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Halo |OT 24| In Before the Locke

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TheOddOne

Member
I outta has was when this shit shat out your like 15? if i ever so ignorant i could be a first place he be up all tied up he second palce..
read: wut?
I'm also totally making BreakawayMetal's post a thing XD
I completely agree that cats are the worst pets. Dawgs forever.
 

-Ryn

Banned
I think fighting Knights will be a lot more interesting now that we have these new movement abilities.

One of the annoying things I found in H4 while fighting the Prometheans was their mobility and super attacks. The Knights teleslash in particular was a pain to dodge. Now that we've got the Thruster Pack by default though, fighting them head on is more of an option.

They still have some work that needs to be done though.

On a story note, I don't think giant lore dumps are a good idea. It's kind of lazy from a writing perspective to rely on them. Now if you were to have story references and hints in the game and then videos which explain what happened later that could be interesting. After you beat the game maybe you would unlock a big encyclopedia of knowledge (I believe Mass Effect did something similar) with some videos and character descriptions. However I think that important plot points and character moments should be incorporated into the game. You need to explain who these characters are and why should we care about them. Not necessarily all at once but make it known.

IMO the best way to go about implementing EU story would be through exposition that is weaved into the narrative. Figure out the most important parts of the story that are relevant to understanding the current one, and introducece them into the games narrative. You could do it through subtle hints, conversations between characters in cutscenes or in game, even a couple flashbacks here and there could help. Make discovering everything an experience for the player instead of a bunch of videos you have to slog through.

Things that aren't important but still interesting bits that will enrich the universe can be left to terminals. That's what they should be for. One of H4's problems was in putting important story information in them instead of the main campaign.
 

jem0208

Member
Oh man, I just won a 2v4 on Lockdown SMG starts. That's probably the best I have ever played in a Halo game.

Went 28 and 19.
 
I outta has was when this shit shat out your like 15? if i ever so ignorant i could be a first place he be up all tied up he second palce..
read: wut?
I'm also totally making BreakawayMetal's post a thing XD
Sigur_ros_von.jpg


Also Republic Commando is badass. Wish they made a sequel :(
 
The most annoying thing to me about the knights was the teleporting. It just feels really cheap, and on top of that, they are invincible during the whole animation. If they'd remove the teleporting andmaybe make the headshot hitbox a tad bigger, they'd be much more fun to fight.
 

Plywood

NeoGAF's smiling token!
If you payed attention to their behavior they're pretty intelligent in terms of combat.
Now based on gameplay you vs promy knight their ability to dodge, shoot + dodge, evade (phase retreat), aggro (blade melee + jump or phase charge). The only thing that really separates them between other AI like Elites and Brutes in H3 is their inability to interact with objects to use like turrets and vehicles. Now when you compare the Elites and Brutes using Jetpack for ex. they take time for planning in attacking and retreating moving from point A low ground to point B high ground to get a better position to either heal or regroup OR go for the offensive. This also can be said for how Brutes defy gravity to get a hit on you when berserk with aim assist. Promy knights have to target you, get into berserk mode, and position themselves to get a clear straight shot. They don't phase charge you and insta-kill with aim bot. It's either a swing + hit or swing and a miss. There's also a big lack in using plasma pistols to better handle them quicker. That was purposely designed for you to use their own class of weaponry. Not really fun.

The promy knight with the incinerate cannon is lame though. And knights don't visually and vocally give you an advantage to predict behavior in your favor either.
Maybe I've gotta replay it, but most of the promethean encounters they just kinda sat there and ate my bullets, had some very basic encounters with them.
 

-Ryn

Banned
I outta has was when this shit shat out your like 15? if i ever so ignorant i could be a first place he be up all tied up he second palce..
read: wut?
I'm also totally making BreakawayMetal's post a thing XD
How do speak?

I don't

RIP in peace English

The most annoying thing to me about the knights was the teleporting. It just feels really cheap, and on top of that, they are invincible during the whole animation. If they'd remove the teleporting andmaybe make the headshot hitbox a tad bigger, they'd be much more fun to fight.
Main problems with Knights IMHO

  • Invincibility frames everywhere

    -Whether they are teleporting away or screaming at you because you broke their shields, these little pauses are not only killing the pacing, but they also aren't fun. Get rid of them.

  • Shields; are they broken yet?

    -Knights shields (and by extension Watchers) for whatever reason suck at feedback. This makes it hard to tell when you've almost killed them and only emphasizes their bullet spongeyness. Speaking of which...

  • JUST DIE ALREADY

    -With the exception of the Suppressor (aka: DAKA DAKA DAKA), you will find yourself emptying a lot of bullets into Knights. Between their Watcher buddies providing support and the Knights already being offensive powerhouses, making them bulletin sponges is just frustrating. Especially on higher difficulties (though that's another argument entirely).

  • Player mobility

    -This isn't really going to be a problem in H5 and isn't necessarily a problem with the Knights themselves, but the Knights seem like they are designed around an aggressive and quick style of play. Halo 4 doesn't have the mobility to compliment this kind of reflex action leading to much telepwnage. I look forward to H5's combat against Knights.

  • Do you even move?

    -Weirdly, there are a lot of encounters where Knights will just stand there taking your bullets instead of dodging or moving or even shooting back. This + Bullet Sponge equals boring.

Anything I missed?
 

RowdyReverb

Member
I was stuck trying to beat Regret for a while earlier today. This is the point where I just said fuck it

Edit: Also, on the topic of Knights- having just replayed H4 I think their biggest problem is how unsatisfying it is to fight them. I feel like a great option would be to have their armor act like Elite's shields. They could have chunks of their armor crumble away as you deal damage to them until their vulnerable orange face shines through, and the armor could regenerate and block out the orange lights. It would provide more visual info on their health status, which is sorely lacking in H4, give an opportunity for lighting eye candy, and most importantly make it feel more satisfying to shoot at them.
 
Maybe I've gotta replay it, but most of the promethean encounters they just kinda sat there and ate my bullets, had some very basic encounters with them.
Same, and when it wasn't encounters like this, they'd be sniping through walls like those broken Wraiths.
 

jem0208

Member
I never liked the Knights. Just really annoying bullet sponges, especially on legendary

I did enjoy fighting the Crawlers though, getting headshots on them was extremely satisfying.
 

Madness

Member
Going back to the last page, I really remember Emile for the Pillar of Autumn level. I'm trying to sneak around and go stealthily and he's shooting at Elites or enemies from like 50 feet away with his shotgun. There was one point with the two hunters before the Brute section, and he's getting thrown around nonstop trying to shotgun them, whereas I was out of ammo and struggling on the higher levels. I remember I ran out of spartan laser shots etc.

What I thought Reach would be and what it became is interesting. From the first teaser you hear there are Spartans on the ground, they're not going anywhere. The first cinematic, we hear how they're a team, there is no lone wolf stuff, and then aside from winter contingency and sword base, you're split up basically, maybe one partner with you, and often you're going it alone again. I'm not saying I wanted them to do everything for me, but surely they could have crafted much better levels utilizing Noble Team properly. In the end, it was very much lone wolf again. Maybe it'll be better in Halo 5. You actually feel like you're part of Locke and his team. They're useful, not too smothering but there for help.
 
One of the best things about this collection is being able to actually play DLC maps as everyone has them. Had a good match on Citadel, was controlling the OS, love how many Carbines are placed on that map too.
 

singhr1

Member
Knights were a different dance. You obviously start from distance and kill the watchers so they dont protect and revive the knights.

Then, you get in close with either a scattershot or a suppressor along with multiple melees, unless you have a power weapon of course. All the time, dodging the Knight's slashes. Take cover when necessary. Because Knights routinely care power weapons, its not terribly difficult. That is, until your only weapon is a boltshot which happened once or twice during my last legendary run.
 
Do Knights take headshot damage? I don't remember, I know with elites I would mow down their shields and once I see the pop, I'd shoot their heads, but I just remember with knights I would empty a clip into them and I wouldn't see any feedback with hitting heads or shields popping.

Don't like that feel of a "bullet sponge" as mentioned before.
 
Knights were a different dance. You obviously start from distance and kill the watchers so they dont protect and revive the knights.

Then, you get in close with either a scattershot or a suppressor along with multiple melees, unless you have a power weapon of course. All the time, dodging the Knight's slashes. Take cover when necessary. Because Knights routinely care power weapons, its not terribly difficult. That is, until your only weapon is a boltshot which happened once or twice during my last legendary run.

Sometimes I would kill one Knight to draw the Watchers to a specific spot and then pick them off. I really enjoyed the interplay between the Prometheans, I'm hoping they return but with ramped up numbers in place of bullet sponges. Given a console generation step up to the Xbox One and/or cloud I'm hoping cheap legendary tricks are a thing of the past. The Prometheans felt like an evolution and intelligent design mash up of the Halo villains we enjoyed in past games, something like:

Elites = Knights e.g. movements, side stepping headshots, big shields, take them down and scatter lesser enemies.
Drones = Watchers e.g. air support and can be hard to hit.
Flood infection forms = crawlers e.g. not just fighting on the floor these moved on walls and ceilings and could overwhelm you if not kept in check.

I agree with comments about colour/weapon distinctions between the Knight levels, bullet sponges and some AI issues. Overall I put the Prometheans as an excellent design step forward. I enjoyed their AI for the most part on a couple of campaign difficulty levels and really like their design aesthetic. The intelligence between the Proms was very welcomed and appeared to be a design extension of the Grunts/Elites interplay e.g. taking which one out first. The resurrect abilities of Watchers was great, the throw a grenade back was fantastic and I did enjoy the crawlers for the most part too. Having Covies and Proms in the same campaign felt fresh to me but it does really need some resource reworking on the new console to take another step up in terms of quality interactions.
 

-Ryn

Banned
Looking at some of the Prometheans concept art, this one stuck out and makes me think Space Samurai. I'm actually kind of into it but it isn't really good material for common enemies imo.


I also came across this


Pretty much the Prototype suit and it makes me wonder if 343 will do something with it. I hope they do. Better than the walking turret that is the Mantis.

Knight Bonus round

One of the best things about this collection is being able to actually play DLC maps as everyone has them. Had a good match on Citadel, was controlling the OS, love how many Carbines are placed on that map too.
Absolutely

Really hope H5 makes map packs free. I'm so sick of never getting to play maps because nobody had them or the playlist died.

Do Knights take headshot damage?
They do take headshot damage. It's just that they have invincibility frames and animations which make it seem like they don't.
 
A Power-Up suit that has a set duration (or until it gets destroyed by players) that self destructs after a limited time. Could be explained that it's just a prototype suit that hasn't been manufactured to endure extended use. Reason for the set duration like any other Power-Up is so that it can be OP, then after a minute or so, it'll detonate like a Titanfall nuclear explosion with the titans.

Possibilities are endless, really. Tons of mech/battlesuit ideas better than the slow-walking Mantis.

And while we're on the discussion of new vehicles:
Hoping we get some new Promethean/Forerunner hotness.
 
K

kittens

Unconfirmed Member
I was so disappointed when we didn't get any cool new vehicles in Halo 4. There was some cool stuff in campaign at least.
 

Random17

Member
...What?

Halo 2's jackals have really choppy high-speed actions (i.e. grenade dodges), but their actual behavior has always struck me as extremely statue-like. Not that Halo 1's jackals the most aggressive enemies out there, but I've definitely had scary moments where they've tried to run me down around a bend when I'm vulnerable.

Accuracy is a weird issue because the accuracy of AI enemies changes drastically by difficulty level in CE. On legendary the jackals are pretty good shots.

We've gone over this before :).

CE jackals expose themselves, are very vulnerable to flanking, and are for the most part slow as molasses.

Halo 2 Jackals have faster reaction times, tend to travel in pairs, run significantly faster, and most of the time they do not expose themselves for long. I've observed these Jackals to retreat and advance around corners and then quickly assume firing positions. They're great as an ally too, in Sacred Icon.
 

Madness

Member
Problem with forerunner/promethean vehicles is, do they make sense? These are people who can materialize in and out of thin air, why would they need any sort of vehicle? Maybe someone who knows the lore could explain better. I still don't know how Didact has telekinesis powers?
 

RowdyReverb

Member
Problem with forerunner/promethean vehicles is, do they make sense? These are people who can materialize in and out of thin air, why would they need any sort of vehicle? Maybe someone who knows the lore could explain better. I still don't know how Didact has telekinesis powers?
I'd like to pilot a Promethean Battlewagon
 

singhr1

Member
Problem with forerunner/promethean vehicles is, do they make sense? These are people who can materialize in and out of thin air, why would they need any sort of vehicle? Maybe someone who knows the lore could explain better. I still don't know how Didact has telekinesis powers?

Maybe not vehicles as means of transportation but as means to gain strength and protection? Not sure
 
Problem with forerunner/promethean vehicles is, do they make sense? These are people who can materialize in and out of thin air, why would they need any sort of vehicle? Maybe someone who knows the lore could explain better. I still don't know how Didact has telekinesis powers?

Vehicles appear viable due to Proms needing to fight/transport etc at different non-Forerunner locations? In Halo 4 they were at Requiem and the Artifact was on board the Infinity so teleportation was possible. What happens when they're away from Halo rings or ships etc? Surely they require more traditional means of getting around or moving stuff or larger firepower etc.
 
Problem with forerunner/promethean vehicles is, do they make sense? These are people who can materialize in and out of thin air, why would they need any sort of vehicle? Maybe someone who knows the lore could explain better. I still don't know how Didact has telekinesis powers?

The original Prometheans were living Forerunners, so they had vehicles/powered suits/mechs etc. Forerunner War Sphinxes housed imprints of their former pilots memories and personalities, so they could potentially be implemented as pilot-less enemy vehicles, and jacking them would "purge" the current imprint. Or they could have them be piloted by Storm Covies or (somehow) extant Forerunner.

And I don't think its been explained, but I'll go with "zero-point energy field manipulation".
 
Looking at some of the Prometheans concept art, this one stuck out and makes me think Space Samurai. I'm actually kind of into it but it isn't really good material for common enemies imo.

I love them how they float using a flying ball in the cutscenes. sorta reminds me of Megaman zero artstyle fusing with metroid prime artstyle
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
All this talk of Reach has me wanting to play it so bad again. Get it ported to Master Chief Collection damn it 343.

So much. I have 20 games on my X1, yet I just have a constant urge for Reach and Skyrim from my 360. Shouldn't have sold it...
 

RowdyReverb

Member
All this talk of Reach has me wanting to play it so bad again. Get it ported to Master Chief Collection damn it 343.
I was saying the same thing a few pages back. I want to replay it, but it's hard to go back once you've played the others in 1080p60. If I hear no news of a Reach port by E3, I'll just bite the bullet I suppose.
 
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