- Bobfather7
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- Noble Member
I get the feeling the reason duels are the way that they are now is because of compromise. There is likely debate IN Bungie where there are people for duels and think they should be in unnerfed like this and those that believe it'd be plain too powerful and the entire idea of it should be simply removed altogether. I say, either implement it with full intention of keeping weapons as powerful as possible, or forget it entirely.
Dammit new idea! What say it WERE implemented with these features? Surely, many people would be appalled by the changes, but why? Isn't Halo supposed to be a customized experience? Ahh, and there you have it. There is no custom option to keep people from duel-wielding. And if there were, testing by developers and players will sort out all the extra complaints that people might have. It helps whenever the flexibility is capable of accommodating and Forge has done tenfold over H2 because of it providing both new standards to play, and mutations by our sick minds (making race tracks and obstacle courses).
So you're suggesting that weapons be made to work alone and have duals as an option? If so, then I agree. Although I think that when dualing is on, it should have the restrictions of the classic way with less power when dualed and drop on weapon switch, melee, etc.
You know, I've a change of heart. It is really meant to cut down on the number of Plasma Pistols always readily available in Campaign due to the endless hordes of Grunts you inevitably pick off but now that I think about it, variety will not be an issue due to the fact that every enemy carries a secondary weapon as well as a primary weapon. After a battle, you'll always have plenty of Plasma Pistols, Needlers, Carbines, and Plasma Rifles at your fingertips (that's assuming Elites are the primary enemy again), and that's just the Covenant arsenal alone. What worried me was that people might be tempted to play through the entire game using only the Plasma Pistol. Sounds no better then H3 and the BR lol. Remember range, though. Range is the main reason rifles are so preferred and that's not changing. What is changing is greater accommodation for an even wider range of play styles.
It may be a good idea for the sword though. I think there was an explanation for disappearing in CE, so they could throw in sword enemies without giving you a power weapon. They don't have to disappear in MP, but if they did, it would make it more different from the hammer and shotgun.
Notice the underline. That's the idea. Your health doesn't charge all of a sudden after 30 seconds. It is constantly regenerating at a rate of 1/30 per second when your shields are up. What this means is that you will are encouraged NOT to rely on it at all if you've taken a beating but sometimes it's just not possible to run and get a health pack, like if you're the flag defender or the designated sniper holding position. There are advantages to both H1's system and our current system. This is a cool compromise as well as being able to carry health packs with you. Also further clarification, you can only carry one health pack but you don't spawn with them. You have to pick them up from spawn points OR, from dead players. They can be picked up as easily and seamlessly as equipment.
WAIT A SECOND! What if a Health Pack WAS equipment?!
My problem with it is that it's invisible to other players. Especially if you use a health pack in mid battle it may feel like you got out-gunned for no reason, especially with health pack equipment. Halo 3's has the idea of being a bit more careful for a bit if you just lost health, just it doesn't take that long.
Would that work? Would it really be that much more useful? Allow me to present exhibit B; the Brute Shot. Its projectiles are large but it's rarely used past AR range even though it's great for that range. No, this is the only way to create a weapon with slow moving (RELATIVELY) projectiles that is useful past AR range and that his homing. Feel free to prove me wrong though.
The brute shot doesn't nearly have as fast of a rate of fire. Even in close quarters, hitting walls around your enemies is perferred to trying to hit them directly. The PR has a stream of bullets instead. Making that stream thicker and faster would make it much harder to avoid.
What I meant by 2 unshielded is 2 body shots. A headshot is a headshot. And I'm not trying to replace the BR. This weapon does not have the range of a BR.
The only problem with a powerful pistol is that it would be really similar to a BR. I think it should be accurate and the bullet should travel at the speed it did in CE.
All of those things you mentioned are not changing. Wouldn't these changes be making it MORE of a support weapon? Just a few things to keep in mind, this weapon will be VERY unique. Nothing generic about it. Why, because of projectile speed and SCARCE all-purpose charges. It can disable vehicles, overcharge shields and completely eliminate unshielded targets.
Headshots would make it MORE of a support weapon.
It will act as a way to conserve your charge shots for when they are needed. That way you won't have to rely on another weapon to justify holding onto this. You could carry this and say... a Needler for instance and not feel naked not holding onto anything that doesn't give headshots. It doesn't REPLACE headshot specialized weapons.
Killing power isn't a support weapon role. A support weapon should need another weapon to justify holding on to. The whole idea of the plasma pistol is that despite being weak, it is very useful.
The biggest problem with this is that it doesn't make any sense gamewise. The PP is well established as being a weapon that is very ineffective against health, having a very weak rapid fire, and being common in the covenant arsenal. What you're making is basically an entirely different weapon altogether.
Doesn't seem so random to me when most combat with duel weapons is point blank.
The spiker can still shoot pretty far (just not at a fast pace). Spray weapons just shouldn't get headshots. It's just very unfitting to the skill vs reward. And what would make it stop at spikers? What makes spikers get headshots and not SMGs, ARs, etc.
Fair enough. Guess I didn't formulate much of an argument here so I get what I deserve. I still stand by it though. Dueling swords WOULD be used, just not in a wide a range as non-dueling swords.
The problem is that dualing swords would be used. You can have a weapon out and at the same time have a sword just as ready to be used as if you didn't have a sword. Also, you never really explained what dualing two swords would do.
And what ever gave you that idea. It's not like I want the magnum to suddenly launch explosive charges that destroy vehicles as fast as they kill players (even though that'd be epic) or make a Rocket Launcher as weak as a Brute Shot (that would suck) or turn the shotgun into a mid-range weapon.
Anyways ran out of space. I'll save a bump/post for when my thread inevitably falls back to page 5 again for the rest of you guys.
And yeah, I'm counting on you coming back, Bobfather7. Can't wait to hear what you think about the PRIMARY purpose of this thread, lol.
lol, the pistol and shotgun comments sound like halo 1. The reason I say that is that instead of changing up and tweaking how current features work, you suggest entirely new things (such as PP getting headshots). This doesn't remotely follow how things have worked for the past four games (where, for instance, only precision weapons get headshots).
Sorry I didn't get to any new things, maybe next time.