Megalo shows we can have different damage and movement...

Patch this into the current gametypes so that when we download it we can set damage and resistance settings to buff all the automatic weapons while keeping the precision weapons in check(given the proper combination of dmg and resistance they may remain unchanged, ex:115dmg and 110 resistance = 5 shot DMR but 14 shot AR).

Also now we can have the option of 115% speed which was the ideal setting that everyone wanted for the old Team Classic playlist and is better than the current 120 speed in Anniversary Classic due to the problems when trying to jump when going up an incline.

The option wouldn’t hurt given that it is now proven to be possible.

They are using Megalo to script a new gametype for the sake of having a new gametype. I see absolutely no technical reason it cannot be applied to default game modes as a custom game option.

> Patch this into the current gametypes so that when we download it we can set damage and resistance settings to buff all the automatic weapons while keeping the precision weapons in check(given the proper combination of dmg and resistance they may remain unchanged, ex:115dmg and 110 resistance = 5 shot DMR but 14 shot AR).
>
> Also now we can have the option of 115% speed which was the ideal setting that everyone wanted for the old Team Classic playlist and is better than the current 120 speed in Anniversary Classic due to the problems when trying to jump when going up an incline.
>
> The option wouldn’t hurt given that it is now proven to be possible.

I don’t think it works like that.

Looks like they made Hotshot so that they could individually tweak the damage trait of players individually rather than effecting the whole game.

Yeah, you could use the increased damage and damage resistance ones and set the levels to unchanged, but you can’t keep away the visual part of it.

> > Patch this into the current gametypes so that when we download it we can set damage and resistance settings to buff all the automatic weapons while keeping the precision weapons in check(given the proper combination of dmg and resistance they may remain unchanged, ex:115dmg and 110 resistance = 5 shot DMR but 14 shot AR).
> >
> > Also now we can have the option of 115% speed which was the ideal setting that everyone wanted for the old Team Classic playlist and is better than the current 120 speed in Anniversary Classic due to the problems when trying to jump when going up an incline.
> >
> > The option wouldn’t hurt given that it is now proven to be possible.
>
> I don’t think it works like that.
>
> Looks like they made Hotshot so that they could individually tweak the damage trait of players individually rather than effecting the whole game.

Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.

> Yeah, you could use the increased damage and damage resistance ones and set the levels to unchanged, but you can’t keep away the visual part of it.

The movement settings can reach those incremental values that we desperately needed. Now it just needs to be applied to the options of current gametypes outside of Hotshot.

Same way they applied Super Shield first in Team Classic and then patched it into all other gametypes when you download them.

> Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.

No doubt that it being static would be easier and that the true power of Megalo has yet to be seen, but that the only hiccup I see is that they are using existing options and applying them individually and we don’t have an existing option for individual weapon damage.

I will be more than happy to be proven wrong though.

> > Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.
>
> No doubt that it being static would be easier and that the true power of Megalo has yet to be seen, but that the only hiccup I see is that they are using existing options and applying them individually and we don’t have an existing option for individual weapon damage.
>
> I will be more than happy to be proven wrong though.

They are using Megalo to script a new gametype for the sake of having a new gametype. I see absolutely no technical reason it cannot be applied to default game modes as a custom game option.

> > > Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.
> >
> > No doubt that it being static would be easier and that the true power of Megalo has yet to be seen, but that the only hiccup I see is that they are using existing options and applying them individually and we don’t have an existing option for individual weapon damage.
> >
> > I will be more than happy to be proven wrong though.
>
> They are using Megalo to script a new gametype for the sake of having a new gametype. I see absolutely no technical reason it cannot be applied to default game modes as a custom game option.

Now I see your point, I think it might be possible.

> They are using Megalo to script a new gametype for the sake of having a new gametype. I see absolutely no technical reason it cannot be applied to default game modes as a custom game option.

I’m not saying that the technical hurdle is in applying it to the rest of the game or updating the UI.

I really wish I had a white board…

> > Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.
>
> No doubt that it being static would be easier and that the true power of Megalo has yet to be seen, but that the only hiccup I see is that they are using existing options and applying them individually and <mark>we don’t have an existing option for individual weapon damage.</mark>
>
> I will be more than happy to be proven wrong though.

Is that what you are referring to?

What I meant in the OP is that certain combinations of damage and resistance leaves certain weapons somewhat unchanged while others benefit.

Right now if you do 125 damage and 110 resistance the DMR becomes a 4 shot and the AR gets a significant buff. What I am looking at is leaving the DMR a 5 shot but buffing the AR as much as possible.

I hope that clears things up.

I’m just really happy that Bungie decided to use Megalo and Forge in the first place. It definally makes Halo stand out. I dare someone to say another FPS game that lets you do what you can do in Halo.

Anniversary with 105% speed, and a melee value between 50 and 75%. And a proper jump/gravity setting, please.

Megalo was Bungie’s best idea since Forge. It is absolutely brilliant.

> > > Same rules apply. If it can be applied on the fly based on meeting certain requirements mid game it can be MUCH easier applied to everyone statically.
> >
> > No doubt that it being static would be easier and that the true power of Megalo has yet to be seen, but that the only hiccup I see is that they are using existing options and applying them individually and <mark>we don’t have an existing option for individual weapon damage.</mark>
> >
> > I will be more than happy to be proven wrong though.
>
> Is that what you are referring to?
>
> What I meant in the OP is that certain combinations of damage and resistance leaves certain weapons somewhat unchanged while others benefit.
>
> Right now if you do 125 damage and 110 resistance the DMR becomes a 4 shot and the AR gets a significant buff. What I am looking at is leaving the DMR a 5 shot but buffing the AR as much as possible.
>
> I hope that clears things up.

What about 110% damage with default damage resist?

> I’m just really happy that Bungie decided to use Megalo and Forge in the first place. It definally makes Halo stand out. I dare someone to say another FPS game that lets you do what you can do in Halo.

This is why halo is the best. I can do crazy things in my custom games that aren’t possible in any other FPS that I’ve played.

> Anniversary with 105% speed, and a melee value between 50 and 75%. And a proper jump/gravity setting, please.
>
> Megalo was Bungie’s best idea since Forge. It is absolutely brilliant.

Very true. I think CE was actually 103% Reach’s speed, so it’s a lot more accurate than the difficult melee fights of 120%.

> I’m just really happy that Bungie decided to use Megalo and Forge in the first place. It definally makes Halo stand out. I dare someone to say another FPS game that lets you do what you can do in Halo.

If only they could license out Megalo to people so that we can get more modded gametypes. JTAG consoles can only provide so much.

Hell, charge 50 bucks for a license and not only will it rack in money for Microsoft but the price tag filters who has access to it so it ensures limited yet high quality results.

> > Anniversary with 105% speed, and a melee value between 50 and 75%. And a proper jump/gravity setting, please.
> >
> > Megalo was Bungie’s best idea since Forge. It is absolutely brilliant.
>
> Very true. I think CE was actually 103% Reach’s speed, so it’s a lot more accurate than the difficult melee fights of 120%.

While I agree that Megalo should be used to give us said movement settings I disagree with 105% for the Anniversary game mode.

I prefer it to be a tad bit faster b/c we are also forced to play on Beaver Creek which is more scaled to Halo 2’s slightly faster movement(debatable) and higher jump height.

The option is certainly there thanks to Megalo but it is severely under utilized.

> > Anniversary with 105% speed, and a melee value between 50 and 75%. And a proper jump/gravity setting, please.
> >
> > Megalo was Bungie’s best idea since Forge. It is absolutely brilliant.
>
> Very true. I think CE was actually 103% Reach’s speed, so it’s a lot more accurate than the difficult melee fights of 120%.

I’m just going under the assumption that it is only in intervals of fives. The extra speed would probably make up for the acceleration of moving, too.

As much as I do back Bungie, it is stuff like this that make me want to go back on what I said. I only wish there was a client-side gametype editor, either web-based like challenges, or on the console.

> > I’m just really happy that Bungie decided to use Megalo and Forge in the first place. It definally makes Halo stand out. I dare someone to say another FPS game that lets you do what you can do in Halo.
>
> If only they could license out Megalo to people so that we can get more modded gametypes. JTAG consoles can only provide so much.
>
> Hell, charge 50 bucks for a license and not only will it rack in money for Microsoft but it filters who has access to it so it ensures limited yet high quality results.

It would be a good idea. I don’t think that they’ll go for it though. Isn’t Spartan vs Elite Infection modded? I wonder how they did that.

> > > I’m just really happy that Bungie decided to use Megalo and Forge in the first place. It definally makes Halo stand out. I dare someone to say another FPS game that lets you do what you can do in Halo.
> >
> > If only they could license out Megalo to people so that we can get more modded gametypes. JTAG consoles can only provide so much.
> >
> > Hell, charge 50 bucks for a license and not only will it rack in money for Microsoft but it filters who has access to it so it ensures limited yet high quality results.
>
> It would be a good idea. I don’t think that they’ll go for it though. Isn’t Spartan vs Elite Infection modded? I wonder how they did that.

Yeah its modded and it works great… don’t know why it isn’t in the playlist. Certainly has a high novelty factor, fictionally sound and better balanced thanks to the elites being a bit stronger and faster.