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7/16/2012 5:25:52 AM
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So.... The Halo 4 Progression System.... Your thoughts

This is the progression system in Halo 4, and to me, it's very cool *Note - Armor Mods are a minor part of gameplay. Examples are an extended radar, having a radar while zoomed in, having more ammo, having an extra grenade. When you get to the max level cap of your Spartan's initial progression branch, you can re-enlist into another specialist branch. The branches are geared towards a specific playstyle. When you re-enlist, you are going through a ten level progression. As you go through that, you are unlocking exclusive weapon skins, armor skins, emblems, and armor mods (allows you to fit your spartan to your playing style). So once you go through the initial curve of the progression, you can re-enlist into these special branches. Example: Suppose I finish the initial progression system, I can re-enlist into a specific branch that suits my playstyle. I enjoy sniping, so I would pick that branch. While I work myself up the progression system, I unlock weapon skins, emblems, armor skins, and an armor mod that will gear towards sniping. It's not prestiege at all. It's mastering a playstyle that you enjoy. Also, just in case a player gets matched up with someone who is more experienced, each map has set loadouts if you do not want to use your list of loadouts.
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  • [quote][b]Posted by:[/b] Effective Strafe [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe AND... I really doubt anyone will want to use that mod, because they will want to use the mod that gives you unlimited sprint. [/quote] >Implying that you can't use them together. Not to mention, from what has been said, infinite Sprint is not really needed anyway since Sprint alone lasts a long time.[/quote] You can't use them together. You can only use one at a time. [/quote] From what has been released, there are (forget the name) primary and secondary mods along with your Armor Ability. Unless they simply split them into two different categories and you can only equip one. But that doesn't negate the fact that Sprint may not even need the Infinite Sprint mod.

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  • I actually haven't played cod multiplayer before, so this will be a new experience for me. >:D

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  • [quote][b]Posted by:[/b] Darkside Eric >Implying that's good design.[/quote] Wasn't my intention to imply that. I don't see the problem with it though. Also: [quote][b]Posted by:[/b] Darkside Eric Again, what's the point of making it progress based if players can use something, off spawn, they have not progressed to?[/quote] So they can create their own custom Loadouts. But also to give a feeling of tangible benefit to leveling. [quote]Why do I, who had the game since launch, have to face the situation of the kid who bought the game two months after I did having the same gear I do when they didn't earn it whereas I did?[/quote] Because having to "earn your gear" by getting pummeled by the high levels isn't fun.

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe Until you get shot on your second part (Talked to 343... they said in the newest build when you get shot, you get unscoped)[/quote] Relevance? It's always been that way. [quote]And this "mod" will be completely useless in MLG/Slayer Pro[/quote] Proof?[/quote] Well, you do not get a radar in MLG/Slayer Pro.... and the armor mod only works when you get a radar And the relevance is that you said you will never be able to get knocked out of scope [Edited on 07.16.2012 10:17 PM PDT]

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  • [quote][b]Posted by:[/b] Effective Strafe Until you get shot on your second part (Talked to 343... they said in the newest build when you get shot, you get unscoped)[/quote] Relevance? It's always been that way. [quote]And this "mod" will be completely useless in MLG/Slayer Pro[/quote] Proof?

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe AND... I really doubt anyone will want to use that mod, because they will want to use the mod that gives you unlimited sprint. [/quote] >Implying that you can't use them together. Not to mention, from what has been said, infinite Sprint is not really needed anyway since Sprint alone lasts a long time.[/quote] You can't use them together. You can only use one at a time. And sprint meter is the same as reach, but when you run of sprint, you can tap it again immediately and run out of sprint immediately... Example: Wait 10 seconds, get full meter Wait 2 seconds: get 1/5 of meter [Edited on 07.16.2012 10:16 PM PDT]

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  • [quote][b]Posted by:[/b] Methew [quote][b]Posted by:[/b] Darkside Eric This. 100% benefit. 0% disadvantage.[/quote] And? That's apparently how all the perks are designed.[/quote] >Implying that's good design.

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe To comment on your first part, what's wrong with that? Newer players aren't feeling completely underwhelmed because all they have is the assualt rifle and the little hardlight shield.[/quote] Again, what's the point of making it progress based if players can use something, off spawn, they have not progressed to? Why do I, who had the game since launch, have to face the situation of the kid who bought the game two months after I did having the same gear I do when they didn't earn it whereas I did? Why are you using the "newer players" angle when we're talking about a system that is based on unlock through progress? [quote]To your second part, I hardly find myself being scoped in a weapon more than 4 seconds, so it may be minor to me, but not to you.[/quote] Again, the point is going over your head. If you get this mod, it has 100% benefit with 0% weaknesses. You won't ever have to go un-scoped while sniping.[/quote] Until you get shot on your second part (Talked to 343... they said in the newest build when you get shot, you get unscoped) And this "mod" will be completely useless in MLG/Slayer Pro

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  • [quote][b]Posted by:[/b] Effective Strafe AND... I really doubt anyone will want to use that mod, because they will want to use the mod that gives you unlimited sprint. [/quote] >Implying that you can't use them together. Not to mention, from what has been said, infinite Sprint is not really needed anyway since Sprint alone lasts a long time.

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  • [quote][b]Posted by:[/b] Darkside Eric This. 100% benefit. 0% disadvantage.[/quote] And? That's apparently how all the perks are designed.

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  • [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] Effective Strafe [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] ROBERTO jh And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.[/quote] Scoping has always been a tradeoff. Increased accuracy for decreased awareness. With a scope tracker you now get the benefit of increased accuracy with no drawback. Just my two cents on that.[/quote] I actually felt, as a decent sniper, staying in scope for a long decreases accuracy. A decent sniper will tell you the best way to snipe is to first see a person, scope, snipe. That is the most traditionary way to snipe. [/quote] It depends on the player and the situation. One of the best ways to snipe people at close range is to anticipate their movement around a corner towards you. You watch the motion tracker so you know they are coming, scope in on the corner they will be turning(Places the crosshair on the location where his head will be) and kill him the second he turns the corner.[/quote] Yeah, good thinking. I see ya.... but it's point is to help you in some way, and if that's how you snipe, good for you, it will be extremely useful to you. [Edited on 07.16.2012 10:14 PM PDT]

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  • [quote][b]Posted by:[/b] Effective Strafe To comment on your first part, what's wrong with that? Newer players aren't feeling completely underwhelmed because all they have is the assualt rifle and the little hardlight shield.[/quote] Again, what's the point of making it progress based if players can use something, off spawn, they have not progressed to? Why do I, who had the game since launch, have to face the situation of the kid who bought the game two months after I did having the same gear I do when they didn't earn it whereas I did? Why are you using the "newer players" angle when we're talking about a system that is based on unlock through progress? [quote]To your second part, I hardly find myself being scoped in a weapon more than 4 seconds, so it may be minor to me, but not to you.[/quote] Again, the point is going over your head. If you get this mod, it has 100% benefit with 0% weaknesses. You won't ever have to go un-scoped while sniping.

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  • [quote][b]Posted by:[/b] Effective Strafe [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] ROBERTO jh And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.[/quote] Scoping has always been a tradeoff. Increased accuracy for decreased awareness. With a scope tracker you now get the benefit of increased accuracy with no drawback. Just my two cents on that.[/quote] I actually felt, as a decent sniper, staying in scope for a long decreases accuracy. A decent sniper will tell you the best way to snipe is to first see a person, scope, snipe. That is the most traditionary way to snipe. [/quote] It depends on the player and the situation. One of the best ways to snipe people at close range is to anticipate their movement around a corner towards you. You watch the motion tracker so you know they are coming, scope in on the corner they will be turning(Places the crosshair on the location where his head will be) and kill him the second he turns the corner.

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe I actually felt, as a decent sniper[/quote] There's a giant difference between a decent sniper and a good one. Prior to Halo 4, all snipers had to give up taking a shot for a moment to check their radar. Post Halo 4, no snipers will have to do that if they choose this mod.[/quote] Well, I didn't want to brag, but I'm a pretty damn good sniper. Not as good as Formal or Snipedown (where I get all my sniping tips from), but I would say better than your average 50 in Team Slayer. AND... I really doubt anyone will want to use that mod, because they will want to use the mod that gives you unlimited sprint. [Edited on 07.16.2012 10:09 PM PDT]

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] Effective Strafe The whole point of unlocking your own weapons/abilities, is that you can make your own customary loadout, not something pre-set. There are literally 20,000 possibilities that you can choose with your loadout, so it is impossible 343 can have all of them as pre-set, so they only give you 4+ your customary loadout.[/quote] The point is flying over your head like a missed sniper round. I'm not talking about customization. The "default Loadouts" portion of the OP suggests that weapons/items that a player has not unlocked may be accessible to them anyway because they are a part of the default Loadout. For example, if I am only level 24 and it requires level 25 to unlock Promethean Vision and I go into Team Objective and one of the default Loadouts has Promethean Vision, I can now use something [i]off spawn[/i] that I have not unlocked yet. That's the point. I haven't [b]earned it yet[/b] but because it's a default Loadout [i]I can still use it[/i]. [quote]And having a radar while scoped in is extremely minor. [/quote] No, it's not. Not in any way, shape or form.[/quote] To comment on your first part, what's wrong with that? Newer players aren't feeling completely underwhelmed because all they have is the assualt rifle and the little hardlight shield. To your second part, I hardly find myself being scoped in a weapon more than 4 seconds, so it may be minor to me, but not to you.

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  • [quote][b]Posted by:[/b] Effective Strafe I actually felt, as a decent sniper[/quote] There's a giant difference between a decent sniper and a good one. Prior to Halo 4, all snipers had to give up taking a shot for a moment to check their radar. Post Halo 4, no snipers will have to do that if they choose this mod.

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  • [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] ROBERTO jh And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.[/quote] Scoping has always been a tradeoff. Increased accuracy for decreased awareness. With a scope tracker you now get the benefit of increased accuracy with no drawback. Just my two cents on that.[/quote] This. 100% benefit. 0% disadvantage.

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  • [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] ROBERTO jh And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.[/quote] Scoping has always been a tradeoff. Increased accuracy for decreased awareness. With a scope tracker you now get the benefit of increased accuracy with no drawback. Just my two cents on that.[/quote] I actually felt, as a decent sniper, staying in scope for a long decreases accuracy. A decent sniper will tell you the best way to snipe is to first see a person, scope, snipe. That is the most traditionary way to snipe.

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  • [quote][b]Posted by:[/b] ROBERTO jh And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.[/quote] Scoping has always been a tradeoff. Increased accuracy for decreased awareness. With a scope tracker you now get the benefit of increased accuracy with no drawback. Just my two cents on that.

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  • [quote][b]Posted by:[/b] Effective Strafe The whole point of unlocking your own weapons/abilities, is that you can make your own customary loadout, not something pre-set. There are literally 20,000 possibilities that you can choose with your loadout, so it is impossible 343 can have all of them as pre-set, so they only give you 4+ your customary loadout.[/quote] The point is flying over your head like a missed sniper round. I'm not talking about customization. The "default Loadouts" portion of the OP suggests that weapons/items that a player has not unlocked may be accessible to them anyway because they are a part of the default Loadout. For example, if I am only level 24 and it requires level 25 to unlock Promethean Vision and I go into Team Objective and one of the default Loadouts has Promethean Vision, I can now use something [i]off spawn[/i] that I have not unlocked yet. That's the point. I haven't [b]earned it yet[/b] but because it's a default Loadout [i]I can still use it[/i]. [quote]And having a radar while scoped in is extremely minor. [/quote] No, it's not. Not in any way, shape or form.

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] ChemicalEnvy To answer your last question: So, you can customize YOUR OWN Loadout, not just something given to you with a certain armor ability And to clarify, the mods are almost unnoticed because of how minor they are. It doesn't really give advantages to other players, because there are still armor mods that you can get without enlisting in another branch, and all the mods are beneficial in their own way, none being too powerful[/quote] The final portion alludes to the fact that weapons/abilities that a player may not have unlocked would still be available to use because it is included in the default loadout. Meaning I could potentially use a weapon/item that I have not unlocked, on my own, off spawn. So... what's the point if players can use weapons, off spawn, that they never earned? And I'm sorry, but being able to see your radar while scoped in is not "minor."[/quote] And that is where I think many people overestimate the signifigance of custom loadouts. They've always billed them as "little more than tuning to fit your playstyle, not overhauling," so the point of custom made loadouts is to allow the exact permutation that you want. The defaults for each map are there so you're not going into Gulch as an FNG with a shotgun or AR. And though they might be made for new players, they also make custom loadouts unnecessary. It's just an additional layer of options for very particular players. And how is scoped tracker signifigant? A smart player would check their tracker every few seconds anyway. Now the nanosecond it takes to scope out, not see anyone, and scope back in is unnecessary.

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  • [quote][b]Posted by:[/b] Darkside Eric [quote][b]Posted by:[/b] ChemicalEnvy To answer your last question: So, you can customize YOUR OWN Loadout, not just something given to you with a certain armor ability And to clarify, the mods are almost unnoticed because of how minor they are. It doesn't really give advantages to other players, because there are still armor mods that you can get without enlisting in another branch, and all the mods are beneficial in their own way, none being too powerful[/quote] The final portion alludes to the fact that weapons/abilities that a player may not have unlocked would still be available to use because it is included in the default loadout. Meaning I could potentially use a weapon/item that I have not unlocked, on my own, off spawn. So... what's the point if players can use weapons, off spawn, that they never earned? And I'm sorry, but being able to see your radar while scoped in is not "minor."[/quote] The whole point of unlocking your own weapons/abilities, is that you can make your own customary loadout, not something pre-set. There are literally 20,000 possibilities that you can choose with your loadout, so it is impossible 343 can have all of them as pre-set, so they only give you 4+ your customary loadout. And having a radar while scoped in is extremely minor. First of all, if I was hardscoping with the sniper, I would simply just pull off, and look at my radar (it takes one second). It's not major nor does it impact gameplay [Edited on 07.16.2012 9:54 PM PDT]

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  • [quote][b]Posted by:[/b] Wonderbread [quote][b]Posted by:[/b] ROBERTO jh Neither does it here. The progression and the rank systems are different. And even then gameplay is only effected by what weapons you choose to buy with Spartan Points (lame name, I know...). It's not "get to rank 50, get best gun, destroy new players." It's "play game, obtain points, buy a gun you want." Some will cost more, but that's a difference of 1 or 2 more games. And if you want a weapon for a situation that you don't have, the game has unique default loadouts for each map and gametype with weapons in them regardless of whether or not you unlocked them.[/quote] From the OP. [quote][b]Posted by:[/b] ChemicalEnvy Example: Suppose I finish the initial progression system, I can re-enlist into a specific branch that suits my playstyle. I enjoy sniping, so I would pick that branch. While I work myself up the progression system, I unlock weapon skins, emblems, armor skins, and an armor mod that will gear towards sniping. [/quote] He gains an armor mod from his re-enlist that will effect gameplay. More playtime = more power. Something I don't like to see.[/quote] And the marksman armor mod allows for you to see your motion tracker while scoping. I never see anyone in scope for any longer than 3 seconds just to get a lay of the land (in fact most people pull out so they can check the tracker like looking in your rear view mirror), so this is beyond trivial.

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  • Speaking here from experience (I was able to play the game at RTX), the balance in the game is great. You can customize your OWN loadout, but there are also pre-set loadouts that are beneficial also (I found myself using the pre-set loadouts instead of setting up my own). Also, the armor mods are so minor to the gameplay, that I didn't even notice it. The ones that were in the build I was playing were Sensor, Ammo, Mobility, and some other one I can not remember. I was able to talk to 343 also, and they said all the Armor Mods will be balanced and they will only "help" your designed play for your Spartan IV.

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  • Thanks for the simple explanation OP I appreciate it. It honestly sounds great to me. I often rush in head first in many situations so I would benefit from a brawler/tank type system.

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  • [quote][b]Posted by:[/b] ChemicalEnvy To answer your last question: So, you can customize YOUR OWN Loadout, not just something given to you with a certain armor ability And to clarify, the mods are almost unnoticed because of how minor they are. It doesn't really give advantages to other players, because there are still armor mods that you can get without enlisting in another branch, and all the mods are beneficial in their own way, none being too powerful[/quote] The final portion alludes to the fact that weapons/abilities that a player may not have unlocked would still be available to use because it is included in the default loadout. Meaning I could potentially use a weapon/item that I have not unlocked, on my own, off spawn. So... what's the point if players can use weapons, off spawn, that they never earned? And I'm sorry, but being able to see your radar while scoped in is not "minor."

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