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Edited by Bistromathics: 4/11/2013 3:11:26 PM
19

Reworking Infinity Multiplayer for Halo 5

[quote][b]tl;dr[/b] People obviously have some strong opinions about Halo 4's multiplayer. 343i [url=http://www.youtube.com/watch?v=bjWQyGi5nME]worked on balancing the needs of core and casual audiences,[/url] with varying degrees of success. But I think it's clear that the direction 343i set with Halo 4 is the one they'll continue with for Halo 5. Just like everyone else, I wish we could return back to Halo 2 and 3. But that's not realistic. With this post, I'm trying to build off of what we have, not what we wish we had. Here's what I think this can accomplish: -A number of weapons and AA's are moved to the map -The number and effectiveness of perks are reduced -Game mechanics like sprint and flinch are either nerfed or killed -Weapons are balanced better -No power weapons in ordnance drops -Ordnance drops are less random -Power weapons spawn in the same place at the same time -HUD elements like death markers and weapon indicators are fixed -No JIP or insta-respawn[/quote] [quote][b][u]Part 1: Loadouts[/b][/u] Allowing players to diversify is nice, but creating a full class-based system took the idea too far. 343i created mods by removing player traits that [i]had[/i] been standard, as well as "breaking" some mechanics so that mods could fix them. Some weapons and equipment had to be toned-down just so they could fit into the loadouts. Etc. So what's in a Loadout here? Players will be able to change 4 things: Primary Weapons, Weapon Mods, Armor Mods, and Armor Abiilities. [b]1. Primary Weapons (AR and BR unlocked by default):[/b] [u]Assault Rifle:[/u] the AR has the fastest killtime with body shots on an unshielded opponent. Precision weapons still have the edge, in that they can headshot and kill faster. But if you're not accurate enough, you'll get dropped by an AR at close range. [u]Storm Rifle:[/u] takes down shields faster than the AR, but does less damage to health. [u]Battle Rifle[/u] a 4SK with spread. If every shot lands, it will kill slightly faster than the DMR, making it better for close/mid-range encounters [u]Needle Rifle:[/u] because bloom is gone, this will have to be rebalanced. But I like the idea of a precision weapon with secondary auto-fire, since it's unique, and the supercombine adds something new. [u]DMR:[/u] a 4SK. Because it has no spread, the DMR is more accurate at range than the BR. [u]Covenant Carbine:[/u] a 9SK, and the most challenging primary weapon to use. If every shot lands, the Carbine will kill faster than any other precision weapon. Your reward for accurately putting more than twice the number of shots on target than the others. [b]2. Weapon Mods (must be unlocked separately for each weapon):[/b] [u]Firepower:[/u] extra ammo [u]Ergonomics:[/u] faster reloads [u]Handling:[/u] fast switch to that weapon only [u]Multiplier:[/u] the weapon you attach this to will replace your Magnum [u]Streamline:[/u] Increased range, decreased RoF, and only for automatics [u]Rearview:[/u] sensor is displayed when scoped, precision only Yes, these are weapon attachments from CoD. Except, this time, CoD does it better than Halo 4. Halo 4's perks were always on. But these attachments are weapon-specific. So no receiving extra ammo in ordnance or reloading a sniper faster. [b]3. Armor Mods (must be unlocked):[/b] [u]Specialist:[/u] decreases AA cooldown time [u]Infiltrator:[/u] decreases sprint cooldown time [u]Grenadier:[/u] +1 grenade [u]Gunman:[/u] equip 2 Weapon Mods (for one weapon) [u]Heavyweight:[/u] decreases blast radius of enemy explosives (for you) [u]Engineer:[/u] when shields are broken, they take less time to begin recharging [u]Scout:[/u] increases sensor range [u]Pioneer:[/u] earn more EXP for certain actions. [b]4. Armor Abilities (PV and Regen must be unlocked):[/b] [u]Hardlight Shield[/u] [u]Thruster Pack[/u] [u]Hologram[/u] [u]Promethean Vision[/u] [u]Regen Field[/u] [/quote] [quote][u][b]Part 2: On-Map Ordnance[/b][/u] So Loadouts have definitely been stripped down a little. But those missing parts now make an appearance on the maps themselves. Weapons like the Plasma Pistol and equipment like the Plasma Grenade get their due by being things that must be found. AA's are also appropriately buffed. I've broken map ordnance into three parts. [b]1. Map Weapons:[/b] [u]Plasma Pistol:[/u] dual wield-able [u]Plasma Rifle:[/u] dual wield-able [u]Boltshot:[/u] dual wield-able, and the secondary fire functions exactly like Halo 3's Mauler [u]Light Suppressor:[/u] dual wield-able [u]Light Rifle:[/u] has two firing modes. The first is a 4SK like the BR. The second is a charged 3SK. [u]Needler[/u] [u]SAW:[/u] gets toned-down to become the AR's big brother. Longer range, faster RoF. [u]Plasma Concussor:[/u] Concussion Rifle with a cooler name [u]Grenade Launcher[/u] [u]Plasma Grenade:[/u] back up to pre-Halo-4 strength, since you don't start with it. [b]2. Map Power Weapons:[/b] [u]Shotgun[/u] [u]Energy Sword[/u] [u]Gravity Hammer[/u] [u]Rocket Launcher[/u] [u]Plasma Launcher[/u] [u]Energy Projector:[/u] Spartan Laser with less Spartan [u]Sniper Rifle[/u] [u]Beam Rifle[/u] Power weapons are not randomly dropped, nor are they on shortened despawn timers. They're in the same place at the same time-- every time. [b]3. Map Armor Abilities:[/b] [u]Safehouse:[/u] Dropshield renamed [u]Watchdog:[/u] Auto-Turret renamed [u]Overcoat:[/u] Active Camo with a buff [u]Jetpack:[/u] also buffed[/quote] [quote][b][u]Part 3: Scorestreak Ordnance[/u][/b] Broken into three tier that progress as you earn ordnance a first, second, and third time. It restarts if you keep earning ordnance. Tier 1: three Scorestreak Weapons. Tier 2: is two Scorestreak Weapons and one Scorestreak Powerup. Tier 3: is a Scorestreak Weapon, a Scorestreak Powerup, and a Scorestreak Power Weapon Within Weapons, Powerups, and Power Weapons, the ordnance that arrives is random. But that's the basic setup you'll always have. [b]1. Scorestreak Weapons:[/b] Every Map Weapon (see Pt.2) from the Boltshot down. The Boltshot, Suppressor, and Plasma Grenade all arrive in pairs. You don't have to equip them as a pair, if you want to dual-wield a Suppressor and something else. [b]2. Scorestreak Powerups:[/b] [u]Overshield:[/u] formerly Overshield [u]Overdrive:[/u] formerly Speed Boost [u]Overkill:[/u] formerly Damage Boost [b]3. Scorestreak Power Weapons:[/b] [u]Scattershot:[/u] appears at Sword/Hammer/Shotty spawn [u]Incineration Cannon:[/u] appears at Rocket/Plasma Launcher/Splazer spawn [u]Binary Rifle:[/u] appears at Sniper/Beam Rifle spawn "Wait, you said no power weapons in ordnance!". Well, I lied-- kind of. Here's what happens. These power weapons are not a part of [i]personal[/i] ordnance. When you earn one and call it in, it spawns exactly where you'd expect it to: on the map. All maps have at least one power weapon, be it a short-range, explosive, or long-range one. And, coincidentally, that's what these weapons are too. If the spawn point isn't empty when the weapon is called in, the Forerunner weapon just replaces the current one. The weapon is delivered on a timer of... let's say 10 seconds. Only your team is alerted in advance of the incoming weapon. But once it drops, everyone is notified. Hope you have good map control.[/quote] [quote][u][b]Part 4: Miscellany[/b][/u] -Death markers (the Red X) return -Bullet magnetism is modified -Players don't slow down when shot -Can't sprint while getting shot -There's no flinch or recoil to speak of -Unless a Forerunner weapon is called in, there are no indicators -No JIP or insta-respawn[/quote] [quote]The end. Congrats on getting this far. Thoughts?[/quote]

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