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Re: Suggestions on a few multiplayer changes for R | |
Posted By: Gravemind <kuukan_no_kage@yahoo.com> | Date: 7/31/09 4:04 a.m. |
In Response To: Re: Suggestions on a few multiplayer changes for R (FyreWulff) : Actually, it was whoever was the Spartan (spartans got red reticule before : elites did at the same distance), or whoever was host. The clash makes it : possible to wins sword battles versus the host. If Elites do have a disadvantage, then that is something that definitely needs fixing. As for the whole host thing, maybe they should just use what they use for normal melees — two sword users strike each other simultaneously, they both die —instead of having the clash (same for the hammer; it's entirely host-/luck-based who wins in simultaneous hammer vs. hammer contests, since there's not even a clash). The clash just seems so random. You bounce off at random angles and seem to inflict random damage. Once the contest begins, it's just a bunch of button mashing (yes, even when both players know to start hitting B instead of RT). : Weapons in real life and in Halo have always had a random spread. Halo 2's BR
Well, Halo isn't real life, sooo... In any case, while I don't think the BR should be hitscan if it remains burst-fire (I'd rather see it become semi-auto), I do think that it should have the same auto-aim it did in Halo 2. : Yeah, that's why you need to carry two weapons and use teamwork. Not every
Dual wielding is nonetheless a pointless, unnecessary, and cliched addition to the series. Why have a dual-wield version of a weapon when you could have a single-wield version that works just as good if not better and doesn't require you to drop one of your half-guns to melee or chuck 'nades? The H1 PR and PP were infinitely better than their dual-wield counterparts in the sequels. Same for the H3 Needler in comparison to the H2 version (hell, there's really no reason for dual-wielding in H3, mainly due to the AR's return). Now we have ODST which eliminates dual wielding entirely. Honestly, there's no reason for dual wielding to come back. : The Halo 1 pistol had been ramped up for use against campaing elites and Bungie
Not really something that pertains to dual-wielding, but M6D's excess power output is and easily resolveable problem that didn't warrant replacing it with a fundamentally different weapon (though the BR did start its life as a "pistol clone."). : The Halo 1 PR was slow but had stun, and the Halo 1
The H1 plasma pistol had zero shot spread. The projectiles did fall over distance, though. : And currently in matchmaking, Rat's Nest is the only map where it really
That's why it should be upgraded. Why have it if it's relatively useless outside a narrow oval raceway with boxes & barricades to hide the mines behind. I say give it the same damage and blast radius as the rocket launcher, and make it less noticeable by cutting off the glow effect (perhaps give it an indicator so a "friendly" mine can be easily detected by allies). : This happens in other games. Spawn systems are not a solved problem yet. Of course no spawn system is perfect. I had my fair share of bad spawns in the first two games, but they can't hold a candle to Halo 3. : They aren't but they are not on every map so we can't start with them so it's
It's not a moot point. Halo 2 allowed you to spawn with every weapon besides a fuel rod gun (not in multiplayer anyway) and IIRC the Sentinel beam. There's no reason for custom games to not allow you to spawn with any weapon you want. : It can and does happen. Hell, I already get frame drops by myself on certain
Sounds like a problem with your 360 in particular. I have a custom variant chock full of fire-based weapons and the fuel rod gun, and nobody I've played it with has had any problems even with a whole bunch of fire and fuel rods flying everywhere.
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