now i am curious how do you wane do that more.
is your idea to use the fusion coil jump or the vehicles fly trick more?
or the Disruptor trick more the sent vehicles flying a way to it and jump on it and leave the vehicle if you are top on it?
can i also add a point 6 to your list.
use the Wasp or the enemy banshee to come close to it and drop it on the scarab.
Sounds like Halo originally. I seen players carry a sniper across a mission in Halo 3 just for a specific point to make a situation easier on their legendary walkthrough. This is why I also donāt encourage limited uses since its never been in Halo that way. If you want to pickup an equipment, pick it up and hold it right. Besides, its not like Infiniteās equipment is not a handicap. Because it is. I feel no matter what you are holding, its useful just because of how powerful each one of them are in their own right.
I couldnāt keep up the last thread because I do life stuff and just forgot. But I read a few. And also, I donāt look to change limited uses, cooldowns, lengths, or capabilities. Im just against conveniency. Like I said, past Halo games can give you a weapon thatās best for the beginning of the mission, worst later, and better late. But in Halo Infinite, your equipment is just better no matter what point youāre at. Youāre handicapped and I feel its best to make them pickups gives them some worth of choice making.
Whats in the game is fortress raiding. I donāt even know why they close the gate when you can just hop on walls and sit on rooftops. I realize I never once brought a vehicle in the fight on my first two runthroughs. When I did, it was just force creativity with marines and a scorpion. How can you create an open world conflict when you can literally approach from every angle? Some of those fortresses have unique, pointless tunnels that lead you in the base.
I donāt hate open world. I hate using it as a simple sandbox just for the player to do be free wherever they want. In my eyes, You lose any form of cinematic/dramatic direct encounters like the past Halo games had. You can always admit that you are having more immersive fun in past Halo games than Infinite. Hell, I personally have more fun roaming New Mombasa in ODST at night just because of its dramatic atmosphere. The only events I recall from Infinite being meaningful is the first mission. The only thing I see people post videos about the campaign, is just them flingshotting themselves with a warthog or facing bugs.
thats wierd since i have also post a lot off videos from the campaigns and none off then are in my videos at all.
in my videos you see more a few bosses kill on legendary in few secās with some coil pileās.
or defeat then with a warthog or scorpoin tank.
and a lot off other things that are also funny.
and some are good fails also but are still funny.
or funny dialogās on the right time there give.
think that was also the last time you can do that also since after halo reach you cant do that any more.
so how it is in halo infinite is it good that you can bring a rocket launcher from the first mission all to the last mission if you wane do that.
then here is a good question.
you wane see there chance the grapplehook to pick up.
explane to me and to other this scenario then.
first mission: you most use it 6 timeās the grapplehook if i am right.
how do you wane compleet the first mission if the grapplehook has become a pickup and you are stuck on the first mission since you need to use it 6 timeās all.
how do you wane fix that problem since you cant redesign the full mission any more?
the mission The Command Spire you need to use the grapplehook a lot off timeās there.
same with the mission Nexus where you need to use it how do you going to fix the problems there then?
i go for the best at the beginning off the mission and forget the worst oneās since there are no good at all.
not at all.
i think it was the last mission you need to have drop wall on its max upgrade level more since you not going to stay alive against the Sentinels swarm more without it.
your shield upgradeās need to become max as first more.
and against Jega 'Rdomnai is it easyer to have the Threat Sensor on the max level also before you start with the nexus mission.
maybe its agaist the scorpoin tank or the razorback versions you can make there are doing it that it give some challanse to do it.
I also see all those videos. But its not like they arenāt stapled in every other channel.
We are talking equipment, not weapons. And you can still carry weapons to most points past Halo 3. Halo 4, I carried a rail gun all the way to the tank section just to kill the Promethean commander. But the answer your quote, the rocket launcher is a limited use situational weapon. You wont use it on a grunt, but on a high rank enemy. Equipment is easily an insane flexibility on many situations from fighting and running since once you upgrade it, it decreases cooldown, stuns enemies, AOE damage. Thursters give double use, turns you invisible. And yada rest of equipment just gives you many other perks that weapons canāt.
Thats what I am saying. One of the reasons some people say Batman Arkham Knight was bad was because there were too many situations relying on the Bat Mobile. Same goes here, a lot of these missions rely your grapplehook. Sure you look cool, but then you realize you canāt pull off the same skill level without the grapplehook. Carries back to my idea that it makes players too reliant.
What Iām talking about here is like an open area with a sniper, the middle of the mission is close range. And back to open in the end. Like Delta Halo in Halo 2. You would carry a sniper with you and give it to your marines for full power instead of switching to a shotgun and be pinned in the end by long range.
I think this just bolsters my point. Youāre talking about how bad the equipment is if not upgraded. What I see here is each encountered heavily relying on the grounded equipment in general anyways.
You read a little more down my paragraph, you see I talk about using vehicles to raid is generally pointless besides creativity.
Youāre actually the first person I heard say that. People are actually mad there are no climate or weather changes in Infiniteās open world. I donāt know how you can enjoy a day/night cycle swinging around for a couple hours.
since i not care about stuff like that.
so it has no climate changes or weather changes so what i give no crap about stuff like that.
i am all happy with the day and night cycle thats all.
ow really.
so far there was no video about Bassus VS the Scorpoin Tank on legendary.
how to defeat Escharum in a few secās.
the Dark Escharum cutscene more.
or a banshee in the Tower and it destroy it selfs with the elite more.
and there are more you normal not get only if you are really lucky sometimeās.
Yeah, they definitely feel more in line with ordinary weapon pickups, except for how few spawns there are on any given map.
Deployables are going to be like that in general, but theyāre still worth using. You can strafe in and out of a bubble shield, and power drain plays almost exactly like the tesla grenade. Sure, you can nade your team or throw a shield in a bad spot that helps the enemy, but thatās by design. And theyāre even better/easier in campaign, because the dumbest player is still smarter than the ai. The only item from Halo 3 that inevitably screws you (and is useless in campaign) is the flare, because it blinds you just to throw it out.
And itās not impossible to screw yourself over with a bad grapple or repulse yourself off the map. Ditto, you can reflect grenades/rockets into teammates and kill them, or grapple a power weapon they were going for and basically gift wrap them for the enemy. Itās just rarer because these effects only exist under player control, where deployables sit around on the map to potentially get in the way.
About as easy as scripting any other ai behavior once all the necessary assets are in the game. The challenge is mostly a matter of how you implement and weight it to be fun rather than feeling frustrating or unfair. Even repulsor and drop wall would need to be set so not every of x enemy drops a wall when they get weak or deflect every grenade the player throws (which was a big part of why people hate the promethian flying guys).
Recon I donāt see as something especially fun to fight against in most cases, but the way I would use it is by giving it to enemies in sections where stealth/sniping is expected, and have them only use the recon to try to find you if they detect you and then lose awareness. Then just have them tend to shoot it somewhere predictable like at your last known location, so players can learn the behavior and have a fair shot at avoiding the sensor. Though, to be honest, I would prefer if recon were changed to something more like the ai scan where itās one pulse and a few seconds of vision, rather than this long lasting detector.
And grapple I would probably give to fairly weak enemies with close range weapons. Maybe like skirmishers with smg/shotgun type weapons that arenāt much threat at range and mostly just evade, but turn aggressive if they get close enough. Give them some chance to try to grapple up to you, and the predictable path makes them easier to shoot, or you can do stuff like repulsor them or just back away, depending on the circumstance. Or maybe give it to snipers/ranged enemies as a retreat option if you get too close. Just simple things like that, which add some extra variety to how enemies fight you, but which are always something the player can learn to predict and counter.
Well I know a lot of people dislike the campaign for being one whole biome. This world map was specifically designed to focus on the addition of equipment and player sandbox. They didnāt implement a good counter to make your job harder. Just to do it in different angles.
Some of those I donāt see, but I see different variants. Like how to cheese the Bassus fight, how to each Escarum fight, I seen the dark escharum. But there is only so much interesting videos before people donāt see it relevant anymore. Unless they can add a way to mod the campaign and create more unique encounters/harder encounters then the campaign does becomes more enjoyable.
But these definitely create a more impacting gameplay motion than previous equipment. You canāt tell yourself you donāt see equipment in Infinite and go for it more often than equipment in Halo 3. Because those are meant to change your approach. While I see equipment in Halo 3 very situational.
Unless you mean give each enemy a scripted specific action, like only be able to grapple forward to get closer, then its definitely changing the direction of fighting enemies. In my eyes though,I see fighting AI supposed to have one function in their scripting. Like how some some brutes are meant to only rage and run you down. Snipers are meant to shoot you from a distance and jetpack away when youāre close. Grunts turn suicidal when their commanders are down.
I donāt see Halo with enemy AI with a complex design filled with multitude of skills. I think thatās why people didnāt like the Prometheans in Halo 4, was becomes they were just filled with capabilities so trash to worry about like blinking, shielding, running, reviving. And in Halo 5, their capabilities were numbed down.
there are all lot off modās since the release off the game all.
there is all somebody that has make halo infinite all cursed more with a lot off diffrend mods.
and since i am not a pc player and give really notting about mods.
and i not wane play against people that are using mods more.
so if you wane play with mods in the campaign then you need to ask the players that use then like somebody on the forum that is looking for playing in custom gameās with mods with then.
make that also a reason why some console players hate the corssplay and not wane play against the PC platform since there can add modās so easy more.
since when needs halo to have enemyās that need to counter things?
so far i have play the halo gameās and i have play from the original halo 3 t/m halo infinite there is in not any campaign mission a counter the enemyās use at all.
if there have something to counter it then each player can easy counter it back easy.
the dark escharum from my video was sadly a wierd glitch that has happing and its something you get almost any more.
same when there ground pound under the map by mistake.
there are things you almost get never and are only super rare.
still each game play is diffrend and sometimeās you get things like that.
thats why i have play the campaign 6 timeās to find and try all diffrend things you can do and record it and upload it also.
and so far there are almost no new things to be done since some off then have been done all and some that i have try all have fail so hard that it was not working at all.
When I mean counters, I mean to make your job harder. in Halo 2/3 had the scarab fight. Halo 4 was the lich, Halo 5 with a kraken. Halo Reach with and Odst had scrabs too.
In Infinite, they its purely infantry. 343i def wanted to focus on the whole āsandboxā aspect and didnāt really implement any form of heavy encounter just to encourage equipment use⦠I also wouldnāt really consider boss fights an encounter has are only to a specific point and unrepeatable currently. I say the only unique encountered are Phantoms but they naturally appear since Halo 3 to explode. So overall in my eyes, they didnāt really try on making a hard campaign besides making spam infantry do/take more damage.
from halo 3 scarab fight was super easy same on legendary it was super easy to do you cant call that a counter at all.
hornet was on the second scarab a counter so easy.
and the first scarab fight it was also easy at all.
still no counter at all still easy on legendary it was still easy.
since you have phaetons that are the counter from the kraken.
if you call that counters then its more weak to be count as a counter at all.
a counter is more this.
Rocket launchers has the Repulsor equipement as good counter.
Wasp and banshee has the grapplehook and shockrilfe as counter against then.
that are real counters.
in halo 4 all the vehicles have the Plasma Pistol as counter part.
your idea for counters are not really counters at all.
Thatās exactly what I mean. Itās the same as giving an enemy the ability to throw grenade under x circumstance, having a brute berserk, an elite do a dodge roll, a grunt become suicidal, etc.
All these actions are scripted to have a set chance to occur under a given set of conditions, making the enemies feel more dynamic by increasing their range of actions and reactions, while making sure they are predictable enough to keep the experience fair and fun for the player.
Partly. They had quite a few issues, with the biggest one being that they were just too tanky for abilities like the shield and the revive.
Giving enemies a long range teleport like the knight is never going to feel fun, so thatās a mistake to begin with. Thereās no room to predict or counter, because thereās no good way to know where they will end up. Teleporting enemies should basically work like a dash move, where there is a visible effect to tell you what direction they went and a cap on the range so they donāt get to completely disappear. And none of this teleport directly to you with a shotgun or one hit melee.
It only ever feels worse when you try to fight these things at long range, only for some other enemy to come along and give it a shield, or revive the thing you just managed to kill through itās massive health pool. And the flying things were just way too annoying to hit, with a tiny hitbox and too much health for their role.
Combine all this with their ability to steal your grenades, and the literal only option to fight these things was to camp at long range and hit them with precision weapons. Which never had anywhere near enough ammo.
Then to top it all off, all the promethian guns have the exact same appearance, so you canāt tell what they can hit you with at a glance. It isnāt by accident that in CE you can immediately spot the difference in each alien gun so you know what they have and what you need to watch out for. Green glow means big damage shot incoming, pink means tracking needles, no glow means plasma rifle, and the sword is huge and very visible to telegraph the oneshot.
This continued in future games, where even the damn jackal snipers had a purple glow to tell you that guy has a sniper (if he didnāt kill you instantly around the corner). But the promethians all look the same chrome and orange combo, and all their guns have the same color scheme. And you canāt really tell the outlines apart at a glance because of how overdesigned the promethians were visually, so basically you never know what they have until they shoot you.
Again, everything about the promethians design perfectly combines to punish you for any style of play aside from the safest and most boring method of hanging way back, killing the fliers and the dogs, then plinking away at the big guys until you completely run out of ammo for everything because they have way too much health. Rinse and repeat.
Im talking about situational counters. One point out of that, is that if these events ever come again, why even give us ways to fight them with rockets when we just grapple onto everything? Especially since the one equipment we permanently have, has no downfall besides āBe careful where you landā
Those vehicles you are given can be destroyed as well as any weapon has a limited ammo before the game allows you to get creative and use your surroundings. Not give you a grapplehook with 2 second cooldown/infinite uses to be your jack of all trades card.
And Iām not debating about how difficult unique encounters should be. Im debating about how we should be able to approach them, as I stated above.
And if you want to talk about infantry counters, we can talk about Brutes with invisibility shields or bubble shield drop. Like you said, enemies EMP vehicles. Halo 4, watchers could shield, revive even grab and throw your grenades back. Knights could blink and run, soldiers could dash away from bullet shots. Even though both times were annoying to go against, they made combat more challenging. Halo Infinite doesnāt do any of that besides EMP.
I also donāt prefer the past Halo games with enemies having too many combat abilities. The formula of them with a single mechanic is how I think they should be. If they want to create unique challenges and counters, they have to be by structures. Like Batman Arkham style: some equipment wouldnāt work unless you take out certain thugs that prevent you using them. But in this case, some in the nearby environment would render your equipment crippled/useless if you donāt disable them.
In my eyes, THAT, is the best way to force you to take different approaches. I can enlighten on that idea but overall dropping you with everything you have with no countermeasure is just something I see boring in the long run. I maybe will make a second forum about this idea.
Halo 3:ODST had at least two Scarabs if I recall correctly (Kikwani Station and Coastal Highway). Halo Reach also had a fair number of Scarabs too (notably in the level Pillar of Autumn. The only time a player gets to destroy a scarab themselves is in ODST, true. But I wouldnāt rule out a banished scarab making an appearance in the near future in an fps halo title.
in both halo reach and halo 3 ODST you have to fight against 0 scarabās at all.
in halo reach you also get a scarab in the last mission but thats all.
there is a diffrend between to fight against one like in halo 3 then see one like in halo reach and halo 3 ODST.
so to talk about something still what is not in the game yet is still pointless.
and nobody knows if halo infinite gets a scarab fight at all maybe the halo 3 scarab fights are the last oneās from the halo serieās at all.
You actually have to fight the one on Kikwani station. Itās the last enemy on the level. This is the third to last level in the game. Itād be far easier to deal with if I had a grapplehook thereā¦and if I was an actual Spartan instead of an ODST. But I agree that the ones in reach arenāt fought against in normal gameplay. You might notice that I pointed this out in the first post.
i not know if you can call that a scarab fight more in halo 3 ODST.
its more a scarab that is standing still and cant move at all and only makeās turns and thats all.
its true you fight against one but to point it out as a real scarab fight is it not at all more the worst scarab fights there are.