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Thread: CMT's TSC: Evolved - 3/2/2015 - released

  1. #161
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Kornman00 View Post
    What promises, hmm?
    I'm positive you promised CHANGE.
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  2. #162
    Amit's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Masterz1337 View Post
    Not anymore, it's just a boring looking SMG
    Well, maybe the ODST style SMG would be a better choice, then? The sights are nice and there's a silencer on the end of it, so that makes sense with the role you want it to have in the mod.
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  3. #163
    Gar TVTyrant's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Here come the
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  4. #164
    "Think Different" Masterz1337's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Amit View Post
    Well, maybe the ODST style SMG would be a better choice, then? The sights are nice and there's a silencer on the end of it, so that makes sense with the role you want it to have in the mod.
    It is still silenced, but gameplay wise it's boring. I found the scope was cool because if executed right it would give the SMG it's own niche role that H1 weapons all had, unlike the new tightly constrained roles we've given the guns in this mod. Not to mention I found it visually appealing.
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  5. #165

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    In a few threads I've seen arguing over the HUD. Here's a suggestion: let the user decide which HUD he or she would like through an in game option. That way, all of the HUD designs can be presented. No more arguing, and everybody wins.

    Besides that, I find the SMG scope completely unnecessary. There is a certain threshold between making things cooler and then modding things just for the hell of it. This is why we have the weapons with scopes on them, mainly the battle rifle. I do agree that it looks good though; it just doesn't fit right in my eyes.
    Last edited by TrantaLocked; December 23rd, 2011 at 05:41 PM.
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  6. #166

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    I think the SMG scope is fine and I think a zoom functionality on the SMG if done right would keep the weapons on par with one another and add complexity to the gameplay.

    who gives a shit what I think though, santa brings me coal.
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  7. #167

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by t3h m00kz View Post
    I think the SMG scope is fine and I think a zoom functionality on the SMG if done right would keep the weapons on par with one another and add complexity to the gameplay.

    who gives a shit what I think though, santa brings me coal.
    The SMG is incredibly inaccurate and has a very short range. If it handles the way it does in Halo 2, there is zero reason to have a scope.
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  8. #168
    Gar TVTyrant's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by t3h m00kz View Post
    santa brings me coal.
    Mmm Daddy like.

    On topic, I like the scope if done right.
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  9. #169
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by TrantaLocked View Post
    The SMG is incredibly inaccurate and has a very short range. If it handles the way it does in Halo 2, there is zero reason to have a scope.
    Think about ODST though, where the SMG had a visible scope and was fairly effective at medium range.
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  10. #170
    Amit's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    I have no problem with the SMG being able to zoom in to 1.5x magnification, but more than that is probably out of its effective range of fire. An ACOG scope does 4x magnification, though, we all know that and it just throws me off when I see it on the SMG. Or wait! Why doesn't CMT put a purely 1.5x infrared-night vision (IRNV) scope on the SMG and make its range limited so that it doesn't undermine the effectiveness of the VISOR system? Close range is always recommended when using the SMG, but you'll still have that magnification for slightly farther ranges and the IRNV will help keep you on target in the darkness. It can't be very difficult to implement something like that. Just create a scope view for the SMG and make the view only in night vision. Or maybe give the player the choice, like on the actual sniper rifle. This shouldn't affect the VISOR system since the flashlight in stock halo isn't affected by using Q to turn on the night vision.
    Last edited by Amit; December 24th, 2011 at 01:43 AM.
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