Campaign Enemy Difficulties

This was inspired by a reply in this thread

With the higher difficulties, will we be getting higher damage received from enemies weapons or will the enemies be higher ranks, stronger, more evasive, and or just all around beast?

I’d personally rather have the latter.

Higher damage received from enemy weapons creates camping and running instead of actually fighting IMO.

> This was inspired by a reply in this thread
>
> With the higher difficulties, will we be getting higher damage received from enemies weapons or will the enemies be higher ranks, stronger, more evasive, and or just all around beast?
>
> I’d personally rather have the latter.
>
> Higher damage received from enemy weapons creates camping and running instead of actually fighting IMO.

Indeed, indeed. I’m hoping for something like the Halo 1 Zealot. Fighting that was challenging and just plain fun.

i’d rather have SMARTER AI

it’s harder to fight an enemy that takes cover often, and tries to get his shields back up, or and enemy that tries to flank you when you are distracted with a stronger enemy

rather than the simple pattern they have now:
Easy AI, with stronger shields and guns

so either way, its just a meatsack with a better gun and more meat
not too difficult if you know how to take one down at a time

> > This was inspired by a reply in this thread
> >
> > With the higher difficulties, will we be getting higher damage received from enemies weapons or will the enemies be higher ranks, stronger, more evasive, and or just all around beast?
> >
> > I’d personally rather have the latter.
> >
> > Higher damage received from enemy weapons creates camping and running instead of actually fighting IMO.
>
> Indeed, indeed. I’m hoping for something like the Halo 1 Zealot. Fighting that was challenging and just plain fun.

The end of The Package was fun too. Especially when the Chieftains get dropped off, and then you have the Zealots.

I want intelligent enemies, not overpowered ones.

> > > This was inspired by a reply in this thread
> > >
> > > With the higher difficulties, will we be getting higher damage received from enemies weapons or will the enemies be higher ranks, stronger, more evasive, and or just all around beast?
> > >
> > > I’d personally rather have the latter.
> > >
> > > Higher damage received from enemy weapons creates camping and running instead of actually fighting IMO.
> >
> > Indeed, indeed. I’m hoping for something like the Halo 1 Zealot. Fighting that was challenging and just plain fun.
>
> The end of The Package was fun too. Especially when the Chieftains get dropped off, and the you had the Zealots.

I haven’t played the Package in a while. Maybe I should give it another go…

I do think that there’s going to be a unique challenge in fighting Pormetheans. It seems like 343i has put a lot of effort into making them fight smarter than the Covenant.

OK who voted for higher damaged received? Really dood? lol

I’m afraid I can’t vote for either option. I don’t want the enemies to be that punishing (a la Halo 2 Jackal snipers). We should be able to make a few mistakes and get away with it.

Plus, it’s pathetic to give enemies 1 hit kill attacks to compensate for their ineptness. Rather than improve cqc for Brutes in Reach, Bungie just made it impossible (unless they haven’t been alerted to you).

> Indeed, indeed. I’m hoping for something like the Halo 1 Zealot. Fighting that was challenging and just plain fun.

Indeed!

They were pushovers (just characterized by stronger shields and a more reckless behavior), but they were the right kind; I’ve worked with CE Goldies for a very long time (I know all their tricks: putting your crosshair on them from far away may cause them to strafe, they can be assassinated when they are berserking, they can deflect plasma grenades, they can survive huge descents such as down an elevator shaft) and they still manage to catch me by surprise

CE Zealots had an unique ability (the huge horizontal jump). Whereas Halo 2 and Reach Zealots are just bland, blind, and easy to kill. Halo 3 Chieftains weren’t any better since they were easily assassinated and chock full of bs (armor deflecting grenades and needler). You could use the Needler on a CE Zealot but you could be punished for that due to the slower detonation time.

The problem with Halo 2 and Halo 3: sandbox wasn’t designed with all enemies in mind. Enemies weren’t designed with friendly AI in mind.

As for Reach, it was similar to CE in approach but it botched it. It’s too easy. And again, friendly AI are just trash.

> i’d rather have SMARTER AI
>
> it’s harder to fight an enemy that takes cover often, and tries to get his shields back up, or an enemy that tries to flank you when you are distracted with a stronger enemy
>
> rather than the simple pattern they have now:
> Easy AI, with stronger shields and guns
>
> so either way, its just a meatsack with a better gun and more meat
> not too difficult if you know how to take one down at a time

Exactly. The enemies never use cover, they’re always shooting and forcing you into cover. That severely limits approach.

Clip shotting is pretty much the only way to avoid frustration (it still works in Reach. I used it to help do Nightfall’s dark zone on LASO). That or:

-asssassinate Elites/Brutes
-let the invincible friendly AI do all the work
-utility tools (DMR, BR, Carbine, Needle Rifle, Plasma Pistol, Hologram, Banshee, Hornet)
-what OP listed above, camping and running

> and then you have the Zealots.

*Pushovers