2v2 Weapon Set

Discussion in 'Halo and Forge Discussion' started by broccollipie, Jul 21, 2011.

  1. broccollipie

    broccollipie Ancient

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    Hey guys, I need a bit of advice.
    Currently on my small, asymmetrical, 2v2 map, made up of wide and narrow corridors, I have:

    4x DMRs @ 50 with 0 spare clips
    2x Plasma Pistols @ 70
    1x Concussion Rifle @ 110 with 0 spare clips
    1x Grenade Launcher @ 110 with 1 spare clip
    1x Needle Rifle @ 60 with 0 spare clips

    The current weapon set seems to work fine, though people seem to have a problem with the lack of ammo for the grenade launcher and DMRs, while others think it works well for its size. Some have recommended a sniper rifle, but on a map so small, I think it would go unused. If I do decide to go with a sniper rifle, would could I give the other team to balance it out? Thanks in advance for any advice you give, and if you'd like to take a look to better understand the map, send me a message.
     
  2. Spicy Forges

    Spicy Forges Ancient
    Senior Member

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    No sniper. Increase the nade launcher and concussion ammo by one. Done, test it, bag it, release it.
     
  3. broccollipie

    broccollipie Ancient

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    Fair enough.
    But what about the DMRs?
     
  4. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    I believe the DMRs should be on 10 second respawn if you keep the 0 clips and 2 spare if you keep it at 50. or even an easy medium at 25 seconds and 1 spare clip?
    Though it may seem it's too close quarters for DMRs, they do work very well on this map.

    And increase the 2 crypto suggested as well as raise the timer to 120.

    For the sniper, Snipers may be a long range weapon but again they work very well on small maps because you have to be fast with it but that's your call.
     
    #4 Blaze, Jul 21, 2011
    Last edited: Jul 21, 2011
  5. pyro

    pyro The Joker
    Senior Member

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    Famine on
    /announcer voice

    I would not even bother picking up any of those weapons knowing they'll run dry halfway through a kill or at best after one kill. Plasma Pistol is the only powerful one there since it has ammo.
     
    #5 pyro, Jul 21, 2011
    Last edited: Jul 21, 2011
  6. Hogframe

    Hogframe Ancient
    Senior Member

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    The DMRs are nothing more than ammo refills for the weapons a player already spawns with. Decent ammo refills should supply the player with enough ammunition to resume fighting their enemy until they can come across another ammo refill. Given that this is a 2v2 map, I would recommend you give them two extra clips. With only one total clip, those extra DMRs can't fulfill their role as a resupply point for players. They simply don't give out enough ammunition to be worth travelling towards, and whatever you happen to gain from them will be expelled quicker than it can be replaced. This will cause a shortage of ammunition for players who constantly win their DMR duels, and will put too much of a focus on the power and secondary weapons (see below).

    The Plasma Pistol. Oh boy.

    I'm assuming both teams spawn with one Plasma Pistol already under their control. I am also assuming the pistols were added to give players a way to push back against spawn camps (assuming you will be using fixed spawns). The PPs should be set to a relatively high respawn count to prevent the EMP-Headshot gameplay we all hate. While it is admittedly harder to pull off in Reach than in other games, it is still a cancer to competitive play that should be prevented as fully as possible.

    Edit: Those Plasma Pistols are actually the strongest weapons in your map. Who needs map control when you have ten EMP bursts handed to you at spawn. Adding in a higher respawn time won't make the Plasma Pistol any less effective as helping break a spawn trap. It will simply put more emphasis on conserving your ammo and fighting for power weapons. By raising the respawn count you only make the Plasma Pistol more valuable.

    Those power weapons are almost pointless given so little ammo. The reasoning behind adding any neutral power weapon to a map is that it gives the players a reason to play aggressively and control the map. When successfully placed and designed, a power weapon can heavily reward those who are able to win the fight for its spawn location. With as little ammo as you've given them, the Grenade Launcher and Concussion Rifle give almost no definitive incentive to fight for map control. I would be much safer camping with my teammate in our original spawn.

    Broccoli, don't be afraid of making your power weapons overpowering. Feel free to add ammunition until those weapons feel like a realistic threat that needs to be controlled.

    Pretty much this.
     
    #6 Hogframe, Jul 21, 2011
    Last edited: Jul 21, 2011
  7. TehxWalrii

    TehxWalrii Forerunner

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    Being 2v2, looks to work the best, if this is an old topic, and the map is already released, sorry.
     
  8. Frozenlynx

    Frozenlynx Forerunner

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    I'm not sure why the NR takes longer to spawn than the DMR, yet still hast he same amount of ammo. Maybe give the NR 2 spare clips and put it at 50 secs while leaving the DMRs at 0 spares with 10-15 sec respawn.
     
  9. SimJiv

    SimJiv Forerunner

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    I think if DMR spawn every 50 seconds, you should give it atleast 1 spare Clip. I also think that's the case with the Concussion Rifle and the Grenade Launcher.
     

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