Please 343, before H4 hits certification, take another look at both Turrets and Hologram.
Turrets can not be how they were like in H3 and Reach, nor can Hologram be the same.
Turrets in H3 and Reach suffer from the fact that as a Power Weapon they do not kill fast enough outside of spitting range. Coupled with the fact that as a player, your speed is crippled when you do heft one around, you become easy prey to anyone looking to brain you with even the Magnum.
If I looked a weapon kills, I would be hard pressed to think that Turrets spawn on any of the maps given how little they are utilized. So I have a novel fix for the situation: Double our shields when carrying the Turret. Specifically let us adjust our shield strength, just like the Chief does in TFoR, to provide extra protection to our front and/or sides while sacrificing all or most of the shielding from behind.
With Hologram, which I’m worried about because footage suggest it’s just copy and paste from Reach, it needs more believability.
It needs to trigger a red reticule when looking at one, it needs to carry the nameplate of the opponent who spawned it, it needs to trigger sticky reticule, it needs to show up red on the MT. But above all, it needs to move in ways other than running and looking straight ahead.
Hylebos over on B.net suggested that Hologram be customizable. Look at where you want Hologram to travel and then press and hold the AA button. Then turn to the direction you want Hologram to look while it travels and release the AA button. This way you can get a Hologram that strafes out into the area you sent it and is more believable than the one that’s running straight for a solid wall. Add on top of that the ability to make one crouch walk by crouching when you send it out and you go a long way to making an AA that can trick above average intelligence players.
for the turret, I agree. It should definitely be more powerful than standard weapons. I don’t know about making your shields stronger when in use, but since it DOES have plating on the front of the gun, you should take a bit less damage when shot(at least from the front). Make people actually want to use the weapon when available. as it was, it only came in handy when trying to hurt vehicles.
For the hologram, it does seem to be more useful than in reach. from what I saw in the E3 demo, it seemed to show up red on the radar and reticule, unlike in reach. I also noticed that promethean vision is confused by it, taking it as an actual player .This in itself does 2 things; make hologram more powerful and give a bit more of a downside to promethean vision. It also seemed to be more solid, without the shimmer effect it had in reach. The only thing I saw that would make it weaker is that in the E3 demo it took a second for the hologram to take shape, so at first it would be a huge white light that walked a few feet before taking shape.
> I don’t know about making your shields stronger when in use,
It’s not about the gun making your shields stronger, it’s about you redirecting where your shields are focused.
MC did it in the books during the training op when Cortana was first connected with him on Reach. He shifted his shields to his feet for the bit with the anti tank mines. They have variable control on their fingers and feet so that guns are easier to grip.
Couldn’t turret damage just be buffed?
I like the hologram idea though. It should follow your movements just like if had cloned yourself. Just imagine running around a corner and there are two of you, mirroring each other’s movements, but only one was real. That would be sick.
343 is not going to make many more changes now. They’re in the polishing stage.
I don’t really like the shield idea. I think it would be really, really unfair and make gameplay random. I think the game would be worst than Reach if that was implemented, but that’s just my opinion.
I agree with you on the Hologram. I was disappointed to see that it was just the same as Reach’s. I like the idea of being able to control the Hologram, having a red reticule over it when you aim at it, and even the gamer tag of the player over it. I wish the Hologram would be able to sprint so it would look more convincing.
> Turrets in H3 and Reach suffer from the fact that as a Power Weapon they do not kill fast enough outside of spitting range. Coupled with the fact that as a player, your speed is crippled when you do heft one around, you become easy prey to anyone looking to brain you with even the Magnum.
>
> With Hologram, which I’m worried about because footage suggest it’s just copy and paste from Reach, it needs more believability.
>
> It needs to trigger a red reticule when looking at one, it needs to carry the nameplate of the opponent who spawned it, it needs to trigger sticky reticule, it needs to show up red on the MT.
Agreed on these points.
With the turret: No to the shield idea. I think a good balance would be either still moving slower but turning at the usual speed, or turning still being slow but movement is normal. I’d probly go with the former.
With the hologram: It’s fine running and looking in a straight line if by all other appearances it looks like an enemy. (red reticle, name over head, pulls aim assist, red on motion tracker)
Your idea for the turret indeed seems intriguing. Really cool how you implement fiction into it. That might work out and make the person at least hold the turret long enough to even say “DPS upgraded”.
> the main problem i noticed with the turret in reach was that it was too damn innaccuate
>
> you couldn’t hit ANYTHING that wasn’t a vehicle at point blank range
Burst fire, like an AR. The thing has crazy spread if you fire for more than a few seconds. There’s no reticule bloom, but the bullets behave as if there is. Try pulsing the trigger at about the same rate you would a DMR, you’ll lose a little bit of ROF, but your accuracy will stay pretty much spot on. And with distance targets, that’s far more important.
OT: I think the turret is fine the way it is. Your potential damage output is pretty high, so it’s really a risk reward type situation, and as a vehicle killer it still works wonders. (esp the banshee, one turret plus 3 friends with DMR can take one down in no time)
However, I agree Holo needs a serious buff. I was going to suggest adding a small amount of random movement to it. But I’d also be okay with it if it was indistinguishable from a regular player. (red cross-hair, draws aim-assist, etc)
Edit: Also, with PV, Holo should appear as an outline. Like someone using Wetworks, no matter what specilizaion the Hologrammer is using.
> > the main problem i noticed with the turret in reach was that it was too damn innaccuate
> >
> > you couldn’t hit ANYTHING that wasn’t a vehicle at point blank range
>
> Burst fire, like an AR. The thing has crazy spread if you fire for more than a few seconds. There’s no reticule bloom, but the bullets behave as if there is. Try pulsing the trigger at about the same rate you would a DMR, you’ll lose a little bit of ROF, but your accuracy will stay pretty much spot on. And with distance targets, that’s far more important.
i have tried Burst firing with the Turret
still as useless as crap
Am I the only that thought that the turrets in Halo 3 and Reach were actually really good? They weren’t perfectly accurate, but that’s the point, right? It is powerful enough at a respectable distance, but I think our frame of reference is thrown off by how often we rely on long-range weapons like the Battle Rifle and DMR.
Directing shields is kind of pointless. It makes you WAY too vulnerable from behind and it will make killing you a lot easier (just either have someone else run behind a gunner or throw a grenade behind them.
Holograms DO need some lovin’ however. I know this sounds ridiculous, but I would love it if we could stick things to holograms. Namely grenades. The sticky variety.
Hologram turns reticle red with no magnetism but carries name of player who sent it.
Magnetism is key to detection.
Behavior: After hologram is sent if Player A turns west, Holo A turns west. If Player A looks up, Holo A looks up. IE, Holo A copies Player A’s looking while running the sent direction (Adds a little bit of skill ceiling/deception).
My Turret solution: Are you guys kidding? Solution is obvious, turrets can be picked up to move, but Redeployed to shoot. That way if you are using it in close, you can have success. If you move to an area with long sightlines, set up your turret and do what turrets are meant to do. Hold an area of importance.