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.
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.
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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