THE GREAT SCHISM SPECIES! Halo Infinite AI forge battle

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  • čas přidán 25. 03. 2024
  • Thank you to @nicholasshealy9040 for the suggestion! this was quite a fun battle to do and it's a lot better to look at with the new arena.
    I apologise for taking so long to upload, I've was quite busy, and even though I'm not anymore I was thinking of taking a small break. So don't expect any uploads for a while (Actually if I have a clip worth putting on the channel I might upload that instead, however edited videos will not be done for a while).
  • Hry

Komentáře • 13

  • @that_one_guy1002
    @that_one_guy1002 Před 2 měsíci +2

    Halo Infinite Forge is truly why I love Halo Infinite despite its flaws. The AI are so fun to mess around with.
    If possible if you’re planning to do more Halo Infinite AI battles, try adding some cover for the AI to use, that way they can actually move around and use their brains and combat prowess

    • @asteroidjarl230
      @asteroidjarl230  Před 2 měsíci

      Definitely thought of giving them cover don't get me wrong, but the run time may take longer than it needs to if so, i know elites are smart enough to use cover whenever their shields are down and every battle i do the AI don't feel aggressive enough to charge.
      Other than that yeah AI in forge is something I've always dreamed of and the forge is fantastic!

  • @user-pp2sl5uo9o
    @user-pp2sl5uo9o Před 2 měsíci +1

    Jackal sniper during all first battle: 🚶‍♂️🧎‍♂️🚶‍♂️🧎‍♂️🚶‍♂️

    • @asteroidjarl230
      @asteroidjarl230  Před 2 měsíci

      Yeah it's really annoying when they don't fire their weapon.

    • @user-pp2sl5uo9o
      @user-pp2sl5uo9o Před 2 měsíci

      @@asteroidjarl230 hush, he's almost aimed at the enemy... oh shit, the enemy moved a couple of inches to the side(

  • @asteroidjarl230
    @asteroidjarl230  Před 3 měsíci +1

    Just to mention I am aware Skimmers are not present in the Great Schism, they are subbing for the drones.

  • @rrc5982
    @rrc5982 Před 2 měsíci +1

    Do you have access to health and shield (and armor?) stats of brutes and elites? Curious how much "meatier" brutes in the game are

    • @asteroidjarl230
      @asteroidjarl230  Před 2 měsíci

      Unfortunately I don't have the exact stats for Brutes and elites, I'm sure you could search and find out.

  • @Grapelordz
    @Grapelordz Před 2 měsíci

    Hey, do you set the ai spawner to an “ai move?” I ask because I noticed the ai aren’t moving far from their spawn points. If you set the ai spawners to the ai move and change the radius of the “ai move”to however big you want (I usually do like 900 but doesn’t really matter for something like this), the ai will technically move to that zone, but since they are already in it, they should be able to charge the enemy like in the campaign as they can roam about within ai move zone. If vehicles are present and you have the toggle on, ai should be able to enter most vehicles

    • @asteroidjarl230
      @asteroidjarl230  Před 2 měsíci

      Oh, no i haven't, I never knew that. I'll look into that some time. thanks for the tip!

  • @jisraelivantaboada5609
    @jisraelivantaboada5609 Před 3 měsíci +1

    that was great the great schism it reminds me of covenant rebellion good video (I wonder why are they still distance battle instead close fight?)

    • @asteroidjarl230
      @asteroidjarl230  Před 3 měsíci

      We'll most of the NPC's have guns I guess so i range them out a bit, next time I'll move the melee units forward a bit so they are forced into close combat.

    • @Grapelordz
      @Grapelordz Před 3 měsíci

      @@asteroidjarl230I havdnt done it in awhile, but their is a way to get them to move all over the place. You use the ai spawner right, the ai from what I can remember the ai can only within the radius of the spawner. So I did some experimenting trying to expand the ring to get them to move more dynamically. that works but spawns them all over the place which I didn’t want. So instead I tried linking a normal spawner with its default radius to that blue “ai move” system, and changed that radius to as big as I want (set it to a circular radius over square, easier to change the size of the zone). When you do that, the ai will technically move to the ai move zone, but because it was set to a far larger radius, they are already in it and can move around anywhere in that radius. You can link multiple spawners to that ai move with different teams and as long as they see each other, they will dynamically move all over the place to fight each other. You should also be able to set vehicle boarding in the ai move settings and if vehicles are within blue zone, they can board it (though banshees, scorpions and wasp don’t seem to work last I checked). The only issue with setting ai like this for me is that if you want the ai to fight, they have to initially see each other, if they don’t they won’t go anywhere since again they don’t need to move because they are technically within the ai move zone radius. But once they initially see each other, usually all the other ai’s will follow and engage the enemy team.
      I havdnt tinkered with it in awhile so idk if 343 has made any changes to the forge but this is what I did up until around end of December. I hope it helps, sry for the paragraph LOL