Cutscene Weapons and Main AI Weapon Swaps.

Weapons in cutscene.

In Halo 2, which ever weapons you had before a cutscene, they showed up in the cutscene, some of the cutscenes he even shot which ever gun you held. This made game more realistic, than magically having and Assault Rifle, when you had something like a fuel rod gun and a plasma rifle. this is what happened in Halo Reach, your guns just disappeared in the cutscene and you spawned in the next part with a DMR or AR

This should be implemented back into Halo, it makes the cutscenes look better when you see the weapons you had, and then having them again in the next part of the mission.

Main character weapon swaps.

In Halo 3: ODST, you could switch any weapon with the rest of your squad mates to use. Like if you had a Rocket Launcher or Spartan Laser and you didn’t want to waste the ammo, you could give the weapon to your squad mate and he could use the weapon and wouldn’t die. In Halo Reach, you couldn’t do this and missions like the last one where Emile has the shotgun and you couldn’t switch it for the Rocket Launcher when on the mongoose.

This should be back in Halo aswell, this makes you teammates more helpful when you can swap them to give them more powerful weapons.

Pretty sure it was Halo 3 that showed the proper weapons in cut-scenes.

I agree with the OP

> Pretty sure it was Halo 3 that showed the proper weapons in cut-scenes.

It was Halo 2. Halo 3 only had the Assault Rifle in cutscenes.

> > Pretty sure it was Halo 3 that showed the proper weapons in cut-scenes.
>
> It was Halo 2. Halo 3 only had the Assault Rifle in cutscenes.

It showed some weapons sometimes, like on the first mission, if you picked up the sniper it showed that, but most of the time it just showed the assault rifle.

> Weapons in cutscene.
>
> In Halo 2, which ever weapons you had before a cutscene, they showed up in the cutscene, some of the cutscenes he even shot which ever gun you held. This made game more realistic, than magically having and Assault Rifle, when you had something like a fuel rod gun and a plasma rifle. this is what happened in Halo Reach, your guns just disappeared in the cutscene and you spawned in the next part with a DMR or AR
>
> This should be implemented back into Halo, it makes the cutscenes look better when you see the weapons you had, and then having them again in the next part of the mission.

Absolutely.

I’d also like to see AI in cutscenes. In H3, the only time is at the top of the third tower if you bring AI up there.

In CE, the potential was endless.

A whole bunch of ideas (some of them were even accomplished!):

http://www.highimpacthalo.org/forum/showthread.php?t=33089
http://www.highimpacthalo.org/forum/showthread.php?t=24835
http://www.highimpacthalo.org/forum/showthread.php?t=53323

This one is the most impressive. As you can see, CE had a lot of potential for cutscene glitching. You don’t find stuff like this in newer Halo games, where it’s limited to vehicles or a few AI (in H2 Great Journey, Hunters are the only ones that don’t get deleted).

> Main character weapon swaps.
>
> In Halo 3: ODST, you could switch any weapon with the rest of your squad mates to use. Like if you had a Rocket Launcher or Spartan Laser and you didn’t want to waste the ammo, you could give the weapon to your squad mate and he could use the weapon and wouldn’t die. In Halo Reach, you couldn’t do this and missions like the last one where Emile has the shotgun and you couldn’t switch it for the Rocket Launcher when on the mongoose.
>
> This should be back in Halo aswell, this makes you teammates more helpful when you can swap them to give them more powerful weapons.

In my playthroughs, invincibles in ODSTs were decent, meeting expectations.

In Reach, they were pathetic.

In H2, key allies were made invincible all the time in every occurrence and you could swap weapons with nearly all of them. But the permanent invincibility was understandable since H3’s innovations weren’t added yet.

In H3, the resurrection ability was introduced and allies were only made invincible when they were at precarious parts of the campaign or when Bungie didn’t want them to be exploited/wanted them to leave for the sake of canon, and you could only give weapons to them by killing them and dropping a weapon next to them.

Despite the inability to swap weapons, H3 is where invincibles had the greatest potential since you could customize them even more (disarming them, giving them weapons they can’t use to damage enemies potentially taking them out of fights, giving them turrets and swords and missile pods!) and “clone” them (though it also existed in H2 and is even in Reach).

In ODST, allies were invincible all the time but there was a return to swapping weapons. This should have been the first indication that there was going to be a Noble Team and they were going to be treated as vip humans.

Noble Team was a major step backwards, a complete disregard of allied AI improvement made in prior games, a -Yoinking!- nightmare!

Their range was as poor as troopers, their responsivness was a disaster, their trustworthiness was nothing (they move on without you forcing you to keep up with them, Jun snipes you often, Kat’s a bad driver, Emile is a poor Mongoose driver and sniper), and a lot of things given to them were absolutely pointless (Reach was absurd giving teammates a secondary weapon which they never switch to, armor lock) and immersion breaking (their shields recharge even when they’re taking damage, meleeing them once causes them to stumble but meleeing a second time has no effect on them).

But the worst part is that the only things that returned from previous games were:

-permanent invincibility
-1 shot kills

So if I kill a civilian or trooper by accident, I get one shotted. This works well on Winter Contingency, but everywhere else, it’s bs. In H3, it was mostly acceptable though annoying on levels where the allies were invincible (i.e. Sierra 117 needler Johnson). There is a correlation here… permanent invincibility and 1 shot kills should never be mixed. It’s simply a fun killer.

All for the sake of it’s twisted canon, Reach felt really confined and I didn’t feel like I was a Spartan III. I felt even more expendable than an UNSC trooper.

Every time I play Firefight, I like to play as an Elite more and more. The only reason I play as a Spartan is so I can get cr for Elite armor.

Yeah, it would be great.
I remember in Halo 2 that weapons even transferred from level to level, if you had another Cheif/Arby level right after that one.
It was awesome

> I’d also like to see AI in cutscenes. In H3, the only time is at the top of the third tower if you bring AI up there.

Lol, that’s funny.

I pine for cutscenes where you have the weapon you just used. It creates a connection between the gameplay and the story and enhances the immersion.

Also the fact that you can’t swap any weapons with Noble Team is just laaaaame.

The Assault rifle didn’t exist in halo 2. Halo 2 is the only halo game to show your
game-play weapons in a cut-scene after you complete that part of game-play. this was removed in halo 3 as you kept holding an assault rifle no matter what weapon you were just using even in the 8th mission the cut-scene will show you holding a shotgun whereas you start with the weapons you finished mission 7 on.

> Pretty sure it was Halo 3 that showed the proper weapons in cut-scenes.

Nope, halo 3 used the assault rifle in all cutscenes except for “cortana,” where the shotgun was shown.

I agree with everything in the OP. Hopefully 343i implemented this already, since it’s too late to do this now if they haven’t.

I agree with you, but the possibility to give an invicible AI infinite rockets for example seems overpowered. So maybe it should be possible to switch weapons with invincible AI (Emile was soooo useless, damn wannabe sniper), but power weapons like the rocket launcher shouldn’t have infinite ammo when carried by an invincible AI.

I would like to have this option back in the game. It was fun to see Chief holding a Beam Rifle in Halo 2 & 3.

> Absolutely.
>
> I’d also like to see AI in cutscenes. In H3, the only time is at the top of the third tower if you bring AI up there.
>
> In CE, the potential was endless.
>
> A whole bunch of ideas (some of them were even accomplished!):
>
> http://www.highimpacthalo.org/forum/showthread.php?t=33089
> http://www.highimpacthalo.org/forum/showthread.php?t=24835
> http://www.highimpacthalo.org/forum/showthread.php?t=53323
>
> This one is the most impressive. As you can see, CE had a lot of potential for cutscene glitching. You don’t find stuff like this in newer Halo games, where it’s limited to vehicles or a few AI (in H2 Great Journey, Hunters are the only ones that don’t get deleted).

I remember in CE me and a friend of mine flew banshees into the control room of Installation 04 and when chief walked into the room in the cutscene it showed two empty banshees behind cheif. Good times.

I totally agree with the OP.