First off, if this doesn’t belong in this part of the forums im sorry, and please move it, but i feel it fits since im using this game-type as an example of how IS could be worked to play on a more even playing field whilst offering some freedom.
So here’s my custom gametype ‘Infinity Slayer Mk.II’ what separates this from the standard infinity slayer, a few things:
First off, the ordnance system works differently, here’s a quick rundown of it:
First slot is all the loadout primaries, each with a weight of one, so thats: AR, BR, DMR, Storm rifle, Carbine, Suppressor and Lightrifle.
Second slot is all the grenades, also weighted at one each.
Finally, the third slot contains the three secondary weapons, however, the magnum and plasma pistol have weights of two, but the bolt-shot only has one, so its a bit rarer…
This ordnance system allows the ordnance system to remain, and be useful still, it can offer you grenades which is your only way of access to them right now if you play on a map with no grenades, and the plasma pistol or bolt-shot, making them more valuable.
Next, the loadout system works a bit differently too, thanks to the use of base player traits, heres how this works:
Primary: you can choose your own.
Secondary: Forced as a magnum.
Grenades: Forces as none (may change that, not sure).
Armor Abilities and Armor Mods are all forced as none. (i imagine thats a big plus to most people here).
Doing the loadout system this way allows you to choose the weapon that best suits your playstyle, and also keeps it balanced by not adding ‘perks’ or AAs, the reason behind the removal of grenades was to make it less of a nadespam (i find a lot of problems on H4 MM with this) and the forced magnum is down to two reasons.
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the plasma pistol can be a vehicle-nightmare, so in maps with vehicles, this wouldnt be an issue any more since you have to earn a PP from either ordnance or the map.
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boltshot. nuff said…
on a final note, this system will allow you to use your weapon skins aswell, so if you’d rather rock that Carbine RGN instead of the normal one, you can!
Now for the on-map systems, this gametype has been designed to work with Initial and Personal ordnance, no random drops, the initial’s i find acceptable since they’re static and in the same place, and can actually be used tactically to tell what weapons the enemy may possess if the marker vanishes (same reason they used the ordnance on the concussion rifle in the global championship finals)
the way i designed this system to work is as follows: most minor weapons will be on-map so you have to know where they are to get them, but the ‘key’ weapons of each map will be initial ordnance, so this would be used on power weapons like swords or rockets.
Here’s a link to my file share, containing this game-type for you to try out: https://www.halowaypoint.com/en-us/players/deltagenesis/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
it has a 12 min time limit, first to 15 kills, no teams. this is because me and a friend tested it in a 1v1 scenario, so you can change that for team play no problem.
Also, here’s a link to the map ‘skyline’ that we modified for use with this gametype, apologies for people who don’t own the ‘Majestic’ map pack, but we used this map for testing, I’ll make a Haven variant for this too soon enough.
This map features an initial ordnance needler spawning every 2 minutes in bottom-mid. and a plasma pistol atop each stand in the lower areas. i wanted combat to rely mainly on loadouts on this map, so i made sure the ‘power weapon’ of the map wasn’t too powerful, but its still very useful.
So to conclude, what do you guys think, would this be a good way of making infinity more balanced, whilst allowing the freedom it’s designed to deliver? vote above, and if you have suggestions for improving this, please tell me.