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As of now, there are few weapons I might intend to add into my mod. The LMG you mentioned is an example of a possible fit, given that it fills a role that is otherwise absent in my current sandbox. Other possibilities exist, as well, such as the M7 submachine guns from Halo 3 and ODST, but having too many overlapping weapons is a problem that I wish to avoid. I also don't want to include things that look out of place alongside Reach's artstyle, so I really wouldn't bet on seeing many assets from other Halo games.
In terms of unique additions I have thought of, I would be interested in including a tripod-mounted version of the Warthog's heavy machine gun, fed from belt boxes rather than its massive feed canister and manually laid rather than motorized. It could be an interesting feature of the UNSC defenses, but is not something I feel prepared to take on with my primate knowledge of asset development. Similarly, I would also like to include the LMG mounted on a tripod much like the GPMGs in Halo 2.
What you're describing is exactly what I've set out to do. My original (and current, God willing) vision was to have a much larger set of prepared defenses, truly reflective of a UNSC Army infantry company's potential resources. I wanted more extensive fortifications in and around the main structure, another machine gun emplacement on the ridge overlooking the pond and many more friendly personnel to occupy the additional positions.
I also wanted something clear for the player to be defending, such as the company command post beside the spawn area and a casualty collection point I would have set in the alcove behind it. These would have been filled with special NPCs (officers, medics, wounded troops/civilians) with scripted duties to perform until they were disturbed by enemy action.
As you might guess, the reason that these things aren't present isn't just because implementation is difficult and takes a lot of time. It's because I seem to have run up against a fundamental resource limit that I don't know how to address. I am currently trying to figure out ways to "fix" the map scripting not to cull things that I want to treat as permanent, and then after that I will be trying to "compress" asset usage by making custom one-piece bunkers and other objects so that I don't have to use hundreds of individual sandbag bits to build my fortifications. That should help a lot, and maybe I'll be able to add in more AI and other things because of it.
I am currently looking into scripting a Pelican or Falcon to reinforce the player's position if the majority of the friendly troops are killed. I would want to limit the number of times this is done, though.
I'd honestly suggest putting the Marines respawning on a timer first (5-15 min, randomly if possible so players can't abuse the spawning mechanic to their advantage). You could potentially have them spawn in a doorway that is one sided so the player can't go through it. I've seen this done on other maps and it works very well, you'd be amazed how desperately you'd cling to just one ally for assistance letting the map keep the desperate atmosphere.
Once that is accomplished and uploaded then I'd work on something more complicated. My gf and I are determined to beat every Firefight map on Heroic difficulty and this is the last map (modded or regular) we need to do it on. But in truth, it's extremely difficult to play once your allies are down and with the beefed up baddies, they fall pretty quickly.
I'll look into trying that. Thanks for the idea!
Honestly, you can easily replicate this by just wearing the ODST stuff.
I think you should block off the side stairwell from access. Both the basic design of the map as well as your additions don't complement having a side access. Both the wraith spawns and your AA guns are on the opposite side of the map and all 3 drop pods land in the center. Also the current design of the strongpoint makes that section very disconnected from where most of the action is.
I think you should lower the seraph's hitpoints if possible, as it stands it is currently impossible for an AA gun to even take down their shields let alone stop them from making a bombing run. I think the ideal scenario for the seraph's vs. AA guns is that AA guns should be able to sometimes stop a strafe but not always. If that's not possible the AA guns should be able to destroy one of the before they fire
I don't know what level of control you have over the marine's AI so this might be a big ask, but is it possible to force the marines to stand near the railings when they are idle so they can shot at things outside the strongpoint? At current they kinda slowly shift around into odd places and like to stand out in the open.
Another potentially big ask is that i'd like it if the gaps between waves were shortened. At current its very common for waves to get entirely wiped out before reinforcements can even get to the map resulting in lulls in the action that i feel are a bit out of place with the intent of the mod.
One final suggestion is that i feel you should afford more protection from wraiths and seraphs. there's at least a dozen and a half marines that have absolutely no protection from them and i feel that the main purpose of having wraiths ans seraphs isn't to kill of the marines so much as to make it dangerous to tread outside the strongpoint. As part of this i think you should increase the seraph air strikes from every round to every wave, but only of the marines get so better protection from them.