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Aible Reins

Rhino Enthusiast
Years of Service
Halo Representative
Joined
Apr 18, 2017
Messages
223
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28
Age
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Alright, so it has become exceedingly obvious in recent time that shields serve no purpose in PvE.

In order to make events more challenging (ie. remove the god in god players), game makers have begun to use NPCs with weapons that pierce shields. what this does is make players who typically bumrush enemy forces stop and think about it, realizing that they can actually die when while they have shields.


(crazy right? shields are suppose to be natural in god mode right? oh wait thats only cqb, my bad.)

So, what is the point of this more or less informal post? We need armor back. Armor works against all enemies, and makes the game SO much more balanced between soldiers. the gap between marines, grunts, jakals, and prowler, last chancers, and Valkrye is laughable. many times a prowler or a last chancer or and ODST require 3 to four other players in a fight just for it to be even. (even then the 4 lose cause said prowler, ODST, or Valkrye just climb swep away to let their shields recharge)

Shields are a pvp only tool right now, since game makers have balanced events accordingly to still challenge the player base (which currently is mostly made up of shielded players, and minorly made up of non shielded players.)

Please bring back armor in its place, or at the very least, the old shield system that worked like armor and recharged only to a certain point (which was 50 at the time but im sure that can be slightly increased.)

if the HUDs are removed in the process, It is an acceptable loss for the actual game performance. I can even give you the old armor values to add up (reduced now because of the increase in damage resistance) I have images of my time in whiskey and rhino when armor was a thing if you dont believe the values.


List of (suggested) armor values (based on new damage resistances)

Dogma (new armor set) 225
formerly donator squad, heavy jetpacking)


ODST (new armor set) 175
(formerly 100 armor, it was fit with the idea of what fit in a pod)

Spartans 400
(meant to take quite a pounding)

Whiskey 150
(originally balanced with odst, but now just stands alone)

Rhino (new armor set) 190
(originally was 300, but now balances and has been tested to compare to a regular marine with 300 armor)

Gulf 0-4 300
(meant to be able to take an explosive to the face)

Naval Recon (new armor set) 125
(originally donated for by alexander with 300 armor, made no sense for a light scout troop)

Bulldog 75

Reaper 150

Swordfish 100

Freelancer 500
(on par with spartan)


Oni Director (400)
(wears spartan esc armor)

ONI S1 250
(combat unit)
ONI S2 200
(Information unit)
ONI S3 225
(engineering unit)
ONI S0 175
(leadership unit)

====================================================

below is recommended values for squads added post shield system

Last Chancers 200
(has high health already, and is a guard detail for navy.)

Valkrye 170
(medium armored jetpacking unit)

Prowler 150
(Light armored recon unit)


Zulu, Kilo, Victor

Alright Im going to make a separate suggestion for these guys to make it interesting. these are the starting regiments, and although everyone thinks they should suck, I disagree. Right now a regular marine in combat gear has the same health as a naval personnel in uniform. that does not make sense. if you want it to make sense, just take out the armor player model all together.... or you can actually give starting players some survivability.
I recommend armor based on class (not for every other company, just this one) It would add to rp as well as encourage players to stay with such a diverse group.

Rifleman 50 (frontline guys have moderate damage protection)
Corpsman 60 (need to balance a bit more protection with mobility. they are the most important)
Sharp Shooter 40 (lightly armored since they shouldnt be fighting up front)
Support 70 (heavy armor, needs to draw enemy fire)
Squad Leader 60 (similar to corpsman, need to be able to take a hit or two)

SoS/HOJ

I personally can not comment too much on these because of the large diverse classes that I mostly dont know/am not familiar with all of it, however I wish to try to recommend starting levels and balance off of that.

Grunts- 30 armor.
grunts are historically described as dying in small numbers, but a force to be reckoned with in large numbers

Jakals 70
A bit more duable than humans, but they werent known for heavy ammounts of armor. they weremeant to be extremly mobile.


(Starting) Elites 300 armor
This is assuming the number of branches for elites to travel up, and with that comes new weapons and armor. elite minors were weaker than spartans in lore, however the higher commands were much stronger than spartans, which is up to you I guess on balancing

(starting) Brutes 150 armor
Based more on the halo 3 brutes, they had large numbers of health but little armor. they already have the highest HP values on the server, but they still do need the armor to take some initial damage. anything higher and i'd increase to a total of 500 armor for warlord, who already has 999 health


Hunter 800 armor, 500 HP
notorious for their battleship plated armor, hunters a a bit weaker when firing on just skin and werent invincible. this set still allows them to take a three or four rockets without making them the ultimate pay to win class (which to be honest thats unavoidable)


if you disagree with my thoughts, thats fine.... but im trying to get a steady baseline on a system that is balanced but true to lore. we would see a lot less of people running and gunning (shielded players mainly), and more strategy and thought process in events. we would also have a more useful starting group (marines) which typically gets shafted during tasking as they have to let all the heavier armed groups push ahead.

This is a long post forgive me

And I address this next bit to the developers
@Killerstorm4 @Arsenal @Extrav

I know how difficult, time consuming, and how much work this would take. it would probably take up the freetim of the better part of a week or two. but this would drastically balance and make the server fun for new players and improve events. I appreciate the work you guys do, but the shield system and the damage resitance replacement just dont work. Please consider is a bit more past "na no armor." Shields are awful. half of the shield carriers, dont have shields in lore.
Not to mention shields dont work in events anyways, so it is currently a mainly PvP item.

thank you for spending the better part of 10 minutes reading that all, if you did. It took me most of today to write it.
-SMMC Aible Reins​
 
Last edited:

Aible Reins

Rhino Enthusiast
Years of Service
Halo Representative
Joined
Apr 18, 2017
Messages
223
Points
28
Age
24
If i missed a non SoS or HoJ group, please comment it (i intentionally did not include sentinels)
 

H3R0.SLAY3R

Hollowed
Joined
May 18, 2017
Messages
41
Points
8
Age
28
Location
Canada
+1 Boi this man has been asking for more than 6 months now for the love of god give him his armor other than that he does bring up good points about how shields are ineffective in events due to the game makers adapting to the fact that more than half of the server has shields now and wouldn't it make more sense lore wise to have armor on the majority of UNSC units? obviously excluding the Spartans and Agents.
 

Goofball

Sol Squad lead/Master of Blades
Joined
Aug 24, 2017
Messages
76
Points
18
Age
22
-1 atleast for spartans and sangheli because they legit have them every other class doesnt make sense
 

Halo

The Random Sangheili and Arbiter
Joined
Jun 26, 2017
Messages
68
Points
18
Age
22
Alright, so it has become exceedingly obvious in recent time that shields serve no purpose in PvE.

In order to make events more challenging (ie. remove the god in god players), game makers have begun to use NPCs with weapons that pierce shields. what this does is make players who typically bumrush enemy forces stop and think about it, realizing that they can actually die when while they have shields.


(crazy right? shields are suppose to be spawned in god mode right? oh wait thats only cqb, my bad.)

So, what is the point of this more or less informal post? We need armor back. Armor works against all enemies, and makes the game SO much more balanced between soldiers. the gap between marines, grunts, jakals, and prowler, last chancers, and Valkrye is laughable. many times a prowler or a last chancer or and ODST require 3 to four other players in a fight just for it to be even. (even then the 4 lose cause said prowler, ODST, or Valkrye just climb swep away to let their shields recharge)

Shields are a pvp only tool right now, since game makers have balanced events accordingly to still challenge the player base (which currently is mostly made up of shielded players, and minorly made up of non shielded players.)

Please bring back armor in its place, or at the very least, the old shield system that worked like armor and recharged only to a certain point (which was 50 at the time but im sure that can be slightly increased.)

if the HUDs are removed in the process, It is an acceptable loss for the actual game performance. I can even give you the old armor values to add up (reduced now because of the increase in damage resistance) I have images of my time in whiskey and rhino when armor was a thing if you dont believe the values.


List of (suggested) armor values (based on new damage resistances)

Dogma (new armor set) 225
formerly donator squad, heavy jetpacking)


ODST (new armor set) 175
(formerly 100 armor, it was fit with the idea of what fit in a pod)

Spartans 500
(meant to take quite a pounding)

Whiskey 150
(originally balanced with odst, but now just stands alone)

Rhino (new armor set) 190
(originally was 300, but now balances and has been tested to compare to a regular marine with 300 armor)

Gulf 0-4 300
(meant to be able to take an explosive to the face)

Naval Recon (new armor set) 125
(originally donated for by alexander with 300 armor, made no sense for a light scout troop)

Bulldog 75

Reaper 150

Swordfish 100

Freelancer 500
(on par with spartan)


Oni Director (400)
(wears spartan esc armor)

ONI S1 250
(combat unit)
ONI S2 200
(Information unit)
ONI S3 225
(engineering unit)
ONI S0 175
(leadership unit)

====================================================

below is recommended values for squads added post shield system

Last Chancers 200
(has high health already, and is a guard detail for navy.)

Valkrye 170
(medium armored jetpacking unit)

Prowler 150
(Light armored recon unit)


Zulu, Kilo, Victor

Alright Im going to make a separate suggestion for these guys to make it interesting. these are the starting regiments, and although everyone thinks they should suck, I disagree. Right now a regular marine in combat gear has the same health as a naval personnel in uniform. that does not make sense. if you want it to make sense, just take out the armor player model all together.... or you can actually give starting players some survivability.
I recommend armor based on class (not for every other company, just this one) It would add to rp as well as encourage players to stay with such a diverse group.

Rifleman 50 (frontline guys have moderate damage protection)
Corpsman 60 (need to balance a bit more protection with mobility. they are the most important)
Sharp Shooter 40 (lightly armored since they shouldnt be fighting up front)
Support 70 (heavy armor, needs to draw enemy fire)
Squad Leader 60 (similar to corpsman, need to be able to take a hit or two)

SoS/HOJ

I personally can not comment too much on these because of the large diverse classes that I mostly dont know/am not familiar with all of it, however I wish to try to recommend starting levels and balance off of that.

Grunts- 30 armor.
grunts are historically described as dying in small numbers, but a force to be reckoned with in large numbers

Jakals 70
A bit more duable than humans, but they werent known for heavy ammounts of armor. they weremeant to be extremly mobile.


(Starting) Elites 300 armor
This is assuming the number of branches for elites to travel up, and with that comes new weapons and armor. elite minors were weaker than spartans in lore, however the higher commands were much stronger than spartans, which is up to you I guess on balancing

(starting) Brutes 150 armor
Based more on the halo 3 brutes, they had large numbers of health but little armor. they already have the highest HP values on the server, but they still do need the armor to take some initial damage. anything higher and i'd increase to a total of 500 armor for warlord, who already has 999 health


Hunter 800 armor, 500 HP
notorious for their battleship plated armor, hunters a a bit weaker when firing on just skin and werent invincible. this set still allows them to take a three or four rockets without making them the ultimate pay to win class (which to be honest thats unavoidable)


if you disagree with my thoughts, thats fine.... but im trying to get a steady baseline on a system that is balanced but true to lore. we would see a lot less of people running and gunning (shielded players mainly), and more strategy and thought process in events. we would also have a more useful starting group (marines) which typically gets shafted during tasking as they have to let all the heavier armed groups push ahead.

This is a long post forgive me

And I address this next bit to the developers
@Killerstorm4 @Arsenal @Extrav

I know how difficult, time consuming, and how much work this would take. it would probably take up the freetim of the better part of a week or two. but this would drastically balance and make the server fun for new players and improve events. I appreciate the work you guys do, but the shield system and the damage resitance replacement just dont work. Please consider is a bit more past "na no armor." Shields are awful. half of the shield carriers, dont have shields in lore.
Not to mention shields dont work in events anyways, so it is currently a mainly PvP item.

thank you for spending the better part of 10 minutes reading that all, if you did. It took me most of today to write it.
-SMMC Aible Reins​
-1 This is just only for Sangheili and Hunter.
 

Aible Reins

Rhino Enthusiast
Years of Service
Halo Representative
Joined
Apr 18, 2017
Messages
223
Points
28
Age
24
-1 atleast for spartans and sangheli because they legit have them every other class doesnt make sense

-1 This is just only for Sangheili and Hunter.

Quick explanation of why I said all or nothing.
The way the current shields system works, a player spawns in with a predetermined armor set detailed in the code of the job. The current shield system checks the spawned in armor value, and converts it into a shield.

what that means is that with the current shield system, there is no possibility to spawn in with armor. which means that you cant have sangheli and spartans spawn in with one and everyone else spawn in with armor. it is not currently possible.


However, there was a system a while back that did allow for both, but those shields forced a life percent to go down to cap at 100, and only recharged to 50 armor worth. the health and armor however, did recharge when not in a fight so if you were put down to say 20, took cover. your health would go back up. (im guessing you guys would not want that however)

Which leads me to say, you are likely better off with a large amount of armor...
And I would point out again, your shields right now are only compatible in PVP for the most part, with some exceptions in npcs. in this system, you would have your full damage resistance in PvE as well.

and halo, im sure if you talked to your grunts and jakals, they would fully support armor, since your jakals wouldnt die in 2 shots, and your grunts wont be fully killed off in droves. your elites would still be plenty powerful with the armor, it just wouldnt recharge out of fights.
 

Halo

The Random Sangheili and Arbiter
Joined
Jun 26, 2017
Messages
68
Points
18
Age
22
Quick explanation of why I said all or nothing.
The way the current shields system works, a player spawns in with a predetermined armor set detailed in the code of the job. The current shield system checks the spawned in armor value, and converts it into a shield.

what that means is that with the current shield system, there is no possibility to spawn in with armor. which means that you cant have sangheli and spartans spawn in with one and everyone else spawn in with armor. it is not currently possible.


However, there was a system a while back that did allow for both, but those shields forced a life percent to go down to cap at 100, and only recharged to 50 armor worth. the health and armor however, did recharge when not in a fight so if you were put down to say 20, took cover. your health would go back up. (im guessing you guys would not want that however)

Which leads me to say, you are likely better off with a large amount of armor...
And I would point out again, your shields right now are only compatible in PVP for the most part, with some exceptions in npcs. in this system, you would have your full damage resistance in PvE as well.

and halo, im sure if you talked to your grunts and jakals, they would fully support armor, since your jakals wouldnt die in 2 shots, and your grunts wont be fully killed off in droves. your elites would still be plenty powerful with the armor, it just wouldnt recharge out of fights.
I do agree with the amour for Unggoy and Kig-Yar
 
A

Arsenal

Guest
To start, armor won't be brought back. The script that uses shields contains the shields, HUD, damage reduction, and a few other items used in the background.

Not to mention shields dont work in events anyways, so it is currently a mainly PvP item.
What NPC's are being used. Still have to fix the shields as they aren't complete.
shields forced a life percent to go down to cap at 100, and only recharged to 50 armor worth
This was an early version of the script we have now that no longer exists.
+1 brutes need us some shields
Brutes won't have shields as in lore they didn't. (The thing seen as a shield was just armor that broke.)
 

Arcee

Allison
Joined
Jun 23, 2017
Messages
30
Points
18
Age
28
Location
South Africa
wlep rip marines most boring regiment in halo rp where we always die and do nothing
 

Jenkins

Contaminated
Joined
Mar 25, 2017
Messages
149
Points
18
Age
25
Location
Wisconsin, United States of America
To start, armor won't be brought back. The script that uses shields contains the shields, HUD, damage reduction, and a few other items used in the background.


What NPC's are being used. Still have to fix the shields as they aren't complete.

This was an early version of the script we have now that no longer exists.

Brutes won't have shields as in lore they didn't. (The thing seen as a shield was just armor that broke.)

It is a certent weapon, I believe its the halo_plasmarifle weapon.
 

Killerstorm4

General Of The Air Force HaloRP
Joined
Feb 2, 2017
Messages
212
Points
28
Location
Florida, United States of America
Marines won’t die out Arcee I’m making sure of that in the Revamp now I’m not saying I’m making hem fucking OP but I’ll make it to where they can survive and not totally capsize
 

IceBadger

Cold
Joined
Aug 24, 2017
Messages
4
Points
3
Marines won’t die out Arcee I’m making sure of that in the Revamp now I’m not saying I’m making hem fucking OP but I’ll make it to where they can survive and not totally capsize
How about instead of being in an ever lasting MMO cycle of buffing, we nerf everything down a bit instead. We are getting health/armor/shield inflation.
 

Aible Reins

Rhino Enthusiast
Years of Service
Halo Representative
Joined
Apr 18, 2017
Messages
223
Points
28
Age
24
To start, armor won't be brought back. The script that uses shields contains the shields, HUD, damage reduction, and a few other items used in the background.

Im just looking for something to make it worth being a marine or lower sos race.
cause right now during events marines are considered too fragile to be sent into combat. this isnt done out of spite or anything, it is just that any unit with a shield is employed and specially tasked, while marines are sent and evacuates once the enemy makes contact.

In addition, Marines, pilots, Jakals, and grunts are all equivalent in health and protection to an unarmored naval personel. they have the same health and damage reduction, meaning that marines might as well wear their ceremonial uniforms into battle.


any further donated for regiments are going to drop the cash to have shields, making the rift between non shielded and shielded players larger.
In order to make a group people want to join, you typically have to have shields. no one is busting down the door to join whiskey, naval recon, gulf 0-4, or even dogma.

If you dont want to add armor, than can we please explore other options so that the average player can take a few hits?
and can we nerf current shields to compensate. Players with shields get upset when they die. as if the purpose is to not be killable. in events, weapons that do effect shields plink them away, such as the hunter's fuel rod, which takes some 15 shots to take a spartan shield down.

So if you wont remove shields, let me propose an alternative.


Buff the heck out of damage resistance. Im talking 72% (light armored), 78% (medium armored) and 86% (heavy) for unshielded players
(calculated by the average damage taken from the standard MA5C)

this will only fix half the issue with events, as marines/pilots/grunts are still very killable and shielded players are not.

to balance overall, lower the amount of shields in regular for shielded classes. say about 90 Shields for the lightly armored troops, 140 shields for the medium armored troops, and 200 Shields for the heaviest armored troops.

for special roles such as ONI Director, Arbiter, ONI Spartan (typically only one), Senior command SoS, bump their shields up to the full 350, since they in games and in lore would have access to the best protective tech, and there are only what, 4 of them total on the server? a general in the games had plenty of cushioning to damage so it would make sense.

As for their damage resistance, I would recommend Dropping it slightly lower than unarmored.
say, 78% for light, 72% for medium, and 64% for heavy.
this making it balanced since the higher your shields, the more vulnerable you are to fire (and to be frank, all heavy players additionally have more that 100 health to go along with it.)

this system would make it so that the little guys and the big guys are all on the same playing field, and therefore can all equally contribute to events. these percentages create exact values for the range of
25 damage weapons, 50 damage weapons, 75 damage weapons, etc.

What NPC's are being used. Still have to fix the shields as they aren't complete.
its any VJ_base plasma weapon, but please dont nerf the weapons unless you nerf the other stuff.

based on the above calculations, it will become pretty balanced, as well as allow for event enemies to once again pose a threat to a group of players. no more running and gunning.
 
Last edited:

Killerstorm4

General Of The Air Force HaloRP
Joined
Feb 2, 2017
Messages
212
Points
28
Location
Florida, United States of America
Im just looking for something to make it worth being a marine or lower sos race.
cause right now during events marines are considered too fragile to be sent into combat. this isnt done out of spite or anything, it is just that any unit with a shield is employed and specially tasked, while marines are sent and evacuates once the enemy makes contact.

In addition, Marines, pilots, Jakals, and grunts are all equivalent in health and protection to an unarmored naval personel. they have the same health and damage reduction, meaning that marines might as well wear their ceremonial uniforms into battle.

any further donated for regiments are going to drop the cash to have shields, making the rift between non shielded and shielded players larger.
In order to make a group people want to join, you typically have to have shields. no one is busting down the door to join whiskey, naval recon, gulf 0-4, or even dogma.

If you dont want to add armor, than can we please explore other options so that the average player can take a few hits?
and can we nerf current shields to compensate. Players with shields get upset when they die. as if the purpose is to not be killable. in events, weapons that do effect shields plink them away, such as the hunter's fuel rod, which takes some 15 shots to take a spartan shield down.

So if you wont remove shields, let me propose an alternative.


Buff the heck out of damage resistance. Im talking 72% (light armored), 78% (medium armored) and 86% (heavy) for unshielded players
(calculated by the average damage taken from the standard MA5C)

this will only fix half the issue with events, as marines/pilots/grunts are still very killable and shielded players are not.

to balance overall, lower the amount of shields in regular for shielded classes. say about 90 Shields for the lightly armored troops, 140 shields for the medium armored troops, and 200 Shields for the heaviest armored troops.

for specail roles such as ONI Director, Arbiter, ONI Spartan (typically only one), Senior command SoS, bump them up to the full 350, since they in games and in lore would have access to the best protective tech, and there are only what, 4 of them total on the server? a general in the games had plenty of cushioning to damage so it would make sense.

As for their damage resistance, I would reccomend Dropping it slightly lower than unarmored.
say, 78% for light, 72% for medium, and 64% for heavy.
this making it balanced since the higher your shields, the more vulnerable you are to fire (and to be frank, all heavy players additionally have more that 100 health to go along with it.)

this system would make it so that the little guys and the big guys are all on the same playing field, and therefore can all equally contribute to events. these percentages create exact values for the range of
25 damage weapons, 50 damage weapons, 75 damage weapons, etc.


its any VJ_base weapon.
Also your little post about Pilots being killable by nature they are easy to kill and with the HVAP something tells me doesn’t matter who’s piloting if that thing gets its sights on your finished XD
 

Aible Reins

Rhino Enthusiast
Years of Service
Halo Representative
Joined
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Messages
223
Points
28
Age
24
Also your little post about Pilots being killable by nature they are easy to kill and with the HVAP something tells me doesn’t matter who’s piloting if that thing gets its sights on your finished XD
I meant on straight up ground engagements. A pilot on his feet
 
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