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Halo |OT2| Hyper-Athletic Speed And Mass And Weight and Power

Sorry, forgot the simultaneous beatdown at the end.
My time in the Halo 3 Team Slayer playlist recently has me reevaluating the association. "AR duels" end in one guy walking away (catching him off guard in close quarters) as much as they end in two guys killing each other in a simultaneous beatdown. Regardless, what you said about AR fights can be as easily applied to BR duels: "Whoever shoots the other guy first."
I can't imagine it won't be; especially with the wait between Halo 4 and Halo 5.

We'll probably be playing 4 well into the next gen.
That's a good point. Besides, Halo 3 and ODST might get a boost in resolution too. Gorgeous.
 

Retro

Member
This is how I would re-imagine Reach: Only change the order, the dialogue and the cutscenes of some missions.

I think even with your re-ordering of missions, the pace would still be kinda bumpy.

Does give me an idea, though I doubt I would have kept the story the same. They used the Sabres only once; it would have been cool to have Keyes come down to pick up The Package and then you have to escort his Pelican back to the Pillar of Autumn with shit coming from every damn direction. I didn't like how the PoA is suddenly in drydock on the surface when all of the other materials tell you they showed up to Reach after the fighting really began.

The only problem is that it takes you off Reach at the end of the game. You could get around this though by having Six return to Reach even though it means no escape, because there's still members of Noble left (I would have kept more than just Emile alive, for sure). This plays well against the intro, where Carter tells you you're part of the team and "That lone wolf stuff stays behind." In the space of a few days serving alongside Noble through Hell, you've gone from lone wolf to not leaving your team behind, even if it means dying with them. I probably would have ditched the Lone Wolf stage just for that reason, even though that was a fucked up way to end the game that I actually liked.
 

Fracas

#fuckonami
Well I was hoping someone had gotten a mag today, until now when I realised there's no mail today.

Here's hoping for tomorrow!
 

Fuchsdh

Member
This is how I would re-imagine Reach: Only change the order, the dialogue and the cutscenes of some missions.

-The Pillar of Autumn:
August 31th 1000 hours.

Entire mission stays the same, with cutscenes. The only thing that is different is that captain keyes hints in his lines that the Pillar of Autumn had to come from space for ''this''.

-Lone Wolf:
August 30th 2600 hours.

Remains the same.

And that's it. With one mission changed in the order, some chanes of dates and time, some aditional dialogue and a few alterations in the cutscenes, you have a Reach that works much better with the previous exisitng canon.

The only thing whe have to ignore is that the Pillar of Autumn isn't rated for atmosphere but that's one thing I'm willing to ignore.

I'd rather they just go into space for it, frankly, or as someone on HBO suggested, rearrange so that the package is dropped off earlier.

I think the crux of my issues with the later part of the game, time issues aside and other things mentioned above, is that the whole "give Cortana to Keyes!" retcon is done to make Noble's sacrifice feel worthwhile... and yet it isn't, not really. Scratch the Cortana bit, I should have *cared* about the characters at that point to be sad they went down in a valiant but futile effort to protect Reach. If you wanted their deaths to be meaningful, have them all go down defending Castle Base and the rest of the Spartans/Halsey (a la Jun in Leviathan's excellent "Fistful of Arrows" comic.)

For a game that went the extra mile to distance itself from the events of The Fall of Reach and the Master Chief/Spartan II arc, to suddenly tie it back at the end felt cheap.
 

Trey

Member
re:SMG

I know you guys are quite partial to the silenced SMG (it works in ODST mostly because you're without a powerful long range option for the majority of the game), but I was referring to the H2 SMG exclusively.

Retro, I like your sandbox ideas for the most part but I don't feel that the SMG has a role in the sandbox as pertaining to the mainline Halos. Especially since dual wielding was dropped. Now if H4 takes a novel direction to combat and spaces, I'll reevaluate my stance.

Isn't First Strike after the Fall of Reach?

Yes, but it explains why it took them so long to glass Reach.
 

Homeboyd

Member
Well I was hoping someone had gotten a mag today, until now when I realised there's no mail today.

Here's hoping for tomorrow!
I'm ready to read about this new "breadth of game modes"...

Didn't you guys say the podcast mentioned a mode that was not SP or MP? ...and not FF?

Outside of a "Spec Ops" mode, what the hell else is left? I find myself wondering... Maybe it's a slayer variant... maybe it's CTF. Maybe it's something really cool I don't even know about... are we not in the tree?!

Can't wait to see that Guardian remake...

;)
 

Retro

Member
Retro, I like your sandbox ideas for the most part but I don't feel that the SMG has a role in the sandbox as pertaining to the mainline Halos. Especially since dual wielding was dropped. Now if H4 takes a novel direction to combat and spaces, I'll reevaluate my stance.

Yeah, the Silenced SMG gets emphasized because it was part of a larger post I made. You can read it yourself if you like (http://www.neogaf.com/forum/showpost.php?p=35520307&postcount=3935), but basically Halo 4 puts Master Chief alone on a more open world swarming with things that want to kill him and needs to keep a low profile as he cross the terrain between objectives.

Just because Dual Wielding was dropped doesn't mean everything that came along with it needs to go too. After all, you probably won't be able to carry dual pistols in Halo 4 despite being able to do it in Halo 2 and 3. I don't think you really need a 'story' reason when everyone knows it's a gameplay decision.

A short scope, deep clip and ideal range make it the perfect starting weapon, right in the sweet spot between the too-much-range BR/DMR and the ineffective-except-at-point-blank burst of the AR.
 
I think even with your re-ordering of missions, the pace would still be kinda bumpy.

Does give me an idea, though I doubt I would have kept the story the same. They used the Sabres only once; it would have been cool to have Keyes come down to pick up The Package and then you have to escort his Pelican back to the Pillar of Autumn with shit coming from every damn direction. I didn't like how the PoA is suddenly in drydock on the surface when all of the other materials tell you they showed up to Reach after the fighting really began.

The only problem is that it takes you off Reach at the end of the game. You could get around this though by having Six return to Reach even though it means no escape, because there's still members of Noble left (I would have kept more than just Emile alive, for sure). This plays well against the intro, where Carter tells you you're part of the team and "That lone wolf stuff stays behind." In the space of a few days serving alongside Noble through Hell, you've gone from lone wolf to not leaving your team behind, even if it means dying with them. I probably would have ditched the Lone Wolf stage just for that reason, even though that was a fucked up way to end the game that I actually liked.

I've been thinking about something similar. I'd like it if the goal of the last mission would be to reach another saber facility to get to space to deliver the Cortana fragment to Keyes. The scenario would be ideal to show how fucked Reach is. You can show the massive Covenant fleet tearing of the UNSC ships, the planet getting glassed and evacuation ships fleeing the planet.

You could also still have a kinda lone wolf-ish ending: Noble Six boards a super carrier with his saber and brings in a nuke. You keep figting in the hanger of the ship until you die. At that moment the nuke explodes and a few more evacuation ships can escape Reach.
 

Overdoziz

Banned
My time in the Halo 3 Team Slayer playlist recently has me reevaluating the association. "AR duels" end in one guy walking away (catching him off guard in close quarters) as much as they end in two guys killing each other in a simultaneous beatdown. Regardless, what you said about AR fights can be as easily applied to BR duels: "Whoever shoots the other guy first."
Spam grenades
Hold down trigger
Simultaneous beatdown

Fin.
 

Tashi

343i Lead Esports Producer
I just got my issue!!! The main enemies are Zerg and Protoss OMGggaaa#*#*@/2;!;?#$?+5$+$.#xbdhjdnjeoweixmd
 

Retro

Member
You could also still have a kinda lone wolf-ish ending: Noble Six boards a super carrier with his saber and brings in a nuke. You keep figting in the hanger of the ship until you die. At that moment the nuke explodes and a few more evacuation ships can escape Reach.

Yeah, that could be awesome; get aboard a fight an entire Covenant Capitol ship single-handedly. Quite badass.
 

Trey

Member
Yeah, the Silenced SMG gets emphasized because it was part of a larger post I made. You can read it yourself if you like (http://www.neogaf.com/forum/showpost.php?p=35520307&postcount=3935), but basically Halo 4 puts Master Chief alone on a more open world swarming with things that want to kill him and needs to keep a low profile as he cross the terrain between objectives.

Just because Dual Wielding was dropped doesn't mean everything that came along with it needs to go too. After all, you probably won't be able to carry dual pistols in Halo 4 despite being able to do it in Halo 2 and 3. I don't think you really need a 'story' reason when everyone knows it's a gameplay decision.

A short scope, deep clip and ideal range make it the perfect starting weapon, right in the sweet spot between the too-much-range BR/DMR and the ineffective-except-at-point-blank burst of the AR.

I honestly think the solution is to throw the functionality of them both (AR, silenced SMG) together. The sandbox needs to be cut down, in my opinion, and if you want to have certain gameplay scenarios require unique weapon specs, then simply have modifications available to the player instead of two seperate weapons. Similar to the flashlight in H1, functionality can be equipped at the press of a button (D-pad).
 
That explains the high unemployment rate :p

1277838331.gif


Nah but seriously, it has been an entire holiday week in here because of some religious festivities most people I know don't give a fuck, WE'RE DOOMED!
 
http://i304.photobucket.com/albums/nn170/gabotron18/1277838331.gif[IMG]

Nah but seriously, it has been an entire holiday week in here because of some religious festivities most people I know don't give a fuck, WE'RE DOOMED![/QUOTE]

I've got 2 free days next week. Gonna play me some Haloz [spoiler]And study for my Latin test :( [/spoiler]
 

Retro

Member
I honestly think the solution is to throw the functionality of them both (AR, silenced SMG) together. The sandbox needs to be cut down, in my opinion, and if you want to have certain gameplay scenarios require unique weapon specs, then simply have modifications available to the player instead of two seperate weapons. Similar to the flashlight in H1, functionality can be equipped at the press of a button (D-pad).

I don't see how that changes anything; you're still starting off with a pray-and-spray weapon with mediocre range. The S-SMG at least has a little range play to it.

Adding in modifications is something I actually did with my sandbox concept; I kept the AR separate but made it pick-up only. To make it worth picking up, I would beef up the damage and I gave it a "Grenade Launcher" feature, effectively merging the AR with a Brute Shot (that runs on your Grenade ammo though).
 

Kibbles

Member
If my magazine arrives after the digital release, I'm just switching to digital release for the remainder of my subscription (which it appears you can do for free). Although their online mags don't look very high-res from the preview =\ If it does it instantly, I wonder if that means I could have both the physical and digital copy of the mag? :3
 

Fracas

#fuckonami
Game Informer needs to pull off one of the biggest magazine trolls in history and have the cover story just consist of everything we already know for 14 pages. With size 34 font.


No No I didn't. Hence I had a good day too. I just got my little Super Mario Character Figure Collection Mario figure I ordered on Amazon. It's nice to find sellers who import stuff.
Not bad!


Now where is my cover story leak? Sadly, I'm guessing nothing til at least tomorrow.
 

Trey

Member
I don't see how that changes anything; you're still starting off with a pray-and-spray weapon with mediocre range. The S-SMG at least has a little range play to it.

Adding in modifications is something I actually did with my sandbox concept; I kept the AR separate but made it pick-up only. To make it worth picking up, I would beef up the damage and I gave it a "Grenade Launcher" feature, effectively merging the AR with a Brute Shot (that runs on your Grenade ammo though).

Give the AR better range, moderate the damage per bullet, tighten the bloom/recoil/aim degradation initially but make it expand exponentially.

The grenade launcher is not exactly novel but a step in the right direction. I'm sure we can think of something more scifi-esque, though. Something kind of like that AA-on-weapons idea you had. Though I would rather the functionality come from pick-ups, inventory, or the suit itself instead of being an inherent nature of the weapon.
 
Does give me an idea, though I doubt I would have kept the story the same. They used the Sabres only once; it would have been cool to have Keyes come down to pick up The Package and then you have to escort his Pelican back to the Pillar of Autumn with shit coming from every damn direction. I didn't like how the PoA is suddenly in drydock on the surface when all of the other materials tell you they showed up to Reach after the fighting really began.

The only problem is that it takes you off Reach at the end of the game. You could get around this though by having Six return to Reach even though it means no escape, because there's still members of Noble left (I would have kept more than just Emile alive, for sure). This plays well against the intro, where Carter tells you you're part of the team and "That lone wolf stuff stays behind." In the space of a few days serving alongside Noble through Hell, you've gone from lone wolf to not leaving your team behind, even if it means dying with them. I probably would have ditched the Lone Wolf stage just for that reason, even though that was a fucked up way to end the game that I actually liked.
I really like that idea. I'd say keep Emile in the MAC Cannon and have him go out the same way. End the mission where you get shot down and survive the crash only to stagger in front of Covenant ground forces that begin the Lone Wolf level.



Why do you hate the Easter Bunny?
- "Mummy, someone put Lincoln Logs in me sock drawer!"
- "That's the story of Jesus!"
 

Fracas

#fuckonami
Just remembered tomorrow is "Repopulate Halo 3 Day". Anyone here doing that? I'm not really sure if this is picking up steam, but it would be great to get into a match without any waiting.
 
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