Halo 5 Gold Pro T1

Discussion in 'Halo and Forge Discussion' started by Doju, Jan 16, 2016.

  1. Doju

    Doju Forerunner
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    [​IMG]

    Another Halo game, another splinter competitive settings thread. In the past Halo games, there was always a set of competitive settings that often had a identity crisis...appeal to the competitive community, whilst also trying to appeal to the casual audience. In Halo 5, 343 tried to bridge the gap by having 1 universal group of settings. This has its benefits, but it certainly leaves a lot to be desired in terms of creating the most competitive settings possible. The game also plays 2 v 2 appallingly. This is where Gold Pro comes in.

    Note that this is strictly a test version. We dont have much in official maps at the moment, but these are the base settings that we are pretty confident in at the moment, but that can always change. There will also be the decision of whether to make GP a "better" halo 5, or full on classic Halo gametype. For now, 2 v 2 is the focus.

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    Features of Halo 5 GP

    4SK Pistol - The Halo 5 sandbox suffers from a weak utility rifle. The pistol is too weak in comparison to autos and the easier to use rifles, as well as having a small clip size. Buffing the pistol to 4sk addresses these issues, lowering the kill time to roughly 1 second flat. Autos get a nerf since the pistol can now stand up to them, as well as the other power weapons.

    Removal of abilities - Spartan Abilities in some instances have their positive uses, but overall they slow the game down due to their mainly defensive usage. Thrust/Sprint/GP/Hover are gone. Only clamber remains, for the purpose of allowing the settings to be used in default maps, but this is being looked at. Adopting the abilities in a more positive implementation to existing H5 will also be looked at.

    Faster timers/Removal of weapon pads - Weapons pads on paper sound exciting, however they have their weakpoints which negatively affect a 2 v 2 sandbox. Too much ammo is a huge downfall, especially for the OP snipe. Instead, we have chosen static drop spawns, similar to CE. We dont have a 100% endorsed timer list yet. We will see how the sandbox plays out, but expect 3 minute timers to be rare/non existant in the GP sandbox. The giveaway of your position with weapon pads is another major drawback. We will keep looking into weapon pad/scripting to see how we can use them because of the in game timer and nade launching capability

    Improved Strafe - Very obvious reasons for doing this.

    Nades up to 4 max - To replicate the CE style sandbox, we put max nades upto four (except Splinters because OP). Nades are easier to dodge with the improved speed, and have had their power slightly reduced to compensate for the lack of thruster.

    Reduced sandbox - Although we dont have official maps yet, we will be removing parts of the sandbox. The most notable one is the BR, which is an autoaim 3sk in these settings.

    Radar Removed - Obvious reasons why.

    Full base changes are in the 2nd post.

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    Download the Gold Pro T1 slayer gametype from the gamertag SITRISTAHL

    GP Team

    Chef Linguini, Matclan, Sitristahl
     
    #1 Doju, Jan 16, 2016
    Last edited: Jan 16, 2016
  2. Doju

    Doju Forerunner
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    Full base settings

    Shield Percentage:70%
    Health Percentage: 150%

    Grenade Explosion Radius: 80%

    Motion Sensor: Off

    Thruster: Off
    Ground Pound: Off
    Stabilizer: Off

    Forward Acceleration: 120
    Strafe acceleration: 120

    Sprint: Off

    Starting Weapon: Magnum
    Starting Secondary: None

    Max Grenade Capacity(normal nades/plasmas):4 Splinter 2

    Slayer death spawn - 5 seconds

    Recommended power up timers (we will try create an official endorsed timers list in t2)

    -Currently we think Rocks are fine on 2 minutes, as is a 1 clip snipe.
    -We suggest a zero clip snipe on 90 seconds, as well as a 10 shot caster
    -Camo seems to be fine on 90 seconds, OS we dont really want on 2 minutes because most of the other items are on 2 minutes too.
    -LR on 60s is reccomended.
    -SMG on a 1 max on the map to stop them becoming rampant.

    How to create static timers

    -Invisible block underneath the item, set the block's labels to not spawn in any game mode
    -Set the respawn timer on the powerup to x - 2 seconds (x the desired timer)
    -And set the respawn condition to "on disturb"
    -Works for power ups too

    Removed weapons (for now)

    Binary
    Fuel
    iCannon
    Beam
    BR
    DMR

    Goals for the next version

    -Scripting usage
    -Set of custom tailored maps
    -Official timer/weapon list
    -Objective gametypes.

    What a 4sk pistol can do (last 20 seconds)

    http://xboxdvr.com/gamer/xxcloud7xx/video/13797381
     
    #2 Doju, Jan 16, 2016
    Last edited: Jan 16, 2016
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  3. Doju

    Doju Forerunner
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    Obviously we are on the hunt for "classic" style 2 v 2 maps
     
  4. SloppyBottom

    SloppyBottom Recruit

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    :D Yay!

    How do the changed damage settings interact with the shots to kill of weapons other than the magnum?
     
  5. Sitri

    Sitri Ancient
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    It makes the BR a 3-shot, and I believe it also makes the Carbine a 6.
    Headshot-capable automatics take one less bullet to kill with headshots, but body shot damage remains the same.
     
  6. SloppyBottom

    SloppyBottom Recruit

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    snipe is still 2 shots to the body?
     
  7. iTz EnViiOuS

    iTz EnViiOuS Legendary

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    You might want to check out the 2v2 throw down thread! However, these are designed with default settings in mind.
     
  8. Doju

    Doju Forerunner
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    aye
     
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  9. HeX Reapers

    HeX Reapers Legendary
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    Glad to see a proper MLG settings gametype... Hopefully we get some official MLG forge and stock-altered maps soon!
     
  10. Doju

    Doju Forerunner
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    MLG doesnt make gametypes
     
  11. Zombievillan

    Zombievillan Ancient
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    I assume scripting "drop spawn" weapons is different now than in H2A since we have a new system right? Anybody have a guide or link to a guide for setting this up? I remember it took quite a few scripting pieces then but I have yet to mess with the scripting in H5.
     
  12. aPK

    aPK Greatest Forger Alive
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    Solo and I have been trying to find a reliable method to create static weapon spawns, but there are issues that plague both known methods.

    METHOD #1 (SCRIPTING):

    Place a script brain with one script.
    Condition: on timer
    Initial delay: 0
    Repeat time: x
    Action: message send
    Channel: alpha

    Place your weapon
    Despawn: off
    Respawn: off
    Condition: on message received
    Channel: x
    Action: spawn

    You could even skip the brain and script that on the weapon itself, but with this way you can have the timer broadcast to multiple weapons.

    Problem: Any Tier 3 weapon that uses this method will not spawn if the previously spawned item has not been despawned, either through using all the ammo and dropping the weapon, or if the weapon idles too long and despawns.

    -

    METHOD #2 (outlined in the 2nd post of this thread):

    -Invisible block underneath the item, set the block's labels to not spawn in any game mode
    -Set the respawn timer on the powerup to x - 2 seconds (x the desired timer)
    -And set the respawn condition to "on disturb"

    Problem: This method has a similar problem as Reach and H2A, in which the game considers the game to have started when the intro cinematics begin playing (which is 15 seconds in total). So instead of a 60 second static item spawning at 11:00, 10:00, etc. it will spawn 15 seconds earlier at 11:15, 10:15, etc.

    In Halo 2 Anniversary, the workaround was to have a separate script which delay spawned the spawning mechanisms, and put everything back on "normal" times. Solo and I have tried to do something similar, but have failed so far. We tried to delay spawn all the items by 15 seconds by using a script brain which sent a message with an initial delay of 15 seconds, and when that message was received the items would spawn.

    We then spawned "dummy" items that are NOT initially delayed and are despawned after 15 seconds. This was done so that the items would appear during the intro cinematics, so players could know where the items spawn and that they actually are there at the start of the game. When we attempted to set this up, we used the same script brain we used for the initial delay, and just used a separate channel that sent a message which would despawn all of the items when the message was received.

    However, despite all of this the method ended up not working, and from what I remember all of the items still spawned 15 seconds early. Any help or suggestions are appreciated.
     
  13. Sitri

    Sitri Ancient
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    You can disable the intro cinematic and the spawns are always at the top of the minute.
     
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  14. aPK

    aPK Greatest Forger Alive
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    I appreciate the suggestion but I personally think the intro cinematic is integral to a map's presentation.
     
  15. WAR

    WAR Cartographer
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    Try setting your weapon to despawn a second before the respawn time for method 1.
     
  16. SloppyBottom

    SloppyBottom Recruit

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    For your drop spawns do you edit the despawn settings as well?
     
  17. Zombievillan

    Zombievillan Ancient
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    You see, the system is so different now with respawn & despawn settings plus brains & triggers. I am intimidated by the thought of trying to figure it out. I'll just wait until a complete guide is posted on the proven best method.
     
  18. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    Oh great here we go again MLG/promod wannaB gametype the MLG community ( we actually just call our selfs the sweaty kids but that works to) really wants a 3 shot BR and does more damage shooting at the head OH YEA SOUNDS LIKE FUN! Not.... I also love how you guys think the pistol is hard to use against the rifles but yet it kills faster then the rifles and you guys want it a even faster kill time ya like that isn't game breaking
     
  19. SloppyBottom

    SloppyBottom Recruit

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    I don't know you, so I'll just ask: are you being serious?
     
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  20. Zombievillan

    Zombievillan Ancient
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    Any updates on the drop spawns? I'm pretty much done with my first 2v2 but I want to remove the weapon pads & drop spawn the power weapons but the vibe I'm getting here is that we don't have a solid method yet. I am to script illiterate to figure it out alone, I had to stare at the guide while setting them up every time in H2A.
     
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