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Re: Ah. Weapon redundancy. | |
Posted By: Jabberwok <funkycaribou@aim.com> | Date: 2/10/13 4:33 p.m. |
In Response To: Ah. Weapon redundancy. (Gravemind) Good ideas. I forgot about the focus and needle rifles, I don't know why they didn't stick with those. I used the focus rifle much differently than a normal sniper, especially in multiplayer, where it seemed good for suppression at medium or long range. And the needle rifle was much more interesting than the carbine. In fact, it seems like they removed a lot of my favorite weapons from Reach. I've never had a reason to use the boltshot in campaign, except on my first playthrough. The secondary fire never struck me as useful, but maybe that's just my play style. And there is almost always a light rifle, and/or suppressor close by if there is a boltshot, and those seem to be more effective in all the same areas. I feel like they missed the chance to introduce interesting new game mechanics with the Promethean arsenal. The technology is so advanced that they could have made them do pretty much anything, but most are just equivalents of preexisting weapons. I might like the scattershot more if it were more like the secondary fire for the flak cannon in UT, with an arcing projectile. The only good thing about the redundancy in the Promethean weapons is there are so many areas in campaign where there's nothing else available. But still, if the weapon mechanics were different, then those areas could have been designed around those differences, so that wouldn't have been an issue anyway. : I agree that there's way too much redundancy in Halo 4. Had I been the one
: First off, for the Covenant I would have brought back the focus rifle and
: As for the Promethean arsenal, I would have scrapped the light rifle and
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