/13/06 12:03 a.m.
                                                                 Tidbit on Controllers with PC FPSDoT_Gunslinger 9/13/06 12:11 a.m.
                                                     Re: Font colour inversion request?Hellhawk 9/12/06 3:39 p.m.
                                                     Re: Font colour inversion request?retsamolah 9/12/06 6:35 p.m.
                                   ow... *NM*BJB 9/12/06 2:21 p.m.
                                   Re: Font colour inversion request?ManKitten 9/12/06 2:38 p.m.
                                   Re: Font colour inversion request?RC Master 9/12/06 4:12 p.m.
                                   Re: Font colour inversion request?jdogmoney 9/12/06 5:13 p.m.
                                   Re: Font colour inversion request?Matt 9/12/06 5:24 p.m.
                                         Re: Font colour inversion request?Louis Wu 9/12/06 6:15 p.m.
                                               Re: One WordKP 9/12/06 6:24 p.m.
                                                     Re: One WordShishka 9/12/06 6:52 p.m.
                                                           Re: One WordJillybean 9/12/06 7:05 p.m.
                                                                 Re: One WordMa1agate 9/14/06 8:49 a.m.
                                   Pfffft...That's nothing...zugy 9/12/06 5:29 p.m.
                                         Re: Pfffft...That's nothing...TMoneY 9/12/06 7:12 p.m.
                                               Re: Pfffft...That's nothing...[AMS] GreyThor 9/12/06 8:05 p.m.
                                   There was a time when I would cry tears of bloodEndbringer 9/12/06 7:49 p.m.
           How'd you do that with the HTML coding?Gravemind 9/12/06 10:01 p.m.
                 Re: How'd you do that with the HTML coding?Louis Wu 9/12/06 10:11 p.m.
           Re: Mirrored here:ya know...vshields ash 9/13/06 1:22 a.m.
     Re: My Thoughts on the Halo SeriesSA 9/12/06 8:25 a.m.
     Re: My Thoughts on the Halo SeriesCaptain Spark 9/12/06 8:44 a.m.
     Re: My Thoughts on the Halo SeriesMister Froggy 9/12/06 10:02 a.m.
     Re: My Thoughts on the Halo Seriespillar of awesome 9/12/06 11:06 a.m.
     Re: My Thoughts on the Halo SeriesDucain 9/12/06 11:25 a.m.
     Re: My Thoughts on the Halo SeriesFrankie 9/12/06 12:06 p.m.
           Re: My Thoughts on the Halo SeriesKonrad 9/12/06 12:25 p.m.
           Thank you!Saint 9/12/06 2:24 p.m.
                 Re: Thank you!Peptuck 9/12/06 2:47 p.m.
           Re: My Thoughts on the Halo SeriesSimpsons Rule 9/12/06 3:51 p.m.
           Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 4:16 p.m.
                 Re: My Thoughts on the Halo SeriesEndbringer 9/12/06 4:32 p.m.
                       Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 6:44 p.m.
                             Re: My Thoughts on the Halo Seriesubersaurus 9/12/06 6:47 p.m.
                                   Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 9:12 p.m.
                                         Re: My Thoughts on the Halo Seriesubersaurus 9/13/06 12:47 a.m.
                             Re: My Thoughts on the Halo SeriesEndbringer 9/12/06 8:20 p.m.
                                   Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 9:00 p.m.
                                         Re: My Thoughts on the Halo SeriesEndbringer 9/12/06 10:15 p.m.
                                               Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 11:56 p.m.
           Re: My Thoughts on the Halo Serieschaostheory101 9/12/06 7:09 p.m.
                 Re: My Thoughts on the Halo Seriesubersaurus 9/12/06 7:40 p.m.
                       Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 9:03 p.m.
                             Re: My Thoughts on the Halo Seriesubersaurus 9/13/06 6:17 p.m.
                                   Re: My Thoughts on the Halo Serieschaostheory101 9/13/06 9:23 p.m.
                                         Re: My Thoughts on the Halo Seriesubersaurus 9/14/06 12:19 a.m.
           Re: My Thoughts on the Halo SeriesTalkingElmo 9/12/06 9:32 p.m.
                 Re: My Thoughts on the Halo SeriesDoT_Gunslinger 9/12/06 9:36 p.m.
                 Re: My Thoughts on the Halo Seriesubersaurus 9/13/06 12:52 a.m.
                       Re: My Thoughts on the Halo Serieschaostheory101 9/13/06 8:38 a.m.
                             Re: My Thoughts on the Halo SeriesAnton P. Nym (aka Steve) 9/13/06 12:35 p.m.
                             Re: My Thoughts on the Halo Seriesubersaurus 9/13/06 1:58 p.m.
                                   Re: My Thoughts on the Halo Serieschaostheory101 9/13/06 9:02 p.m.
                                   Re: My Thoughts on the Halo SeriesTalkingElmo 9/13/06 10:19 p.m.
                                         Re: My Thoughts on the Halo Serieschaostheory101 9/13/06 11:36 p.m.
                                         Re: My Thoughts on the Halo Seriesubersaurus 9/14/06 12:18 a.m.
                                               Re: My Thoughts on the Halo SeriesTalkingElmo 9/14/06 4:09 p.m.
                                                     Re: My Thoughts on the Halo SeriesLouis Wu 9/14/06 9:05 p.m.
                                                           Re: My Thoughts on the Halo SeriesTalkingElmo 9/14/06 10:28 p.m.
                                                                 Re: My Thoughts on the Halo Seriesubersaurus 9/15/06 12:24 a.m.
                                                                       Re: My Thoughts on the Halo Serieschaostheory101 9/15/06 12:58 a.m.
                                                                             Re: The pistol.Gravemind 9/16/06 12:31 a.m.
                                                                             Re: My Thoughts on the Halo Seriesubersaurus 9/16/06 1:29 p.m.
                                                                                   Re: My Thoughts on the Halo Serieschaostheory101 9/16/06 2:25 p.m.
                 Nice to see you around *NM*Miguel Chavez 9/13/06 6:17 a.m.
                 WoahDucain 9/13/06 7:41 a.m.
                       Re: Woahvshields ash 9/15/06 3:41 a.m.
           Re: My Thoughts on the Halo SeriesGravemind 9/16/06 1:34 a.m.
     Re: My Thoughts on the Halo SeriesSith 9/12/06 12:15 p.m.
     Re: My Thoughts on the Halo Seriespillar of awesome 9/12/06 1:04 p.m.
     Re: My Thoughts on the Halo Seriesjlchief 9/12/06 1:24 p.m.
     Re: My Thoughts on the Halo Series overviewThe More Deluded 9/12/06 1:27 p.m.
           Re: My Thoughts on the Halo Series overviewPeptuck 9/12/06 2:51 p.m.
                 Re: My Thoughts on the Halo Series overviewShortRoundMcfly 9/16/06 3:00 p.m.
                       Re: My Thoughts on the Halo Series overviewKoCKynVainn 9/16/06 3:03 p.m.
                             Re: My Thoughts on the Halo Series overviewShortRoundMcfly 9/16/06 4:59 p.m.
                                   Re: My Thoughts on the Halo Series overviewchaostheory101 9/17/06 12:03 a.m.
     Can I get this book form?DanteThePoet 9/12/06 2:07 p.m.
     Game Difficultyyakaman 9/12/06 2:20 p.m.
     Missed one thing...Son Goharotto 9/12/06 2:51 p.m.
           Dammit!Son Goharotto 9/12/06 2:53 p.m.
                 Re: Dammit!Simpsons Rule 9/12/06 3:53 p.m.
                       Re: Dammit!mercury 9/12/06 4:40 p.m.
           Re: Missed one thing...Peptuck 9/12/06 2:56 p.m.
                 Re: Missed one thing...Son Goharotto 9/12/06 4:01 p.m.
           alien weaponscarab 9/12/06 3:30 p.m.
     Re: My Thoughts on the Halo Seriesmercury 9/12/06 3:45 p.m.
           Re: My Thoughts on the Halo SeriesJakeDaGreat 9/12/06 4:04 p.m.
                 Re: My Thoughts on the Halo Seriesmercury 9/12/06 5:08 p.m.
                       Re: My Thoughts on the Halo SeriesJakeDaGreat 9/12/06 8:07 p.m.
     Re: My Thoughts on the Halo SeriesShortRoundMcfly 9/12/06 4:41 p.m.
           Re: My Thoughts on the Halo SeriesJim Shorts 9/12/06 8:08 p.m.
     Re: My Thoughts on the Halo Seriesubersaurus 9/12/06 5:02 p.m.
           Re: My Thoughts on the Halo Seriesubersaurus 9/12/06 5:54 p.m.
     Re: My Thoughts on the Halo SeriesPsychophan7 9/12/06 5:32 p.m.
           Re: My Thoughts on the Halo Series *NM*SA 9/12/06 7:39 p.m.
                 Accidental post... Sorry. *NM*SA 9/12/06 7:40 p.m.
           Re: My Thoughts on the Halo SeriesSlith 9/13/06 6:57 a.m.
           Re: My Thoughts on the Halo SeriesGravemind 9/16/06 5:53 p.m.
     Re: My Thoughts on the Halo SeriesMothergoat 9/13/06 11:33 a.m.
           Re: My Thoughts on the Halo SeriesMiguel Chavez 9/13/06 11:53 a.m.
                 Re: My Thoughts on the Halo SeriesMothergoat 9/13/06 12:12 p.m.
     Thanks everyone.Gravemind 9/16/06 1:42 a.m.
           Re: Thanks everyone.Louis Wu 9/16/06 9:17 a.m.
     halo pc demojmcanon92 9/17/06 9:09 a.m.
     Re: My Thoughts on the Halo Seriesjmcanon92 9/17/06 9:10 a.m.



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