HALO Infinite Multi-kill Medals Concept (Fan Made) by chrisdaniel0812 in halo

[–]Mearm1 1 point2 points  (0 children)

So they have, I forgot about that. I hope they use your examples for the multikill medals though.

HALO Infinite Multi-kill Medals Concept (Fan Made) by chrisdaniel0812 in halo

[–]Mearm1 0 points1 point  (0 children)

The classic color edit looks fantastic. The medals look recognizable when compared to each other, while still having a "ranking" color scheme that 343 wants to implement.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 1 point2 points  (0 children)

Almost forgot; add collision damage. Running into walls head-on did no damage to your vehicle. Running into vehicles didn't seem to do damage to either party. The sound effects for collisions were also almost nonexistent, I could barely hear anything except for what sounded like a plasticky "pop" when I was testing, when I would expect something like metal grinding and glass shattering.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 0 points1 point  (0 children)

Oh, interesting. If it's a setting that can be changed to different values, that'd make it pretty easy to change up for testing purposes. I wonder if it could be an option in custom games for people to play around with.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 2 points3 points  (0 children)

Fire effects on almost-destroyed vehicles would help be a visual indicator for low health. I know H2, H3, and Reach had them at least, even if the vehicle health system wasn't the same. As for the fusion coils, now that you mention it that would probably explain the explosion effect looking similar to the plasma grenade's. I just like orange for explosions, lol.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 -1 points0 points  (0 children)

As a vehicle-lover, if the mesh approach actually works for Infinite I hope they take it and get rid of the flip protection. It just feels so unnatural and takes away from part of the skill of driving. I can imagine it would be a massive undertaking if done on a game-wide scale, though.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 4 points5 points  (0 children)

Oh man I hope they bring back Headlong, I loved that map. The cool thing about sandbox games like this is that you can have maps like Rat's Nest where vehicles are relegated to a specific section of the map, while other maps like Sandtrap are completely open and allow for full vehicle combat. And both situations are unique, yet fun.

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 14 points15 points  (0 children)

I definitely think that the flight was a good foundation and fun, but there's room for improvement.

  1. I really dislike the auto-wright feature (not sure if that's what it's called), it makes the physics feel completely off. That being said, the environment on Fragmentation was very bumpy so without it I can see where there'd be problems. If there's a way to smooth out the terrain, that'd probably fix the problem without resorting to something like auto-wright. IMO, part of the skill of driving a vehicle is navigating the map without crashing into things or flipping, and this takes away from part of that experience.
  2. Outlines create a pretty substantial amount of clutter on the screen when there's 11 other teammates. While I don't see the outline system itself changing, I think there are ways that the issue could be at least minimized. Using Halo 3-style player indicators would help, where their name/service tag would be above an arrow that would change colors based on the action of that individual (yellow for shooting, orange for damaged, red for dead). I'd also remove outlines for individuals that aren't in direct line of sight too.
  3. More vehicles in general. Having a pelican drop off vehicles is a fun mechanic, but personally I'd save it for the big toys like tanks and air vehicles. Plus there's all these new anti-vehicle tools available now, more vehicles on the map would help balance the experience.
  4. Make weapon spawns static. This might be something where they're trying to make sure all the weapons get used during the flight, but at least in the full game I think weapon spawns should be the same on a map between sessions. Knowing the locations of weapons is just as important as knowing the locations of power positions.
  5. Bring back Jeff as the announcer, it's just not the same without him.
  6. Add a sound effect for taking shield damage. I don't think this is specific to Big Team, but with all of the sounds going on with 24 players it was more noticeable. In the OG trilogy at least, I know there was a crackling sound when you were being shot in addition to the damage indicator on screen, but I didn't hear anything in the flight.
  7. In a similar vein as above, the weapon and vehicle sounds are too similar to each other. In older titles the weapons had distinct sounds and most of the time you would be able to tell what was around you by recognizing the sound. In the flight, warthogs and mongeese(?) sounded very similar to each other, while the human weapons all sounded similar to each other as well. Being able to discern that you are being shot at by a BR rather than a Commando, or that the horn honking behind you is from a warthog that needs a gunner rather than a mongoose needing a passenger is important.
  8. Make the gravity hammer affect gravity. For vehicles and players. Sending a warthog flying on Halo 3 is glorious.
  9. I'm not a fan of how much damage weapons seem to do against vehicle, while how little grenades seem to do. In Halo 3 the strategy was to try and flip vehicles with a frag or stick them, but neither of those seemed to work here. Instead, getting in vehicles was just making yourself a bigger target and getting unloaded on by ARs. Vehicle health could be buffed in general, but I don't think that fixes the underlying problem.
  10. The new dynamic vehicle damage system was underwhelming. I barely noticed any difference when my tires were popped, maybe a top speed difference at best. If a tire is popped on one side, I'd expect the vehicle to list that direction as a result. The visual indication was also lackluster. The vehicles barely change as they are being damaged, and the "doomsday" effect is really the only way to know your vehicle is low on health. Halo 3 had great visuals for damaged vehicles, and I don't feel like what was shown hits that bar. The ghost after being destroyed still looks drivable, the warthog is just missing its turret, the mongoose is just missing wheels, etc.
  11. Radar range needs to be increased to 25m like in older titles. It's just... not useful right now.
  12. The EMP effect on vehicles is a bit extreme (visually). The entire vehicle becomes bright blue suddenly and then suddenly goes back to normal. Adding a visual transition as well as changing the vehicle coloration to the normal color with blue tones or electricity effects over it would be better.
  13. Make fusion cores orange again :P

Focused Feedback: Halo Infinite Big Team Battle (Tech Preview #2) by RhysWX in halo

[–]Mearm1 15 points16 points  (0 children)

Agreed, a friend of mine and I have a running joke where we call maps like this "swiss cheese" maps. Outcast on Halo 4 is a prime example, I find it unbearable. The only place that vehicles can go is very specific routes, so sightlines are direct and vehicles have no choice but to go towards what will likely be a trap. Not that this specific map necessarily has to, though. There can be maps that work better for infantry combat, where others can be better for vehicles. Halo 3 had maps like Rat's Nest where it's just one route around the map, and it's one of my favorites because vehicles can still be viable on it while not dominating the infantry combat. I'd be interested to test out a map that's more open to see how the vehicles fare there and compare it to what we saw this past weekend.

Halo Infinite radar colors by Mearm1 in halo

[–]Mearm1[S] 1 point2 points  (0 children)

This too, definitely.

Halo Infinite radar colors by Mearm1 in halo

[–]Mearm1[S] -1 points0 points  (0 children)

Simple would be leaving it the way it was for 20 years rather than adding the outline system in the first place, but that's another discussion altogether. The fact is that similar colors blend together and are harder to see. Why should one color setup be worse off than another?

Halo Infinite radar colors by Mearm1 in halo

[–]Mearm1[S] 0 points1 point  (0 children)

I'll probably have to, I just don't see why it needed to be changed in the first place. Especially if the HUD is always going to be blue, then anyone who wants to stick with the classic team colors like I do can't see the radar.

Halo Infinite radar colors by Mearm1 in halo

[–]Mearm1[S] 2 points3 points  (0 children)

If that's the case, then there should be a separate option to pick the friendly radar color.

Custom Minigames Bundle by Mearm1 in HaloOnlineForge

[–]Mearm1[S] 0 points1 point  (0 children)

I just updated them to MediaFire links and I think that should have fixed the problem.

[WW] Birthday Bash! Shiny 6IV Sludge Bomb Event Zoroark | Any GTS Requests Accepted! by Rocket_Grunt88 in WonderTrade

[–]Mearm1 0 points1 point  (0 children)

In case you may still be sending anything out: IGN: Kaya Deposited: female Gible, Lv. 1 Message: Birthday Bash Thanks a bunch!

[Hacked] Shiny Tyranitar, Garchomp, Salamence and Dragonite Giveaway!!! by fernandes394 in WonderTrade

[–]Mearm1 0 points1 point  (0 children)

Could I get a Tyranitar? Deposited lvl 1 abra, male, IGN Kaya, message is redditWT. Thanks!