This skull reduces player health by 50%, which changes alot of things.
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Logical CombatUnits die as fast as they should be depending on what is damaging them, instead of soaking countless damagw that dosent look survivable. A plasma grenade ability always kills a marine member or 2. A few abilities of these heavily damage vehicles. A tanks cannon will always kill a marine or grunt soldier it hits.
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Viable units and strategies.For example, A marine’s rpg now takes out 1/6 of a scorpian tanks health. While not able to rival tanks, they ward them off early game, for example, or be massed produced.
Also, plasma modulator wraiths rivial power turret tanks, and beat grizzly tanks, im numbers. Take that into consideration.
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Counter units serve their purpose bettter.A cobra, for example, , 2 shots a scorpian tank, no matter the upgrade. A spartan inside will one shot a scorpian. Without this skull, scorpians would canister, then run away, thanks to their health soaking the damage.
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A diverse army defeats a one / two unit spam army.A scorpian army > scorpians, cobras, hornets and marines.
A scorpian army < scorpians, cobras, hornets and marines.
- Leader Power EnchancementsCutters mac destroys building. 1 mac kills a building pad or a reactor. Covenant players, your shield just got a whole lot more useful.
Forges carpet bomb destroys infantry and now heavily damages buildings and vehicles ; again, feel lucky covenant players with your shielded units and bases.
Anders: no enchancements.
Arbiter: his rage is very powerful. But he is very weak while raging
Brute: vortex is evem more powerful against air and infantry
Prophet: his beam just destroys everything. Oh, unless if your team has a covenant player, dont let him next to your base.
- Spartans are Very Strong.Each star a spartan vehicle has is a 15% increase in damage and health. The most you can get as a base set is 7 stars (8 in a hawk or grizzly). 7 x 15 = 105% more health and damage. So. Double damage against units at half health…
And. Having double health with the sickness skull, means the unit is the same health as a unit without the sickness skull on, against units, with half health. I hope you guys make some rules with your spartans in custom games.
- Turrets are useful. Seriously.One or 2 is enough to hold off a leader rush, or warthog rush. Upgrade their weaponry against the threat makes them even more effective. Large turret is very good. Will result in your enemy using cobras or locusr on your base .
So there you have it. I hope you liked this post and my thought on the sickness skull. If you want to play it with me sometime, gt: Darkest Inferno.
Feel free to comment your opinion. Thank you for reading, i appreciate it.
Could work I dont like a mac blast taking out a reactor in one shot though
About that realistic combat, this is a sci-fi game set 500-600 years in the future soooo
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> About that realistic combat, this is a sci-fi game set 500-600 years in the future soooo
You have a point there. But i dont think an odst squad in that time frame would take 13 canister shells to the face and live , just because their standing on top of a tower that gives them elevation and no protection
Compared to marines in cutscenes dying after a couple hits, like the cutscene when a marine is struck by a needler on the 2nd mission when you rescue forge and anders with a grizzly. Or when forge took down an elite with a few shotgun blast, compared to the usuall 12 in game 
Logical combat may just be my point, realistic has too many factors in it. But in 500 years in the future, a wraith plasma motor is noted to wipe out a squad in 1 or 2 direct hits… not dozens. Even the citizens on arcadia city have that damage resistence. I guess its cause it being 500 years later aha.
You spent way to much time thinking about this.
RTS’ generally aren’t about realism or simulation. They are primarily about strategy (real-time). That is the focal point for gameplay standards.
While decreasing the health wouldn’t limit the strategy elements, it would make it much less forgiving for casual players (as well as the non-RTS crowd that comes from the main Halo titles) who would easily become frustrated by the punishing quick-deaths of their squads that they are unable to efficiently control.
Your general idea could be a good one for the more hardcore RTS crowd, but not for the average Halo fanboy that isn’t an RTS player, but simply wants to play everything Halo.
That crowd will always be a major consideration to the developer because [unfortunately] they do make up a significant portion of the demographic.
This would be irrelevant in a new game, but the sickness skull in the first HW only made for more prolific use of the canister shell glitch. The low health would basically allow you to cryo units and canister shell all of them infinitely until everything died or the cryo ended. I agree that HW was intended to give some consideration to players that were Halo fans but not RTS players, which is fine. I appreciate each unit having more health that usual. I’ve not even talked about what kind of crap would happen if you ran into an arby either. Disruption bombs were (like everything) on a delay and could be baited out. Once it’s gone, the arby gets 6 minutes to pelvic thrust through your entire army that has half the health of a regular one. Good luck with that.
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> This would be irrelevant in a new game, but the sickness skull in the first HW only made for more prolific use of the canister shell glitch. The low health would basically allow you to cryo units and canister shell all of them infinitely until everything died or the cryo ended. I agree that HW was intended to give some consideration to players that were Halo fans but not RTS players, which is fine. I appreciate each unit having more health that usual. I’ve not even talked about what kind of crap would happen if you ran into an arby either. Disruption bombs were (like everything) on a delay and could be baited out. Once it’s gone, the arby gets 6 minutes to pelvic thrust through your entire army that has half the health of a regular one. Good luck with that.
Does the majority of the playerbase even canister glitch? In my idea i assumed there wouldnt be the canister glitch, arby glitch, etc, but i see what your saying.
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> RTS’ generally aren’t about realism or simulation. They are primarily about strategy (real-time). That is the focal point for gameplay standards.
>
> While decreasing the health wouldn’t limit the strategy elements, it would make it much less forgiving for casual players (as well as the non-RTS crowd that comes from the main Halo titles) who would easily become frustrated by the punishing quick-deaths of their squads that they are unable to efficiently control.
>
> Your general idea could be a good one for the more hardcore RTS crowd, but not for the average Halo fanboy that isn’t an RTS player, but simply wants to play everything Halo.
>
> That crowd will always be a major consideration to the developer because [unfortunately] they do make up a significant portion of the demographic.
So maybe a potential hardcore playlist would be simply appropiate, if a certain demand was met that is? And just to remind everyone, im just offering an alternative to try, not to have this skull on for everything.
It could work, but then there’s also the issue of spreading the population too thinly over too many playlists. Just something else to watch out for.
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> > 2533275013448714;3:
> > About that realistic combat, this is a sci-fi game set 500-600 years in the future soooo
>
>
> You have a point there. But i dont think an odst squad in that time frame would take 13 canister shells to the face and live , just because their standing on top of a tower that gives them elevation and no protection
>
> Compared to marines in cutscenes dying after a couple hits, like the cutscene when a marine is struck by a needler on the 2nd mission when you rescue forge and anders with a grizzly. Or when forge took down an elite with a few shotgun blast, compared to the usuall 12 in game 
>
> Logical combat may just be my point, realistic has too many factors in it. But in 500 years in the future, a wraith plasma motor is noted to wipe out a squad in 1 or 2 direct hits… not dozens. Even the citizens on arcadia city have that damage resistence. I guess its cause it being 500 years later aha.
I agree with the guy and disagree. I agree that its the future and anything can happen. But. If the armour is better than so is the damage so it would still be the same realism as it is today. Bar things with shields of course.
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> It could work, but then there’s also the issue of spreading the population too thinly over too many playlists. Just something else to watch out for.
True. One playlist however wouldn’t cause such a negative effect
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> > 2533274809541057;10:
> > It could work, but then there’s also the issue of spreading the population too thinly over too many playlists. Just something else to watch out for.
>
>
> True. One playlist however wouldn’t cause such a negative effect
But, if it’s set up like Halo Wars with individual playlists for parties (Party 2v2, 3v3, Solo 1v1, 2v2, 3v3), you would then have to have Hardcore playlists of Party 2v2, 3v3, Solo 1v1, 2v2, 3v3 as well as your other playlists.
I assume that playlists will be handled differently this time around, but with reciprocal party matchmaking as a hidden parameter.
This is great stuff here. In response to Darkest Inferno, there are multiple levels of canister glitch, the first not even requiring a cryo. You can do the same thing to infantry without a cryo, just Canister infinitely into oblivion as long as you kill each infantry squad. As for the arby glitch, it really has nothing to do with why the Arbiter is good. The Arbiter seems better when he glitches because in general, only decent players know the glitch, the bad ones don’t. You have no idea how many nasty messages I’ve received (probably > 50, and all with profanity) for using the Arby glitch, all of them sent by people who don’t actually know what it does. Most of them are just salty because they don’t know how to do it. The arbiter glitch causes the following differences, and nothing else:
- entering rage glitch without the 1 second delay caused by flourishing your blades
- prevents your from raging air units, so forces ground priority targeting
- causes some slight bugs when raging other arbiters not using rage glitch, varies based on who used it first and the direction of motion
- messes up your movement, causes variations (+/- time) in direction changes determined by the initial target point when entering rage glitch
- a few other minor things that generally don’t actually affect the game, like the Arby being able to hover across the walk-able map midair or underground like a G
There are a few other small glitches with the arbiter involving raging and recalling, but since less than 0.1% of the game’s population knows what they are and how to use them, most of you have never seen them anyway so there isn’t much point in addressing them. The standard Arbiter glitch does NOT make him run faster, do more damage or whatever else people think it does. It literally just used by high level players to focus warthogs when enemy air is nearby and prevent the 1 second delay, and sometimes used to run across giant maps without bumping into everything on the way. It’s actually a little difficult to master the glitch so it takes some amount of skill too, but that doesn’t stop people from telling me I’m a skill-less degenerate that doesn’t know how to win a fair game.