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#Halo

7/2/2012 9:43:12 AM
23

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] 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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