Power Weapon Placement/Usage

Discussion in 'Halo and Forge Discussion' started by Iv0rY Snak3, Apr 11, 2008.

  1. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    i'm making a 3v3/4v4 map, and i was wondering how many power weapons i should put on the map, it is a medium sized map with some open sight lines but ample cover and there are multiple levels, so if you could advize me on how many that would be great, i was thinking between 2/3.
     
  2. TexturedSun

    TexturedSun Ancient
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    be fair and give a sniper to each team ... other than that you only really need to add something like 1 shotgun or a single RL in a location that is equally accessible to both teams.

    It has to be fair, while not over-arming the teams.
     
  3. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    Whether or not there is a sniper will massively change gameplay. One makes for a battle to control it, and two turns it into pit style combat. IMO whenever you equalize a power weapon (say add two snipers one for each team), it is not longer a power weapon, because both team can utilize it at the same time.

    Also, changing clip size allows for more "power weapons" as they become "support" weapons, rather than power weapons. For instance, Standoff has 2 rocket launchers, but they aren't really power weapons due to their respawn time and no extra clips. You could put in team shottys with only 5 shots, making it even and if one team happens to get both, they would have a 32 bullet shotgun lol.

    If you put alot of rocket launchers on your maps, try changing it up and putting a laser on. You don't want a noob map full of weapons, but as long as it plays well and theres balance it wont feel "full". Mesh around a bit, but a CC weapon is always a good choice.

    Edit: I made a topic like this before, some people said some good stuff
    http://www.forgehub.com/forum/showthread.php?t=6942
     
    #3 chrstphrbrnnn, Apr 11, 2008
    Last edited: Apr 11, 2008
  4. a dumb cat

    a dumb cat Ancient
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    For power weapons, less is more.

    Armories got old about 2 days after Halo 3 came out. Avoid any sign of making one for your map if you want it to be taken seriously.

    As chris describes above, changing respawn times and clip size drastically affects how a map plays. I used the long respawn-low clip method on my large map to great effect. On paper, it looks like a lot of weapons, but because most of the more powerful weapons have 3 minute respawn times and 0 or 1 clips, it balances out very nicely.

    --dc
     
    #4 a dumb cat, Apr 11, 2008
    Last edited: Apr 11, 2008
  5. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    there was definetly never going to be an armory, and i was tthinking of giving each team a shotgun (120 sec respawn 1 extra clip) and maybe a sword or Grav Hammer in the centre.
     
  6. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    That kinda seems like a lot of CC combat, unless thats what you are aiming for. I mean it works on the pit well enough, so I guess it depends on your map size. Only thing is, I find Shotty>Sword+Hammer..so since teams spawn with the better CC weapon, why fight over a central weaker one? I know rockets are repetitive..oh well throw them down and test er out I guess.
     
  7. Matty

    Matty Ancient
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    Every map is different, there is no rule to power weapons.

    Less is more is a good think to think about.

    Try to put them in tactical locations, and think about how they will be used in that area when you place them.

    For your map, im thinking maybe 2 powerful weapons in the central areas, and maybe some medium powerful weapons on both sides of your map,

    Keep balance and symmetry, but create an area which is rewarding for the player to control, but not too much.
     
  8. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    ok thanks, that was very helpful, what i am thinking now is:
    a mauler in the main low ground area, a sniper in the 2nd low ground area and the sentinel beam in the centre, this way the advantage of holding the high ground is purely tactical and it has no weapon benefit so you must venture out to get the more powerful weapons.
     
  9. Snipers Stealth

    Snipers Stealth Ancient
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    Yeah, i'd probably say one for each team, probably a sniper and one or two different ones somewhere in the middle. Still, like others have said, it really depends on the map and layout.
    Good luck!
     
  10. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    ok i may have failed to mention this but it is an a-symmetrical map with 2 pits and a hill/higher ground area if that helps anyone
     
  11. MNM1245

    MNM1245 Ancient
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    I think you should give each team a Shotgun but don't put it right in the bases. Put it like just outside the base.
     
  12. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    we shall see, i was planning on testing it with you so i we can attempt the shotgun each, but really wanted a sniper and a beam rifle but if there are two shotguns, i think it might be too much, but we'll see
     
  13. Kapura

    Kapura Ancient
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    I think that if there is one hill and two lower areas, you should only put one shotty on the map. You want a reason to control the hill in a slayer game. Put a shotty up there, and give each team a sniper. Then they want to get up the hill to get shotty, but they also want to be aware of possible countersniping. It doesn't sound like you have many tunnels/other rooms, so I wouldn't use a sword. And if the map is open air-ish, I would avoid rockets. And splasor should only go on maps with vehicles.

    If you wanna mix it up, give each team a beam rifle instead of Sniperz. Lolz ensue.
     
  14. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    i see, but i wanted the hill to be controllable, but it would be more powerful with a sniper because of the high ground, so i was planning on placing the ssniper away from the hill so you had to venture out to get it.
     
  15. Kapura

    Kapura Ancient
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    See, we are having the same ideas here. We both want the hill to be camped. We both agree that the sniper shouldn't be on the hill. So I say 'Put shotty there' so that it's like camping top on Isolation. I honestly don't care where you put the snipers, but there needs to be at least 2 IMO, or you put one team close to the hill, and one team close to snipes. If you go with two, the logic is that they may have one on the hill, but there is another for countersniping.
     
  16. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    we shall see, i shall test both and then decide, a third option would be nothing on hill.
     
  17. Kapura

    Kapura Ancient
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    Then there would be no reason to be on it. It makes you a huge target.
     
  18. Warlord Alpha

    Warlord Alpha Ancient
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    Well, really, i would say that tuning power weapons to the map is alot more important than how many there are. I mean, the obvious is "no vehicles=no splazer" or "huge BTB map = 2 snipers" but i think that tuning it to how many players and gametypes is huge. If you are planning for it to be for CTF or Assault rather than territories or KOTH, then what is a "power weapon" can change dramatically. Like, a rocket launcher with 4 rockets for koth or terrioties for teams of 4 is gonna do alot more damage than a missle pod.

    Ammo should be based on how many people are in the game. Like, if you have four rockets for teams of four, thats way too much, but 4 rockets for teams of six is a bit better. Missle pods and spartan lasers are exempt though, because you cant change those.

    __________________________________________________________________________

    Also, i would like to say that what you place near the power weapon is just as important. Like in that bungie video, placing the bubble shield near the sniper is a good idea because they cant really be used in conjunction, which is why the regenerator is in the middle of the map on valhalla. If they get a sniper AND a regen, which go together, it would be too powerful, but by placing the power drain in the bases, it makes the sniper a little less powerful.

    If you place a sniper near a prime sniping spot (like a really high piece of land) or place a spartan laser near alot of cover, it helpes make it more powerful. The Splaze on standoff is well placed because its a risk getting it and getting it back to a safer place.
     
    #18 Warlord Alpha, Apr 12, 2008
    Last edited: Apr 13, 2008
  19. xxAl Capwnagexx

    xxAl Capwnagexx Ancient
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    Depending on the size and layout of the map, I would suggest putting 2 snipers across from each other, but not in the starting spawn bases. That makes it so the teams have to charge both possibly
     
  20. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    you see, it's not a very big map, so i don't think that 2 snipers are necessary, but i do want to place one, as for shotguns, there aren't many enclosed spaces so it wouldn't be as powerful as it usually is. as for sentinel beam, it just seems to fit in with the map
     

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