Forum:Halo 4 discussion: Difference between revisions

→‎About the weapon sandbox: Replies to some things I noticed.
(→‎About the weapon sandbox: Replies to some things I noticed.)
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:::Yep, I was hoping that weapon we saw in ''Origins'' would appear for the sake of continuity, but I guess 343i didn't want to add a weapon that operates like the Power Rangers. ''@Spartacus'': Forerunner weapons operate like human weapons (what's the difference between the AR and Suppressor other than different clip size?), hence the term "human". ''@Subtank'': It does worry me about the gameplay. They included grenade indicator, different weapons that operate in the same way (I miss the good old days  with the Sentinel beam), sprint part of gameplay. Next thing you know, we are gonna get the annoying bloody screens, and that would suck. —[[User:Spartan331|<span style="color:silver;">S331</span>]] [[File:Bubbleshieldhud.svg|14px]]<sub>([[User talk:Spartan331|COM]] • [[Special:Contributions/Spartan331|Mission Log]] • [[User profile:Spartan331|Profile]])</sub> 04:45, 28 September 2012 (EDT)
:::Yep, I was hoping that weapon we saw in ''Origins'' would appear for the sake of continuity, but I guess 343i didn't want to add a weapon that operates like the Power Rangers. ''@Spartacus'': Forerunner weapons operate like human weapons (what's the difference between the AR and Suppressor other than different clip size?), hence the term "human". ''@Subtank'': It does worry me about the gameplay. They included grenade indicator, different weapons that operate in the same way (I miss the good old days  with the Sentinel beam), sprint part of gameplay. Next thing you know, we are gonna get the annoying bloody screens, and that would suck. —[[User:Spartan331|<span style="color:silver;">S331</span>]] [[File:Bubbleshieldhud.svg|14px]]<sub>([[User talk:Spartan331|COM]] • [[Special:Contributions/Spartan331|Mission Log]] • [[User profile:Spartan331|Profile]])</sub> 04:45, 28 September 2012 (EDT)
::::Another factor to consider is that the Forerunners were so advanced that they would routinely alter their very shapes to better perform the many tasks required by their Rates. Therefore, it makes sense that the tools (and weapons) they used would be equally capable of adapting themselves to the user. Based on what we've seen in the videos, it seems logical to me that a Scattershot would have looked a lot different in the hands of a Builder than it did in the hands of a Promethean or other Warrior-Servant... Therefore it's not altogether surprising to me that, in the hands of a human, it would configure itself into a shape more familiar to us... It's just doing what it was designed to do. How hard could that be for a race that considered moving stars around to be a routine activity? In the hands of a Forerunner, it probably wouldn't have had limited ammo, because it would have integrated itself directly into their Combat Skin, but we're not advanced enough to ceate a sufficiently powerful source of energy on the fly, so it makes sense that the weapon would self-assemble some sort of limited-use capacitor when it detects no available power supply to tap into. As for the weapon in ''Origins'', if you squint real hard and suspend disbelief a little, you can imagine that the Boltshot might look like that in the hands of a Forerunner... Maybe...? [[User talk:DJenser|DJenser]] 09:20, 28 September 2012 (EDT)
::::Another factor to consider is that the Forerunners were so advanced that they would routinely alter their very shapes to better perform the many tasks required by their Rates. Therefore, it makes sense that the tools (and weapons) they used would be equally capable of adapting themselves to the user. Based on what we've seen in the videos, it seems logical to me that a Scattershot would have looked a lot different in the hands of a Builder than it did in the hands of a Promethean or other Warrior-Servant... Therefore it's not altogether surprising to me that, in the hands of a human, it would configure itself into a shape more familiar to us... It's just doing what it was designed to do. How hard could that be for a race that considered moving stars around to be a routine activity? In the hands of a Forerunner, it probably wouldn't have had limited ammo, because it would have integrated itself directly into their Combat Skin, but we're not advanced enough to ceate a sufficiently powerful source of energy on the fly, so it makes sense that the weapon would self-assemble some sort of limited-use capacitor when it detects no available power supply to tap into. As for the weapon in ''Origins'', if you squint real hard and suspend disbelief a little, you can imagine that the Boltshot might look like that in the hands of a Forerunner... Maybe...? [[User talk:DJenser|DJenser]] 09:20, 28 September 2012 (EDT)
::::Nitpicker alert: Spartan331, ARs do not use clips. <b>[[User:Smoke.|<span style="color:Gray; font-weight:bold; font-family:Tahoma Small Cap">Smoke</span>]]<sup>[[User talk:Smoke.|<span style="color:Gray; font-weight:bold; font-family:Tahoma Small Cap">Sound off!</span>]]</sup></b> 19:13, 1 October 2012 (EDT)
:::::If what you say is true than why do the Promethean weapons look and perform the same when in the hands of a Knight? @S331: I do see what you mean, too many changes can make the game feel not so original but honestly I don't think 343i will stray that far or they will catch alot of heat. Although I'm fine with the grenade indicator (although it seems unnecessary) & sprint. Regardless of those features, its still gonna require skill to kill (or live). I'm still getting Halo 4 regardless because my primary concern is Campaign and Spartan Ops, I'm more story driven than anything. Wargames comes last for me mainly because its intimidating playing against other people who have more skill than you.--'''''[[User:Killamint|<span style="color:Black; font-family: Arial;">Killamint</span>]]''''' <small>['''''[[User talk:Killamint|<font color="Red">Comm</font>]]'''''|'''''[[Special:Contributions/Killamint|<font color="Black">Files</font>]]''''']</small> 12:29, 28 September 2012 (EDT)
:::::If what you say is true than why do the Promethean weapons look and perform the same when in the hands of a Knight? @S331: I do see what you mean, too many changes can make the game feel not so original but honestly I don't think 343i will stray that far or they will catch alot of heat. Although I'm fine with the grenade indicator (although it seems unnecessary) & sprint. Regardless of those features, its still gonna require skill to kill (or live). I'm still getting Halo 4 regardless because my primary concern is Campaign and Spartan Ops, I'm more story driven than anything. Wargames comes last for me mainly because its intimidating playing against other people who have more skill than you.--'''''[[User:Killamint|<span style="color:Black; font-family: Arial;">Killamint</span>]]''''' <small>['''''[[User talk:Killamint|<font color="Red">Comm</font>]]'''''|'''''[[Special:Contributions/Killamint|<font color="Black">Files</font>]]''''']</small> 12:29, 28 September 2012 (EDT)
::::::They ''perform'' the same because the weapon has a basic function regardless of who uses it. The difference lies in how the weapon behaves when grafted to the arm of a Knight or, say, a Forerunner wearing a Combat Skin. Granted, I haven't played War Games or Spartan Ops yet, but I'm pretty sure that Knights don't have reload animations when they use their weapons, because they don't have to reload. The Scattershot is still going to fire a bunch of bouncy projectiles that incinerate, the Suppressor is still going to fire a silly number of hardlight rounds & the Binary Rifle is still going to disintegrate you if it hits the tip of your big toe, but when they're attached to a Knight, they don't run out of ammo. When a player picks it up, it automatically reconfigures itself to allow the same sort of basic function, while making allowance for the obvious limitations of the wielder (ie: no power supply to tap into means that it runs off of its onboard capacitors until they run out, and it configures itself in a manner that will allow these to be replaced/reloaded) [[User talk:DJenser|DJenser]] 16:01, 28 September 2012 (EDT)
::::::They ''perform'' the same because the weapon has a basic function regardless of who uses it. The difference lies in how the weapon behaves when grafted to the arm of a Knight or, say, a Forerunner wearing a Combat Skin. Granted, I haven't played War Games or Spartan Ops yet, but I'm pretty sure that Knights don't have reload animations when they use their weapons, because they don't have to reload. The Scattershot is still going to fire a bunch of bouncy projectiles that incinerate, the Suppressor is still going to fire a silly number of hardlight rounds & the Binary Rifle is still going to disintegrate you if it hits the tip of your big toe, but when they're attached to a Knight, they don't run out of ammo. When a player picks it up, it automatically reconfigures itself to allow the same sort of basic function, while making allowance for the obvious limitations of the wielder (ie: no power supply to tap into means that it runs off of its onboard capacitors until they run out, and it configures itself in a manner that will allow these to be replaced/reloaded) [[User talk:DJenser|DJenser]] 16:01, 28 September 2012 (EDT)
:::::::The problem is that all AI units in the games do not have any reload animation because they are given bottomless clip. While they do have infinite ammunition, they are programmed to fire their shots at a specific rate to avoid being overpowered. There's a nifty dialogue of allies shouting the need to reload but they don't really do it. This won't change in ''Halo 4'', safe to say. Nice theory but I'm not sure if it holds any water. — <span style="font-size:16px; font-family:OrbitronMedium;">[[User:Subtank|<span style="color:#FF4F00;">subtank</span>]]</span>  10:33, 29 September 2012 (EDT)
:::::::The problem is that all AI units in the games do not have any reload animation because they are given bottomless clip. While they do have infinite ammunition, they are programmed to fire their shots at a specific rate to avoid being overpowered. There's a nifty dialogue of allies shouting the need to reload but they don't really do it. This won't change in ''Halo 4'', safe to say. Nice theory but I'm not sure if it holds any water. — <span style="font-size:16px; font-family:OrbitronMedium;">[[User:Subtank|<span style="color:#FF4F00;">subtank</span>]]</span>  10:33, 29 September 2012 (EDT)
::::::::Sorry, I was attempting to offer an in-game (and, apparently, less cynical) explanation, whereas I now realize that you were looking at it from a strictly gampeplay/mechanics perspective. In that case, you're right: the "advanced" Forerunner weapons have been nerfed all to h311 and back in order to balance gameplay, much like any of the weapons/powers/spells/etc that have been introduced in every other game out there with a multiplayer component. It's a sad fact of the gaming industry that, if there's even the slightest bit of imbalance or an exploit, someone's going to spam it... After all, written into the genes of every living thing on Earth is an evolutionary imperative to take the quickest path to advancement. Besides, speaking from a strictly gameplay/mechanics perspective, if there were a truly advanced Forerunner weapon in the game that could convert itself to a number of other weapons, it would make weapon drops kinda pointless. Situations like that force the designers to compromise between real creativity and balanced play, which I'm sure has frustrated them to no end, going back to the early days of 8-bit Atari... [[User talk:DJenser|DJenser]] 12:12, 29 September 2012 (EDT)
::::::::Sorry, I was attempting to offer an in-game (and, apparently, less cynical) explanation, whereas I now realize that you were looking at it from a strictly gampeplay/mechanics perspective. In that case, you're right: the "advanced" Forerunner weapons have been nerfed all to h311 and back in order to balance gameplay, much like any of the weapons/powers/spells/etc that have been introduced in every other game out there with a multiplayer component. It's a sad fact of the gaming industry that, if there's even the slightest bit of imbalance or an exploit, someone's going to spam it... After all, written into the genes of every living thing on Earth is an evolutionary imperative to take the quickest path to advancement. Besides, speaking from a strictly gameplay/mechanics perspective, if there were a truly advanced Forerunner weapon in the game that could convert itself to a number of other weapons, it would make weapon drops kinda pointless. Situations like that force the designers to compromise between real creativity and balanced play, which I'm sure has frustrated them to no end, going back to the early days of 8-bit Atari... [[User talk:DJenser|DJenser]] 12:12, 29 September 2012 (EDT)
::::::::Subtank: Not necessarily. The cheat "bottomless clip" would mean that they never reload. I'm not sure about later games, but I know the Marines did reload their weapons in Combat Evolved. If they had an energy weapon of some sort, then no, you wouldn't see a reload animation; technically speaking, they are not firing magazine-fed weapons. They do, however, have infinite ammo; otherwise, you could simply get behind cover, let them expend all of their ammunition trying to shoot at you, and then move out and kill them with little to no resistance. <b>[[User:Smoke.|<span style="color:Gray; font-weight:bold; font-family:Tahoma Small Cap">Smoke</span>]]<sup>[[User talk:Smoke.|<span style="color:Gray; font-weight:bold; font-family:Tahoma Small Cap">Sound off!</span>]]</sup></b> 19:13, 1 October 2012 (EDT)
:::::::::Well, you mentioned "reload animation" which caught my "gameplay" attention. :P
:::::::::Well, you mentioned "reload animation" which caught my "gameplay" attention. :P
:::::::::Your theory on "adaptable configuration" sounds plausible, but surely the Forerunners, being advanced as they are, would include a safe-option (or an off-switch) to prevent the weapon from being used by the enemy (since they are made to fight off the Flood) or any Reclaimers should they become unruly.— <span style="font-size:16px; font-family:OrbitronMedium;">[[User:Subtank|<span style="color:#FF4F00;">subtank</span>]]</span>  13:01, 29 September 2012 (EDT)
:::::::::Your theory on "adaptable configuration" sounds plausible, but surely the Forerunners, being advanced as they are, would include a safe-option (or an off-switch) to prevent the weapon from being used by the enemy (since they are made to fight off the Flood) or any Reclaimers should they become unruly.— <span style="font-size:16px; font-family:OrbitronMedium;">[[User:Subtank|<span style="color:#FF4F00;">subtank</span>]]</span>  13:01, 29 September 2012 (EDT)
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