There are ways they could balance or make the grapple hook tougher or less effective on vehicles if they wanted too… For example maybe large vehicles have some sort of energy you have to take down before you can hook it… Maybe small vehicles can have a repulser that can be used to push the hook away or even off the vehicle. Or maybe make it and all the equipment limited use, say after 5 uses you have to go back to a FOB and get another one.
It fit really well with the type of game Infinite is, some of the most fun I’ve had in Halo. Of course it wouldn’t work well in games like H3 because H3 wasn’t designed with a grapple in mind.
Why are people so scared of change that make them think only option to remove something or nerf it to ground.
Best solve is give ai hard counter if try use grapple hook some areas to void content that they punish you.
Design gravity or teleport that every time grapple ai I made trap every time you use it you get zapped.
Halo one master chief can use teleport on halo ring so enemy of certain guilty spark can bring u back.
Banished has gravity hammers that can control gravity just used that to pluck you back down.
Like the Metroid series?
Army Vs Scarab is realistic no-matter how you put it. The thing can be outnumbered and outflanked while only able to focus its attack on a few units at a time.
To quote SgtMaj Johnson “We’ve all run the simulations. They’re tough but they ain’t invincible.”
Their tech was outdated, but their munitions and firepower was very much the same. Warthogs, Scorpions, Firearms of similar model. It would essentially be like going into Vietnam with WWII weaponry, and you would find it to be a pretty similar fight.
its the best quote there is but there is also one other one the best.
to quote the marine from halo 3: ‘‘Tank beats Ghost," later "Tank beats Hunter later "Tank beats everything! Oh, man! I could do this all day!’’
and we still have the powerfull super scorpoin tank that can beats everyhing and also the new scarab if needs.
so grapplehook not has to chance at all since we got the tank that beats everything in the game that can do the job.
If your worry is that Grapplehook trivializes potential content like Scarabs then simply make Scarab fights more advanced.
In Halo 3 you had to take out the legs to board, or trivialize it by jumping onto it from a higher platform.
In Infinite 343 can design the Scarab to have an Energy field around it which prevents Grappling until you crack it open, or again, trivialize it by jumping onto it from a higher platform.
The tools of the sandbox is only one half of the equation, you must also design your encounters around the environment and the sandbox. I’m not worried the least bit about the tools in the sandbox, I worry more about 343’s ability to design a good encounter.
This is also a good approach. But then I believe if the encounter is stretched with too many steps, it breaks the tension and it becomes repetitive. Halo has a design with simple situations being taken on a complex way. Not complex situations with simple other way around.
Using your shield example on a scarab. How can you implement taking out a shield a good approach without too much side steps? Taking down a shield control officer, taking out the core from behind? Destroying all 4 leg armor to disrupt the shield?
If anything, taking down shield core from behind the scarab would be the best solution in a shielding situation. But then that only allows one solution to the problem: You can grapple the scarab. That doesn’t mean you could never have grapple a structure to swing yourself onto the scarab. Since fighting massive vehicle in Halo always been hijacking, getting onto the scarab is the main point on winning. So flinging yourself on it is just, in my pov, being spoon fed the solution.
But I think making scarabs larger is a good factor. High enough to probably not be swung on? Or maybe increase the units on the scarab to make it harder to hijack in the first place. Thats what Halo 2 did. But in the end, getting onto a scarab is the idea and I think the tools given to just handicaps that factor.
Sorry that post on top was towards you.
I don’t think of nerfing the equipment. I just don’t think it should become a pickup. I see no solution to limiting the use or crippling the use capability. But having it forever in inventory just becomes self-reliant.
Also imo, the ideas you make for the Banished to have certain abilities to prevent you using your equipment reminds me of Batman Arkham games. To prevent you using tech with abilities to revive, loacte you, scamble you until you take them out. It can work with the proper type of enemies but it has to be actually complimenting and not annoying as a challenge.
In your eyes, buff the enemies, not nerf the player.
I just see Infinite as a game that was meant to be narrative. The idea of an open world sandbox was to be limited to player’s imagination away from guided campaign gameplay. Which then, limits to unique activities from gameplay complimenting the campaign, you know?
In other words, you don’t want to just get an open world free roam every Halo game with he same equipment/possibly new ones just to mess around. Theres only so much a player can do to immerse yourself in the environment without it playing like empty sandbox in the lond run.
They did fail to make it rival most weapons, mainly power weapons. But I have chosen to pick up a hook, camo, even dropwall before I wanted to take ravagers, pulse carbine, disruptors from their walls. They just want it to rival plain weapons. I recall the Multiplayer Overview was the video they talked about this.
Majority of the weapons in Halo 3 was a hit-or-miss type of weapon. You can end up hurting the enemy, or yourself. Like the power drain. You miss that and then all the sudden you’re blinded. Or you throw a bubble shield out of pressure and now you are just being armor locked until the enemies wait for it to drop or fisticuffs.
They never really gave you an option where you can use it without hurting yourself or your teammates, which I think is why they were never so preferred.
Someone told me its becomes brutes consider humanty’s weapons very deadly and lethal and they respect that. But in campaign, I don’t think see how enemies can be scripted to react when using out equipment like the hook, recon. I can only see the repulsor and drop wall. In the end, it just makes them feel very limited to the enemy capabilities without breaking the player’s.
The scarab example is mainly just to point out the use capability of a grapplehook handicapping you in harder situations, making them too easy as a permanent use to the player. If we use a more relative example, let’s talk about scaling a massive Banished structure or wall.
If there is a scripted or set situation doesn’t the first floor/front gate, you can just entirely avoid the scenario and scale upwards. Maybe some players rather do that, but I see the point of Halo is to face them and fight your way through, as that’s Halo’s gameplay formula, nevermind being Master Chief. As he once state “I thought I’d try shooting my way out”.
Thought in Infinite’s formula, that was the idea to play. Approach your own way. But its why I believe why there were not really many scripted hard situations besides Banished dropping a variety of infantry just to overwhelm you where you landed. And why there were barely any vehicles and Banshees to actually fight.
I actually want them to go back to the more linear style, but at the same time I really like Infinite too in its own right. In a perfect world I’d like to have different games in both styles moving forward, maybe the mainline series could be traditional and then they could do spun offs in Infinite’s style and even do other different stuff, but I can’t really see that happening unless Microsoft got multiple studios to make Halo games.
I think everyone would appreciate a linear-open world mission. Like a direct path but side objectives you can do along the way to enhance your arsenal before you get to the main objective. Like Halo 3 ODST. All doors were locked instead of the main path until the end of the campaign you know?
Grapple shot is amazing and I DO NOT want it stripped for NOTHING. If anything I want it buffed with twenty variations of it including Infinite grapple distance.
But why though? What other variants would you want?
Considering Library existed, and even in Halo 2, you were pretty much forced to rely on Johnson’s snipe to take down Tartarus’ shields which is really long and draggy, it’s not like long and draggy encounters never existed.
There are ways to make encounters not stretched, and again I worry that 343 just doesn’t deliver. Say if there is a Scarab encounter with an Energy field disrupting your Equipment around it, you could design the fight with multiple approaches:
- Hijack a grav lift before the Scarab becomes active and basically clear the encounter as a normal level
- Depower the generator by shooting weakspots (basically the same as shooting Scarab legs in H3)
- Cowbell your way onto the Scarab
- Drop from a higher platform
- Create a crack in the Energy Field by throwing Fusion Coils
If your only ideas on encounter design is to remove tools from the sandbox, then what’s the point of making a game at all? You should be innovating to use the sandbox and openworld to design the encounter, not remove from the sandbox to “make the encounter harder”
You know the Scarab in H3 could also be trivialized by the Gravlift pickup on The Ark mission? But Bungie specifically placed them there, so they were factored into the encounter.
has there not been told to you all on your other thread that there is a cooldown for the equipment that cant use then each time’s.
sure if you use the bandana skull then you can use then without the cooldowns.
but here is the same question i going to tell you again.
what if it become’s a pick up how do you wane do it if players make a mistake more and use then to much when there come on a point in the level where you need then the most.
since this mistake is becoming big for new players more.
and how do’s it needs become a pick up then that brute’s or grunts drop then?
and i leave the scarab things out off this since its no point to have a discusion about it at all since its not in the game.
and when its in the game then we will see how it works.
thats why we have FOB’s and call then in most off then.
after that is your goal to not let then destroy your vehicle.
the only thing i see more from both off your threads is more you hate the open world more and like the classic campaign formule when a lot off people like the open world and can do things how there wane do it and how to defeat the enemy in there own way’s.
Its why I encouraged the idea of equipment being a pickup, instead of vanishing from the game altogether. Equipment became a constant changing staple since Halo 3 so it wouldn’t make sense in my eyes to just disappear. But if you are going to make the player be reliant on the equipment alone, I see no creative takes in the gameplay scenery.
Some of these are nice. Your first point reminds me of Destiny raid bosses. You can do as much damage as you can or even defeat them before their phase even starts. The second, third and fourth point is the same concept but with an easier solution. Like shield goes down and you can simply grapple on the Scarab with no problem. I also don’t see a reason to make fusion coils to have any more purpose than being damage. But with the first point is the best route.
But then again, you still break linear combat. The grapplehook still encourages strictly open-world having it in your inventory permanently. Also realizing its a very multi-purpose mobility tool, I see no future Halo campaigns stretching the equipment content with other mechanics, like a jetpack. Or even more so, how to implement more equipment for the player in possible future campaigns since you have 4 keys bound to a controller. It seems like its bound to become pickups in the future anyways. But I also don’t think switching equipment to your binds from your menu will work for Halo.