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#Halo

7/2/2012 9:43:12 AM
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Forget easy/legendary. Let's build a new difficulty.

First of all, it's 4:00 AM here, I'm sleepy and it's really dark, so any grammar mistakes that are pointed out will be cleaned up by morning. Now that we have that little tid bit taken care of, let's get down to business here. I hate easy, mode. Simply because it is essentially what you'd think it is, and doesn't represent the game, and I think nobody should play on it. I also hate Legendary, but I'll talk about that a bit later. Recently I was watching a video on Youtube, that opened the prospect of an Organic difficulty, something that stayed the same, but could also be tweaked by the player in many ways. Unlike some games, which carry Universal difficulty, something that is only tweaked by player skill, Organic difficulty can be tweaked in many ways, making it the most exciting idea I've seen in a while. And I'll explain why. Organic difficulty is one difficulty that is default (unlike in Halo, where you select a difficulty.). I bet you're typing out right now "[i]But what if I want to play casually on easy? Or test myself on Legendary?!?!?[/i], well, organic difficulty [i]is[/i] in fact tweakable, but not through programming, but rather through In-mission experiences. For example, let's say for the tarter sauce fight, you start out with no help. But through a short side "quest", such as breaking open a cell, or going to a phantom LZ, you now have help. That is Organic difficulty, being able to change fights through what you do, not by what the system programs before you even start the mission up. Now what would we do with the other difficulties? Well, dump them. Uh oh, here it comes "[i]Oh invasion, you big noob! You just can't handle Legendary, so you make us deal with your stupid little excuse for a difficulty! Yeah, no way we're going to lesson to such a noob like you!"[/i]. Do I hate Legendary? Uh, I guess. Now don't start saying how I'm a noob again, I have reasons. Believe me, I do. For one, Legendary, to me, is meant for the slow paced player. Due to the fact an enemy can take like what, up to three times the damage as normal, and they kill [b]you[/b] in about 2 seconds, many people draw out fights using, what's that? The n00b combo. Others resort to completely ditching the the slow paced path mostly used, and decide to glitch. Or just simply speed run it and add the lucky charms factor to Legendary (as if it already wasn't there.). Organic difficulty on the other hand, would use a well balanced difficulty (most likely Heroic.) and add ways for the player to more directly impact their experience by allowing players to add or remove certain elements, depending on what the play wanted (challenge wise). Thoughts and opinions are always welcome. As expected, keep it clean. Oh, and for anyone who wanted to see the video, you can click right [url=http://www.youtube.com/watch?v=upH5UfKbi0c]here.[/url] However, do not expect to understand the video fully, as it brings up points from RPG's that you guy's have not played and wouldn't understand as hardcore FPS fans.
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  • [quote][b]Posted by:[/b] shortD42 is aBK I don't know something really irked me about Reach's campaign.[/quote]Reach is far more stupid when it comes to strategies. I could get multiple Brute stealth kills in H3 while I can only get about 2 Elites in Reach (unless I alter the map by moving scenery items, use Hologram, or have allies distracting them). I only turned on H3 because of all those setups I did. Otherwise, H3 > Reach. [quote][b]Posted by:[/b] InvasionImminent [url=http://www.google.com/imgres?q=halo+2+gold+and+blue+elite&hl=en&biw=1280&bih=709&tbm=isch&tbnid=HWlIRIvkfzOg-M:&imgrefurl=http://www.bungie.net/Forums/posts.aspx%3FpostID%3D63234428%26postRepeater1-p%3D1&docid=rMN3k2Ge9aROaM&imgurl=http://i37.photobucket.com/albums/e64/CheeseREX/Halo/halo2screens-21.jpg&w=640&h=480&ei=23zzT-ZPweDaBfeHieUG&zoom=1&iact=hc&vpx=336&vpy=160&dur=2311&hovh=194&hovw=259&tx=119&ty=110&sig=106468528817158087626&page=2&tbnh=155&tbnw=210&start=18&ndsp=20&ved=1t:429,r:1,s:18,i:134]Something like this, but the with blue trims would look godly.[/url][/quote]Make him have a badass helmet and you got a deal! [quote][b]Posted by:[/b] InvasionImminent Hehe, I like my Zealots overpowered! Good ideas all round, now only if I could land a job at 343i...[/quote]Zealots are one of the main reasons why I prefer Reach. They should have been more prevalent than Ultras. [quote][b]Posted by:[/b] InvasionImminent Well, In my mind I imagined the area in Nightfall in Reach where you fight the 2 Guta. But that was simply what came to mind when I thought of the overhead phantom[/quote]Ah of course. What about barriers? Would there be barriers like in ODST (the big blue Covie shields)? [Edited on 07.03.2012 6:44 PM PDT]

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  • [quote][b]Posted by:[/b] Sliding Ghost Make those Spec Ops Elites act like in the trilogy instead of Reach and the Goldie's armor pure gold with blue secondary and I agree completely![/quote] [url=http://www.google.com/imgres?q=halo+2+gold+and+blue+elite&hl=en&biw=1280&bih=709&tbm=isch&tbnid=HWlIRIvkfzOg-M:&imgrefurl=http://www.bungie.net/Forums/posts.aspx%3FpostID%3D63234428%26postRepeater1-p%3D1&docid=rMN3k2Ge9aROaM&imgurl=http://i37.photobucket.com/albums/e64/CheeseREX/Halo/halo2screens-21.jpg&w=640&h=480&ei=23zzT-ZPweDaBfeHieUG&zoom=1&iact=hc&vpx=336&vpy=160&dur=2311&hovh=194&hovw=259&tx=119&ty=110&sig=106468528817158087626&page=2&tbnh=155&tbnw=210&start=18&ndsp=20&ved=1t:429,r:1,s:18,i:134]Something like this, but the with blue trims would look godly.[/url] [quote]I know I'm making him op but I love Zealots! :D[/quote] Hehe, I like my Zealots overpowered! Good ideas all round, now only if I could land a job at 343i... [quote]One last thing. Is this a fight over snow, lava, or in a Forerunner structure (ancient as in H2 level Delta Halo or active as in H4 locations)?[/quote] Well, In my mind I imagined the area in Nightfall in Reach where you fight the 2 Guta. But that was simply what came to mind when I thought of the overhead phantom -------------------------------------------------------------- [quote][b]Posted by:[/b] Multijirachi Shoots? Sleep Deprivation is taking it's toll on you :D[/quote] It gets to me, I swear! [quote]OT: For this to work it would require advanced AI, as if what I'm getting out of your description is you can control everything.[/quote] That's the idea, craft your own experience. [quote]It was a lot easier just to have set difficulties like Heroic as the Ai only had to combat the one damage counter done by the Player. However, with Organic Difficulty, the Ai mst be programmed so well they can counter any Damage value, at all times, while still performing their own tactics. [/quote] But that sounds awesome, does it not?!?!? [quote] The AI rely on overly-powerful weapons to provide a challenge, and prefer to spam Concussion Rifle shots rather than use tactics. [/quote] Hey, the elites are pretty tough. Though I agree on other Reach enemies. But for Organic to work in any Halo game, things would have to be tweaked. [quote]I like this idea, and I do play RPG's so I got the video. [/quote] I may make a thread based on his "Difficulty in Games" video. Overall I really enjoy watching EpicNameBro's videos. They are very in depth. [quote]P.S, the weapons would also have to be perfect, so no OP Pistol.[/quote] Not really. If a player wants his playthrough to be easy, he can use OP weapons. If he wants a challenge, he can use something else. And as a side note, I really like this thread. Good arguments. Good ideas. I'm proud (of myself). [Edited on 07.03.2012 5:09 PM PDT]

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  • I already beat Legendary so I guess just something harder than that. I don't like having to play through the campaign again. I personally only liked H3 or ODST's campaign because they felt more cinematic while Halo 2 felt a little boring and Reach reminded me of startrek. I don't know something really irked me about Reach's campaign. [Edited on 07.03.2012 4:18 PM PDT]

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  • [quote][b]Posted by:[/b] Multijirachi If this was implented into Reach, it would crash the game. The AI rely on overly-powerful weapons to provide a challenge, and prefer to spam Concussion Rifle shots rather than use tactics. However, if it was put into a game like Halo CE, the game could handle it. The AI in CE prefer to use the higher ground against you, will take cover. I remember yesterday while playing Anniversary, the Zealot took a shot from my pistol. He threw a grenade and crouched behind one of those little blocks the Grunts sleep behind (This is AotCr btw, on the Bridge). I like this idea, and I do play RPG's so I got the video. P.S, the weapons would also have to be perfect, so no OP Pistol.[/quote]Not to mention how it's graphics heavy. I agree. CE [url=http://badcyborg.net/Halo/Fun/Level5/TBM/SettingUp.html#Enemy_numbers]can support a lot of AI[/url] and [url=http://www.youtube.com/watch?v=vtEnEjoomZ8]CEA[/url] can support them a bit better. The only thing to be concerned about in CE is lag. The particles don't disappear like they do in H2 (H2 Vista on lowest resolution) and dead bodies & dropped weapons don't disappear like in H3/Reach. In CE and H2, you have to be looking away for them to disappear. If you pick up a weapon, it won't disappear. Threw a grenade? [Edited on 07.03.2012 4:01 PM PDT]

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  • [quote][b]Posted by:[/b] Dark Hunter21 And while I am skeptical as to how it would be implemented into the well established gameplay in Halo, I agree difficulty should be a little more dynamic than: -Ranked up enemies -More enemies -Stronger enemies -Weaker spartans+marines.[/quote]Agreed. The more enemies concept has been abandoned in favor of stronger enemies in recent Halo games. In Reach, all we got most of the time was skirmishes. Any locations with a lot of AI were typically just a bunch of Grunts and Skirmishers. Also, players never really benefit from a difficulty increase. At least in Halo games after CE. In CE, both players and AI got a shield recharge boost. [quote][b]Posted by:[/b] Dark Hunter21 Personally, I always wanted variants in each Campaign level that evolved with the difficulty. Like in the ONI:Sword Base, the elevator to Sword Base works on normal and easy, but breaks down in heroic and legendary, forcing you to fight various Covenant that have started up the pathways, maybe rescue imprisoned marines. Rewarding higher difficulty with different or more gameplay. Maybe on lower difficulties (or organic) Noble team would show up more, or be there very rarely in Legendary. I know this is slightly contradictory to the idea, but just my personal hopes for Halo.[/quote]Ooh, just like the elevator on 343 GS! I can already envision that. On lower difficulties, they should be able to be killed as in H3. On higher difficulties, they should be invincible but extremely rare. [quote][b]Posted by:[/b] Dark Hunter21 I personally think Boss battles are just rare enough in Halo they won't be a huge deal. In Reach, it was pretty much the Field Marshall, and one can simply shoot through fencing to kill him. 343 was boring. Tartarus was good, but really too exploitable and quick.[/quote]Sad that most boss battles are so easy to exploit. The only one that can't is 343 Guilty Spark but I'm sure we all know that's a scripted nightmare of a battle. One thing I'd like to have seen is to take that Zealot on TotS hostage. I mean he's a high priority target. Wouldn't he be better alive? I know what's it like to bring him around TotS. Wraiths and Hunters didn't dare fire at me. [quote][b]Posted by:[/b] Dark Hunter21 If this system is implemented, I think their would need to be some kind of reward, like overshields or camo. Maybe a helpful weapon. I think risk vs. reward systems are the best. Instead of "pride" in defeating said enemy, I get something real that will help the rest of the level. You get boss weapons (assuming its not the end of the level) for fighting optional bosses or encounters. Thanks Invasion for bringing up the concept. [/quote]Yes please! Yeah thanks Invasion!

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  • [quote][b]Posted by:[/b] InvasionImminent AI is near a crate, they almost always get on allowing gaps to get out shoots. [/quote] Shoots? Sleep Deprivation is taking it's toll on you :D OT: For this to work it would require advanced AI, as if what I'm getting out of your description is you can control everything. It was a lot easier just to have set difficulties like Heroic as the Ai only had to combat the one damage counter done by the Player. However, with Organic Difficulty, the Ai mst be programmed so well they can counter any Damage value, at all times, while still performing their own tactics. If this was implented into Reach, it would crash the game. The AI rely on overly-powerful weapons to provide a challenge, and prefer to spam Concussion Rifle shots rather than use tactics. However, if it was put into a game like Halo CE, the game could handle it. The AI in CE prefer to use the higher ground against you, will take cover. I remember yesterday while playing Anniversary, the Zealot took a shot from my pistol. He threw a grenade and crouched behind one of those little blocks the Grunts sleep behind (This is AotCr btw, on the Bridge). I like this idea, and I do play RPG's so I got the video. P.S, the weapons would also have to be perfect, so no OP Pistol.

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  • [quote][b]Posted by:[/b] InvasionImminent Say there is a highly shielded zealot, and a phantom that both shoots and drops reinforcements. You enter the Arena with a few rockets. Destroying the phantom would stop the backup fire and spec-ops elites providing fire against you also. However you would have to scavenge for ammo from the corpses of the elites. Or you could take the easier road and use the rockets to simply finish off the zealot. Organic difficulty is there, and the battle has many ways to turn out based on what you want. Check it out. Use rockets to destroy the zealot. Do not waste rockets on Phantom. - Easiest outcome Use rockets to destroy auto-turrets and use the others to eliminate a batch of spec-ops elites. Use the remaining weaponry to take out Zealot from a distance. - Easy Use all rockets to destroy many spec-ops. You have plentiful ammo. Phantom has its auto-turrets intact, elites are still respawning. Zealot is dealt with along side a few elites. - Normal Do not use any rockets. Assassinate elites for ammo. Phantom has its auto-turrets intact. Many elites are fighting you. You are swarmed with little ammo. - Hard. Do not use weaponry. Allow many elites to stockpile. beat down kills only. - Hardest outcome Notes: The zealot is invincible to assassinations. Hitting him from behind will damage shields however. A total of 10 (roughly) elites can spawn at one time. The phantom acts as a synergist to the zealot. Giving him his high powered shields. Destroying the phantom brings his shields strength back to normal, and allows him to be assassinated.[/quote]Make those Spec Ops Elites act like in the trilogy instead of Reach and the Goldie's armor pure gold with blue secondary and I agree completely! Another thing to give the Zealot. A point defense gauntlet. Have one Spec Ops Elite act as a shield bearer (so he's providing the gauntlet) and killing him makes it disappear. Also, let's see some dual wielded sword action. We've seen in Reach hammer Chieftains doing a 2 strike melee. Why not tweak the Zealot's melee animation to make a 2 strike hit with 1 sword look like a hit with 2? I know I'm making him op but I love Zealots! :D One last thing. Is this a fight over snow, lava, or in a Forerunner structure (ancient as in H2 level Delta Halo or active as in H4 locations)? [Edited on 07.03.2012 3:45 PM PDT]

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  • OK, I looked more into it, and seems like a pretty cool concept. You kind of...make the difficulty, so to speak. And while I am skeptical as to how it would be implemented into the well established gameplay in Halo, I agree difficulty should be a little more dynamic than: -Ranked up enemies -More enemies -Stronger enemies -Weaker spartans+marines. Personally, I always wanted variants in each Campaign level that evolved with the difficulty. Like in the ONI:Sword Base, the elevator to Sword Base works on normal and easy, but breaks down in heroic and legendary, forcing you to fight various Covenant that have started up the pathways, maybe rescue imprisoned marines. Rewarding higher difficulty with different or more gameplay. Maybe on lower difficulties (or organic) Noble team would show up more, or be there very rarely in Legendary. I know this is slightly contradictory to the idea, but just my personal hopes for Halo. I personally think Boss battles are just rare enough in Halo they won't be a huge deal. In Reach, it was pretty much the Field Marshall, and one can simply shoot through fencing to kill him. 343 was boring. Tartarus was good, but really too exploitable and quick. If this system is implemented, I think their would need to be some kind of reward, like overshields or camo. Maybe a helpful weapon. I think risk vs. reward systems are the best. Instead of "pride" in defeating said enemy, I get something real that will help the rest of the level. You get boss weapons (assuming its not the end of the level) for fighting optional bosses or encounters. Thanks Invasion for bringing up the concept.

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  • [quote][b]Posted by:[/b] InvasionImminent Low shielding with poor camo.[/quote]So it would be a Stealth Elite eh? What about shield recharge rate and health? H2 Stealth Elites were ridiculous. They were the only Elites that had a big difference in health from other Elites. [quote][b]Posted by:[/b] InvasionImminent I made some tweaks. This idea is pretty new, but I like it.[/quote]Sounds good! This kind of post deserves a more elaborate reply so I'll comment more later. [quote][b]Posted by:[/b] InvasionImminent Sounds hard :0[/quote]I've never really studied boss battles that much so I wouldn't know. Just a concept. [quote][b]Posted by:[/b] InvasionImminent If there are power-ups then how would one find them? I like the idea, I'm just curious to it.[/quote]No I mean like how the Zealot in TotS starts cloaking as soon as he drops down the hole and then exits camo/pulls out a sword. I want to see a better version of that. AI actually using camo instead of having the game do it for them. All I saw in Reach were armor lockers. Hologram was only used by Skirmishers. As for overshield, kinda like the shields Reach Engineers provide (fluctuating). Non-permanent, but with limited use (unlike Reach AI which can spam armor lock afaik). [Edited on 07.03.2012 2:18 AM PDT]

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  • [quote][b]Posted by:[/b] Sliding Ghost What kind of marksman?[/quote] Low shielding with poor camo. [quote]As for high powered shields, I know from experience that there's no point if there's an easy flaw to them (H3 Chieftains being assassinated) or if they're impossible to override without friendly AI assistance (H3 Guilty Spark required Johnson to hit him while H2 Tartarus didn't have to be hit by Johnson. You could DIY with a beam rifle).[/quote] I made some tweaks. This idea is pretty new, but I like it. Say there is a highly shielded zealot, and a phantom that both shoots and drops reinforcements. You enter the Arena with a few rockets. Destroying the phantom would stop the backup fire and spec-ops elites providing fire against you also. However you would have to scavenge for ammo from the corpses of the elites. Or you could take the easier road and use the rockets to simply finish off the zealot. Organic difficulty is there, and the battle has many ways to turn out based on what you want. Check it out. Use rockets to destroy the zealot. Do not waste rockets on Phantom. - Easiest outcome Use rockets to destroy auto-turrets and use the others to eliminate a batch of spec-ops elites. Use the remaining weaponry to take out Zealot from a distance. - Easy Use all rockets to destroy many spec-ops. You have plentiful ammo. Phantom has its auto-turrets intact, elites are still respawning. Zealot is dealt with along side a few elites. - Normal Do not use any rockets. Assassinate elites for ammo. Phantom has its auto-turrets intact. Many elites are fighting you. You are swarmed with little ammo. - Hard. Do not use weaponry. Allow many elites to stockpile. beat down kills only. - Hardest outcome Notes: The zealot is invincible to assassinations. Hitting him from behind will damage shields however. A total of 10 (roughly) elites can spawn at one time. The phantom acts as a synergist to the zealot. Giving him his high powered shields. Destroying the phantom brings his shields strength back to normal, and allows him to be assassinated. [quote]Or how about 3 bosses? One boss acts as a mediator between long and close range and is the most engaging and longest lasting. With him in the middle, the bosses could do their fiercest combos. Taking him out first would make it a lot more easier. As I've mentioned above, Halo has the worst cqc AI. It's more fun fighting enemies from medium range.[/quote] Sounds hard :0 [quote]I think there should be power ups being used, like active camo and overshields. Preferably by will then scripted occurrences. And the ability to switch weapons without dropping them (H3 added this but it only happens when you stick an Elite or lower Arbiter's shield). The leader should switch weapons at will.[/quote] If there are power-ups then how would one find them? I like the idea, I'm just curious to it.

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  • I'd like to see a difficulty based on how good YOU are. It would have to take 2 things into factor. Damage dished, and damage taken. If you dish out 50 kills, then AI should adjust to give you more of a challenge. If they give you a lot of damage, then they should ease up until balanced. Expanding on this idea, there could be levels saved. This could be its own difficulty, were when selected, starts out on easy, and adjusts to your game style, with the easiest being Easy, and the hardest Mythic. Being saved between levels, it would add a challenge to campaign. Compare your levels to your friends, or rise in the leader board.

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  • [quote][b]Posted by:[/b] InvasionImminent Most of the fights you saw were probably done by seasoned veterans. Also keep in mind that they're only uploading footage of them winning, not the times they died. Dark Souls is considered the hardest game in the modern market.[/quote]Ok. [quote][b]Posted by:[/b] InvasionImminent I think 2 unique bosses fighting at once is an awesome idea, and as of my experience with Ornstein and Smough (the fight I linked), they are incredibly fun. If only we had something like that in Halo 2. A Marksman with a beam rifle and a swordsman with high powered shields perhaps?[/quote]What kind of marksman? As for high powered shields, I know from experience that there's no point if there's an easy flaw to them (H3 Chieftains being assassinated) or if they're impossible to override without friendly AI assistance (H3 Guilty Spark required Johnson to hit him while H2 Tartarus didn't have to be hit by Johnson. You could DIY with a beam rifle). Or how about 3 bosses? One boss acts as a mediator between long and close range and is the most engaging and longest lasting. With him in the middle, the bosses could do their fiercest combos. Taking him out first would make it a lot more easier. As I've mentioned above, Halo has the worst cqc AI. It's more fun fighting enemies from medium range. [quote][b]Posted by:[/b] InvasionImminent My idea is to increase the number cap of clones, and add a time limit. I mean, the station is collapsing to the storm, right?[/quote]Then the clones should be easy to dispatch. I have too many nightmares about facing 4-5 of them with no way of distinguishing the real one. I think there should be power ups being used, like active camo and overshields. Preferably by will then scripted occurrences. And the ability to switch weapons without dropping them (H3 added this but it only happens when you stick an Elite or lower Arbiter's shield). The leader should switch weapons at will. [Edited on 07.03.2012 12:37 AM PDT]

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  • [quote][b]Posted by:[/b] Sliding Ghost Anyways, I just took a look at some other bosses. -blam!- scary, but most of them seemed easy to kill. I didn't understand what was going on with most fights but it looked interesting. Much more interesting than H2's boss fights. [/quote] Most of the fights you saw were probably done by seasoned veterans. Also keep in mind that they're only uploading footage of them winning, not the times they died. Dark Souls is considered the hardest game in the modern market. [quote]While I prefer small scale bosses, the ones that are essentially clones of the player endowed with AI (i.e. Shadow Link in OoT), I haven't seen battles involving 2 unique bosses before. I don't play many games that aren't fps so I wouldn't know.[/quote] I think 2 unique bosses fighting at once is an awesome idea, and as of my experience with Ornstein and Smough (the fight I linked), they are incredibly fun. If only we had something like that in Halo 2. A Marksman with a beam rifle and a swordsman with high powered shields perhaps? [quote]The Heretic boss fight is probably my least favorite yet most interesting. I think I'll ponder on how to improve it...[/quote] My idea is to increase the number cap of clones, and add a time limit. I mean, the station is collapsing to the storm, right?

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  • [quote][b]Posted by:[/b] InvasionImminent Since I don't have much time, I'll reply to this small bit. Though I'll give you a more in depth response tomorrow. [quote]Is it true, about the boss battles?[/quote] He mentions boss battles a few times, but if you're asking about how you can either solo a boss or summon a friendly, then yeah you can do that. And it makes a drastic difference. You can see for yourself. [url=http://www.youtube.com/watch?v=aFGvlFQt9Z0]Coop style.[/url]- Done in 2:43 [url=http://www.youtube.com/watch?v=NnhqYtHDSzM]Solo and painful.[/url]- Done in 6:44 [/quote]Yes there's that but I was also referring to what Wikipedia said about the boss fights. Anyways, I just took a look at some other bosses. -blam!- scary, but most of them seemed easy to kill. I didn't understand what was going on with most fights but it looked interesting. Much more interesting than H2's boss fights. While I prefer small scale bosses, the ones that are essentially clones of the player endowed with AI (i.e. Shadow Link in OoT), I haven't seen battles involving 2 unique bosses before. I don't play many games that aren't fps so I wouldn't know. The Heretic boss fight is probably my least favorite yet most interesting. I think I'll ponder on how to improve it... [Edited on 07.03.2012 12:13 AM PDT]

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  • Since I don't have much time, I'll reply to this small bit. Though I'll give you a more in depth response tomorrow. [quote]Is it true, about the boss battles?[/quote] He mentions boss battles a few times, but if you're asking about how you can either solo a boss or summon a friendly, then yeah you can do that. And it makes a drastic difference. You can see for yourself. [url=http://www.youtube.com/watch?v=aFGvlFQt9Z0]Coop style.[/url]- Done in 2:43 [url=http://www.youtube.com/watch?v=NnhqYtHDSzM]Solo and painful.[/url]- Done in 6:44

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  • [quote][b]Posted by:[/b] InvasionImminent Very nice reply Ghost. I can see you put some thought into it, so I will do the same for you.[/quote]Thank you. [quote][b]Posted by:[/b] InvasionImminent When I was talking about draw outs, long periods of time going by, I was mostly thinking back to the Cairo Station. Where I would most likely be left with a plasma pistol and one of the marines pistol, and HAD to use the noob combo to continue with the level. You're points on the Jackal snipers are also true. However they can shoot faster than you can, and most likely have stronger numbers across the entire map point. Now that...That's a pain.[/quote]The only other viable way to do the hangar battles: -bring Johnson -stick Elites with plasma grenades [quote][b]Posted by:[/b] InvasionImminent Some could say that is product of Organic difficulty. I feel as though it penalizes the player too much.[/quote]The noob combo in H2 is just so dissatisfying. 1. The homing of the overcharged bolt is too strong 2. Switching to the BR only gives you enough time for 1 burst, 1 headshot before the Elite goes into cover (this is also the case in Reach with the DMR, especially when facing shielded Jackals. Shoot in the arm then you only get one opportunity for a headshot. If you miss, because of Bloom, you won't get another chance or you have to be inconceivably fast to get that headshot. And of course, slow, unbearable switching times). During the hangar fights, I actually preferred using the pistol. [quote][b]Posted by:[/b] InvasionImminent The fact that the best way to dispose of what is supposed to be the most feared enemy type in the game is to dance around them while he carries an eight-foot hammer is incredibly stupid. Not to mention if an AI is near a crate, they almost always get on allowing gaps to get out shoots.[/quote]Indeed. And what did Bungie do about it in Reach? They just made them impossible to assassinate. Other related changes: -in H2, Bungie addressed Hunter cqc ineptness by making their damage extremely lethal -in H2, Bungie addressed Elite cqc ineptness by making their melee one kill hit -in H3, Bungie addressed Brute and Flood cqc ineptness by making their melee do a lot of damage -in every Halo game after CE, melee weapon AI can assassinate you (except Tartarus) -in every Halo game after CE, going around the AI like [url=http://www.youtube.com/watch?v=uhCXmriSwS4#t=32s]this[/url] no longer works The fact is, AI drivers aren't the only bad thing about Halo. The AI simply suck in cqc. Crate climbing and slow turning melee are also contributing factors. The AI were actually the best in cqc in CE. Since your melee didn't have any force or lunge, it was hard to consistently land a hit. In H2, they changed this by making [b]shielded[/b] AI stumble with Ghost skull as an alternative. One guy told me that in CEA, he had Eye Patch on and was fighting an Elite in cqc, just to survive. And he came out on top and he identified the moment as Halo. Definitely Halo. [quote][b]Posted by:[/b] InvasionImminent Yep, I felt is was actually slower to be honest. In Reach, you always have an AA, meaning you have something to your advantage at all times. Whether that is good or bad depends on what you think is best, but it helps decrease draw times. Or atleast that's how I play.[/quote]If it weren't for AA, Reach would be slower. Loadouts in Firefight are just so dull. I prefer campaign since I can juggle AAs and enjoy how they are placed in strategic locations. [quote][b]Posted by:[/b] InvasionImminent I was mad at H2 for its' insanely hard Legendary mode, yet I crave it after playing H3. Headshot flood, melee a brute, proceed. There is no depth, no secret. I felt Bungie was trying to do the right thing, but they just came short due to enemy weakness and AI.[/quote]Indeed. I think they were trying to make Halo more realistic but they didn't do a good job. H3 broke immersion for me than adding to it. Gravemind/Cortana moments, Auto-Turrets (seriously op), kill stealing indiscriminately slaughtering magic missile Pelican on S117, excess scripting. It's just sad. Reach wasn't the first to -blam!- up like that. H3 was. [quote][b]Posted by:[/b] InvasionImminent A thing Reach brought to the table was a surplus of needles. A needler rifle can easily take shields down with its insane speed. Just a recommendation. I personally like it, but others can't find what I have found in the needle rifle.[/quote]It's not art. It's instant killing. And IIRC, it's weak against shields like the Carbine and ODST pistol. Most importantly, the AI dive from the needles. Whether it's the needle rifle or needler, they dive. Really, really irritating. When AI dive from the shards, it's not actually AI manipulation (neither is Hologram). It's the same thing as dancing with H3 Chieftains; it's a flaw. The AI are designed to fall for it. Look at the CE needler. That is art. Multiple super combines, enemy does an unique animation, can track from behind cover (needle rifle was going for this by bouncing off of the floor but people rarely get kills this way), can get AI to strafe off of bridges, can stop AI from firing their guns or dictate AI movement (predictable in the right way, unlike Reach), can be combined with plasma grenades for launches that make you say 'wow, look at him go!'. And the amount of blood produced is inconceivable! [quote][b]Posted by:[/b] InvasionImminent Tell what you thought. I'm curious to see other opinions.[/quote]Is it true, about the boss battles? [Edited on 07.02.2012 8:03 PM PDT]

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  • [quote][b]Posted by:[/b] Dark Hunter21 Your idea seems a little loose, but good. Minus the part where you would get rid of already existing difficulties. I really due like the challenge of higher difficulties.[/quote] One true difficulty cannot exist with flawed difficulties. [quote]Again: [b]Posted by:[/b] Dark Hunter21 But I like legendary.[/quote] Again: Legendary is for the slow paced player who crawls around the map scavenging for plasma pistols and runs past most enemies. [quote]You could you deeper into what this means? Perhaps the Youtube video you found.[/quote] Last paragraph of the OP. [Edited on 07.02.2012 4:12 PM PDT]

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  • Your idea seems a little loose, but good. Minus the part where you would get rid of already existing difficulties. I really due like the challenge of higher difficulties. Again: [quote][b]Posted by:[/b] Dark Hunter21 But I like legendary.[/quote] You could you deeper into what this means? Perhaps the Youtube video you found.

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  • Very nice reply Ghost. I can see you put some thought into it, so I will do the same for you. [quote] [b]Posted by:[/b] Sliding Ghost Agreed. Legendary used to be fast. [b]H2[/b]: There's an emphasis on cover, enemies are more aggressive and domineering. Often, you'll be placed into a battle right at the start (Regret, Gravemind, Heretic boss fight) with little time to prepare. This is when people start dying a lot and proceed by trial and error. No level of preparation can truly help. Jackal sniper spawns are often set so they're easy to memorize but it's still a pain in the ass dealing with them. The player is much more vulnerable. Dual wielding stains the sandbox. But the presence of button combos, glitches, skulls, still functioning grenades (before they were nerfed to 2 per each), still decent movement speed, and other things manage to keep gameplay fast. [/quote] When I was talking about draw outs, long periods of time going by, I was mostly thinking back to the Cairo Station. Where I would most likely be left with a plasma pistol and one of the marines pistol, and HAD to use the noob combo to continue with the level. You're points on the Jackal snipers are also true. However they can shoot faster than you can, and most likely have stronger numbers across the entire map point. Now that...That's a pain. [quote]I rarely use the noob combo in H2, preferring other methods.[/quote] Some could say that is product of Organic difficulty. I feel as though it penalizes the player too much. [quote][b]H3[/b]: Main enemies (Brutes) gain more health as they rank up, the highest ranking enemies get unbelievably cheap advantages (power armor deflects grenades, can't be supercombined, Invincibility equipment), the AI are speeded up, and we see AI flaws (going around Chieftains to whack them in the back) and freedom (which means poor pathfinding, unpredictable behavior, kamikaze).[/quote] The fact that the best way to dispose of what is supposed to be the most feared enemy type in the game is to dance around them while he carries an eight-foot hammer is incredibly stupid. Not to mention if an AI is near a crate, they almost always get on allowing gaps to get out shoots. [quote]This is where gameplay is slowed down to a crawl. Often you're spawned in rooms with no way to flank. There's a heavy emphasis on equipment. [u]Without using equipment, H3 campaign is probably the longest campaign next to Reach.[/u][/quote] Yep, I felt is was actually slower to be honest. In Reach, you always have an AA, meaning you have something to your advantage at all times. Whether that is good or bad depends on what you think is best, but it helps decrease draw times. Or atleast that's how I play. [quote]I rarely use the noob combo nowadays due to exploitable invincible friendly AI and other things. The slowed down cqc makes it so much easier to just assassinate Brutes and melee Flood.[/quote] I was mad at H2 for its' insanely hard Legendary mode, yet I crave it after playing H3. Headshot flood, melee a brute, proceed. There is no depth, no secret. I felt Bungie was trying to do the right thing, but they just came short due to enemy weakness and AI. [quote][b]Reach[/b]: This is where gameplay is ruined. Took the worst of everything from each Halo game. Things carried over or "evolved" for the worst. The game is AA based. Without using AAs, you're screwed unless you resort to cheap tactics.[/quote] Due to the fact everyone picks on Reach, I'm the self appointed white knight. It's okay, I like mixed discussion. In Reach you always had an AA, unlike in Halo 3. [quote]I rarely use the noob combo, though I see a lot of guides with people using it.[/quote] A thing Reach brought to the table was a surplus of needles. A needler rifle can easily take shields down with its insane speed. Just a recommendation. I personally like it, but others can't find what I have found in the needle rifle. [quote]I skimmed through, but this reminds me of my setups, where I can control AI movement and activity and participation. I'd definitely appreciate such a difficulty.[/quote] Yes, that is almost exactly what Organic difficulty is! Using in-game resources to create or mend a challenge. [quote]Taking a look now.[/quote] Tell what you thought. I'm curious to see other opinions. [Edited on 07.02.2012 1:54 PM PDT]

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  • But I like legendary.

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  • I'd like a difficulty that tweaks the damage dealt and received. What if you took the normal damage you would on Legendary, but you dealt the damage you would on Normal?

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  • [quote][b]Posted by:[/b] InvasionImminent First of all, it's 4:00 AM here, I'm sleepy and it's really dark, so any grammar mistakes that are pointed out will be cleaned up by morning.[/quote]sleep deprivation ftw!

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  • [quote][b]Posted by:[/b] InvasionImminent For one, Legendary, to me, is meant for the slow paced player. Due to the fact an enemy can take like what, up to three times the damage as normal, and they kill [b]you[/b] in about 2 seconds, many people draw out fights using, what's that? The n00b combo. Others resort to completely ditching the the slow paced path mostly used, and decide to glitch. Or just simply speed run it and add the lucky charms factor to Legendary (as if it already wasn't there.).[/quote]Agreed. Legendary used to be fast. [b]H2[/b]: There's an emphasis on cover, enemies are more aggressive and domineering. Often, you'll be placed into a battle right at the start (Regret, Gravemind, Heretic boss fight) with little time to prepare. This is when people start dying a lot and proceed by trial and error. No level of preparation can truly help. Jackal sniper spawns are often set so they're easy to memorize but it's still a pain in the ass dealing with them. The player is much more vulnerable. Dual wielding stains the sandbox. But the presence of button combos, glitches, skulls, still functioning grenades (before they were nerfed to 2 per each), still decent movement speed, and other things manage to keep gameplay fast. I rarely use the noob combo in H2, preferring other methods. [b]H3[/b]: Main enemies (Brutes) gain more health as they rank up, the highest ranking enemies get unbelievably cheap advantages (power armor deflects grenades, can't be supercombined, Invincibility equipment), the AI are speeded up, and we see AI flaws (going around Chieftains to whack them in the back) and freedom (which means poor pathfinding, unpredictable behavior, kamikaze). This is where gameplay is slowed down to a crawl. Often you're spawned in rooms with no way to flank. There's a heavy emphasis on equipment. [u]Without using equipment, H3 campaign is probably the longest campaign next to Reach.[/u] I rarely use the noob combo nowadays due to exploitable invincible friendly AI and other things. The slowed down cqc makes it so much easier to just assassinate Brutes and melee Flood. [b]Reach[/b]: This is where gameplay is ruined. Took the worst of everything from each Halo game. Things carried over or "evolved" for the worst. The game is AA based. Without using AAs, you're screwed unless you resort to cheap tactics. I rarely use the noob combo, though I see a lot of guides with people using it. [quote][b]Posted by:[/b] InvasionImminent Organic difficulty on the other hand, would use a well balanced difficulty (most likely Heroic.) and add ways for the player to more directly impact their experience by allowing players to add or remove certain elements, depending on what the play wanted (challenge wise).[/quote]I skimmed through, but this reminds me of my setups, where I can control AI movement and activity and participation. I'd definitely appreciate such a difficulty. [quote][b]Posted by:[/b] InvasionImminent Thoughts and opinions are always welcome. As expected, keep it clean. Oh, and for anyone who wanted to see the video, you can click right [url=http://www.youtube.com/watch?v=upH5UfKbi0c]here.[/url] However, do not expect to understand the video fully, as it brings up points from RPG's that you guy's have not played and wouldn't understand as hardcore FPS fans.[/quote]Taking a look now. [Edited on 07.02.2012 2:49 AM PDT]

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