The objective of this was to increase player mobility and lethality on the battlefield while still retaining a sense of challenge and fun, and to eliminate many annoying aspects (I thought at least) from traditional Reach gameplay; while maintaining a sense of "vanilla" firefight play. (nothing wonky and exaggerated)
Mobility/Speed slightly increased
Damage resistance and Health Regeneration slightly increased.
Loadouts streamlined based on weaponry (From my preferences).
Enemy waves juggled around for an increase in heartier opponents. (I.E. Elite and Brutes appear more often than before, grunts not so much.)
My brother and I (Sanctus) had fun with it making the Demo videos. It's on my fileshare right now, of course I'm accepting to ideas of enhancing it. Will upload the second video when it's finished processing.
Shit man, all you need is a Jetpack, DMR, and Assault Rifle and Firefight is already better.
June 8th, 2011, 04:56 PM
Pooky
Re: Under Fire (Firefight Variant)
For some reason all I could think of when watching the first video was Ye Olde Halo. I dunno if it was enemies, or the movement speed, but something just felt more right about what I was seeing. Personally, I'd suggest removing all the armor abilities and setting up each class to have a Pistol + one power weapon. I think removing the herp derping super powers from players would force them to actually work together a little more as well as enhancing the 'classic' feel.
June 8th, 2011, 05:11 PM
TeeKup
Re: Under Fire (Firefight Variant)
I might actually try that pooky. I'll experiment and see what I can do.
June 8th, 2011, 05:21 PM
Hotrod
Re: Under Fire (Firefight Variant)
What's your gamertag? This looks pretty awesome and I wanna go find your File Share.
June 8th, 2011, 05:27 PM
TeeKup
Re: Under Fire (Firefight Variant)
TeeKup, plain and simple.
Updating first post with my fileshare.
June 8th, 2011, 05:47 PM
Warsaw
Re: Under Fire (Firefight Variant)
Also increasing the jump height just a tiny bit would make it more classic.
June 8th, 2011, 10:59 PM
TeeKup
Re: Under Fire (Firefight Variant)
I'd like to play this with some more players to get some feedback, anyone interested?
June 9th, 2011, 12:20 AM
Spartan094
Re: Under Fire (Firefight Variant)
Fix ye link btw, links back to our fileshares.
Also I'll play.
June 9th, 2011, 01:04 AM
Warsaw
Re: Under Fire (Firefight Variant)
Same. I'll play.
June 9th, 2011, 01:09 AM
TeeKup
Re: Under Fire (Firefight Variant)
fixed
June 9th, 2011, 05:03 PM
Sanctus
Re: Under Fire (Firefight Variant)
Heck, I'll play some more. That was so much fun the other night with you and Sever. One hour and fourteen minutes of lol
:iamafag:
December 7th, 2011, 11:07 PM
lipingruby
Re: Under Fire (Firefight Variant)
For some reason all I could think of when watching the first video was Ye Olde Halo. I dunno if it was enemies, or the movement speed, but something just felt more right about what I was seeing. Personally, mermaid bridal gownswedding dresses mermaid
I'd suggest removing all the armor abilities and setting up each class to have a Pistol + one power weapon. I think removing the herp derping super powers from players would force them to actually work together a little more as well as enhancing the 'classic' feel.