
Xtralaos
Joined: Jun 1, 2013
"I AM THE GREATEST!"
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Posted: Jun 28, 2013 05:13 PM
Msg. 4656 of 10646
I see, well, I was just wondering.... Reload for PR was something new.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 28, 2013 05:20 PM
Msg. 4657 of 10646
Worst thing ever... how so?
If anything, that's actually the biggest reason I hate using the plasma rifle. (plus how each shot feels too weak to me xP)
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 28, 2013 05:25 PM
Msg. 4658 of 10646
It would be interesting to have a system where instead of swapping plasma weapons on the ground by moving over them and pressing E when the battery is low, the player would swap the weapon cores. It'd work exactly the same as regular plasma weapon swapping, but the plasma weapon would reload when pressing the swap button over a plasma weapon with a higher battery charge, making this system purely aesthetic. Of course if this is even possible it'd probably take too much work/memory to be an effective system. Oh well.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 28, 2013 06:33 PM
Msg. 4659 of 10646
Quote: --- Original message by: Delicon20 It would be interesting to have a system where instead of swapping plasma weapons on the ground by moving over them and pressing E when the battery is low, the player would swap the weapon cores. It'd work exactly the same as regular plasma weapon swapping, but the plasma weapon would reload when pressing the swap button over a plasma weapon with a higher battery charge, making this system purely aesthetic. Of course if this is even possible it'd probably take too much work/memory to be an effective system. Oh well. While it would be incredibly easy to swap battery levels between your held and a weapon on the ground, visuals wouldn't be. I dont really see much point though, other than if you rather use a PR and all the enemies had PP.. but really, should they use identical energy considering their plasma colors are different? Dont think anyone else is gonna buy your idea.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 28, 2013 06:43 PM
Msg. 4660 of 10646
speaking of youtube videos on cmt spv3, concerning the plasma pistol, for the love of god, do not have a discharge rate like halo 4. that would be horrid, halo 3 is ok discharge
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 28, 2013 08:00 PM
Msg. 4661 of 10646
Quote: --- Original message by: kirby_422Quote: --- Original message by: Delicon20 It would be interesting to have a system where instead of swapping plasma weapons on the ground by moving over them and pressing E when the battery is low, the player would swap the weapon cores. It'd work exactly the same as regular plasma weapon swapping, but the plasma weapon would reload when pressing the swap button over a plasma weapon with a higher battery charge, making this system purely aesthetic. Of course if this is even possible it'd probably take too much work/memory to be an effective system. Oh well. While it would be incredibly easy to swap battery levels between your held and a weapon on the ground, visuals wouldn't be. I dont really see much point though, other than if you rather use a PR and all the enemies had PP.. but really, should they use identical energy considering their plasma colors are different? Dont think anyone else is gonna buy your idea. there isn't much of a point, just aesthetics (it'd likely be more visually pleasing than just regular weapon swapping animations) and a use for the reload animation, plus it's something that hasn't been done before. Edited by Delicon20 on Jun 28, 2013 at 08:02 PM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 28, 2013 09:16 PM
Msg. 4662 of 10646
hey a viewer from youtube wants to know if adding lan co-op to this would be difficult, what should I tell him?
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Jun 28, 2013 11:11 PM
Msg. 4663 of 10646
It would be impossible because of the netcode.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 29, 2013 12:01 PM
Msg. 4664 of 10646
lol move over xbox, you've just been replaced
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jun 29, 2013 12:46 PM
Msg. 4665 of 10646
I hope you aren't replacing a Xbox with a Xbox.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 29, 2013 03:49 PM
Msg. 4666 of 10646
If by xbox you mean xbox, and by xbox you mean pc, then yes
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Jun 30, 2013 11:55 AM
Msg. 4667 of 10646
Quote: --- Original message by: rcghalohell lol move over xbox, you've just been replaced Did you actually read any of that?
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teh lag
Joined: May 6, 2008
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Posted: Jul 1, 2013 11:07 PM
Msg. 4668 of 10646
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Jul 1, 2013 11:15 PM
Msg. 4669 of 10646
ily teh lag. <3
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 1, 2013 11:21 PM
Msg. 4670 of 10646
well that was very reminiscent of the first level of halo 3
I like
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 1, 2013 11:27 PM
Msg. 4671 of 10646
should we post gripes and criticism or is it too late/pointless?
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Jul 1, 2013 11:29 PM
Msg. 4672 of 10646
Oooo! brute chieftain! will they be as much a challenge in this game as they were in Halo 3 Recon?
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 1, 2013 11:40 PM
Msg. 4673 of 10646
still a no go on assault rifle model, can it have something similar to the old halo ar fire sound? I like a gun that sounds like its gonna punch someone hard, and im not sure about the plasma pistol overcharge noise
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 1, 2013 11:46 PM
Msg. 4674 of 10646
Quote: --- Original message by: master noobshould we post gripes and criticism or is it too late/pointless? I would imagine it's neither too late nor pointless considering the level isn't out yet
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teh lag
Joined: May 6, 2008
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Posted: Jul 1, 2013 11:53 PM
Msg. 4675 of 10646
Quote: --- Original message by: master noob should we post gripes and criticism or is it too late/pointless?
if you want to say something, say it; nobody's stopping you. we've still got a ways to go in development.
Quote: --- Original message by: OrangeJuice Oooo! brute chieftain! will they be as much a challenge in this game as they were in Halo 3 Recon?
i am assuming you mean halo 3 odst? it is hard to answer this... the chieftain is meant to be the main threat in the area but currently i don't think it is as hard to take him down as it was to take down the equivalent in odst. the gameplay of tsc:e is still in flux so i can't really say what the end result will be. we want him to be hard, but we don't want him to be a chore to fight.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 2, 2013 12:26 AM
Msg. 4676 of 10646
the environment is obscenely dark(especially in the video) to the point where enemies could only be seen when they are moving, perfectly demonstrated by the brute chieftain. some of the textures are muddy, with scratches/grunge patterns all over instead of selective areas as they should be. If you are following canon, remember that the Autumn carries the latest in UNSC weapon tech, so the guns should not be as dirty as they are portrayed in SPV3. If you are not following canon, take advantage of the improved graphics to really show some great shiny weapons rather than metal things that were dragged through the sewers and washed with newspapers. the specular values for the cubemaps really dull the effect and make the cubemaps null and pointless. use less greytones for cube overlays and either make things shiny and reflective or not shiny and reflective; middle grounds look bad. the sound of the AR is really weak and sounds watered down, similar to Halo 3. I still have issues with the EMP grenade; make the particles less opaque since the effect lingers, so that it does not hinder the player's vision. 100% white followed by a short gradient to an equally bright color looks overbright and ruins the overall appearance. look at halo 2/3 explosions for examples of what I mean. this is more personal preference, but I liked the magnum's smooth muzzle over the boxy one featured in SPV3. it just feels more streamlined and aesthetically pleasing to look at, while also showcasing the cubemaps of the time. 50 AR rounds? well, it's a start, I guess... I feel that more appropriate sounds could be made for the spiker, given what it is. it just sounds really bogged down. the plasma grenade spews too much fluid imo, could be rectified with smaller particles that fade faster/fall shorter. I think that the regular scanline plasma shields could be improved by making the line look like it comes out of the emitter rather than a single straight line. I think the damage arrows could be moved to the edges of the screen to act as peripheral rather than obstructing things in front of the player. I think you could represent needler ammo better than holding solid blamite crystals, similar to how you don't touch the spiker's fluid metal used in the spikes. maybe a holding case/grip? the flak cannon/FRG's muzzle flash should match the explosion colour rather than being a slight blueish hue. update the FP shield overlay, it's outdated and looks too much like random noise. no long needler trails? for shame.
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teh lag
Joined: May 6, 2008
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Posted: Jul 2, 2013 12:45 AM
Msg. 4677 of 10646
Quote: --- Original message by: master noob 50 AR rounds? well, it's a start, I guess... i do not know what you mean with this one.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 2, 2013 01:09 AM
Msg. 4678 of 10646
Quote: --- Original message by: teh lagQuote: --- Original message by: master noob 50 AR rounds? well, it's a start, I guess... i do not know what you mean with this one. it means he wants ten more rounds Edited by Delicon20 on Jul 2, 2013 at 01:09 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 2, 2013 01:09 AM
Msg. 4679 of 10646
Quote: --- Original message by: teh lagQuote: --- Original message by: master noob 50 AR rounds? well, it's a start, I guess... i do not know what you mean with this one. well, why not 60 rounds? why 50? I don't understand that particular decision.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 2, 2013 01:27 AM
Msg. 4680 of 10646
Quote: --- Original message by: master noobQuote: --- Original message by: teh lagQuote: --- Original message by: master noob 50 AR rounds? well, it's a start, I guess... i do not know what you mean with this one. well, why not 60 rounds? why 50? I don't understand that particular decision. Well why 60? What makes 60 so great? Because it's what Bungie did?
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olly12345
Joined: Jul 30, 2008
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Posted: Jul 2, 2013 01:51 AM
Msg. 4681 of 10646
In terms of realism, the 50-60 round clip is quite unrealistic, as the MA5B/C both fire a 7.62x51mm NATO round, much too large to fit in the MA5B's magazine. Example of a 60 round clip on an M4 varientIn terms of gameplay, you don't want a rifle having too little or too much ammunition, too little and you need to bump up the damage, too much and you risk a slow Time to Kill due to low damage. Small Clip + High Damage = Slightly Overpowered (Fast Time to Kill, fast Reload) Small Clip + Low Damage = Underpowered (Slow TTK, Maybe 1 standard elite or brute with clip) Large Clip + Low Damage = Underpowered (Slow TTK, Wasteful Ammunition) Large Clip + High Damage = Overpowered (Fast TTK, players don't need any other weapon) You need to find the balance between the 4, and a 50 round clip that can kill a brute in roughly 30 seems okay. Edited by olly12345 on Jul 2, 2013 at 01:53 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 2, 2013 02:00 AM
Msg. 4682 of 10646
Quote: --- Original message by: MatthewDratt Well why 60? What makes 60 so great? Because it's what Bungie did? because I liked the 60 rounds. is there a problem with this, or are you just trying to argue? in that case, I liked the 60 rounds because it felt like an assault weapon, constantly peppering the enemy with gunfire until they are but mulch on the floor. being the only weapon like this, I preferred the large clip size because most of the other automatic weapons failed to give that lasting duration of suppression that the AR gave, since the plasma rifle overheated too easily, the needler generally expelled its clip too fast, and the flamethrower has a low range. Quote: --- Original message by: olly12345 In terms of realism, the 50-60 round clip is quite unrealistic, as the MA5B/C both fire a 7.62x51mm NATO round, much too large to fit in the MA5B's magazine. because plasma cores inside a dual prong gun produces projectiles. because a gun absorbs crystal and shoots projectiles that aim towards organic flesh. because robots can talk and fly and teleport. because giant ring worlds float in space. because there is a parasite that feeds on organic tissue and mutates its host. I guess we should get rid of those too, since they're not realistic either. Edited by master noob on Jul 2, 2013 at 02:04 AM
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Jul 2, 2013 02:22 AM
Msg. 4683 of 10646
They probably use some really advanced shells with an incredible propellant and are able to store them in the clip back-to-back because of how compact they can make their casings
Much like how the Fn-P90 can carry 50 rounds because they're caseless. And It shouldn't be ruled out, because there's also the H&K G11 which is almost a full-sized machinegun yet it too uses caseless rounds Edited by OrangeJuice on Jul 2, 2013 at 02:25 AM
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Bobblehob
Joined: Aug 29, 2010
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Posted: Jul 2, 2013 03:09 AM
Msg. 4684 of 10646
Quote: --- Original message by: master noob the environment is obscenely dark(especially in the video) to the point where enemies could only be seen when they are moving, perfectly demonstrated by the brute chieftain. some of the textures are muddy, with scratches/grunge patterns all over instead of selective areas as they should be. If you are following canon, remember that the Autumn carries the latest in UNSC weapon tech, so the guns should not be as dirty as they are portrayed in SPV3. If you are not following canon, take advantage of the improved graphics to really show some great shiny weapons rather than metal things that were dragged through the sewers and washed with newspapers. the specular values for the cubemaps really dull the effect and make the cubemaps null and pointless. use less greytones for cube overlays and either make things shiny and reflective or not shiny and reflective; middle grounds look bad. the sound of the AR is really weak and sounds watered down, similar to Halo 3. I still have issues with the EMP grenade; make the particles less opaque since the effect lingers, so that it does not hinder the player's vision. 100% white followed by a short gradient to an equally bright color looks overbright and ruins the overall appearance. look at halo 2/3 explosions for examples of what I mean. this is more personal preference, but I liked the magnum's smooth muzzle over the boxy one featured in SPV3. it just feels more streamlined and aesthetically pleasing to look at, while also showcasing the cubemaps of the time. 50 AR rounds? well, it's a start, I guess... I feel that more appropriate sounds could be made for the spiker, given what it is. it just sounds really bogged down. the plasma grenade spews too much fluid imo, could be rectified with smaller particles that fade faster/fall shorter. I think that the regular scanline plasma shields could be improved by making the line look like it comes out of the emitter rather than a single straight line. I think the damage arrows could be moved to the edges of the screen to act as peripheral rather than obstructing things in front of the player. I think you could represent needler ammo better than holding solid blamite crystals, similar to how you don't touch the spiker's fluid metal used in the spikes. maybe a holding case/grip? the flak cannon/FRG's muzzle flash should match the explosion colour rather than being a slight blueish hue. update the FP shield overlay, it's outdated and looks too much like random noise. no long needler trails? for shame. So basically, you aren't a fan of the art style? Looks to me like its supposed to be dusk or dawn, based on the sky coloring and the position of the sun, so it follows that the area in the encounter would be dark, especially because it takes place in a canyon where the light from the sun wouldn't reach it xP The vast majority of the environment textures are dark and muddy as it seems the environment you are in is a swamp... which is dark and muddy... Also, you must be blind if you couldn't see the enemies moving about.(Also, making a darker map with less obvious enemies isn't exactly a bad thing... See: 343 Guilty Spark) Looks like the damage arrows are bugged, sometimes appearing at the edge, and sometimes right next to the reticle... So I wouldn't worry about that one too much. Might want to remind yourself that this is not the finished product as well.
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olly12345
Joined: Jul 30, 2008
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Posted: Jul 2, 2013 06:44 AM
Msg. 4685 of 10646
The size of the bullet won't change, you can only fit so much into a box. I don't mean they should change it, I was merely stating that fact.
Besides, I understand about the gameplay element over realism, I never said everything unrealistic should be removed. Which is why I put the second bit there, which stated that the current magazine size and damage seems to be okay.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 2, 2013 07:34 AM
Msg. 4686 of 10646
I agree with Master Noob that the environment is a bit too dark. Even if its dusk or sunset and the shadows are indeed dark, this does not mean there cannot be some other light sources, for example forerunner lights or covenant torches. Both of those light sources can also be used to guide the player through the encounter and help find his/her way out. Another thing I'd like to mention is enemy placement and interactivity. It seems as if stealth really isn't an option here, even when attempted, shown in the video. There are so many enemies and the player so close to all of them that doing so becomes impossible, even an overshield was added right in the players path so the development team should have known this was a problem. Lower the amount of enemies, and encourage multiple different ways to play the encounter.
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Xtralaos
Joined: Jun 1, 2013
"I AM THE GREATEST!"
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Posted: Jul 2, 2013 07:53 AM
Msg. 4687 of 10646
Exactly what Higuy said! Because the map room from Halo would only be protected by a low number of Covenant.
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P3
Joined: Dec 2, 2011
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Posted: Jul 2, 2013 08:03 AM
Msg. 4688 of 10646
Brighten the map more, and swap out the grunts. Even if you guys don't have new ones, use a different place holder like the Halo reach grunt, or the Halo 3 grunt. Kind of like what you guys did with the phantom. Just so it would be a bit better to look at. Just me though.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jul 2, 2013 11:15 AM
Msg. 4689 of 10646
Quote: --- Original message by: master noob If you are following canon, remember that the Autumn carries the latest in UNSC weapon tech, so the guns should not be as dirty as they are portrayed in SPV3. If you are not following canon, take advantage of the improved graphics to really show some great shiny weapons rather than metal things that were dragged through the sewers and washed with newspapers. the specular values for the cubemaps really dull the effect and make the cubemaps null and pointless. use less greytones for cube overlays and either make things shiny and reflective or not shiny and reflective; middle grounds look bad. the sound of the AR is really weak and sounds watered down, similar to Halo 3. 50 AR rounds? well, it's a start, I guess... I feel that more appropriate sounds could be made for the spiker, given what it is. it just sounds really bogged down. the plasma grenade spews too much fluid imo, could be rectified with smaller particles that fade faster/fall shorter. I think you could represent needler ammo better than holding solid blamite crystals, similar to how you don't touch the spiker's fluid metal used in the spikes. maybe a holding case/grip? the flak cannon/FRG's muzzle flash should match the explosion colour rather than being a slight blueish hue. update the FP shield overlay, it's outdated and looks too much like random noise. no long needler trails? for shame. so i left out the thing that i am meh about, but i strongly agree or disagree with these points however. umm... the autumn crashed, most of the gear they used past the first few missions was gear the pulled out of the autumn, so yeah. maybe shiny new for the first few levels, then afterwards make them used like they are now, maybe towards the end have them look ready to fall apart (what can i say, i love seeing the use i put into my gear) preference only please, more shiny i'd actually LOVE to see what masternoob could cook up for CMT (give them better cubemaps so we can't complain about it) for the sounds,please don't take after 343, all of their guns sound suppressed and weak. (i'll cover my issues with CMT's lack of knowledge on suppressed weapons later.) i've always wanted to hear the spiker get some menacing sounds to it. i mean, come on, it shoots a friggin' 10in (approx.) semi-liquid metal spike, it shouldn't sound like a toy. for the plasma, if u guys wanna insist on it phase changing into a liquid, have the particles show the gas phase too. no complaints on quantity of plasma/liquid though. needler crystals are really only lethal after they embed in an object so i guess their reload is fine. better fp shielding please, multilayered if it can be done well.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jul 2, 2013 11:29 AM
Msg. 4690 of 10646
Quote: --- Original message by: Mootjuh I believe it's the video that made it look darker. The map is brighter than that. All lighting is also WIP, as we polish new areas we are constantly experimenting with how bright or dark an area should be. Part of it is certainly the dark atmosphere, since it is swamplike, but the video might also be to blame. Regardless, rest assured if an area is not lit the way we like it it will be changed. Edited by slashrat on Jul 2, 2013 at 11:29 AM
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