A SKILL enhancing mechanic.

Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.

A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.

Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.

Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.

> Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.
>
> A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.
>
> Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.
>
> Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.

This still seems like spamming will be more effective at killing people.

> Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.
>
> A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.
>
> Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.
>
> Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.

the last thing i want in halo is to have to FIGHT not only my enemies, but my weapons as well.

we play as spartans. recoil for a spartan should be nigh non-existent.

and if there is even a little bit of recoil on the sniper, i’ll facepalm so hard.

> > Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.
> >
> > A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.
> >
> > Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.
> >
> > Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.
>
> the last thing i want in halo is to have to FIGHT not only my enemies, but my weapons as well.
>
> we play as spartans. recoil for a spartan should be nigh non-existent.
>
> and if there is even a little bit of recoil on the sniper, i’ll facepalm so hard.

I don’t care if you are a Spartan or no, Firing a 50 caliber Sniper rifle would have kick. Infact, there has already been a weapon with recoil, the SMG which got manageable with sustained fire.

On the OT’s subject, I’d support this inclusion. I think the Dmr did have Recoil in the beta. Managing recoil would be a great way to make a ‘real skill gap’.

> I don’t care if you are a Spartan or no, Firing a 50 caliber Sniper rifle would have kick. Infact, there has already been a weapon with recoil, the SMG which got manageable with sustained fire.
>
> On the OT’s subject, I’d support this inclusion. I think the Dmr did have Recoil in the beta. Managing recoil would be a great way to make a ‘real skill gap’.

I bet that if you attached a .50 caliber sniper rifle onto a half ton titanium frame the gun wouldn’t kick at all. Because that’s what a stationary Spartan is, a half ton block of titanium. They can resist the shock from a .50 caliber sniper rifle. The SMG recoil was only a gameplay mechanic, it has nothing to do with canon.

And then to the gameplay part of this, recoil is still a bad gameplay mechanic. I don’t understand why do we have to keep coming up with artificial mechanics to make shooting more demanding in skill. All those mechanics only give a minor increase in shooting, but lead to player frustration. If you really want a real skill gap in shooting, ask for lower aim assist and bullet magnetism. Ask for natural ways of adding skill to aiming. Because these ways at least have no negative impact to the game, and actually have much bigger impact to how much you need aiming. Of course it might frustrate a less skilled player, but so might artificial mechanics as much.

> Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.
>
> A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.
>
> Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.
>
> Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.

“A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.” - Pre TU DMR.

“We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in.” - Halo 2 Beta battle rifle.

I’m a two ton spartan trained to handle every known weapon, I don’t think recoil would happen.

Or, recoil has never been in Halo. Peope criticize Cod for example for having the same generic gameplay every game. But there is a reason it’s the same, it works, and it gets people to come back. Reach changed the way the previous Halo’s were played and felt. Are changes good? Yes. Just because it’s a change does it mean it’s a good change? No. 343 needs to find something that works without changing Halo gameplay drastically.

> Note: Sorry if my english is really bad. Also for Tl:drs Here you go buddy. Ok. Let’s get to it than.
>
> A feature can be added that might make players pace shots, make a gun feel more powerful, and let the better player come out in the end.
>
> Example: We have the BR. It has 3 shot bursts when not scoped and shoots one round at a time when you are scoping in. When you shoot, your recoil will go up. This is called recoil. If 9 rounds hit your target in the head they die. If you pace your shots, you will kill your target in 3 bursts.(Only a VERY skilled player can kill a target in 3 bursts while spamming.) Someone who paces their shot will succeed in killing a target who is spamming. The better you are, the less you have to pace your shots. Here is an exaple of recoil, that has been in Halo before.
>
> Example: The sniper will have great recoil. It gives it a more powerful feel to it, and makes it more of a long range weapon like it should be.

King, why? WHY?!

it doesnt matter how heavy a spartian is, recoil would still be present. even on a abrams tank there is massive recoil. i assure you the tank is much more heavier than a spartian. The skill should be how you manage the recoil not dumbing it down for less skilled players.

> it doesnt matter how heavy a spartian is, recoil would still be present. even on a abrams tank there is massive recoil. i assure you the tank is much more heavier than a spartian. The skill should be how you manage the recoil not dumbing it down for less skilled players.

Yeah but that tank’s bullet probably weighs more than the tank itself.

this is good to stop people spamming bullets across the map

> I’m a two ton spartan trained to handle every known weapon, I don’t think recoil would happen.
>
> Or, recoil has never been in Halo. Peope criticize Cod for example for having the same generic gameplay every game. But there is a reason it’s the same, it works, and it gets people to come back. Reach changed the way the previous Halo’s were played and felt. Are changes good? Yes. Just because it’s a change does it mean it’s a good change? No. 343 needs to find something that works without changing Halo gameplay drastically.

Actually recoil have been in past Halo games.
Halo 3
Halo 3: ODST
Halo 2
Halo: Reach Beta

They work pretty good.

> > it doesnt matter how heavy a spartian is, recoil would still be present. even on a abrams tank there is massive recoil. i assure you the tank is much more heavier than a spartian. The skill should be how you manage the recoil not dumbing it down for less skilled players.
>
> Yeah but that tank’s bullet probably weighs more than the tank itself.

What? The bullet wieghs more than the tank itself? No, Flint, just no…

Increasing a weapon’s projectile speed + damage can make it feel powerful (this is what H3 and Reach did).

But I think giving a weapon a lingering effect might be better.

For example,

CE plasma rifle and plasma pistol had stun.

A single shard from the needler could stop a player’s shield from recharging in addition to the ultimate result of a super combine.

Here’s what I propose (for campaign. I don’t do mp):

-being hit by a plasma pistol overcharge has the added effect of increasing the shield stun time in that instance
-being shot by spikes from a spiker slows down a player
-being shot in the head while unshielded causes a temporary hud malfunction (like in Lone Wolf but affects a hud element like the Malfunction skull)
-the player’s melee is equivalent to the enemy’s but if he is meleed by the enemy, this weakens the player’s melee for a few seconds. Likewise, if the player melees the enemy, the enemy’s melee is weakened
-being caught in a grenade blast has the added effect of temporary noise reduction (like the Reach camo)
-being in the blast radius of the gravity hammer results in a change of gravity if the player survives. Change depends on how close the player was

> Increasing a weapon’s projectile speed + damage can make it feel powerful (this is what H3 and Reach did).
>
> But I think giving a weapon a lingering effect might be better.
>
> For example,
>
> CE plasma rifle and plasma pistol had stun.
>
> A single shard from the needler could stop a player’s shield from recharging in addition to the ultimate result of a super combine.
>
> Here’s what I propose (for campaign. I don’t do mp):
>
> -being hit by a plasma pistol overcharge has the added effect of increasing the shield stun time in that instance
> -being shot by spikes from a spiker slows down a player
> -being shot in the head while unshielded causes a temporary hud malfunction (like in Lone Wolf but affects a hud element like the Malfunction skull)
> -the player’s melee is equivalent to the enemy’s but if he is meleed by the enemy, this weakens the player’s melee for a few seconds. Likewise, if the player melees the enemy, the enemy’s melee is weakened
> -being caught in a grenade blast has the added effect of temporary noise reduction (like the Reach camo)
> -being in the blast radius of the gravity hammer results in a change of gravity if the player survives. Change depends on how close the player was
> -

Damn dude these are some nice ideas.

You mind if I make a thread based on some of these?

> > Increasing a weapon’s projectile speed + damage can make it feel powerful (this is what H3 and Reach did).
> >
> > But I think giving a weapon a lingering effect might be better.
> >
> > For example,
> >
> > CE plasma rifle and plasma pistol had stun.
> >
> > A single shard from the needler could stop a player’s shield from recharging in addition to the ultimate result of a super combine.
> >
> > Here’s what I propose (for campaign. I don’t do mp):
> >
> > -being hit by a plasma pistol overcharge has the added effect of increasing the shield stun time in that instance
> > -being shot by spikes from a spiker slows down a player
> > -being shot in the head while unshielded causes a temporary hud malfunction (like in Lone Wolf but affects a hud element like the Malfunction skull)
> > -the player’s melee is equivalent to the enemy’s but if he is meleed by the enemy, this weakens the player’s melee for a few seconds. Likewise, if the player melees the enemy, the enemy’s melee is weakened
> > -being caught in a grenade blast has the added effect of temporary noise reduction (like the Reach camo)
> > -being in the blast radius of the gravity hammer results in a change of gravity if the player survives. Change depends on how close the player was
> > -
>
> Damn dude these are some nice ideas.
>
> You mind if I make a thread based on some of these?

Thanks.

Yeah sure.

> > > it doesnt matter how heavy a spartian is, recoil would still be present. even on a abrams tank there is massive recoil. i assure you the tank is much more heavier than a spartian. The skill should be how you manage the recoil not dumbing it down for less skilled players.
> >
> > Yeah but that tank’s bullet probably weighs more than the tank itself.
>
> What? The bullet wieghs more than the tank itself? No, Flint, just no…

I meant that a Tank has recoil because it’s not the same size bullet than what a regular gun would have.

Spartans are augumented to have strengthened bones, muscles, and brain power. They are as strong as three of the strongest humans alive today combined. Therefore, a Spartan would be able to overcome most of the recoil from a DMR, BR, Sniper, or AR without the MJOLNIR armor. The MJOLNIR armor is powered to decrease reaction times, greatly increase strength and speed. Coupled with the Spartans Augumentations this would make recoil non-existant. The armor makes them about three times stronger. There will be kick from the weapons, but it will really one push the rifle back into the arms of the Spartan, rather than kick the weapon up. This is why there shouldn’t be recoil. A Tank has recoil because it doesn’t have anything to stop the recoil from happening. This is why most modern tanks have hydraulics that push the barrel back into the main unit, making recoil as small as possible.

> Spartans are augumented to have strengthened bones, muscles, and brain power. They are as strong as three of the strongest humans alive today combined. Therefore, a Spartan would be able to overcome most of the recoil from a DMR, BR, Sniper, or AR without the MJOLNIR armor. The MJOLNIR armor is powered to decrease reaction times, greatly increase strength and speed. Coupled with the Spartans Augumentations this would make recoil non-existant. The armor makes them about three times stronger. There will be kick from the weapons, but it will really one push the rifle back into the arms of the Spartan, rather than kick the weapon up.

Tell me something I don’t know…

OT: This is a non-cannon machanic. Also it was already in most of the Halo games.

> > > > it doesnt matter how heavy a spartian is, recoil would still be present. even on a abrams tank there is massive recoil. i assure you the tank is much more heavier than a spartian. The skill should be how you manage the recoil not dumbing it down for less skilled players.
> > >
> > > Yeah but that tank’s bullet probably weighs more than the tank itself.
> >
> > What? The bullet wieghs more than the tank itself? No, Flint, just no…
>
> I meant that a Tank has recoil because it’s not the same size bullet than what a regular gun would have.

But it’s still a tank though…

Tank size is multiplied by 4
Bullet size multiplied by 3.

Also it is a non-cannon machanic for Halo. It’s already been in most Halo Games.