
UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 18, 2014 06:01 PM
Msg. 5916 of 10646
Quote: --- Original message by: BobtheGreatII
Yeah, I played around with it a bit since the test video. What you see in the top image is more accurate to what it looks like right now. Edited by BobtheGreatII on Jan 18, 2014 at 04:41 PM We would then say that in the test video is only for CMT SPV3 maps While the other is only for TSC:E ?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 18, 2014 06:13 PM
Msg. 5917 of 10646
Theres a 50 round variant for B30, and a 32 for SPV3, correct? But that and the firing sound is the only difference as far as i know.
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Jan 19, 2014 01:08 AM
Msg. 5918 of 10646
Pay no attention to the HUD info from my test video for anything. I simply used 32 rounds as it was what I had at the time, the video was not meant to show off gameplay elments, it was simply to display the weapon.
In the end it will be up to Iffy/Lag/Masterz what the final ammo counts for each weapon are in B30:E and SPV3.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 19, 2014 08:19 AM
Msg. 5919 of 10646
Quote: --- Original message by: BobtheGreatII Pay no attention to the HUD info from my test video for anything. I simply used 32 rounds as it was what I had at the time, the video was not meant to show off gameplay elments, it was simply to display the weapon.
In the end it will be up to Iffy/Lag/Masterz what the final ammo counts for each weapon are in B30:E and SPV3. and what if they did a silent version as the battle rifle in that test assault rifle
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P3
Joined: Dec 2, 2011
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Posted: Jan 19, 2014 09:47 AM
Msg. 5920 of 10646
I want to use the blue color for the Br and Ar for both spv3 and evolved, and i'm pretty sure people want different ammo count for both because people don't agree to have either 64, 50, or 32 max ammo clip size. So is it possible to do the ability to switch between having green or blue in the cmt settings like how you guys did the burst fire or single shot br settings in the a50 release. And also do that with the max clip size, but instead let them have the ability to only do it once in the beginning of the level so then they don't switch between them to regain ammo when they run out.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 19, 2014 10:00 AM
Msg. 5921 of 10646
Quote: --- Original message by: P3 I want to use the blue color for the Br and Ar for both spv3 and evolved, and i'm pretty sure people want different ammo count for both because people don't agree to have either 64, 50, or 32 max ammo clip size. So is it possible to do the ability to switch between having green or blue in the cmt settings like how you guys did the burst fire or single shot br settings in the a50 release. And also do that with the max clip size, but instead let them have the ability to only do it once in the beginning of the level so then they don't switch between them to regain ammo when they run out. CMT Extra: that you can change in green or blue but still even think that my idea of putting two weapons with different ammo would be well
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 19, 2014 12:46 PM
Msg. 5922 of 10646
The Evolved and SPV3 are very different and aren't compatible in the same map. In terms of the AR's, the Evolved one is more of an SMG, While the SPV3 one is more like the H4 AR, with a slower rate of fire. There is only one type of BR per map, except for the BR_G which is available in the loadouts.
The Green and Blue colors are not something we can have optional via CMT extras, and CMT Extras is being severely reduced for upcoming SPV3 maps, as tag slots are dangerously tight.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 19, 2014 01:05 PM
Msg. 5923 of 10646
Quote: --- Original message by: UHWArby and what if they did a silent version as the battle rifle in that test assault rifle please for the love of halo don't call it silenced, the only silent weapon in halo is the combat knife, the words u are looking for are "suppressed" or "subsonic" depending on the the rounds the weapon is made to shoot. ah screw it, i've been holding off on the lore bomb for a while (more like a lore nuke because some people may have no idea what any of this was) but i think i'll go ahead and send it down. so some of u guys may have enjoyed the stealthier approach with the "silenced" weapons featured in the TaR demo/beta/whatever. i want u guys to know that scientifically bullets cannot and will not ever function like that, so don't say "it's the future, [blah blah blah] science". now that that's taken care of, some of u guys who know what a gun is may know that they create a loud "bang" sound, when fired. this is caused by both the gunpowder doin' its gunpowder thing, and the bullet travelling faster than the speed of sound (but really just the sonic boom). in order to make the weapon quieter many people will fasten suppressors to the end of the weapon like CMT did in TaR. attaching suppressors helps to control the flow of the pressure that guides the bullet, and can increase the accuracy of the round, by about 30% give or take. DOING THIS ONLY MUFFLES THE SOUND OF THE BULLET UNTIL IT LEAVES THE BARREL, sound will also exit when the action opens to kick out the casing and load the next round. in order to make the weapon legitimately quiet however, one must use this magical device, known as a subsonic round. subsonics (as the name implies) travel at just over 700 feet per second, below the speed of sound, to eliminate any sonic boom. additionally the dampened force of the bullet causes less recoil and leads to much higher sustainable accuracy. subsonic rounds, when combined with a suppressor can eliminate almost all noise from the gun firing excluding the operation of the action, and any noise that escapes during that time. some of u guys may be wondering "how is this even remotely applicable to halo", well halo uses guns, so if u wanna feature said types of guns, do it right. since CMT already has their "silenced" weapon models and textures, most of the work is done. what needs to happen however, is CMT needs to decide on subsonic, or just suppressed for the individual weapons. each has its pros and cons. subsonics can still be almost silent like the weapons from the TaR demo, and also would have highly reduced recoil, however they carry less force, and drop faster than regular bullets. for sniper rifles the lessened damage is far from ideal, but there is a way to offset it. high grain, heavier rounds could be used instead which would increase the force of the bullet, but slow it slightly further and increase the bullet drop (plus add a new layer of complexity and immersion to sniping). lastly subsonic rounds use less gunpowder, and in order to be fired with optimum precision must be fired from weapons with less powerful springs. using regular bullets fired from a suppressed weapon would dampen the noise, but not that much, and would also control the release of pressure and increase the accuracy of the bullet. however due to using regular bullets, they would be able to share mags with the standard issue, unsuppressed variant. after reading this (for those who did) i can propose a solution. suppressed weapons would have slightly increased accuracy, but wouldn't really do much to dampen noise, and as such wouldn't be very common (possible to trade smaller clip size to offset the weight gain of the suppressor). subsonic weapons (also using a suppressor) would have increased bullet drop and less damage (inversely proportional and could be changed by using high grain bullets) but much higher sustainable accuracy. i can propose values as well, however i believe that would be better left to CMT and their beta testers. (sorry for the text wall)
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 19, 2014 01:45 PM
Msg. 5924 of 10646
imagine the cmt AR just be a 1 bullet clip weapon...
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 19, 2014 03:23 PM
Msg. 5925 of 10646
Quote: --- Original message by: greg079Quote: --- Original message by: UHWArby and what if they did a silent version as the battle rifle in that test assault rifle please for the love of halo don't call it silenced, the only silent weapon in halo is the combat knife, the words u are looking for are "suppressed" or "subsonic" depending on the the rounds the weapon is made to shoot. ah screw it, i've been holding off on the lore bomb for a while (more like a lore nuke because some people may have no idea what any of this was) but i think i'll go ahead and send it down. so some of u guys may have enjoyed the stealthier approach with the "silenced" weapons featured in the TaR demo/beta/whatever. i want u guys to know that scientifically bullets cannot and will not ever function like that, so don't say "it's the future, [blah blah blah] science". now that that's taken care of, some of u guys who know what a gun is may know that they create a loud "bang" sound, when fired. this is caused by both the gunpowder doin' its gunpowder thing, and the bullet travelling faster than the speed of sound (but really just the sonic boom). in order to make the weapon quieter many people will fasten suppressors to the end of the weapon like CMT did in TaR. attaching suppressors helps to control the flow of the pressure that guides the bullet, and can increase the accuracy of the round, by about 30% give or take. DOING THIS ONLY MUFFLES THE SOUND OF THE BULLET UNTIL IT LEAVES THE BARREL, sound will also exit when the action opens to kick out the casing and load the next round. in order to make the weapon legitimately quiet however, one must use this magical device, known as a subsonic round. subsonics (as the name implies) travel at just over 700 feet per second, below the speed of sound, to eliminate any sonic boom. additionally the dampened force of the bullet causes less recoil and leads to much higher sustainable accuracy. subsonic rounds, when combined with a suppressor can eliminate almost all noise from the gun firing excluding the operation of the action, and any noise that escapes during that time. some of u guys may be wondering "how is this even remotely applicable to halo", well halo uses guns, so if u wanna feature said types of guns, do it right. since CMT already has their "silenced" weapon models and textures, most of the work is done. what needs to happen however, is CMT needs to decide on subsonic, or just suppressed for the individual weapons. each has its pros and cons. subsonics can still be almost silent like the weapons from the TaR demo, and also would have highly reduced recoil, however they carry less force, and drop faster than regular bullets. for sniper rifles the lessened damage is far from ideal, but there is a way to offset it. high grain, heavier rounds could be used instead which would increase the force of the bullet, but slow it slightly further and increase the bullet drop (plus add a new layer of complexity and immersion to sniping). lastly subsonic rounds use less gunpowder, and in order to be fired with optimum precision must be fired from weapons with less powerful springs. using regular bullets fired from a suppressed weapon would dampen the noise, but not that much, and would also control the release of pressure and increase the accuracy of the bullet. however due to using regular bullets, they would be able to share mags with the standard issue, unsuppressed variant. after reading this (for those who did) i can propose a solution. suppressed weapons would have slightly increased accuracy, but wouldn't really do much to dampen noise, and as such wouldn't be very common (possible to trade smaller clip size to offset the weight gain of the suppressor). subsonic weapons (also using a suppressor) would have increased bullet drop and less damage (inversely proportional and could be changed by using high grain bullets) but much higher sustainable accuracy. i can propose values as well, however i believe that would be better left to CMT and their beta testers. (sorry for the text wall) In summary... not be could do an AR silent...
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Jan 19, 2014 04:39 PM
Msg. 5926 of 10646
Quote: --- Original message by: greg079 ~snip~ I'm going to leave it at gameplay dictates all. I'm by no way an expert of guns but the BFG9000 is unrealistic, but it is fun to use and adds to the gameplay. Not everything has to be grounded in realism.
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P3
Joined: Dec 2, 2011
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Posted: Jan 19, 2014 04:44 PM
Msg. 5927 of 10646
You guys also want to know what other weapons is unrealistic in Halo? The smg. The kick of an smg can make even a spartan's shooting become unaccurate and starting shooting up. Now when given to a marine or an ordinary human, that thing should be sending them flying or knocking them down. That's just something that has been bothering me for a long time now about the Halo series. Spartans can do all this stuff and shoot all this stuff, but shoots this small gun and makes them loose a lot of accuracy.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 20, 2014 12:19 PM
Msg. 5928 of 10646
Quote: --- Original message by: Waffles Dont forget flipping a scorpion with your mind. mind ? I don't, I use lag to do that
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 20, 2014 04:36 PM
Msg. 5929 of 10646
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Hammad
Joined: Sep 18, 2013
Imagination is more important than knowledge
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Posted: Jan 20, 2014 04:58 PM
Msg. 5930 of 10646
I crei evrytiem.
Also, for the flood infection forms, will they be varied or the same? (Like how all brute floods were the same in h3.). I liked the variation in the SPV2 flood (like in The Maw)
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 20, 2014 05:52 PM
Msg. 5931 of 10646
1. Promo or logo of the cmt spv1 2. fanart HUD grunt lol 3. two bretrayals cmt spv1 (good times :( ) 4.brute lol 5.old HUD cmt spv1 (nice old HUD style halo 2 i was wondering if the first HUD concept art cmt spv3 would seem equal ) :) 6. Cortana.. What's going on? 7. cmt spv2 (die DIEEEEEE ELITE BI*CH) 8.I wonder if you could do an improved ship at some future (some part of CMT spv3 or 4 <-2020 i think) Edited by UHWArby on Jan 21, 2014 at 11:31 AM
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 20, 2014 06:05 PM
Msg. 5932 of 10646
so can we get an opinion on suppressed or subsonic weapons masters?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 20, 2014 06:09 PM
Msg. 5933 of 10646
Their function is to provide a stealthy way for a player to take out enemies, to modify their traits to make them more accurate or do less damage would make them different weapons than the ones we want for gameplay. In the end, function trumps form in our book, so they are unlikely to change.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 20, 2014 09:38 PM
Msg. 5934 of 10646
Quote: --- Original message by: Masters1337 Their function is to provide a stealthy way for a player to take out enemies, to modify their traits to make them more accurate or do less damage would make them different weapons than the ones we want for gameplay. In the end, function trumps form in our book, so they are unlikely to change. u can't even make adjustments like maybe 5-20% or so? it would be a great way to add more variety and complexity to the unsc weaponry without making completely different weapons. i'm hoping that after the team gives it some thought u'll give it a shot and make it happen, but we'll see i s'pose.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 20, 2014 09:58 PM
Msg. 5935 of 10646
I say everyone should use snipers
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jan 20, 2014 10:09 PM
Msg. 5936 of 10646
Quote: --- Original message by: greg079Quote: --- Original message by: Masters1337 Their function is to provide a stealthy way for a player to take out enemies, to modify their traits to make them more accurate or do less damage would make them different weapons than the ones we want for gameplay. In the end, function trumps form in our book, so they are unlikely to change. u can't even make adjustments like maybe 5-20% or so? it would be a great way to add more variety and complexity to the unsc weaponry without making completely different weapons. i'm hoping that after the team gives it some thought u'll give it a shot and make it happen, but we'll see i s'pose. Too much complexity can significantly hurt gameplay after passing a certain point. I get that subsonic rounds would make the game more realistic, but.. then again, it's not like suppressed supersonic rounds are loud enough to be heard from the other side of the world, right? Besides, 20 percent velocity difference? You're talking about speed changes that could change the bullet's mach number. That's not a little change.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jan 21, 2014 04:08 AM
Msg. 5937 of 10646
I played Halo 2 the other day, and I noticed that AI can flip their vehicle and get back in it if they fall out. This needs to be in Halo 1
Now.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 21, 2014 11:30 AM
Msg. 5938 of 10646
Quote: --- Original message by: Ki11erFTW I played Halo 2 the other day, and I noticed that AI can flip their vehicle and get back in it if they fall out. This needs to be in Halo 1
Now. could also be possible that they exchange weapons as in halo 2?
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 21, 2014 03:03 PM
Msg. 5939 of 10646
so in case some of u don't know yet, many guns in halo already travel at speeds less than 700 feet per second. it would be perfectly feasible to increase the velocity of the standard rounds. furthermore to answer your question, in a map the size of the TaR's ground-side portion where u storm the covenant ship, the moment u fire the (approx.) 53cal. sniper rifle, every covie on the ground would hear that shot, regardless of the size of the suppressor.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 21, 2014 03:53 PM
Msg. 5940 of 10646
The average halo bullet travels at about 300-324 world units per second, with the sniper and DMR for your mod doing 1,000.
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Hammad
Joined: Sep 18, 2013
Imagination is more important than knowledge
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Posted: Jan 21, 2014 04:48 PM
Msg. 5941 of 10646
Quote: --- Original message by: greg079 so in case some of u don't know yet, many guns in halo already travel at speeds less than 700 feet per second. it would be perfectly feasible to increase the velocity of the standard rounds. furthermore to answer your question, in a map the size of the TaR's ground-side portion where u storm the covenant ship, the moment u fire the (approx.) 53cal. sniper rifle, every covie on the ground would hear that shot, regardless of the size of the suppressor. Except they can't, because, well........... .. . . . . 
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 21, 2014 04:50 PM
Msg. 5942 of 10646
Quote: --- Original message by: Masters1337 The average halo bullet travels at about 300-324 world units per second, with the sniper and DMR for your mod doing 1,000. are u sayin' the halo equivalent to a subsonic would travel at at 1000 wups? if so perhaps the unsc standard weapon ammunition could be sped up (reach was hitscan so faster bullets may work in SPv3) and perhaps lower the subsonic variants to around 10% less damage on average (for the most part smaller diameter rounds would suffer less of a damage reduction than large diameter rounds. heavier rounds would offset it at the cost of more recoil, causing the gun to be less accurate after sustained fire, and add more bullet drop). i know there's a way to make this work in a way where everybody wins. Edited by greg079 on Jan 21, 2014 at 04:51 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jan 21, 2014 05:05 PM
Msg. 5943 of 10646
Quote: --- Original message by: greg079Quote: --- Original message by: Masters1337 The average halo bullet travels at about 300-324 world units per second, with the sniper and DMR for your mod doing 1,000. are u sayin' the halo equivalent to a subsonic would travel at at 1000 wups? if so perhaps the unsc standard weapon ammunition could be sped up (reach was hitscan so faster bullets may work in SPv3) and perhaps lower the subsonic variants to around 10% less damage on average (for the most part smaller diameter rounds would suffer less of a damage reduction than large diameter rounds. heavier rounds would offset it at the cost of more recoil, causing the gun to be less accurate after sustained fire, and add more bullet drop). i know there's a way to make this work in a way where everybody wins. Edited by greg079 on Jan 21, 2014 at 04:51 PM You have to understand a team's goals when making gameplay-altering suggestions. While I do like a degree of realism, CMT seems a bit more focused on a more conventional Halo experience with their own twists. They're not aiming for realism, so they don't feel the need to go so far in-depth as introducing subsonic variants of ammunition.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 21, 2014 05:06 PM
Msg. 5944 of 10646
I'm just saying how we do our bullet physics, which is in line with what bungie chose for H1, which IMO until H4 had the most fun human weapons. We're happy with the way it all plays right now with all our weapons, we're not changing our video game to make it fall in line with real world bullet physics.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 21, 2014 05:40 PM
Msg. 5945 of 10646
....can we could talk about anything else other than this?
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 21, 2014 07:14 PM
Msg. 5946 of 10646
its important enough to talk about, gameplay is the biggest part of SPv3 (since it's an improvement of existing content) and something that needs to be done well.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 21, 2014 07:17 PM
Msg. 5947 of 10646
Quote: --- Original message by: greg079 its important enough to talk about, gameplay is the biggest part of SPv3 (since it's an improvement of existing content) and something that needs to be done well. and what are you waiting for? they do it in their own way
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olly12345
Joined: Jul 30, 2008
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Posted: Jan 21, 2014 07:27 PM
Msg. 5948 of 10646
Quote: --- Original message by: greg079 its important enough to talk about, gameplay is the biggest part of SPv3 (since it's an improvement of existing content) and something that needs to be done well. Then it really doesn't need to be touched by any kind of realism, because real life isn't fun.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 21, 2014 07:52 PM
Msg. 5949 of 10646
What you're trying to ask us to do won't improve gameplay, it will only make it more unnecessarily confusing and inconsistent. What you're asking for us to do is to compromise our gameplay and weapons we have worked hard to make sure function in the exact manner we have tuned them too, we're not going to change that for bullet and sound physics.
People pick up a BR, they expect it to work like the BR they have been using throughout the game.
People pick up a Sniper, they expect it to work like the Sniper they have been using throughout the game.
People pick up a SMG, they expect it to work like the SMG they have been using throughout the game.
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P3
Joined: Dec 2, 2011
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Posted: Jan 21, 2014 08:15 PM
Msg. 5950 of 10646
Quote: --- Original message by: Masters1337 What you're trying to ask us to do won't improve gameplay, it will only make it more unnecessarily confusing and inconsistent. What you're asking for us to do is to compromise our gameplay and weapons we have worked hard to make sure function in the exact manner we have tuned them too, we're not going to change that for bullet and sound physics.
People pick up a BR, they expect it to work like the BR they have been using throughout the game.
People pick up a Sniper, they expect it to work like the Sniper they have been using throughout the game.
People pick up a SMG, they expect it to work like the SMG they have been using throughout the game. If not better, or we wouldn't be playing this mod right?
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