Author Topic: Halo 5  (Read 5799 times)

I just noticed something. In your photo. Something that's bugging me loving badly.

You forgetin seeing what I'm seeing?

A FLOATING GUN. IN THE FRANCHISE THAT WAS FIRST TO NOT HAVE FLOATING GUNS.

WHAT THE forget.

It's almost like 343 doesn't understand the franchise they were given. Who were the people who went over to 343 from Bungie after Bungie left? As far as I know it was the community manager and a couple other people

community manager
I don't know anybody else either, but Frank O'Conner was a loving gift to comedy, especially on the Bungie Podcast. It was great to hear him smack-talk people not using HDTVs and then suddenly praise his boss Don Mattrick in a kind of sarcastic way while Luke Smith and Brian Gerard were giving him stuff.

Good times.

I just noticed something. In your photo. Something that's bugging me loving badly.

You forgetin seeing what I'm seeing?

A FLOATING GUN. IN THE FRANCHISE THAT WAS FIRST TO NOT HAVE FLOATING GUNS.

WHAT THE forget.
Weapon pads destroyed Halo confirmed

They generate real physical weapons from holograms, so why not go all the way and project them as floating and spinning above the pad, right? :cookieMonster:


One could only hope, McJob

We also need Marty and Michael Salvatori back for the soundtrack

I'm sure if i listened to Halo 4 or Halo 5's soundtracks alone, i might find something that may be good, but i didn't really hear anything during the game that made me feel like i could take on anyone or that i even had a mission to complete

Halo Reach's soundtrack was great, but it was mostly used to set the ambiance and tone, kind of like what ODST did, but Halo 3's music really made you want to accomplish your mission, take on these big metallic structures filled with Covenant forces, it made it exciting to fly, drive, or even run from point A to point B

Halo 4 and 5 just sound like they want to be action movies


By the way, some of Halo 5's maps have a skybox that's 80 times the size of the actual playing field, like Eden for example, there's a lot to see and explore
« Last Edit: February 02, 2017, 01:44:38 AM by Masterlegodude »

I'm sure if i listened to Halo 4 or Halo 5's soundtracks alone, i might find something that may be good, but i didn't really hear anything during the game that made me feel like i could take on anyone or that i even had a mission to complete

Halo 4 and 5 just sound like they want to be action movies
Yeah Halo 5's soundtrack is way too bombastic. Like the game itself, there's rarely a "boring" moment. It's all hyped up 100% of the way except for the occasional cutscene. There are plenty of pretty good songs on the soundtrack, but they all mesh together during the game and are easily forgotten.

Anyone want a V-tines REQ pack?


As with any REQ pack, your chances of getting nicer REQs increase if you've been exhausting the 'Common' and 'Uncommon' REQs by opening the bronze and silver REQ packs until you've stopped receiving permanent unlocks of that rarity

REQ

in terms of campaign:
halo 3 - phenomenal
halo 2 - still great even after a few completions
combat evolved - definitely worth playing
--- quality gap ---
halo 4 - forgettable
halo 5 - don't bother

Halo 3 has always been my favorite, but the lasted halo game I've played was reach and that was pretty good.

I finally finished my 'Great Journey to the Classic Helmets REQ Pack', it took 3 to 4 hours a day for 5 days of mostly Legendary and Mythic Warzone Firefight, selling all of my XP boosts (didn't care about them anyway), random weapon and vehicle REQs, and using up the very sparse amount of Warzone RP boosts that i had to get from one thousand and something REQ points to 150,000 REQ points

Because i sure as heck wasn't spending 10 dollars on virtual helmets, and besides, having gone through all this makes the helmets feel much more rewarding, especially since i got an extra 10,000 REQ points to spend on a gold pack that gave me the Old Abe skin for the Assault Rifle


Playing through Legendary and Mythic Warzone Firefight has only reinforced my hatred for Prometheans, every round with the Covenant was actually fun and challenging, but every round with the Prometheans was a painful grind against the bullet-sponge Soldiers, and the armor-plated Fort Knox bullet-sponges called Knights

I'm fine with the Wardens being so difficult, but not these lesser enemies, especially when their faction's weaponry hardly works against them! The Covenant's weaponry are effective against Covenant enemies, so why aren't weapons like the Scatter Shot, Inceneration Cannon, Light Rifle, and Splinter Grenades more effective against Prometheans?

The Suppressor and the Boltshot are the most effective because their projectiles fly right to their weak points, but the weapons are still so weak because of the Legendary difficulty and certain skulls in Mythic Firefight, that it's still such a grueling grind! Especially when it's that round on Attack on Sanctum in Mythic Firefight where it's the two Wardens in that cylindrical room where it's such tight quarters and there's also a bunch of Soldiers and Guards going around and the only way up there is on foot and using the man cannons to get up there

Most of my losses in Firefight are mostly due to Prometheans being too difficult, too OP, swarming me and/or my team, and teleporting across the entire map to waste everyone's time, and it really sucks

I tried out arena for halo 5
how did the SMG go from practically useless in halo 2-3 to god tier in halo 5?

Probably has to do with the lack of dual-wielding and having to balance out the SMG's power for dual-wielding

Or 343 Industries not knowing how to program their games properly

All I want to say in the matter;

Bungie brought balance by developing the Ballistic/Plasma system. Plasma strips shields fast but isn't as effective against health (which is why you can generally run away once your shields are downed), while the Ballistic Weapons get sapped by the shields pretty well but can easily forget up an unshielded enemy. This is why so many players use the Pistol/Plasma Pistol combo or some variation thereof, and why those weapons are so common.

The Protheans are an aversion to this power-chart and thereby make the lessons we learned in the previous games (which still apply to Covenant enemies in these ones) useless against them, and so you end up having to just get more dakka. That's not fun. A player should be rewarded for smart tactics (enemies dying with a fantastic animated gesture while letting out a funny scream is just one type of feedback that we loved in our Halo CE days), not penalised for trying something different.

Just remember, Bungie were able to stretch a very limited pool of the same enemy types over the entirety of 4 campaigns. The reason they could do this is because they developed interesting encounter spaces/scenarios that used the enemies types in interesting ways, so that you were constantly being tested on trying different tactics. Halo 4/5's formula is just "throw more enemies in an open space".

If I wasn't on break at work, I'd do an entire writeup on every way in which 343 broke Halo's design goals and tenants in much more detail. It's extremely frustrating.