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Mar 06, 12 at 3:22amAxe


In Venturebeat's article, 11 Thing's We've Learned About Halo 4, it gives a somewhat interesting thing.

quote Article
6. Power weapons may not be on set timers

We’re hearing that power weapons may not respawn in at set intervals, adding some unpredictability as to when rocket launchers, Spartan Lasers, and WMDs may reappear on the battlefield. The point of this is to make sure experienced players won’t dominate matches by running timed circuits to grab all the best goodies.
So the power weapons over which MLG players battled BR and stopwatch alike to get a hold of might not spawn at set intervals, adding a layer of unpredictability to the game.

It could make it so xXzzYSniperHeadshotDomeMc*bleep*FaceYzzXx and his buddies have to actually learn to fight with more than the WMDs of the online portion, making skill actual skill instead of sprinting around the map picking up the best guns, or it could make everything completely random, always giving someone that isn't you the advantage by dropping a power weapon right into their lap, with the sights already pointed at you.

How do you think this will go?

(Note: Keep in mind, the game is still in development, so nobody outside 343 can definitively say what elements are in and which are out, and everything is subject to change right now. Just because it seems this way now doesn't mean it won't change, and unless you hear it from them directly, take the news with a grain of salt. I though this was just a nice little hypothetical if it turns out false, and good discussion about game mechanics if it's true.)

Thread Recap (last 10 posts from newest to oldest)

Apr 23, 12 at 7:41pm
Fury


I'm still confused how my post ended up being the first one. I think the current third post was the former first post .

Anyway, after hearing more about how this system will work from 343, I've decided I'm okay with it. There's still a lot of strategy involved in controlling weapons, it's just that teams will have to develop different strategies than before. More importantly, it doesn't sound like it benefits newbie players as much as I thought it would.

Overall, I'd still rather it be like how it is in previous Halo games though.



Apr 23, 12 at 10:13am
Craigy Boy


I don't see what's unfair with random placed weapons. Everybody has the exact same chance of getting those weapons as they do if the weapons spawn in the same place.

I say just keep it the way it is. I don't care. Maybe I've never played against MLG players but I've never really needed a Rocket Launcher or Sword to help me win. I do now though, because I suck at Reach and haven't played Halo 3 in months



Apr 23, 12 at 9:52am
RagingEgo


I got no problem carrying baddies But it does get exhausting after a while, and even carrying baddies, you simply cannot beat a team of players you're equally matched with by yourself. Well I guess you could, but doubtful on a consistent basis. This is why you start recruiting friends to team up with



Apr 20, 12 at 2:23am
DannyB01


Yeah the ordnance thing doesn't sound too bad, I think it'll end up working out quite well really. But related to your post rather than the thread, we need good games by people matching up as teams with skill levels again for the best games. I enjoy it when I carry my team to victory, but I hate having to do it what feels like a large percentage of the time.



Apr 19, 12 at 8:22pm
CrystalLaser


EDIT: I will say, I like the idea of the power weapons being in a set spawn and then turning into ordnance. I think that is a fair way to handle things.

Muller - 8 good players working together vs. 1 doesn't mean I'm bad at the game by any means. I'm no where near top tier, but I when I played this game hardcore a while ago I was pretty close.

I never go into a game with a group of people. All of my players are random. I don't have to tell you how hard it is to get a group like that to work together, for various different reasons. The reason I do that is because I dislike playing game for shear dominance. It is nice to do every once and a while, but it gets boring just killing the living *bleep* out of the other team while they sit there trying to move to get the highest rank or whatever. I like a little challenge.

If I ever wanted to just destroy the other team for a full 15 minutes, I'd just hardcore the game again and join KSI, god knows how many invites I've gotten from them already.

Do you honestly go into games as a MLG clan with your entire battle planned out and hope a bunch of rag tags thrown together will give you a challenge? Kinda a bit much to ask.


EDIT: DannyB01 - It is every once and a while, but knowing that I managed to single handily dominate a team and earned my dominance is much more rewarding then 8 MLG vs. 8 rag tag. I've had games where I brought back my team for a 30+ difference. But doing it knowing that it there wasn't going to be a quick fix for it was amazingly fun.



Apr 18, 12 at 3:38pm
Muller


This it's just ridiculous I think. Experienced players should dominate matches because they're good at the game and they worked to be that good. Crystal lazer,I have the feeling you're a damn bad Halo player.

Pro tip: the BR is the real power weapon.



Apr 18, 12 at 3:29pm
Spartan 095


Unpredictable heavy weapon spawns are comparable to that of a care-package in Call of Duty, minus a player calling down the drop. Everyone is notified of the drop location and everyone has the same opportunity to acquire the weapon.

However, the "random weapon drop" appears to be more of a merge between hill-weapon drops and ordinances in Halo Reach. Players will need to control an indicated drop-region in order to get the heavy weapons, while also standing clear of the drop-zone.

With this concept, players will be given yet another challenge. Prevent the other team from getting the heavy weapons and push to get the heavy weapons themselves.Instead of players being bombarded by people accustom to relying on heavy weapons, everyone starts the game with a fair playing field and everyone is aware of the weapons introduced to the game. Whether you're a new player or a highly skilled player, a single game could pose different outcomes.

Truly skilled teams will be able to adapt to these situations and uncoordinated teams will lose most of the heavy weapons dropped. Teams suppressed by spawn killing will have room to recover and suppressive teams will have to rely on more than just a few heavy weapons. Thus, skilled players will be given yet another challenge and games won't become the repetitive rushes and spawn killing onslaughts typically seen in Halo.

On the other hand, If you're a truly skilled player, you shouldn't have to rely on heavy weapons alone to suppress another team. Skilled teams should be able to adapt to any situation and be skilled with any weapon. Take into account that players will already be able to customize their character to match their playing style and heavy weapons will only give people a shot to attempt a counter against a different class. Unpredictable heavy weapon drops are merely around to emphasize that obtaining heavy weapons are an objective too. Instead of keeping a weapon spawn secretive, the heavy weapons will be advertised on your screen.



Apr 16, 12 at 6:31pm
RagingEgo


What people need to realize is there is hardly any information on the weapon spawns other than that there is a subtle random element to it. I agree that map, and power weapon control are skills that just made a player better, but one skill that the old formula left out was adaptability. From the sound of it, thee spawns will not be "random" but just have a little unpredictability to it. This will make players have to adapt and control different parts of the map. That is, assuming they do the weapon spawns right. Which given the development team, I have faith. However, if they just make weapons randomly fall out of the sky.. then I'm all for burning 343i to the ground lol!



Apr 10, 12 at 6:24am
Chrono


quote Fury
It works great for CoD IMO, but I'd hate to see it in Halo. CoD does have a "Classic" mode where everyone has the same starting weapon and there are weapons laid out across the map, but it's much more boring. Works perfectly for Halo, though.
Works perfectly for competitive/skill based games like Halo and Gears of War where map control and power weapon control play a big part in winning the match. That's why I love games like that because they require actual skill to succeed.



Apr 09, 12 at 2:07pm
Fury


quote Chrono
quote Icedevil
Oh dear. Why do games today want to level the playing field? It is just a different skill, being able to time perfectly the drop of weapons, whilst keeping an eye on your position and objective. Promotes multitasking, and teamwork. Why remove that? I guess they will make it as an option so that competitive community will not have to put up with this shit.
I know I'm late into the thread, but this. Rushing power weapons and such is what makes games fun. Without power weapon rushing, Gears would be a terrible game. That's where all the fun goes down.

Leveling the playing field (CoD style much?) is *bleep*ing stupid.
It works great for CoD IMO, but I'd hate to see it in Halo. CoD does have a "Classic" mode where everyone has the same starting weapon and there are weapons laid out across the map, but it's much more boring. Works perfectly for Halo, though.



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