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theshadow0222 has contributed to 82 posts out of 462986 total posts (.02%) in 205 days (.40 posts per day).

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Halo CE General Discussion » Marine Variant Ideas Apr 14, 2017 08:07 AM (Total replies: 19)

To people defending my idea, I will say thanks, but I am actually interested in criticism of the idea as much as I am for ways to improve it, so don't attack Masters so much.
Edited by theshadow0222 on Apr 14, 2017 at 08:13 AM

Halo CE General Discussion » Marine Variant Ideas Apr 14, 2017 04:30 AM (Total replies: 19)

Quote: --- Original message by: Masters1337

It's really simple. You can see and dodge covenant weapons. You can't against weapons that are nearly instantaneous. Ask yourself if you've ever had a good fight against a flood using human weapons, or covenant using carbines and beam rifles. Or even worse the prometheans in H5 who use human weapons.

Sure you could edit it so that the humans use weapons that fire some modified projectile that changes into a standard gun when they die... but that would be so silly and in the end you'd just have covenant weapons being held by less interesting enemies.

Edited by Masters1337 on Apr 13, 2017 at 10:22 PM


Ah, I see what your getting at. Not convinced it's as big a problem as you say it is though. Most of H1's gameplay revolved around trying to get into CQB (or with the flood, trying to stay just out of melee) with your opponent, and in the last stretch of that, dodging usually isn't an option anyway.

If I'm going with my level design plans for these missions, the longer stretch should be cut down a lot, in favour of tighter environments, and battles taking place at longer range would be more about recognising key threats in the squad, removing them and forcing your way up. Take out NCOs, Snipers and Machine Gunners, then you should be able to push up, and if I can get the AI working, the marines should perform something akin to a tactical retreat, and you should be mostly safe from the AR fire, allowing you to pick them off.


Quote: --- Original message by: Masters1337

Insurrection is basically Call of Duty: Infinite Warfare

Edited by Masters1337 on Apr 13, 2017 at 10:22 PM


I actually didn't mind IWs gameplay... it was the two hour unskipable cut scenes for every couple of firefights that got me. And I don't *think* it'd play like that game, lack of H5s spartan abilities aside, Halo and COD have two very different styles of combat. COD asks you to sit in a trench and pick enemies off, while the enemy sit in their trench too. Halos got more momentum to it, you siting in your trench signals the enemy to move up and swarm you.

Halo CE General Discussion » Marine Variant Ideas Apr 13, 2017 01:33 AM (Total replies: 19)

I don't believe it's happened in any Halo games... and Locke was in Halo 5, and fought Chief in a cut scene. I think Halo 5 Warzone had Marines that you fought, but I can't remember. I think if you play as an Elite in Reach Firefight on the map Installation 04, you had to fight a group of ODSTs. But I think that's about.

Halo CE General Discussion » Marine Variant Ideas Apr 12, 2017 06:34 PM (Total replies: 19)

From a plot perspective, yes, but how so from a gameplay perspective? Other than it not being done before and therefore being poorly set up for in any halo game ever.
Edited by theshadow0222 on Apr 12, 2017 at 06:34 PM

Halo CE General Discussion » Marine Variant Ideas Apr 12, 2017 12:41 PM (Total replies: 19)

In my current project, I'm planning on having a few missions where you fight against UNSC Marines, mostly in the Elite or URF parts of my campaign. The issue is, marines are pretty boring to fight, so I've been trying to come up with ideas to spruce them up.

Currently, I have the concept of standard marines and ODSTs having helmets similar to those worn by Brutes in Reach and 2, with ODSTs being smarter than marines in terms of AI. Each squad will have a selection of purpose specific weapons (An MG, a couple of Riflemen with AR's and whatnot, an NCO with an SMG, and in some instances they will also have a sniper or rocket launcher with them,) and will engage you intelligently with them. They will also have an NCO, which slightly increase their intelligence until killed. If he dies, they might make a tactical retreat, though they won't rout like grunts.

I was also thinking of changing the lore a little, and making it so either Spartan 3's or 4's could be with them.

My main worry here is that if I make them too smart, they will just instantly suppress you and pin you down for like an hour, which won't be particularly fun. Suggestions?
Edited by theshadow0222 on Apr 12, 2017 at 06:38 PM

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 21, 2017 04:22 AM (Total replies: 13)

@malolo420:
I could do that, but than I run into the issue of, wouldn't that mean that you'd have like fifty constant plates, instead of six or so that respond to incoming projectiles, before deactivating?

Because my intention was that if you took a weapon precise enough to only hit one plate, then shot an Elite, (or player, but I doubt I could get it working in multiplayer,) you'd take down that one plate after a couple of shots, but if nothings "distracting" the other plates, another one will take it's place, destroyed plates wouldn't regen as long as another plate is being damaged though, so in theory the enemy would run out of plates.

But then give that enemy a while to regen their shield, then shoot them in a different place, and those shield plates would now be there.

Not that I'm ungrateful of course, (I might even be misunderstanding), but having a constant 50 odd plates covering the body would defeat the point.

@Jesse:
I was planning on having each plate appear, when taking damage and go from blue to red before popping. The issue is that in first person, the player won't be able to see the plates, so I'd need some way of communicating where one was at any given time, and beyond a throwing an old-school diagram on the HUD to replace the health bar.

@R93 Sniper:
I'm certain they had their own shields, because it was impossible to score a headshot on them, despite them having a head. Unless 343i didn't make the head on the model headshotable.
Edited by theshadow0222 on Mar 21, 2017 at 04:27 AM
Edited by theshadow0222 on Mar 21, 2017 at 04:28 AM

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 20, 2017 06:54 AM (Total replies: 13)

Didn't the watchers have more of a Jackal PDG style shield to project over other Prometheans to protect them, and then a regular shield on top of that?

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 08:19 PM (Total replies: 13)

That was my primary concern.

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 06:42 AM (Total replies: 13)

That's what I thought.

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 06:40 AM (Total replies: 13)

As in just a visual effect, or a gameplay one?


You could probably do a lot with members of Covenant species that aren't in the Covenant. Like perhaps a Kig-Yar bounty hunter or something. Or a Sangheili hell bent on revenge after being disillusioned with the Covenant prior to the schism.

Not really an event, but could be interesting none the less.
Edited by theshadow0222 on Mar 19, 2017 at 04:58 AM

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 03:27 AM (Total replies: 13)

So, before I begin, I'm almost 100% sure my project is going to be an utter headache, and furthermore, won't work in CE's engine. Still people here can probably help me think of the implications better than most people... so that's why I'm asking here.

Basically, what I'm thinking of doing is reworking how shields work in Halo. Instead of the shield being a bubble around the player, it will be like a series of palm sized plates that activate when a projectile comes close.

Let's say the player's shield can power a maximum 6 of these plates at once, and each plate will remain for about 0.5 seconds before disappearing, allowing it to block more shots coming at a different area of the body. Plates can be destroyed, and each plate will have a recharge delay of 2 seconds and after that will recharge fully after 1 second. Charge delay can be reset by just hitting any other plate.

Bullets do very little damage, but have the advantage of being much faster than plasma projectiles, while plasma does a fair bit of damage to shield plates, but will almost almost always be intercepted by one due to their travel time.

The reason I'm think of doing this is to make inaccurate weapons just as useful as precision weapons under certain circumstances. An SMG could trigger all plates will little effort at the feet of an opponent, allowing you to switch to a BR or something for a headshot, for example.

It would also encourage the player to use the marines to draw an enemies shield to one side of an enemy, while they flank, and stuff like that.

Charged plasma pistols would still EMP the entire shield and stuff though.

As I said before, I very highly doubt I can get that working in CE, but I could probably get it in Unreal. What I want to know is is this a good idea to expand the shield system... or a really terrible one?

Halo CE General Discussion » SPV2 actual beta releases Feb 22, 2017 05:42 AM (Total replies: 71)

SPV2 is still equally impressive and evil, especially on legendary in the mission halo. Look at all the new areas! What's that? Your more concerned by the fact your in a constant state of explosion? No need to worry, you have a checkpoint three encounters ago!

Still, fun and impressively large.

Halo CE General Discussion » HALO WARS 2 is it worth getting, do to win 10? Feb 22, 2017 02:18 AM (Total replies: 26)

I didn't try, since I thought the gamepad controls were fine, but somehow I doubt it'd work. (XBOX 360 controllers won't work, so I see very little reason to believe a keyboard and mouse would.)
Edited by theshadow0222 on Feb 22, 2017 at 02:18 AM

Halo CE General Discussion » HALO WARS 2 is it worth getting, do to win 10? Feb 21, 2017 09:08 PM (Total replies: 26)

Quote: --- Original message by: MatthewDratt
I haven't paid attention to the game since the crappy xbone beta. Does energy still act like money #2 or did they revert it back to how it was in HW1?


Nah, they didn't, but the size of your largest base upgrades the tech level, while power is used exclusively for research, upgrades and in very small amounts for what the game considers advanced units.

And, I haven't played the game on Win10, but the XBOX One version was great. So I'd say it's worth it.

Halo CE General Discussion » [Project] What before REACH ? Jan 7, 2017 07:16 PM (Total replies: 42)

Isn't that just a re-tread of Halo: Reach's tag line from the advertising?
"From the beginning you know the end..."

Halo CE General Discussion » Help and suggestions for my weapons. Jan 7, 2017 09:17 AM (Total replies: 32)

"Use within the game or real life? Because let me assure you sub machine guns and assault rifles play vastly different roles within the battlefield."

I'm aware of the real life differences, but the AR in Halo seems to function in this role more then a typical AR anyway, thus my choice to combine them.


"Attached physically to the magazine? I wouldn't advise this as it seems like an extraordinary expense to implement upon something which is basically expendable once empty, additionally it would extra weight which a standard marine would possibly not thank you for."

True, my logic was that you wouldn't need as big a battery since you only needed what was necessary to fire the magazine instead of hundred upon thousands of rounds, making the gun lighter to some degree.

"Duel wielding AR's whilst not practical is do-able but from a FPS stand point it would be nearly impossible to make the reloads look realistic unless you incorporate some sort of modified feed mechanism."

If I can't work out a proper reload animation, I could just fall back on the H2 method of just dropping the guns from the screen and raising them again a little while later.

"Additionally comparing the MA5K to an SMG raises a few eyebrows imo. The original design whilst shorter and all round more compact than a STD MA5B still consequently accepts the same payloads as it's full length brother. To quote wiki here: "A submachine gun (SMG) is an air-cooled, magazine-fed, automatic carbine designed to fire pistol cartridges." Since the MA5K according to the original canon fires rifle rounds (7.62x51) and not pistol rounds as stated in the wiki it can't really be termed as an SMG.

It's an obscure gripe but terminological annoyances such as these are rife within games which to some spoils realism especially me."

I get the gripe, the reason I called it a SMG was to alleviate confusion as to it's role within the sandbox. I can change it back to carbine if you would prefer.

"The G11's magazine system makes up nearly 1/3 of the actual platform, adopting a similar style of loading system will mean a drastic re-think in the design of your proposed BR.
Further more the inherent dimensional nature of the 9.5x40mm K round which the BR accepts automatically makes it a harder hitting round negating your "ROF" proposal unless the grain count of the "ROF's" rounds are altered which to my ears sounds highly specific and again mostly impractical given the amount of resources and complexity which you would have to dedicate."

The G11 thing was just something I thought I would do to better differentiate the BR from the AR (Plus G11's are just cool.) Not final by any stretch and not well thought out at present.

The ROF damage thing was mostly just me considering balance, in Halo lore the BR is a select fire rifle and technically capable of full auto.

"For something which only has 8 rounds, fires that slow and with such a degree of recoil force to contend with sounds like something which should be reserved for SPARTAN use only."

Again, true, I was mostly basing it off of the Halo 3 version. Could use improvement. Then again, everyone in Halo 1 was running around with a pistol designed for spartans, (it was upscaled 117% for spartan use,) so it's not much of a stretch.

"Revolving cylinders in Halo's era??? I'd wager they to be obsolete and used only as a sign of authority or awarded to high ranking officers as some sort of honour."

That was the intention. I was going to debut it when the captain hands you his sidearm.

Thanks for the critique.

Halo CE General Discussion » Help and suggestions for my weapons. Jan 6, 2017 07:19 PM (Total replies: 32)

I've come up with a basic list of UNSC weapons and their functions, so I came back here for critique. I decided that it would work better if the UNSC only really had the same number of weapons as in Halo 1 but each weapon had variants that cover different niches within that weapons role, based on Halo Onlines weapon variant. The ammo type is important as I'm going to make URF weapons use the same ammo and as such their ammo is compatible with UNSC ammo, if possible.

I also combined weapons like the SMG into an AR variant, due to their similar usage.

Assault Rifle:`
The standard service rifle of the UNSC Marine Corp and Navy Security, it is a bullpup rifle featuring an electric trigger mechanism and liquid propelled bullets. The battery and tanks of propellant are both attached to the magazine. Uses 7.62mm ammo.

MA5B Assault Rifle (STD):
The standard variant of the AR, offering a decent amount damage, accuracy and ROF at close to mid-range. 60 round magazine.

MA5E SAW Assault Rifle (ROF):
A variant of the AR that offers a higher rate of fire and larger magazine capacity at the cost of a slightly lower accuracy and higher recoil. 120 round magazine.

MA5D Assault Rifle (RNG):
A variant of the AR with a modified barrel that allows a higher amount of propellant to be loaded and consequently the round has a higher muzzle velocity, allowing for higher accuracy at mid-range. The weapon has a lowered rate of fire in exchange for less recoil and better accuracy. 36 round magazine. It also features a scope.

MA5C Assault Rifle (DMG):
A variant of the AR that does much higher damage with more recoil, a lower ROF and less accuracy. It fires from a 32 round magazine. Has grenade launcher.

MA5K SMG (AGL):
A carbine variant of the AR that has decreased damage and accuracy with higher recoil, but allows for faster reload times, weapon switch times and a movement speed on par with the pistol. 60 round magazine. Can be duel wielded.

MA5K SMG w/Suppressor (SUP):
An MA5KS SMG with a silencer attached reducing the noise it makes to almost zero, but also making it evem less accurate and have more recoil. 60 round magazine. Cannot be duel wielded like the normal MA5K.


Battle Rifle:
The BR55 Battle Rifle is the standard service rifle of the UNSC Army Corp and almost, which in its standard form fires a fire round burst. Like the MA5 the weapon uses liquid propellant and an electric ignition mechanism. Its magazine loads from the top not unlike the H&K G11. Uses 9.5mm ammunition.

BR55 Battle Rifle (STD):
The standard variant, it fires a 3 round burst from a 36 round magazine. Has scope.

BR55-A Battle Rifle (ROF):
A variant of the BR that fully automatic (at a lower ROF then even the DMG MA5) from a 32 round magazine, it does less damage per shot, the headshot damage is significantly decreased and is slightly less accurate. I am debating this over a fast as you can pull the trigger style DMR weapon.

BR55-SA DMR (RNG):
A variant of the BR that fires semi-automatically from a 15 round magazine. It has much higher accuracy and range, but does less damage due to the lack of a burst fire (Though better shot by shot damage). Has better scope then standard version.

BR55-HB Battle Rifle (DMG):
A variant of the BR that fires a 6 round burst instead of a 3 round burst, with higher recoil and less accuracy. 41 round magazine. Has a Grenade Launcher.

BR55-C BR Carbine (AGL):
A variant of the BR that has less damage, accuracy and damage, but allows players to reload, switch weapons and move faster. 36 round mag. Can be duel wielded.

BR55 BR w/Suppressor (SUP):
A variant of the BR that makes no noise but has higher recoil and less accuracy. 36 round mag. Has scope.


Pistol:
The standard sidearm of the UNSC, offering great damage at close to mid-range. It fires 12.7mm ammunition. Drops spent casings on your foot in third person. Pistols can be duel wielded.

M6D Pistol (STD):
The standard variant, fires fully automatic (A two rounds per seconds mind you,) and has a scope. 8 Rounds.

M6C Pistol (ROF):
A version of the M6 that can fire as fast as you can pull the trigger, at the cost of less damage, higher recoil and less accuracy. 12 round magazine.

M6J Carbine (RNG):
A version of the M6 that has increased range and accuracy but does less damage and has a lesser ROF, as well as a BR style scope. Has an extended barrel and stock and has eight rounds in a mag.

M6R Magnum (DMG):
A pistol that features a 6 round revolving cylinder instead of a magazine and must be cocked after every shot. Does higher damage at the expense of extreme recoil and a much slower rate of fire. Has a scope.

M6D/SOCOM Pistol (SUP):
A M6D with a suppressor. Does not make any noise but is less accurate and has higher recoil. Has scope.


Shotgun:
The shotgun does an amount of damage to everything within its reticule proportionate to the amount that the target is within the reticule. The shotgun uses 8 gauge ammunition.

M45 Shotgun (STD):
The standard shotgun, it has a six rounds and does decent damage per pellet.

M30 Shotgun (ROF):
A semi-automatic shotgun fed from a box magazine, with low damage per pellet. 12 rounds.

M90 Shotgun (RNG):
A version of the standard shotgun with a much smaller reticule for engaging targets at range. Fires 6 rounds.

M50 Shotgun (DMG):
Essentially two M45 shotguns glued together, this is a double barrelled pump action shotgun. The reticule will have two large circles which overlap in the centre of the screen, in the overlapping portion the shotgun will do double damage. Fires two rounds at once and a total of 3 pairs of rounds. I was debating this over a grenade launcher and a dragonsbreath shotgun.

M90 Sawn Off (AGL):
A pistol length breach loaded shotgun with a normal sized reticule. Only has one shot before reload. Reloads and switches to faster and makes you move faster. Can be duel wielded.

M45 Shotgun w/Suppressor (SUP):
A M90 shotgun with a wider spread and a larger kick, but makes no noise. Still six rounds.


Sniper Rifle:
The Sniper Rifle does a huge amount of damage at long range and can even penetrate thin walls.

SRS89 Sniper Rifle (STD):
A 6 round bolt action rifle that can penetrate thin surfaces. Does a huge amount of damage and can penetrate low to mid-level shielding systems. Has 2 levels of zoom.

SRS99 Sniper Rifle (ROF):
A 4 round semi auto Sniper Rifle that can penetrate thin surfaces. While still doing an huge amount of damage, it does a lot less than the SRS89 and has trouble piercing shields. Has 2 zooms.

SRS70 Elephant Gun (RNG):
A 10 round bolt action rifle with no scope. I decided that since the Sniper Rifle has range covered I'd go backward instead of forward. I was also debating this weapon over a SOI style laser sniper rifle that does little damage but skips shields.

SRS100 AMR (DMG):
A 3 round bolt action Sniper Rifle that does insane damage and can insta-kill an unshielded wraith but has a rate of fire less than 1 round every three seconds and a kick that matches the damage. Has 2 zoom levels. I was trying to decide if a M99 SAR Gauss Sniper Rifle from Contact Harvest was better.

SRS99 SR w/Suppressor (SUP):
A SRS99 Sniper Rifle with a suppressor on the end, making it silent at the expense of higher recoil and less accuracy.


SPNKR HWP:
The SPNKR Heavy Weapons Platform is a shoulder mounted frame that can house almost all UNSC heavy weapons.

M41 SSR Rocket Launcher (STD):
A two round high explosive rocket launcher that can home in on vehicles. Has scope.

T261 Lucifer Minigun (ROF):
A shoulder mounted Mingun with decent damage per shot and an extreme rate of fire, starts at 20 rounds a second but speeds up to over 600 rounds a second after 2 seconds and has a magazine size of 4800 rounds. Fires 0.001mm Rounds. Basically 10 seconds of OP Bullet Hose. Takes over a minute to reload. Might be a little insane.

W/AV M6 G/GNR Spartan Laser (RNG):
A laser that does extreme damage after a one second charge up period, has four shots and a replaceable battery. Skips shields. Has scope.

NA4 Flame Thrower (DMG):
A weapon that fires a stream of fire which deals large amounts of damage over time.

Halo CE General Discussion » Help and suggestions for my weapons. Jan 4, 2017 11:27 PM (Total replies: 32)

Thanks, it looks like it'll be quite helpful.

Halo CE General Discussion » Help and suggestions for my weapons. Jan 4, 2017 11:18 PM (Total replies: 32)

True, but... still, it could reinforce just how powerful forerunner tech is... I mean, the entire first game and most of the second take place on a weapon that can destroy an entire galaxies worth of life, I think perhaps making forerunner tech so deadly could emphasize the threat halo poses as a whole.

Then again, maybe I'm putting plot and the themes of said plot too far ahead of gameplay...


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