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#Halo

11/5/2012 8:37:58 AM
34

Halo 2 using Halo: Combat Evolved's engine?

[b]EDIT: a few users such as joe campbell and banj0 didn't know why i suggested this idea: i though after the criticism Halo 2 received for it's weapon sandbox, pistol, aim assist and glitches players (especially those attached to Halo: Combat Evolved) would satisfied be exploring the world of Halo 2 using it's younger brothers engine no this isn't a remake it's a demake so don't bother pointing out dual wielding, vehicle jacking or any other obvious feature from Halo 2 because they won't return ofcourse some changes would have to be made for the new enemies and vehicles[/b] would you like a demake of Halo 2 using Halo: Combat Evolved's engine + being able to cycle between Halo: Combat Evolved and Halo 2 graphics? [Edited on 11.18.2012 3:10 AM PST]
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  • I'm beginning to think the glitch had something to do with shooting the cannon and killing the giant Forerunner death thingy outside the loaded zone. What also happened was the boardable Liche (totally Vampires from Halo Wars) didn't spawn at all, and for some reason the "Space" marines did spawn. Perhaps you could destroy all your vehicles and cause the game to send you the S-4's and their hog. My opinion on the vehicles so far: The Broadsword was very fun and different pace compared to everything else. Heavily reminiscent of some star wars game I don't remember, attacking the Death Star. I felt the Pelican was underused. You really just kill a handful of Phantoms and you're on your way. With no revenants, Warthogs finally got to shine in their niche in both multiplayer and campaign. I liked the gun on it, and its variants were fine too. Really ironic too, the Rocket Hog is now multiplayer exclusive, like how it was n CE PC. Nothing really changed too much in terms of driving though. Guass Hogs finally got that well needed nerf to their ROF. Ghosts are very versatile and practical. They no longer have almost any spread, which was a well needed balance factor, though most for MP. Scorpions still pwn all, just with the ROF nerf of the Guass Hog. I liked how they made them relevant in H4's campaign (despite Reach being the "massive battle", their is a single Scorpion in its campaign). Wraiths remained the same. They have less aim bot in this game, and that made them less grinding to fight. Shee's are no longer made of paper machete, Ritz crackers, and glue sticks painted purple. They are now more like H3's Shee's, with a nerf added to their roll. Their AI kinda suck though. Shades will be Shades. In terms of enemy classes: -Grunts feel like Reach grunts, but with a longer if not infinite kamikaze attack. They can supercombine now too. Same good grunts. -I assume at some point 343 is going to mention that jackals are rapidly evolving or something, because they look like plastic surgery gone wrong in the face. Anyway, shoot their hand. Shoot their face. The Jackal snipers have a new alley. They play just like Reach and H3. The Elites are a little underwhelming this time around. Every single Elite in Legendary Reach was a severe threat. In H4, they feel more like an obstacle. Fewer had swords than I had hoped. I am most disappointed with Hunters. They just aren't the threat they used to be. Their shots are slow and predictable, and those who were good at hunter wrestling in Reach will find Legendary Hunters to be child's play. I think we need to get the gold hunters from ODST to teach those noobies a few lessons. Promethian Crawlers and Watchers aren't lethal, just annoying and good shield poppers for the Knights. Most of the time they are just scripted to just surround you in numbers. Suppressors can sometimes be surprisingly lethal though. Promethian Knights finally offer something fresh, I believe. Aside from teleporting in front of face and killing you, fighting them is new and enjoyable. Yes, the elites are derpy in a funny way. A sword EVA was trying to get on the platform I was on, and he would fall and then try again, over and over. [Edited on 11.11.2012 2:34 PM PST]

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