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MLG: Halo 4 War Games/Spartan Ops Full Match Videos

That looked... awful.

Promethean vision especially. It was being spammed, quite often, by everyone.

Has 343i confirmed a regular Halo playlist? You know, everyone spawns with the same weapons, weapons on the map, no AA, no perks, no load-outs, no drops. You know.... Halo.

You have three of that game.
 
It looks great, much better than I expected.

The only thing that's bugging me is the BR. Something about the auto aim and magnetism, combined with the reticle size and maybe the spread. It's just off. Giving me Halo 3 vibes where shots aren't connecting when they should.

The BR has slight spread like in Halo 3 to make it more of a medium range weapon, but it is hitscan as well. DMR is meant for long range.

I understand what you mean though, it does seem to be missing a bit too much. Slightly less spread should do the trick probably.


Will there be a skill based ranking system like in Halo 3 ?

I hate that multiplayer games nowadays don't require actual skill to get on a high level.

That's why I think that Halo 3 is still the best multiplayer game, there is no way you can get to level 50 without skill, hell skill is not enough you have to be a pro to get a 50 in most playlists.

AFAIK, Halo 4 will have some sort skill ranking system but no details yet. Not 1-50 like in Halo 3 nor the Arena rating from Reach.
 
Will there be a skill based ranking system like in Halo 3 ?

I hate that multiplayer games nowadays don't require actual skill to achieve a high rank.

That's why I think that Halo 3 is still the best multiplayer game, there is no way you can get to level 50 without skill, hell skill is not enough you have to be a pro to get a 50 in most playlists.

To my knowledge 343 hasn't commented on the ranking system yet.

And the Halo 3 system was good, but I actually think it was too easy to get a 50. If that game had like 65 levels it would have been perfect. I had a 50 in every playlist and am nowhere near pro.
 
How does Halo:Reach handle matchmaking? I assumed there was a skill ranking that was hidden. Because when I have it search by skill, I get placed with Nobles and Mythics, Forerunners, etc. when I'm just a Brig. myself, way lower "social" rank then they are.
 
Hate to say it, but Prometheus vision looks OP and quite fast to recharge.

Is is true it will only be 3 uses per match (not per life)?

The game looks fantastic though.
 
Is is true it will only be 3 uses per match (not per life)?

What? No, AAs are unlimited, the only limit is their charge-bar.
Unfinished build, things will get tweaked. If the PV still seems OP closer to launch, feel free to complain.

How does Halo:Reach handle matchmaking? I assumed there was a skill ranking that was hidden. Because when I have it search by skill, I get placed with Nobles and Mythics, Forerunners, etc. when I'm just a Brig. myself, way lower "social" rank then they are.

There is TrueSkill behind the MM... In general, the higher "social" rank, the better you're (logically, the more you play, the better you're, exceptions happen ofc). So you have higher TrueSkill rating than an average Brigadier. The same was true for me when i was Brigadier or so (now Mythic so don't see it's effects as strongly).
EDIT also, note that without wanting similar skill, Reach's TrueSkill matching is really loose.
 
To my knowledge 343 hasn't commented on the ranking system yet.

And the Halo 3 system was good, but I actually think it was too easy to get a 50. If that game had like 65 levels it would have been perfect. I had a 50 in every playlist and am nowhere near pro.

It was too easy ? Sometimes I won 3 games in a row and didn't rank up, then I lost one and ranked down.

I think you were at least semi pro, had a lot of luck and great team mates.
 
Not feelin' this whole P-Vision thing. It seems to provide the player with an unfair advantage. Do we really need this? Why not limit the length and duration of it? Just doesn't seem to belong in Halo combat. I could see already people complaining about this if there isn't some sort of counter.
 
What? No, AAs are unlimited, the only limit is their charge-bar.

Disappointing then, they need to fix it (and probably will, thankfully I am not the only one who sees this). Come on if they had internal betas then why does it still seem so bad? It's not even a thing you have to play to know it's OP.

Judging from these videos I'd agree. Seems very spammable and very powerful in comparison to other AAs.

Agreed. It's almost like the "stopping power" of Halo 4, I will feel obliged to use it. Longer recharge, shorter usage period, and a more limited distance would help a lot.
 
Not feelin' this whole P-Vision thing. It seems to provide the player with an unfair advantage. Do we really need this? Why not limit the length and duration of it? Just doesn't seem to belong in Halo combat. I could see already people complaining about this if there isn't some sort of counter.

Camo ;)

A camo that you stay visible with, but dont appear on Pvision. Kinda like stalker? in MW3. Thats the most logical choice.
 
Mixed bag for me. My initial impression for many of the changes is not good, but hopefully that's limited to just the "infinity slayer" mode and that not every mode will be that way. Specifically:

-I dislike ordinance drops for performance. A competitive game should not reward players who well with the ability to do even better. Such a mechanism unfairly biases toward players who are doing well initially, rather than in the whole game.

-Prometheus vision seems way too powerful (and this is somewhat supported by the overwhelming number of people choosing it). Competitive games usually turn radar off because they want the player to rely on skill to be aware of where other players are. I actually like radar because with crouching you can exploit people's over reliance, however, prometheus vision really just breaks that concept too much and I'm not sure the "sacrifice" of other AA is enough to balance it.

-I have concerns over awarding points for various things and basing the game outcome on these points. We should not be emphasizing play styles over outcomes; rather play styles should be a result of what produces optimal outcomes. For instance, if people get awarded points for assists, it biases play style to trying get let another player get some hits on your target so that the net reward is larger than a single kill. Assists should be important, but only to the extent that such teamwork advances the teams ability to get kills. This specific instance might be resolved by making the sum reward constant, so that the killer gets less points if someone get an assist, but then we have issues of additional points for medals. A better resolution for this would be something more akin to Reach's rating where you get points to rate your performance, but the outcomes of the game is still based on raw kills.
 
Promethean vision looks kinda OP. Recharges fast enough to be used before nearly every kill in these videos.

And I like the sound design except for lack of reverberation. Shooting stuff sounds the same in a tight hallway as it does in the more open spaces, and grenades like 15 feet away sound like they're a mile away. Some noisy echos on that BR would make a world of difference.
 
-I have concerns over awarding points for various things and basing the game outcome on these points. We should not be emphasizing play styles over outcomes; rather play styles should be a result of what produces optimal outcomes. For instance, if people get awarded points for assists, it biases play style to trying get let another player get some hits on your target so that the net reward is larger than a single kill. Assists should be important, but only to the extent that such teamwork advances the teams ability to get kills. This specific instance might be resolved by making the sum reward constant, so that the killer gets less points if someone get an assist, but then we have issues of additional points for medals. A better resolution for this would be something more akin to Reach's rating where you get points to rate your performance, but the outcomes of the game is still based on raw kills.

That's actually how it works. Every kill gives your team 10 points, while the personal points you score(+5 for assists, +15 for a headshot, etc) goes to your personal ordnance/player progression at the end of the game.
 
The game looks really good. I am happy that the BR is back. I still want to see what the sniper is like though.
 
It was too easy ? Sometimes I won 3 games in a row and didn't rank up, then I lost one and ranked down.

I think you were at least semi pro, had a lot of luck and great team mates.

Oh yeah that's right, there was some funky things going on behind the scenes of H3's ranking system where it factored in your trueskill as well. People with a bad win/loss ratio would take forever to rank up. Whereas if you had a fresh account you could get a 50 in <50 games.

Imo they need to just abandon trueskill altogether. Go back to Halo 2 where it was a pretty consistent 3-4 wins in a row to level up. Period.
 
Oh yeah that's right, there was some funky things going on behind the scenes of H3's ranking system where it factored in your trueskill as well. People with a bad win/loss ratio would take forever to rank up. Whereas if you had a fresh account you could get a 50 in <50 games.

Imo they need to just abandon trueskill altogether. Go back to Halo 2 where it was a pretty consistent 3-4 wins in a row to level up. Period.

Well even with a fresh account I never got past 43 or 44, I truly was nowhere near pro though.
 
Mixed bag for me. My initial impression for many of the changes is not good, but hopefully that's limited to just the "infinity slayer" mode and that not every mode will be that way. Specifically:

-I dislike ordinance drops for performance. A competitive game should not reward players who do well with the ability to do even better. Such a mechanism unfairly biases toward players who are doing well initially, rather than in the whole game.

Why is this an issue now?

Good players have also gotten the weapons drops in past Halo's, is it an issue in Halo 4 because you can get a personal BB gun is not a big issue? Maybe I am wrong but these personal drops aren't power weapons from what I know, you won't get things like snipers or rocket launcher (someone confirm this?)
 
Yeah, needs a longer recharge, a limit on use, a limit on scope, or a slower reveal.

I'd say limit to one use. From what I saw people were turing it on and off very quickly, so the charge was only depleting about 25-50%, but allowed to see the surrounding 10 meters. It should be a "click it, it scans the map, you're done for 30-60 seconds" type deal. The spamming is terrible.

Reminds me of AL prior to the TU. In out in out in out. Annoying.
 
I'd say limit to one use. From what I saw people were turing it on and off very quickly, so the charge was only depleting about 25-50%, but allowed to see the surrounding 10 meters. It should be a "click it, it scans the map, you're done for 30-60 seconds" type deal. The spamming is terrible.

Reminds me of AL prior to the TU. In out in out in out. Annoying.

Turning it on and off only shows whats near you. To see the whole field, u have to keep it on so that the wave reaches the end.
 
Turning it on and off only shows whats near you. To see the whole field, u have to keep it on so that the wave reaches the end.

Yeah, but if you heard Walshy, he said something likr "I'll use Promethean vision to hold down a small section of the map, maybe 25% of the map". The off on off on strategy of never fully depleting the AA meter, but still allowing you to see the surrounding 10 meters or so.

Another player, Neighbor (I think) said he no longer needed second player to "bait and switch", since now he can see through walls. He was employing the same tactic.
 
Yeah, but if you heard Walshy, he said something likr "I'll use Promethean vision to hold down a small section of the map, maybe 25% of the map". The off on off on strategy of never fully depleting the AA meter, but still allowing you to see the surrounding 10 meters or so.

Another player, Neighbor (I think) said he no longer needed second player to "bait and switch", since now he can see through walls. He was employing the same tactic.

Ya i saw, thats why im thinking one of the "support options" to equip ur spartan will be the ability to not appear on Pvision instead of lets say the "ammo" one.
 
Ya i saw, thats why im thinking one of the "support options" to equip ur spartan will be the ability to not appear on Pvision instead of lets say the "ammo" one.

I'm really hoping so, but when the lead designer was asked about that, he didn't react as if there was something in the works. He said something like "No, not as of yet". Where all other questions were greeted with a blanketed "We can't talk about that", meaning there was something going on there.

I think 343i may be making a mistake, just like Bungie did. They are designing some of these features as if everyone will use them the way they intended. I'm sure Bungie didn't intend the armor lock spamming from Halo:Reach either....
 
I'm really hoping so, but when the lead designer was asked about that, he didn't react as if there was something in the works. He said something like "No, not as of yet". Where all other questions were greeted with a blanketed "We can't talk about that", meaning there was something going on there.

I think 343i may be making a mistake, just like Bungie did. They are designing some of these features as if everyone will use them the way they intended. I'm sure Bungie didn't intend the armor lock spamming from Halo:Reach either....

Actually if you listen to video 1 again they ask if there is a way to hide yourself from the Promethean vision and he says "we can't talk about that yet." So I assume they have a counter for it ready to go.
 
Actually if you listen to video 1 again they ask if there is a way to hide yourself from the Promethean vision and he says "we can't talk about that yet." So I assume they have a counter for it ready to go.

Ya, either that or they just noticed that its a problem, either way, its an easy fix. Just add a support option for it.
 
Actually if you listen to video 1 again they ask if there is a way to hide yourself from the Promethean vision and he says "we can't talk about that yet." So I assume they have a counter for it ready to go.

Ah, must have missed that. I thought that was the one where he just flat out said "No.". Still, it's a SMH situation. Just like in COD, when I was constantly employing any and all perks that hid me from the perks that allowed players to know my location. That crap just doesn't need to be there, in my opinion.

How about employing good situational awareness and map navigation and use some well thought out tactics, instead of, you know, pressing a button and looking for me through walls.


Man, this is looking so good. I absolutely love the lighting, it really makes the game feel more Sci-fi.

Agreed. It's definitely got a beautiful aesthetic.
 
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More here.
 
Ah, must have missed that. I thought that was the one where he just flat out said "No.". Still, it's a SMH situation. Just like in COD, when I was constantly employing any and all perks that hid me from the perks that allowed players to know my location. That crap just doesn't need to be there, in my opinion.

How about employing good situational awareness and map navigation and use some well thought out tactics, instead of, you know, pressing a button and looking for me through walls.

I kind of agree, but will wait for everything to come out to judge fully. Someone in the HaloGaf thread noted that the MLG guys were almost using it as a crutch, when skillful use of their radars would give them similar ideas of where people were at. I'm thinking there is a way to fool the person using it to make it look like a heat signature is showing when it's a decoy.
 
Anyone know what is the point of the ordinance drop thing? If i am correct it drops another weapon but wouldn't i already have the weapon i want in my load out?
 
Ah, must have missed that. I thought that was the one where he just flat out said "No.". Still, it's a SMH situation. Just like in COD, when I was constantly employing any and all perks that hid me from the perks that allowed players to know my location. That crap just doesn't need to be there, in my opinion.

How about employing good situational awareness and map navigation and use some well thought out tactics, instead of, you know, pressing a button and looking for me through walls.




Agreed. It's definitely got a beautiful aesthetic.

You mention COD, look in that game, everyone has the ability to hide themselves using the perks, but launch a UAV or advanced UAV in the air and you still see a ton of people appear on the radar. Itll be the same in H4 as long as the other support options are useful enough to want to equip as well. Youll have some people using that, and some using other shit. Like that, PVision will still be somewhat useful.

To me the counter will either be a support option or a variant of camo. And its probably not final yet which is why they cant talk about it.
 
Anyone know what is the point of the ordinance drop thing? If i am correct it drops another weapon but wouldn't i already have the weapon i want in my load out?

Power Weapons. Also Perks like Speed Up (Movement, reload and weapon switch increase) and others we have not seen.
 
Did I hear correctly? Did he just say that there would only be a 1 second respawn delay which you could cancel if you chose to?

When he was asked if there was a counter for PV he came off as if he'd never even thought of it until then. And if the counter for PV is indeed camo then that's going to be terrible. It's just going to be people running around with camo and PV. Am I the only one that was irked by camo in Reach?

What's the word on powerups? I think I read that they were being brought back. Does that mean you'll be able to find them on the map or are they going to be ordnance drops? I'm talking about Overshield and Camo. Or is camo still an Armor Ability?
 
That's actually how it works. Every kill gives your team 10 points, while the personal points you score(+5 for assists, +15 for a headshot, etc) goes to your personal ordnance/player progression at the end of the game.

Thanks for the info, that eases some of my concerns then.
 
After watching the footage there is one thing I hope to god we can do. Sort out realistic lighting in Forge. Please!!
 
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