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#Halo

11/5/2012 8:37:58 AM
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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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  • No.

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  • This would make no sense at all.

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    MR RATCHET
    MR RATCHET

    Youtube - MR RATCHET - old

    The only thing that could come from this is the insta kill warthog splatter... On an honest note, there would be no point. The Halo 2 engine was a step forward.

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  • [quote][b]Posted by:[/b] joe campbell This would make no sense at all. [/quote]well, alot of people criticized Halo 2 for it's weapon sandbox, and glitches i thought it would be interesting using Halo: Combat Evolved's engine because Halo: Combat Evolved IMO has the best engine in the series so far

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  • I just want the animations back. It gets terribly boring when shooting Elites or Jackals in the body causes them to do the same stumbling animation every single time (it's especially evident in Reach when you're shooting Skirmishers and in H3 and Reach when you're shooting Jackals in the arm. In CE, shooting them in the arm didn't always yield the best results so you had to pace your shots). It's also annoying that you can beat down shielded Elites (when they're enemies. When they're allies, this can be useful). Finally, it'd be great if the Elites were less hunch backed. That might be suitable for MP but why does it have to cross over to campaign as well? As for the physics and other stuff (like making Legendary more balanced but still interesting), I could easily replicate most of it with modding. There's really no reason for drastic changes. The least 343 could do is give us better modding support. Sucks that the Xbox 360 suppresses modding for the sake of MP and that the Halo 2 Vista port is horrendous. Also sucks how Halo 4 seems to be lacking options (i.e. custom games). Look at Super Smash Bros. Brawl. They got this huge community project that makes it play almost exactly like SSB Melee, it's called Project M. And modding is extremely accessible, via SD card! If Halo 3 or Reach were ported to PC, I bet they'd be popular. [Edited on 11.05.2012 4:33 PM PST]

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  • [quote][b]Posted by:[/b] path1k [quote][b]Posted by:[/b] joe campbell Halo: Combat Evolved IMO has the best engine in the series so far[/quote] -Instant splatter vehicles -Flying weapons. -Everything is downgraded. Yeah Ghost, it does suck. I was part of the TF2 xbox community (inb4pcelitist) and a group of modders made a gametype for a map previously exclusive to the PC community, with minimal modding support or resources. [url=http://www.youtube.com/watch?v=GQE_38-4LQg]Video[/url] of the progress they made. The reason Xbox TF2 only has six maps and three gametypes is because of the lack of ram, since it shares space with the other games in the Orange Box. Making new gametypes for maps doesn't take much space, but maps are optimized for their gametype. Because of Microsoft's harsh anti mod rules, nobody can use the mod in public servers. In fact, hidden voice commands can't even be used because to access them it requires 3rd party software to say them. Valve is partially to blame for the lack of updates, but Microsoft is the main stickler in the situation. [Edited on 11.05.2012 6:16 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 -Instant splatter vehicles -Flying weapons. -Everything is downgraded.[/quote]Lies! Ok, I admit the flying weapons can be annoying but it's only really noticeable when Boom and/or Grunt Funeral is on. As for instant splatter, I rarely got killed by my own vehicle. It was the marine piloted Ghosts that screwed me over. I don't see how the plasma pistol is downgraded. It was pretty big, it's projectile was bright, fast RoF, powerful, fast projectile speed, it's overcharge was an effective finisher, but it didn't have godly homing. Then in Halo 2, it's projectile is dull, it's slower, it's smaller because of dual wielding, and it's overcharge is OP and only has 1 single use (removing Elite shields). And should I go into how the Needler's versatility was sacrificed for dual wielding and the enemy's advantage and then it was made even more noobish with Halo 3 then ruined again in Reach? [quote][b]Posted by:[/b] Dark Hunter 2100 Yeah Ghost, it does suck. I was part of the TF2 xbox community (inb4pcelitist) and a group of modders made a gametype for a map previously exclusive to the PC community, with minimal modding support or resources. [url=http://www.youtube.com/watch?v=GQE_38-4LQg]Video[/url] of the progress they made. The reason Xbox TF2 only has six maps and three gametypes is because of the lack of ram, since it shares space with the other games in the Orange Box. Making new gametypes for maps doesn't take much space, but maps are optimized for their gametype. Because of Microsoft's harsh anti mod rules, nobody can use the mod in public servers. In fact, hidden voice commands can't even be used because to access them it requires 3rd party software to say them. Valve is partially to blame for the lack of updates, but Microsoft is the main stickler in the situation.[/quote]Yeah I'm not sure what you just said (I'm not [i]that[/i] deep into PC stuff) but the Xbox 360 console has surely seen it's last days. And yes, Microsoft are harsh. Console modding had a lot of potential (I see some of those Jtag Halo 3 mods and am extremely envious) but most modders just mod for fun. There's no real attempt to make a custom campaign like in Custom Edition and Halo 2 Vista ([url=http://www.monstrmoose.com/]even this game had some dedication[/url]). [url=http://www.modhalo.net/index.php?/topic/25602-sp-mod-the-invasion/]This[/url] is probably the closest thing to a balanced custom campaign in Halo 3. There's also [url=http://www.youtube.com/watch?v=jona0OqQDCM]this one[/url]. Now if it wasn't so exclusive, I'm sure we'd be seeing better, more refined mods. [Edited on 11.05.2012 8:24 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 [quote][b]Posted by:[/b] path1k [quote][b]Posted by:[/b] joe campbell Halo: Combat Evolved IMO has the best engine in the series so far[/quote] -Instant splatter vehicles -Flying weapons. -Everything is downgraded.[/quote]you're thinking like Separatist Unggoy: only taking in the negative * you still move forward until your feet touch the ground when you exit a hog or ghost * the warthog still gains a few meters when you exit it while in motion * ghost continues to move until the rear makes contact with the ground when you exit it while in motion * as SG mentioned needler isn't useless/overpowered * only game in the series with a good AR

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  • [quote][b]Posted by:[/b] path1k [quote][b]Posted by:[/b] Dark Hunter 2100 [quote][b]Posted by:[/b] path1k [quote][b]Posted by:[/b] joe campbell Halo: Combat Evolved IMO has the best engine in the series so far[/quote] -Instant splatter vehicles -Flying weapons. -Everything is downgraded.[/quote]you're thinking like Separatist Unggoy: only taking in the negative * you still move forward until your feet touch the ground when you exit a hog or ghost * the warthog still gains a few meters when you exit it while in motion * ghost continues to move until the rear makes contact with the ground when you exit it while in motion * as SG mentioned needler isn't useless/overpowered * only game in the series with a good AR[/quote] Assuming their would be a remake, the time and development it would take to convert H2's campaign into another engine.(H2's engine was already a technical upgrade of CE's, correct?) Unfortunately, a good AR wouldn't matter since it wouldn't be in the game anyway. Stretching away from reality, lets say it was done in the sandbox you are imagining, since their would be conflicting campaign weapon decisions, if you want that AR (BR?). What about Master Chief's death animation? I can't be the only one that HATES that little roll he does :] . Ghost, I meant more on the physics side. In CE no weapon is absolutely useless (compared to H3...). Sure the vehicles handled nicely, but CE physics makes boarding next to impossible. As for the Team Fortress 2 thing, to sum it up, TF2 XBOX is limited because it has no extra memory. PC TF2 has next to unlimited memory for new shiny things. Valve (maker of TF2) and Microsoft stalemated over DLC. Modder show up on the scene, using their usual craftiness to make shiny things that take literally kilobytes of memory. Microsoft says "nope" and banhammers. Valve creates the final patch for TF2 XBOX, which includes anti-modification scripts, and modding dies. Though most modding on TF2 xbox was indeed for selfish intent, some had the power to revive interest in it. [Edited on 11.06.2012 7:10 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 Ghost, I meant more on the physics side. In CE no weapon is absolutely useless (compared to H3...). Sure the vehicles handled nicely, but CE physics makes boarding next to impossible. As for the Team Fortress 2 thing, to sum it up, TF2 XBOX is limited because it has no extra memory. PC TF2 has next to unlimited memory for new shiny things. Valve (maker of TF2) and Microsoft stalemated over DLC. Modder show up on the scene, using their usual craftiness to make shiny things that take literally kilobytes of memory. Microsoft says "nope" and banhammers. Valve creates the final patch for TF2 XBOX, which includes anti-modification scripts, and modding dies. Though most modding on TF2 xbox was indeed for selfish intent, some had the power to revive interest in it.[/quote]Ah I see. Halo 2's physics were similar IMO (try pushing some allied Hunters around with the Spectre, the soft touch is still there, it's just less severe). Oh. Ouch! Agreed. I think modding is becoming popular these days by becoming accessible (Horizon, Liberty). It's just a shame they'll never be able to reach what most modders can do. Btw, do you think a game lacking polish should be accepted? I'm having conflicted thoughts about Halo 4. While the amount of glitches clearly means it's going to be like CE and Halo 2 (worth the replayability), there are also potentially detrimental glitches that I'd rather not encounter. [Edited on 11.06.2012 8:53 PM PST]

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  • [quote][b]Posted by:[/b] Sliding Ghost Btw, do you think a game lacking polish should be accepted? I'm having conflicted thoughts about Halo 4. While the amount of glitches clearly means it's going to be like CE and Halo 2 (worth the replayability), there are also potentially detrimental glitches that I'd rather not encounter.[/quote] That's an interesting question that brings us into the mindset of what games glitchers actually appreciate (as glitchers). Games that are broken (in a none game ruining way) are more appreciated by us then ones more perfected, opposite of what developers want or expect. Aside from the psychological part of things, I did not know detrimental glitches could exist. I have yet to play the campaign yet, which is exactly why I'm going dark till I've played through it. The only bad thing is no theater, which is a real killjoy for me (Huh, its like CE and H2 again). They've mentioned releasing a patch so theater works in campaign, and thats why it was so freaking smart of them to release everything on a disk 2. It allows them to patch anything but campaign, because instead of it being on the disk, its in the hard drive.

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 [quote][b]Posted by:[/b] Sliding Ghost Btw, do you think a game lacking polish should be accepted? I'm having conflicted thoughts about Halo 4. While the amount of glitches clearly means it's going to be like CE and Halo 2 (worth the replayability), there are also potentially detrimental glitches that I'd rather not encounter.[/quote] That's an interesting question that brings us into the mindset of what games glitchers actually appreciate (as glitchers). Games that are broken (in a none game ruining way) are more appreciated by us then ones more perfected, opposite of what developers want or expect. Aside from the psychological part of things, I did not know detrimental glitches could exist. I have yet to play the campaign yet, which is exactly why I'm going dark till I've played through it. The only bad thing is no theater, which is a real killjoy for me (Huh, its like CE and H2 again). They've mentioned releasing a patch so theater works in campaign, and thats why it was so freaking smart of them to release everything on a disk 2. It allows them to patch anything but campaign, because instead of it being on the disk, its in the hard drive.[/quote]Agreed. Well, I've been keeping tabs on all the glitch videos (I have to wait until tomorrow for Halo 4 to finally arrive) and I can say there's a ton. Read on if you can bear the wait. Ignore if you'd rather not. *** First of all, people are finding spots that let them easily breach the map (i.e. under the map) and 4 levels have been exited afaik. Fortunately, design fails seem to be rare: being stuck in a rock, AI ending up being in the wall, getting splattered by a closing door (the last one is more funny than disappointing, happened on Co-op) only have 1 video each There are only like 2 design fails that are really noticeable (and they seem to be from Reach): -bad pathfinding for Banshee AI -that annoying Reach glitch where you get launched at high speed when you're in a vehicle. I've even seen it happen to an enemy Ghost Finally, here's some tricking fun and other stuff: -Hog launching is back -loadzone manipulation (the guy used it to get the Banshee out of a loaded area) -box launching (seems even easier, though the gravity hammer is a rarity) -there's some fun things to do with Pelicans *hint*jumping*hint* *hint*troop bay*hint* -most Banshees seem to be boardable I agree about Theater. There are 2 reoccurring glitches on one level: one where you end up getting launched while in a vehicle (apparently) and you just float and the other where the Mammoth falters in it's pathfinding or ends up outside the map or something like that. But what's especially noticeable is that all the videos featuring these were recorded after these occurred. Theater would have made it really easy to pinpoint the cause of the latter's issues. There also seems to be problems associated with an objective on the very same level... [Edited on 11.08.2012 1:11 AM PST]

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  • The mammoth level straight up sucks. Its awful. On my Legendary run- -I learned most marines in the Mammoth despawn anyway. -The Mammoth crushed 2 of my marines. - While in the warthog, I was locked out of the Mammoth. - Playing with the Reach AI finally payed off. I let a marine drive so I could Guass, and he starts heading towards the cliff. -I jump out, and there he goes flying off the cliff. Why do marines hate me? -I was load-spawned into a Wraith mortar. A Wraith mortar...the mortar of a Wraith. - Before I learned that the Mammoth had decided to just trap me inside one loaded area forever and make me restart 3 times (ON LEGENDARY), I encountered two S-4's that are loaded in where the Mammoth, and I'm thinking "Maybe they walk towards the objective or something". They walk over to a rock. They jet pack up the rock. They stare at me for a second, then launch themselves 600ft in the air with their jetpacks and land who knows where. Even S-4's hate me. I now realize this was probably part of the game-breaking glitches you were speaking of, and do you know how to get around it? I am just going to do Normal difficulty from now on anyways... [Edited on 11.09.2012 10:50 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 The mammoth level straight up sucks. Its awful. On my Legendary run- -I learned most marines in the Mammoth despawn anyway. -The Mammoth crushed 2 of my marines. - While in the warthog, I was locked out of the Mammoth. - Playing with the Reach AI finally payed off. I let a marine drive so I could Guass, and he starts heading towards the cliff. -I jump out, and there he goes flying off the cliff. Why do marines hate me? -I was load-spawned into a Wraith mortar. A Wraith mortar...the mortar of a Wraith. - Before I learned that the Mammoth had decided to just trap me inside one loaded area forever and make me restart 3 times (ON LEGENDARY), I encountered two S-4's that are loaded in where the Mammoth, and I'm thinking "Maybe they walk towards the objective or something". They walk over to a rock. They jet pack up the rock. They stare at me for a second, then launch themselves 600ft in the air with their jetpacks and land who knows where. Even S-4's hate me. I now realize this was probably part of the game-breaking glitches you were speaking of, and do you know how to get around it? I am just going to do Normal difficulty from now on anyways...[/quote]It's clearly evident that Halo 4 is not worthy of gold release. -yeah, only the ones in the Hog and the ones manning the controls seem to remain. Commander Lasky also disappears :/ -still amusing though -the damn thing ought to have it open at all times. It's not like an enemy Ghost is going to get in -yep 343 should have reverted to Halo 3 and made changes from there. [u]The H4 marines still display the flaws of Reach marines:[/u] 1) they spend a lot of time shooting dead bodies, even if it means friendly fire 2) they have poor range with the AR and Needler while enemies can shoot from far away with Suppressor, Scattershot, Needler, Storm Rifle, etc. 3) their damage output is noticeably weak 4) they have a tendency to get out of vehicles when you get out 5) noticeable delay when firing Gauss Hog turret But one good thing I noticed about them in Halo 4 is that they can finally do melee damage. Sadly, it takes them a while to kill several Grunts - observed on Normal. Another good thing is that when you betray them, your crosshair turns red, so you can fight back. -load spawned? -I think I saw a topic about that on Halo Waypoint yesterday. Did you get to film it or anything? Do you think it's common? I haven't spotted it. :( Yep. Currently, the only way is to restart. It hasn't happened to me so I can't look into it.

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  • Well I just met probably the best Elite in the game, on Shutdown. He's a Ranger who carries a sword and storm rifle. He switches between them and even jumps at me occasionally (like Zealots used to do). And most Elites seem to lack a turning melee, which is great because I thought it made them way too easy to kill. Also, I have noticed checkpoints can be delayed indefinitely and delay by melee has returned. So 343 have listened to some of our complaints! Though the Elite is not perfect. The problem with the Ranger is that there's really no clear incentive for him to switch guns. It's all random and the jumping only happens if you're in certain spots. The fun is nonexistent since he can catch up to you in an instant. Oh and I'm never playing on Normal again. It's just so uninteresting. I'm going to get game saves/checkpoints of unique enemy encounters (like the sword Ranger Elite and Battlewagons) on Legendary then I'm going to play on Easy from then, only playing the encounters when I'm bored or want to find new tactics. [Edited on 11.10.2012 2:01 AM PST]

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  • [quote][b]Posted by:[/b] Sliding Ghost 1) they spend a lot of time shooting dead bodies, even if it means friendly fire -load spawned? -I think I saw a topic about that on Halo Waypoint yesterday. Did you get to film it or anything? Do you think it's common? I haven't spotted it. :( [/quote] - Yes. Way too much time. Especially annoying when they fire rockets/ Guass shots at the dead bodies. -Like in Reach Co-op, if your friend advances without you, you pop up in the new loaded area. Exactly what happened to the Hog. -Yeah, no reason to be sad you haven't. Its later in the mission too, a little after you blow up the second giant Forerunner thing with your Target Locator. Around the Guass Hog maybe. I still have the accursed save in my campaign resume, if that means anything. I do feel like the AI have gotten better (over 9000 times better than Reach). Played Heroic on Infinity to do the marine survival achievement, and the turret section was really good to see. S-4's are the new allied elites. I wish I had theater for every Covenant versus Promethean battle, they were almost as cool (and maybe more) as the Loyalist Covenant vs Insurrectionist Covenant fights, or the Covenant vs Flood. [Edited on 11.10.2012 6:53 AM PST]

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  • Well I just tried out Easy after completing the campaign on Normal. I am severely disappointed. AI related tricking is all but impossible on levels with Prometheans and even Covies can give me a hard time. Looks like AI collecting is out, leaving only AI strategies, which will get boring eventually. I'm guessing I'll lose interest in Halo 4 within a month. Even Reach had more to offer. This one's even more linear!! No new skulls, no campaign theater. Just another Halo 3: ODST (ironically, even that one has more to offer). [quote][b]Posted by:[/b] Dark Hunter 2100 [quote][b]Posted by:[/b] Sliding Ghost 1) they spend a lot of time shooting dead bodies, even if it means friendly fire -load spawned? -I think I saw a topic about that on Halo Waypoint yesterday. Did you get to film it or anything? Do you think it's common? I haven't spotted it. :( [/quote] - Yes. Way too much time. Especially annoying when they fire rockets/ Guass shots at the dead bodies. -Like in Reach Co-op, if your friend advances without you, you pop up in the new loaded area. Exactly what happened to the Hog. -Yeah, no reason to be sad you haven't. Its later in the mission too, a little after you blow up the second giant Forerunner thing with your Target Locator. Around the Guass Hog maybe. I still have the accursed save in my campaign resume, if that means anything.[/quote]-I'm disappointed too. They noticed the melee problem, why not that one? -Oh right. -Ok thanks. The flying marines are that bad? Or you mean the overall glitch? [quote][b]Posted by:[/b] Dark Hunter 2100 I do feel like the AI have gotten better (over 9000 times better than Reach). Played Heroic on Infinity to do the marine survival achievement, and the turret section was really good to see. S-4's are the new allied elites. I wish I had theater for every Covenant versus Promethean battle, they were almost as cool (and maybe more) as the Loyalist Covenant vs Insurrectionist Covenant fights, or the Covenant vs Flood.[/quote]I agree that the 2 way battles are great. Here's my assessment: Covie - most of them just plain suck, they got nerfed hard. Just horrible with Thunderstorm on. Fighting vehicles in this game is an impossibility even on Easy unless you have a plasma pistol or board it. Promethean - Also horrible with Thunderstorm on, Knights are cool but their support units are not fun to fight The campaign is not worth replaying. The difficulty prioritization and changes related to MP cripple the experience. Chief should be different from the SIVs. On Easy, enemy supercombine should be disabled, my shield should recharge faster (this is really noticeable to me. How's it fare on Legendary? About the same, better, or worse?), I shouldn't have to put up with constantly backing up Ghosts and Wraiths. I just tried collecting the Wraith and Ghost pilots on Reclaimer. I ended up dying if I didn't have a plasma pistol. I think it's ridiculous how quickly you can lose your shield on Easy. I thought the whole point of Easy was to make it mind-numbingly comfortable? Well I didn't feel that way at all. I'm actually glad I played on Normal first or I'd be even more upset. [Edited on 11.10.2012 7:23 AM PST]

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  • Well, I think its safe to say we officially hijacked this thread, lol. It is the overall glitch. I have yet to finish this level on legendary because of it. The flying marines were pretty hilarious. Not worth the solid hour I'd spent around the level, experimenting and trying to beat it, but still funny. If weapon canon was not absolutely destroyed in Reach, in was in H4 and goes along with your comment on Chief's armor. Forward unto Dawn would have had H3's style weapons, not H4 BR's, the SAW. Chief's armor should look nothing like S-4's. The campaign isn't worth replaying;agreed. Reclaimer alone makes me sick to my stomach, knowing all time I pointlessly sunk into to it. The Promethian's are certainly not enemies I want to fight again, especially the ones who can teleport. The Covenant in this game are so bland and motiveless. 2,3,Reach Covies really brought the feeling of being overwhelmed or the awe of how much faith they had put in their religion. I can't even hear H4 elites talk... Recharge time feels the same across the board to be honest. I haven't played easy, simply because I beat everything in normal and the levels are all exhaustingly repetitive, save the first two level and maybe another. I never seem to encounter the vehicle problem you do. If its a grunt Ghost/Shades, he can be headshotted. The game doesn't pit you against a Wraith without a crap ton of explosives nearby. The only problem I could imagine are elite Ghosts/Shades, and those have been rare in my experience. Shee's have derpy AI to begin with, though they can still fire off enough rounds to be annoying. [Edited on 11.10.2012 6:17 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 Well, I think its safe to say we officially hijacked this thread, lol. It is the overall glitch. I have yet to finish this level on legendary because of it. The flying marines were pretty hilarious. Not worth the solid hour I'd spent around the level, experimenting and trying to beat it, but still funny. If weapon canon was not absolutely destroyed in Reach, in was in H4 and goes along with your comment on Chief's armor. Forward unto Dawn would have had H3's style weapons, not H4 BR's, the SAW. Chief's armor should look nothing like S-4's. The campaign isn't worth replaying;agreed. Reclaimer alone makes me sick to my stomach, knowing all time I pointlessly sunk into to it. The Promethian's are certainly not enemies I want to fight again, especially the ones who can teleport. The Covenant in this game are so bland and motiveless. 2,3,Reach Covies really brought the feeling of being overwhelmed or the awe of how much faith they had put in their religion. I can't even hear H4 elites talk... Recharge time feels the same across the board to be honest. I haven't played easy, simply because I beat everything in normal and the levels are all exhaustingly repetitive, save the first two level and maybe another. I never seem to encounter the vehicle problem you do. If its a grunt Ghost/Shades, he can be headshotted. The game doesn't pit you against a Wraith without a crap ton of explosives nearby. The only problem I could imagine are elite Ghosts/Shades, and those have been rare in my experience. Shee's have derpy AI to begin with, though they can still fire off enough rounds to be annoying. [/quote]Off topic pretty much what keeps this forum alive. Well I did some searching on Waypoint and I think I might have found something. Do you ever jetpack back up onto the Mammoth or do you use the side doors? After you destroy the second cannon, if you go through the side doors, it seems you allow the game to load the next area but if you just fly up, you skip it. IIRC, there [i]is[/i] a loading point inside the Mammoth. Yeah I think it'd have been more immersive if it was Halo 3 stuff. Would be neat to be able to use H3 equipment for just one level. It'd also provide another opportunity for the gravity hammer to appear. I'm gonna test it myself to see if I can reproduce it. You mean Lancers? Agreed, the Covies have better animations but they are full of fail. It's actually amusing really. Yesterday I hijacked a Banshee with the aid of my thruster pack then I hijacked another one and got a checkpoint. The pilot just kept running into the rock and when I tried to get him to jump off of me or assassinate him, I'd just go through him and in the latter case, the animation would end abruptly. If I got him to stop, he'd run off the edge (very fun, I got several airborne assassinations on him). Does IWHBYD improve any of the AI dialogue? Damn. Yeah I really like how Requiem presents itself. Once the Prometheans come in, it's a different kind of epic that I'll have to get used to. Well I didn't immediately die but it's very easy to get splattered. True. Yeah those are really annoying. I'm especially disappointed how the ones at the last rally point on Reclaimer seem to lack pathfinding once they're out of the vehicle. Yep, Shees are unpleasant. Oh and I had another funny moment yesterday. On Shutdown, Normal difficulty, I reached the fuel rod Goldie, skipped him, got a checkpoint then entered the nearby Shade turret. Suddenly, he's just standing there not even looking at me, I even shoot at him a few times. Then I got killed by a Banshee's fuel rod and I wasn't able to replicate it again (but I have it saved on film). [Edited on 11.10.2012 7:36 PM 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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  • Halo 2 runs a heavily modified version of the Halo 1 engine. Why would you ever want a [i]de[/i]make?

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  • [quote][b]Posted by:[/b] banj0 Halo 2 runs a heavily modified version of the Halo 1 engine. Why would you ever want a [i]de[/i]make?[/quote]well seeing as alot of people criticized Halo 2's weapon sandbox, pistol, aim assist... thought it would be interesting to play it using Halo: Combat Evolved's engine because it's a favourite of many (including me) sorry didn't think my idea was that bad [Edited on 11.12.2012 5:54 PM PST]

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  • [quote][b]Posted by:[/b] banj0 Halo 2 runs a heavily modified version of the Halo 1 engine. Why would you ever want a [i]de[/i]make?[/quote]It sacrificed a lot of things: -draw distance not to mention some enemies disappear if you outdistance them -field of view -a versatile Needler (the H2 version was artificially versatile due to dual wielding but without it, it was a joke) -Zealots (Ultras are incredibly badass the first few times but they just get stale because they behave like any other sword Elite) -believable enemies, their animations and their patrolling (Halo 4 has restored both of these) -easier clipping (nowadays, you have to pile up a bunch of vehicles) -timed checkpoints (Halo 3 only has three of these spots, 2 on The Storm, 1 on The Covenant. Reach had several of them) -checkpoint delay methods (Halo 4 has brought back delaying with Banshee fire), only adding 1 (delaying with melee, which Halo 4 has also restored) -infinite checkpoint delay time (8 seconds before it disappears compared to CE, Reach, and Halo 4) Much of my frustrations in Halo 2 and 3 were because of the limited uses for checkpoints. Most of them disappeared which made staying on the path the only easy way to get one. Of course, Halo 2 didn't kill exploration, Halo 3 did that. But you eventually have to go back into the path. [Edited on 11.14.2012 7:39 PM PST]

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 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.[/quote]Possibly. Also, I've seen that jetpack super jump glitch you mentioned [url=http://www.youtube.com/watch?v=f48HP4tcoxw]on video[/url] so I know what you mean. Does that ever happen on that level? I think there's a severe lack of marines on that level. They die so early on it's not even funny (those Mammoth operators don't count. I rarely even notice them). [quote][b]Posted by:[/b] Dark Hunter 2100 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.[/quote]Yeah, it was pretty maneuverable. Agreed. Even New Alexandria was more interesting than Shutdown's aerial combat. It's made even worse by how it's secondary fire is the Spartan Laser (or a beefed up version of it). Why not missiles? The Hog's turret does seem effective, though I never bother getting on it since most weapons are fairly useful. Yep the driving still sucks. Flips a lot. It seems like it's between H3 and Reach in stability. Yep but the Gauss Hog's slow firing makes marine gunners look passive (I thought they were badly nerfed before I realized it's RoF was nerfed). Honestly, did it really need a nerf in campaign? Yep it looks like it was designed for MP. The Scorpion section in Halo 4 is so short and limited (compared to The Covenant, in which I got my Ultimate AI collection by using the tank as a pen for marines and Elites), I don't know why 343 even bothered throwing it in there. I think it's time for Halo to move away from variety missions where these assets are just very limited in usage. Compared to CE and Halo 2 where you used vehicles prominently, Halo 3 only had 1 (The Ark), Reach only had 1 (New Alexandria), and both it and Reach had some disappointingly short sections (The Covenant air fight, The Package Scorpion section). Oh well, at least it's optional. Wraiths seem a lot faster and durable too. I'm glad there's less autoaim. It was so irritating having my crosshair pulled away that I couldn't prioritize properly. They're still hard to hijack unless you have a plasma pistol or attack from behind. :/ I think it's the worst Banshee next to Halo 3 for campaign usage. You easily get outgunned by the enemy Banshees, the flips are awkward, the movement speed is fast as -blam!- so you have to do the same old pathetic strafe (turn and boost away or spam back flip) to compensate. Oh and no homing for the fuel rod cannon and you have to press Y to switch guns (so unless you're holding down RT, you have to take your finger off for a second then readjust aiming). And on easier difficulties, when you want to collect Banshee pilots, their bad pathfinding becomes a bad thing (some of them run off to their deaths). Not to mention [url=http://www.youtube.com/watch?v=_dZsgHZwMxo#t=1m49s]collecting Banshees[/url] in this game is so frustrating when the AI are able to re-enter them. Finally, descending seems to be impossible now. I remember in Halo 3, you could hold A to drop down and that seems to be gone. I'd have preferred the Halo 2 or ODST Banshee, the former had temporary hover if you were leaning to the left or right while the latter was just perfect. Yep, it really sucks how it's just a reskinned H3/ODST/Reach Shade. I was expecting something like in CE, something easily pushed (gently of course). Not even the Wraith with it's immense boost can move it without destroying it. :( Overall, I think: -the Pelican was better than the Reach one but it still was underwhelming -the Hog died in Reach -meh I have nothing to say about the Ghost. It's got a buff and at least I won't have to rely on splatter all the time -the Scorpion will always be superseded by modern tanks -the Wraith is great but their pilots are annoying (hard to hijack) not to mention that annoying thing in Reach where you get out the way you're facing is still in -the Banshee died in Halo 3 (not MP obviously, I love using it in that game mode) -lol what's a Shade?

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  • [quote][b]Posted by:[/b] Dark Hunter 2100 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.[/quote]Yep, even on Legendary, it takes them a while to lower Chief's shield. Surprisingly, I find myself dying more often on Normal and Easy... as long as you don't rush them too often, they're easily dispatched. Yeah I hate Suppressor Crawlers! Without support, Knights are pretty easy to beat not to mention passive (they rarely charge or compromise your position like the Elites) but I don't care because they patrol, they're huge and badass, they're numerous, they have an awesome death, they can be revived so we can fight them again, and we can assassinate them with their own blade. Believe it or not, I rarely notice the teleporting to attack. And I simply love it when the Battlewagons jump at me!!! :D My main disappointment was the Didact. He makes the Prometheans look like Forerunners. The way he was defeated, very shameful. A statis field is OP and pretty much killed any hope of a boss battle. I'd have liked it if Chief had found a way to neutralize that (like with the grenade he planted) so we could fight him with the guns we recovered from the previous fights (that's the whole point of throwing in so many Knight variants at once!!). A QTE boss battle is absolutely stupid. [quote][b]Posted by:[/b] Dark Hunter 2100 -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. 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. -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.[/quote]-really?! I think it's still the same as Reach, they still blow themselves up if they can't reach you. :/ I liked Halo 3 kamikaze Grunts better, they could follow you so far and maintain it for so long, it was great! I had one jumping in the same spot with me right behind it for 8 minutes! Also, there was a time where I got out of Sierra 117 and sniped a Brute and a Grunt was kamikaze until the Pelican arrived. I find that to be a major grievance on Easy (on Legendary, you really have to kill them so there's really no gripes there). I used to love collecting enemy Grunts. Due to the supercombine being EMP, I now have to kill the Needler wielders. Oh and have you noticed they jump with their methane tanks? I think it's a lot better than that stupid jetpacking occurrence in Reach. Glad they got rid of it. -They should have been more fearsome than the same old campers. I bet they just forgot to take their Halloween masks off... 343 sure know how to balance their game. Throwing 15+ fuel rod gun Grunts is just insane. I also hear that in Spartan Ops, it's just a lot of the clustered enemies with power weapons. Ok, who the -blam!- thought it'd be a good idea to turn potentially interesting encounters into an arcade fest? Firefight Arcade was major fail and not one bit of it should be brought to remembrance. I didn't have a problem with the Jackal snipers (their aiming is horrific even on Legendary), I anticipated most of the hidden ones [b]on my first try[/b]! But those fuel rod gun Grunts are just sinister. -Yep, the Elites were a dead disappointment. But at least they're harder to beat in close range (excluding fuel rod Elites who are just pushovers up close). In Reach, once you closed the distance, if you survived the first whack, you could dance around an Elite for 5 minutes (as long as you kept touching his back)!! That Elite you mentioned is likely the one I've been talking about. Yes he does seem to have a delay on getting on there. Also, he tends to go through the doorways a lot not to mention he can't jump up crates (I know I asked for Elites to stop with their crate climbing but I'm pretty sure I asked for them to jump...). -Yep, they're a lot easier to beat.

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  • [quote][b]Posted by:[/b] Sliding Ghost -a versatile Needler (the H2 version was artificially versatile due to dual wielding but without it, it was a joke)[/quote]IIRC even when dual wielded it still didn't make up for it's inferior performance compared to Halo: Combat Evolved's needler: if the target is within madeium range and moving diagonally towards you there's no hope - unless (just thought about this now) you mark were he's going to be and fire it there? ^ if that made any sense at all [Edited on 11.15.2012 3:00 AM PST]

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