It’s a common thing among us FPS players, we fire a shot or maybe even two shots and suddenly we feel the uncontrollable urge to smash reload. I mean it makes sense, you might need those extra bullets any second now. It’s worth the reload animation.
I was thinking a new mechanic that rewards not reloading might be neat for a weapon in Infinite.
Idea:The closer you get to the bottom of the magazine the more damage the weapon does.
<strong>**EDIT:</strong> now that I think about it weapon balancing as concerns damage is the most important so I think rather than deal more damage as you reach the bottom of a clip how about you have a faster reload animation. Incentive to use the whole thing.
Use the entire clip = faster reload.
what do you guys think? Sort of a different take on a charging style weapon, like the plasma pistol.
I think you have the right idea, but I don’t know about the execution. A big part of the Halo style of gameplay is how static and fixed the shots-to-kill are in this game. The BR is always 4, the DMR’s always 5, the Sniper’s always 1 (all to the head, of course). But I would like to see players being punished for reloading too much.
Perhaps, the reload speed of the weapons is decreased slightly in Infinite. One reason why I think this is such a good solution, is because it also has a positive side-effect: more time for the reload animation duration. This means 343’s designers can show off a little by putting in satisfying and impressive reload animations. as opposed to reusing the ones from Reach, 4 and 5.
Considering how good Modern Warfare’s animations are, I think Infinite needs to surpass that level of animation quality considering it’s also being put in the spotlight as a Series X title.
I like this idea too and I 100% agree that Halo should have a consistent TTK. Maybe this is just a Mechanic with a specific gun? But, then it wouldn’t be rewarding overall…
I like more punishing reload times, at least something that incentivizes not reloading after every single shot.
> 2676022814313068;1:
> It’s a common thing among us FPS players, we fire a shot or maybe even two shots and suddenly we feel the uncontrollable urge to smash reload. I mean it makes sense, you might need those extra bullets any second now. It’s worth the reload animation.
>
> I was thinking a new mechanic that rewards not reloading might be neat for a weapon in Infinite. Idea: *The closer you get to the bottom of the magazine the more damage the weapon does.*what do you guys think? Sort of a different take on a charging style weapon, like the plasma pistol.
Cool idea but I don’t think it works for halo if one weapon used it though like the saw that be cool and able to balance it. I have a comment on one of glitchmastas videos that put forward my ideas on true weapon utility and the response/following discussion had some really cool ideas. But basically if some weapons had neat features like the one you mentioned it would really add an added flavour to the game. Another reload mechanic we discussed on that thread was a Plasma repeater you had to keep low heat or it slowed down while the Storm rifle would speed up and the PR had a bigger focus on dual wielding and plasma stunning. Eg if you timed a red heat vent on the PR with a spiker melee you have a plasma blade spiker that temporarily deals big damage. The idea is to get players thinking more on weapon interaction and how we understand ammo pools. Sometimes expending your pool to keep a weapon at full power is a better move ect. Another was the battery always draining on a weapon and only refills by by popping shields and uses a clip the thread settled on my bolt shot or suppressor idea to use that one. But I’m all for having weapons changing our tried and tried FPS habits and if the variety of weapons had different types of tactics it would really raise the ceiling for skilled players and be inherently different/novel for less skilled.
> 2535411919953126;4:
> > 2676022814313068;1:
> > It’s a common thing among us FPS players, we fire a shot or maybe even two shots and suddenly we feel the uncontrollable urge to smash reload. I mean it makes sense, you might need those extra bullets any second now. It’s worth the reload animation.
> >
> > I was thinking a new mechanic that rewards not reloading might be neat for a weapon in Infinite. Idea: *The closer you get to the bottom of the magazine the more damage the weapon does.*what do you guys think? Sort of a different take on a charging style weapon, like the plasma pistol.
>
> Cool idea but I don’t think it works for halo if one weapon used it though like the saw that be cool and able to balance it. I have a comment on one of glitchmastas videos that put forward my ideas on true weapon utility and the response/following discussion had some really cool ideas. But basically if some weapons had neat features like the one you mentioned it would really add an added flavour to the game. Another reload mechanic we discussed on that thread was a Plasma repeater you had to keep low heat or it slowed down while the Storm rifle would speed up and the PR had a bigger focus on dual wielding and plasma stunning. Eg if you timed a red heat vent on the PR with a spiker melee you have a plasma blade spiker that temporarily deals big damage. The idea is to get players thinking more on weapon interaction and how we understand ammo pools. Sometimes expending your pool to keep a weapon at full power is a better move ect. Another was the battery always draining on a weapon and only refills by by popping shields and uses a clip the thread settled on my bolt shot or suppressor idea to use that one. But I’m all for having weapons changing our tried and tried FPS habits and if the variety of weapons had different types of tactics it would really raise the ceiling for skilled players and be inherently different/novel for less skilled.
Man the possibilities are endless. Now that I think about it balancing is key and I think maybe keeping the damage consistent but if you expend a full clip you have a faster reload. That would be neat and an incentive to use the full magazine.
> 2676022814313068;5:
> > 2535411919953126;4:
> > > 2676022814313068;1:
> > > It’s a common thing among us FPS players, we fire a shot or maybe even two shots and suddenly we feel the uncontrollable urge to smash reload. I mean it makes sense, you might need those extra bullets any second now. It’s worth the reload animation.
> > >
> > > I was thinking a new mechanic that rewards not reloading might be neat for a weapon in Infinite. Idea: *The closer you get to the bottom of the magazine the more damage the weapon does.*what do you guys think? Sort of a different take on a charging style weapon, like the plasma pistol.
> >
> > Cool idea but I don’t think it works for halo if one weapon used it though like the saw that be cool and able to balance it. I have a comment on one of glitchmastas videos that put forward my ideas on true weapon utility and the response/following discussion had some really cool ideas. But basically if some weapons had neat features like the one you mentioned it would really add an added flavour to the game. Another reload mechanic we discussed on that thread was a Plasma repeater you had to keep low heat or it slowed down while the Storm rifle would speed up and the PR had a bigger focus on dual wielding and plasma stunning. Eg if you timed a red heat vent on the PR with a spiker melee you have a plasma blade spiker that temporarily deals big damage. The idea is to get players thinking more on weapon interaction and how we understand ammo pools. Sometimes expending your pool to keep a weapon at full power is a better move ect. Another was the battery always draining on a weapon and only refills by by popping shields and uses a clip the thread settled on my bolt shot or suppressor idea to use that one. But I’m all for having weapons changing our tried and tried FPS habits and if the variety of weapons had different types of tactics it would really raise the ceiling for skilled players and be inherently different/novel for less skilled.
>
> Man the possibilities are endless. Now that I think about it balancing is key and I think maybe keeping the damage consistent but if you expend a full clip you have a faster reload. That would be neat and an incentive to use the full magazine.
Here’s my Prometheans idea from after h5 launched it has utility ideas for the weapons. I had so many of these but YouTube deleted most for some reason. But ya man weapons having essentially mini games like a DMC weapon is my fav way to go. I haven’t worked on an FPS yet but this would be where I introduce mechanic variety and keep the core systems super simple.
Design concept 01 Prometheans overview.
Change coloring to signify class. more reactive animations when fired upon. explode like Bungie sentinels with the composer effect a headshot only reward one that can be added as an armor effect in Halo6 MP. Simplified designs are needed to make silhouettes more distinct base models can be retained for the most part. Explained in-game by dialogue like; “the created have started mass producing new Prometheans by composing hostile worlds. These new models are supposed to be more role specific and are easier to create because of being less adaptable to all combat roles” more metallic movement audio and damage audio. Spawn as a dropship that disassembles into Prometheans damaging the ship before it splits reduces enemies spawned. Teleport spawns are only used in the case of if I press x to flip this switch it’ll trigger spawns moments [think DOOM reboot]
crawlers;
Halo 4 movement mechanic of wall/ceiling walking returns. Behave as a pack in groups of 3-6-9-12. One Alpha per pack distinguished by white(H5) coloring as opposed to standard chrome(H4) as well as being a spikey (suppressor) model. Some packs are flanked by beta (boltshot) crawlers, distinguished by the yellow glow of the head and abdomen and bold nozzle head. Both alpha and betas have overdramatic reload animations. Standard crawler lacks projectile weapons. when alpha is present crawlers retain one of 3 set attack formations remaining close to one another easily targeted by single Rocket/grenade/bruteshot/ect. Standard crawlers attack with telegraphed melee cqc. Swarming the player(s) with pincer movement or circular surrounding tactics to overwhelm the player(s). In the event, the Alpha is destroyed the remaining crawlers become uncoordinated in their movements scattering and attacking at random. The bolt shot Crawlers maintain distance to whittle down player shield. If player attempts to engage in close quarters BS beta Crawlers enter into an animation to telegraph a charged boltshot attack. this is followed by a standard melee attack if the crawler is alive after the shot is taken. Player choice is split between killing either the flanking Beta crawlers and engage the main pack, Kill the pack leader and be left with a more aggressive horde or use heavy ordinance to eliminate the bulk of the pack quickly. If player eliminates most of the standard/beta crawlers while the Alpha is active the Alpha engages in an animation and howls like a wolf to spawn new crawlers. This leaves Alpha open to attack but increases enemy numbers. If an Alpha is killed its Pack becomes wild and uncoordinated like halo 4 scattering along walls and ground dividing the player attention and becoming a more annoying enemy encounter. The formation of alpha lead packs allows players to choose to remove the threat fast with heavy ordinance or vehicles or choose AR/BR/ECT and open up to the other tactics and the upsides/downside of that approach/ Making the crawlers a more engaging combatant. 2. Soldiers; The warp remains but is telegraphed by 2-3 holographic ghosts or after images that show where they reappear or if having warped already shows where they came from for a short period before/after the warp. They can only perform a forward warp. When commencing a warp blue glow similar to the holographic ghosts appear on the soldier. player choice is to continue to fire on current location or line up the shot on warp destination. When Knight is on field soldiers can utilize H4 style hard light shields for short burst (once per soldier). This can be used to protect the knight or to close the gap on the player. loadout; suppressor H5 model but functions differently. The suppressor fires as a crowd suppression weapon. Soldiers can be engaged at all ranges depending on player health/loadout/skill New suppressor
<strike>EG.projectiles split up --< one projectile is fired and splits up this effect continues now the gun has a utility that separates it from others and creates a new threat in the sandbox of a tool to weaken a groups shield/health in both Single and MPlayer. The counter to the weapon is to strafe at a distance to avoid the projectiles. The gun has slower moving projectiles than previous versions and does not track, making it a mid to close range obstruction weapon. Closing off paths when shields are low to encourage strafing/ jump strafing. it is also a wide range weapon for lesser skilled player to use on moving enemies and effective for assists on groups. ADS changes the weapons function significantly as it allows the player to direct a swarm of rounds to a player at mid-range but unscope the opponent by shooting to counter this effect meaning it is a lesser threat with each kill as the number of enemies aiming purely on the player drops lessening the killing potential of the weapon and returning it to a path blocker. It’s ammo pool is slowly depleted over time but refills by popping shields</strike>
<strike>Marshall soldiers use the splinter turret and tend to flank. They cannot warp while the turret is used but are able to Halo 4 thruster pack left or right. slightly more health than the standard soldiers. Tend to favor higher ground.</strike>
<strike>If the turret ammo runs dry, the Marshal will switch to its sidearm. The bolt shot acts as a hybrid of the H4 & H5G variants. mag size;15. Zoomed tracking bolts. hold to overcharge this will drain the ammo reserves. No overcharge while ADS a jack of trades master of none utility’s sidearm. No ADS while dual-wielded. Overcharge has a cooldown indicated by steam rising from the weapon and a red glow where usually orange lights are seen. Again like crawlers these enemies have more than one stage or combat role. Turret; Creating obstructions, anti-tank, and flanking. Without Turret; standard infantry effective at all range in lesser capacity</strike>
Last part:
4. Sentinel soldiers. equipped with a Promethean sentinel beam. behaves similarly to Halo2’s Elite rangers. Uses a bubble shield (one per unit) that must be destroyed before the standard shield can be popped. The bubble repels all grenades and melee damage starting out a faint blue before going to faint purple/red after damage this shield cannot recharge. They act as a mini-boss in pairs that use tactics like the H2rangers, sentinels, and watchers but become more aggressive using splinter bombs or occasionally calling upon sentinels or watchers after the bubble is burst. The anti-grav harness on their backs can be destroyed rendering them less mobile. A more classical appearance closer to the old halo forerunner aesthetic. Bulkier Square heads for headshots while they zip about in the air.
5. Sniper soldier.
bright red “cyclops eye” on the head and red lights from the binary rifle. after each shot the sniper will telegraph the next location it plans to shoot from. Has less health than other soldiers but can use holographs. (Holding the holograph button down allows players to create a short animation reel for holographs EG one could fire reload and jump forward and the hologram would perform said actions before stopping still.) It carries a new binary rifle. In single player, a sniper can whistle to summon a small crawler pack on tagged players this is designed to force players out from cover and take on the sniper.
The binary rifle can now tag the player or enemy Ai. if the (red) reticule is placed on them. Allowing teammates to see the tagged individual for a short time with a Promethean vision outline through geometry. The binary rifle increases the height of jumps and reduces the rate of fall. (This is to encourage skill shots and create a higher skill gap on the rifle). Its increased utility as a tool for marking enemy units is offset by smaller max ammo and a slower rate of fire. The beam can be manually ended early by releasing the trigger. Holding the trigger allows the second beam to fire faster after use, BUT the weapon descopes after each extended shot and players must release the trigger to engage the scope again. The red lens flare remains on targetted players. The TTK is closer to that of the H4 variant. When unscoped, the Binary Rifle’s reticle is grossly enlarged making it harder to aim effectively. Once fired the gun has a slight recoil and a random recoil direction after the trigger is released. Zoom 5x/10x. A skilled player should be able to get a hattrick on a close together group of players/enemies from a single two round shot(when the trigger is held) but should be vulnerable after taking said shot. Creating a risk-reward mentality when used, a missed shot could likely result in death due to the weapons recharging reload as opposed to the standard. once reload is pressed to ammo counter regenerates over a short period. Forgetting to press reload and switching weapons means players can miss headshot opportunities. Switching resets the reloading process.
Knights are like the Halo 5 version with 3 subclasses with 3 optional watcher utilities. Each is distinct in coloring and shape overall less moving parts. If it has a watcher equipped one of 3 holograms will be seen on its back. If Shields of a knight are popped nearby soldiers may form a shield wall to protect it, all Prometheans support other units.
Lancer Knight; New Light rifle, uses Halo 4’s ammo system but allows a player to stabilize as it’s special utility along with doing burn damage. once the shot hits the damage is calculated over an extended period of time instead of instantly. this is not the same as the spiker’s bleed out mechanic mentioned in the brute breakdown. This gives the option for the weapon to create burning patches of ground. It is now more distinct from the DMR/BR/NR/CCNR/ falling between the dmr and carbine with br style bursts unscoped. Like the other Forerunner Weapons, it has a unique utility and is a jack of trades. Ammo regeneration is slow and players who manage their well won’t run out but reckless play leaves the lr useless. useful in mid to long weak in close. Lancers have a grenade launcher arm and no melee attack. The grenade is telegraphed as it is now. Can glow blue to show a retreat warp that draws players into the fray closing to gap to make sure shields don’t recharge.
Cavalry Knight. Anti-tank unit, incineration cannon. Hammer arm used to stop/flip vehicles that come close. long animation when arm is used. no grenades. no melee but can warp jump upwards and ground pound but this is telegraphed and slow.
Seige Knight. Uses a melee attack that has the warp glow/holograph indicators to strike in a straight line with its blade arm. Avoidable and waiting last second to move can bate the knight into grenade/utility traps. Uses a new scattershot.
Scattershot a shorter range shotgun with increased spread and ricocheting rounds that split up like the suppressors. ADS allows the spread to be tightened and range increased bringing it closer to a shotty. ADS will direct any remaining ricocheting fragments towards the target aimed at.
Watchers. 3 variants Shield+Trophysystem/Turret+Overddrive/cloak and dagger. the first two are basic enough but overdrive removes the need to reload a weapon. The last can cloak groups of Prometheans for a short period. Countered by Promethean vision pick up. but also gives selected enemies a speed boost.
The watcher is connected by a hard light umbilical cord to its parent Knight and can only revive that knight. The soul of a parent knight is visible to a player only when the watcher is alive and active. These souls come in the form of Overshield/Speedboost/Max Ammo(for Promethean gear)/Stealth/Damage boost/Overdrive. The option here is to kill the watcher to make the other units weaker or leave it and receive a power-up with the risk of reviving a strong enemy.
The shield watcher will hide behind other units when low health.
The turret will kamikaze the player and take a small chunk of health if successful.
The cloak will go invisible and is faster and more mobile than the rest.
Giving weapons more damage the more shots you’ve fired has consequences that make it really not as interesting mechanic as you’d think. But since you already got that it has its issues, I’m not going to go into it.
Regarding faster reloads, it really isn’t that interesting. The only reason you wouldn’t reload after a kill is if you know you don’t have time. Hence you’d only benefit from the mechanic if you had to reload in the middle of combat. On the other hand, if you made the default reload times so long that there’d actually be some benefit from not reloading even when there is no immediate threat, the default reloads would just be nonsensically long.
But in the vein of similar weapon mechanics, I think it’d be kind of fun as a novelty weapon to have as a charge based one that makes you move faster the more overheated it is. Fun is the right word because I don’t think it’d necessarily be an interesting weapon, but I think if we’re not going back to a CE-style minimalist weapon sandox, it’d be better to have weapons with unique if not too meaningful quirks than to have more and more generic human weapons and then their Covenant and Promethean skinned copies.
I really don’t see a point in changing it from how it is now. Sounds like one of those things that will just get more people to complain because it’s not “Classic Halo” (whatever that means). The only penalty for early reloading I would consider is losing whatever ammo you had left in that clip but even then that sounds more annoying than anything.
> 2533274825830455;9:
> Giving weapons more damage the more shots you’ve fired has consequences that make it really not as interesting mechanic as you’d think. But since you already got that it has its issues, I’m not going to go into it.
>
> Regarding faster reloads, it really isn’t that interesting. The only reason you wouldn’t reload after a kill is if you know you don’t have time. Hence you’d only benefit from the mechanic if you had to reload in the middle of combat. On the other hand, if you made the default reload times so long that there’d actually be some benefit from not reloading even when there is no immediate threat, the default reloads would just be nonsensically long.
>
> But in the vein of similar weapon mechanics, I think it’d be kind of fun as a novelty weapon to have as a charge based one that makes you move faster the more overheated it is. Fun is the right word because I don’t think it’d necessarily be an interesting weapon, but I think if we’re not going back to a CE-style minimalist weapon sandox, it’d be better to have weapons with unique if not too meaningful quirks than to have more and more generic human weapons and then their Covenant and Promethean skinned copies.
To be honest I agree with you completely, it’s why I edited my post, I’m for a more streamlined minimalist approach personally and damage ramping will take away from the balance of the multiplayer. That said it’s fun to think about, it feels like everything has been done before.
> 2535411561717249;10:
> I really don’t see a point in changing it from how it is now. Sounds like one of those things that will just get more people to complain because it’s not “Classic Halo” (whatever that means). The only penalty for early reloading I would consider is losing whatever ammo you had left in that clip but even then that sounds more annoying than anything.
You’re right, I amended my post earlier because ramping damage really would just destroy the multiplayer balance. Having everyone I’m even ground is the way to go. But from a conceptual standpoint these things are fun to think about while playing.
On the topic of reloading, there’s always the idea that the weapon might ‘jam’ if you reload it too often in a short period of time, requiring you to perform another quick animation to rectify the problem. Like when you reload weapons you have little skill with in Fallout.
I don’t really think such a thing should be implemented, but for the sake of discussion there’s my thought.