What does everyone thing of the firepower ability? I kinda want it, just because having two primary weapons seems like a really powerful thing. However, I never run out of ammo on my DMR, the DMR works well in close range, and it works well at long range.
Just FINALLY beat Requiem on legendary solo for the challenge, (been chipping away at it all week.) And because my connection gave out a couple minutes before, no challenge for me.
What does everyone thing of the firepower ability? I kinda want it, just because having two primary weapons seems like a really powerful thing. However, I never run out of ammo on my DMR, the DMR works well in close range, and it works well at long range.
Maps and tweaks in December. Certain map glitches and exploits can be fixed weekly. You will see ongoing commitment in this vein and serious observation of player patterns and behaviors.
Man, does anyone feel like you are being pushed around like never before in multiplayer? Haha!
Serious, I don't remember ever having so much trouble pack peddling when there is a teammate behind you blocking your way or just being pushed forward into the line of sight of the enemy by a teammate.
Just FINALLY beat Requiem on legendary solo for the challenge, (been chipping away at it all week.) And because my connection gave out a couple minutes before, no challenge for me.
How hard was that? I just started my Legendary playthrough (never done it before in a Halo game) and am still picking away on the 2nd level. So far it's been doable, but difficult in spots.
Maps and tweaks in December. Certain map glitches and exploits can be fixed weekly. You will see ongoing commitment in this vein and serious observation of player patterns and behaviors.
I guess it would make sense that a TU would come with the maps to add their achievements along with any bugfixes.
I was disappointed they never had a whitepaper or anything on how Reach added new achievements with the Heroic and Defiant maps without a Title Update. That was such a weird feature that I only ever saw used with Reach.
Maps and tweaks in December. Certain map glitches and exploits can be fixed weekly. You will see ongoing commitment in this vein and serious observation of player patterns and behaviors.
How hard was that? I just started my Legendary playthrough (never done it before in a Halo game) and am still picking away on the 2nd level. So far it's been doable, but difficult in spots.
@stinkles: why was the great scene from e3 (infinity crashes) not in the game or in forward unto dawn? it looked super expensive, did you produce it just for the e3 demo?
@stinkles: why was the great scene from e3 (infinity crashes) not in the game or in forward unto dawn? it looked super expensive, did you produce it just for the e3 demo?
I'd be okay to see some maps have this choice be the only one that can be made, but the means to approach would be that any map could have this or DMRvsBR variant, so that the LR/CAR maps aren't ever voted for.
In fact while we are on the subject of maps, can you guys do an internal vote or poll some people around various forums about the idea of taking out map selection entirely? I think last night was my first time even SEEING one of the BTB map options, but of course Ragnarok wins. It'd quicken up going from game to game too without having to vote on a map.
Maps and tweaks in December. Certain map glitches and exploits can be fixed weekly. You will see ongoing commitment in this vein and serious observation of player patterns and behaviors.
Is anyone up for playing the second chapter of the Spartan Ops missions on Legendary (and going for the achievements? Anyone up for playing the campaign on Legendary (while getting some of the "Heroic or Harder" achievements?
Agreed, I'm really looking forward to what the ForgeHub guys create in this game. The fact that it isn't functioning yet was really disappointing to me, but I hope it will give people more time to create maps.
I'll give it this - it can feel a lot more personal. With the cannons you just kind of blink and everybody is dead. With the snipers your enemy usually isn't aware you exist and then wham, they're toast.
With the SAW you're right up in their face, tearing them and their buddies a new one. Rambo would be proud.
Well there kinda balanced with either their low ammo counts or the need to be really close range, the Saw seems too have a little to much range for the amount of power it packs imo.
I'll give it this - it can feel a lot more personal. With the cannons youy just knd of blink and everybody is dead. With the snipers your enemy usually isn't aware you exist and then wham, they're toast.
With the SAW you're right up in their face, tearing them and their buddies a new one. Rambo would be proud.
There's nothing wrong with the mantis. Just takes a coordinated team to take it down in open ground. Or some crazy rogue named DrBo with a plasma pistol secondary.
You are a fucking vehicle assassin. For all those that don't know, if DrBo is on your team you will not have to worry about vehicles for long, this I can attest to.
I think the surprise with 4 is how effective the pistol and AR are. The AR will own any precision weapon user is they're foolish enough to get too close. The pistol is actually capable enough to take down enemies with rifles--still can't take a DMR at range but the proliferation of closer weapons makes it far more viable than Reach.
I think he is is talking about the gameplay afterwards. Which is completely different in the E3 demo.
The reason is pretty self evident really...
you're already fighting the Prometheans before that mission, and have been introduced to them already. So the E3 demo that served to show the world the new enemy, did not serve the same purpose in game.
I think the surprise with 4 is how effective the pistol and AR are. The AR will own any precision weapon user is they're foolish enough to get too close. The pistol is actually capable enough to take down enemies with rifles--still can't take a DMR at range but the proliferation of closer weapons makes it far more viable than Reach.
I'm realizing I'll never get around to doing a single big write up on the Campaign, at least not for a long time, so I'll drop in thoughts on certain aspects in more bite sized chunks.
Been thinking about set pieces and vehicle sections.
I love using vehicles in Halo campaigns; they're often highlights of the entire game for me, and most of my favorite missions involve them. The second mission of the first game ("Halo"), Assault on the Control Room, Two Betrayals, Metropolis, The Storm, The Ark, The Covenant....those kinds of missions. The major set piece in those games were not about scripted action or tunnel gauntlet sequences, but about presenting some big, open encounters to deal with and handing us a bunch of tools to deal with them. They could be played all sorts of different ways. Or at the very least, gave us some options even if we only had one tool to use (such as the Hornet sequences on The Covenant).
I feel like Halo 4 went in the wrong direction with its vehicle and set piece action. I was actually quite weary of using them by the end, which has never happened before.
It kicked in around the time of the first Scorpion section. It's a long, narrow tunnel where we blow shit up for a few minutes while moving forward. Not really any other options, though part of me wants to try that sequence on foot. But it's your basic tank gauntlet. It's immediately followed up with....the Mantis gauntlet, which is very similar but slower and with more awkward weapons, followed by a repetitive siege sequence.
All very linear and heavily scripted. And to boot, I just didn't find either sequence very fun. And they were back to back; I was ready for a breather after the Scorpion run.
But the rest of the missions kept that kind of approach up.
The Ghost trench run was frustrating, an felt too much like the one that finished Halo 3, what with the world blowing up and the ground falling out. I didn't help that I had no idea why that was happening. But I figured that was it for the obligatory trench run.
I didn't enjoy the second Scorpion section much more than the first; it felt like a shorter, less flexible or interesting take on the ending vehicle battle on The Ark. The second Mantis section was a chore. And then the flying sequences kick in: the Pelican one feels like pure fan service, but there's nothing much interesting to do. We fly to a couple doors, shoot the ships there while they bob back and forth, and then land. Three times. The ending trench run was just annoying, and by then I was simply tired of linear vehicle gauntlets.
So, six of those seven vehicle sections felt like trench runs, with different pacing. There's not a single one I really want to go back and play again, or try something different in. And the open flying sequence in the clouds was pretty, but there's not a lot to do. At least New Alexandria - which I'm quite fond of - gave us a lot of flying fodder to work through.
I hope the series goes back to less straight, more open vehicle combat - and that those sequences have more options available than "grab big heavy thing and blow shit up while moving forward".
The Storm is still one of my favorite missions in the game, in large part because the big set pieces can be handled tons of different ways. I will play the Campaign again later this year, but right now, I'm not looking forward to any of those sequences. Once was enough.
Pelican run would have been to had some ground forces to contend with from the sky, ala New Alexandria. Or hell, even dropping some marines to help - putting the player into a position we've been on the opposite end of in all of these games.
Maybe that's something that could be explored in Spartan Ops? A map with drop points you can take in any order, with Spartan IVs piloting the Pelican and manning turrets to secure drop zones? Do it 343. Do it!
Oh and whoever said that Spartan Ops missions scale to the number of players or that they've been designed so you can tackle them solo is full of shit. Whoever made the 'Hacksaw' chapter threw those ideas to the wayside entirely. I mean seriously - you have got to be kidding.
Pelican run would have been to had some ground forces to contend with from the sky, ala New Alexandria. Or hell, even dropping some marines to help - putting the player into a position we've been on the opposite end of in all of these games.
Maybe that's something that could be explored in Spartan Ops? A map with drop points you can take in any order, with Spartan IVs piloting the Pelican and manning turrets to secure drop zones? Do it 343. Do it!
Oh and whoever said that Spartan Ops missions scale to the number of players or that they've been designed so you can tackle them solo is full of shit. Whoever made the 'Hacksaw' chapter threw those ideas to the wayside entirely. I mean seriously - you have got to be kidding.
I'm realizing I'll never get around to doing a single big write up on the Campaign, at least not for a long time, so I'll drop in thoughts on certain aspects in more bite sized chunks.
Been thinking about set pieces and vehicle sections.
I love using vehicles in Halo campaigns; they're often highlights of the entire game for me, and most of my favorite missions involve them. The second mission of the first game ("Halo"), Assault on the Control Room, Two Betrayals, Metropolis, The Storm, The Ark, The Covenant....those kinds of missions. The major set piece in those games were not about scripted action or tunnel gauntlet sequences, but about presenting some big, open encounters to deal with and handing us a bunch of tools to deal with them. They could be played all sorts of different ways. Or at the very least, gave us some options even if we only had one tool to use (such as the Hornet sequences on The Covenant).
I feel like Halo 4 went in the wrong direction with its vehicle and set piece action. I was actually quite weary of using them by the end, which has never happened before.
It kicked in around the time of the first Scorpion section. It's a long, narrow tunnel where we blow shit up for a few minutes while moving forward. Not really any other options, though part of me wants to try that sequence on foot. But it's your basic tank gauntlet. It's immediately followed up with....the Mantis gauntlet, which is very similar but slower and with more awkward weapons, followed by a repetitive siege sequence.
All very linear and heavily scripted. And to boot, I just didn't find either sequence very fun. And they were back to back; I was ready for a breather after the Scorpion run.
But the rest of the missions kept that kind of approach up.
The Ghost trench run was frustrating, an felt too much like the one that finished Halo 3, what with the world blowing up and the ground falling out. I didn't help that I had no idea why that was happening. But I figured that was it for the obligatory trench run.
I didn't enjoy the second Scorpion section much more than the first; it felt like a shorter, less flexible or interesting take on the ending vehicle battle on The Ark. The second Mantis section was a chore. And then the flying sequences kick in: the Pelican one feels like pure fan service, but there's nothing much interesting to do. We fly to a couple doors, shoot the ships there while they bob back and forth, and then land. Three times. The ending trench run was just annoying, and by then I was simply tired of linear vehicle gauntlets.
So, six of those seven vehicle sections felt like trench runs, with different pacing. There's not a single one I really want to go back and play again, or try something different in. And the open flying sequence in the clouds was pretty, but there's not a lot to do. At least New Alexandria - which I'm quite fond of - gave us a lot of flying fodder to work through.
I hope the series goes back to less straight, more open vehicle combat - and that those sequences have more options available than "grab big heavy thing and blow shit up while moving forward".
The Storm is still one of my favorite missions in the game, in large part because the big set pieces can be handled tons of different ways. I will play the Campaign again later this year, but right now, I'm not looking forward to any of those sequences. Once was enough.
Very much agree, but for whatever reason I enjoyed the
star fox mission. Much of the campaign did feel like a chore to me though. I really enjoyed the gunplay not including the light-rifle, the settings were fantastic, the story was good enough for me.. but the overall campaign did feel very linear and not much jumps out at me asking for another play through. I still really enjoyed the campaign, but not necessarily for all the reason I'm used to enjoying a halo game. I pretty much hate driving all the vehicles in MP also, and find the maps still suffering from too much clutter for vehicle combat. Perhaps if all the vehicles moved noticeably faster, but I'd really just rather sprint around.
Yeah more headshot weapons should be added to SWAT. It could still be fun to have headshot weapons drop in via Global Ordnance. I'd definitely like to see the LR and carbine added either by loadouts or drops, but others could be included as well. Still have a DMR/BR only for purists (I love it btw).
Pelican run would have been to had some ground forces to contend with from the sky, ala New Alexandria. Or hell, even dropping some marines to help - putting the player into a position we've been on the opposite end of in all of these games.
Maybe that's something that could be explored in Spartan Ops? A map with drop points you can take in any order, with Spartan IVs piloting the Pelican and manning turrets to secure drop zones? Do it 343. Do it!
Oh and whoever said that Spartan Ops missions scale to the number of players or that they've been designed so you can tackle them solo is full of shit. Whoever made the 'Hacksaw' chapter threw those ideas to the wayside entirely. I mean seriously - you have got to be kidding.
Yup, good ideas. That kind of stuff is what made New Alexandria work for me. On the surface, the segment is similar: fly to a few locations, clear some guys, land and do infantry sections. But New Alexandria also seeded the mission with a random order and random selection of in between tasks. So all in all you could have a mission in which you engage in arial combat, clear landing zones, take out enemies on the ground to defend others, eliminate a Phantom or two, run an escort mission, take out some turrets and then do the climactic battle. Really, about as many different kinds of scenarios as could reasonably be spun up for that kind of mission. And we had both forward firing weapons and ones controlled by AI that fired from the sides, so it was not always a matter of just pointing and shooting with the Hornet, we had to position our gunners correctly and give them the right sight lines as we approached enemies.
None of those things were in place in Halo 4's segment. But they could be leveraged in Ops.
I'll give it this - it can feel a lot more personal. With the cannons you just kind of blink and everybody is dead. With the snipers your enemy usually isn't aware you exist and then wham, they're toast.
With the SAW you're right up in their face, tearing them and their buddies a new one. Rambo would be proud.
SAW is pretty crazy. I love that you can tell if a guy around the corner has one just by hearing the bullets. Then you switch to needler get ready and after destroying the SAW user in 2 seconds feeling how pissed that guy must be that HE HAD A SAW FUCK THE NEEDLER. Needler is a great equalizer and I don't know why more people don't sprint towards it when it spawns.
I'm realizing I'll never get around to doing a single big write up on the Campaign, at least not for a long time, so I'll drop in thoughts on certain aspects in more bite sized chunks.
Been thinking about set pieces and vehicle sections.
I love using vehicles in Halo campaigns; they're often highlights of the entire game for me, and most of my favorite missions involve them. The second mission of the first game ("Halo"), Assault on the Control Room, Two Betrayals, Metropolis, The Storm, The Ark, The Covenant....those kinds of missions. The major set piece in those games were not about scripted action or tunnel gauntlet sequences, but about presenting some big, open encounters to deal with and handing us a bunch of tools to deal with them. They could be played all sorts of different ways. Or at the very least, gave us some options even if we only had one tool to use (such as the Hornet sequences on The Covenant).
I feel like Halo 4 went in the wrong direction with its vehicle and set piece action. I was actually quite weary of using them by the end, which has never happened before.
It kicked in around the time of the first Scorpion section. It's a long, narrow tunnel where we blow shit up for a few minutes while moving forward. Not really any other options, though part of me wants to try that sequence on foot. But it's your basic tank gauntlet. It's immediately followed up with....the Mantis gauntlet, which is very similar but slower and with more awkward weapons, followed by a repetitive siege sequence.
All very linear and heavily scripted. And to boot, I just didn't find either sequence very fun. And they were back to back; I was ready for a breather after the Scorpion run.
But the rest of the missions kept that kind of approach up.
The Ghost trench run was frustrating, an felt too much like the one that finished Halo 3, what with the world blowing up and the ground falling out. I didn't help that I had no idea why that was happening. But I figured that was it for the obligatory trench run.
I didn't enjoy the second Scorpion section much more than the first; it felt like a shorter, less flexible or interesting take on the ending vehicle battle on The Ark. The second Mantis section was a chore. And then the flying sequences kick in: the Pelican one feels like pure fan service, but there's nothing much interesting to do. We fly to a couple doors, shoot the ships there while they bob back and forth, and then land. Three times. The ending trench run was just annoying, and by then I was simply tired of linear vehicle gauntlets.
So, six of those seven vehicle sections felt like trench runs, with different pacing. There's not a single one I really want to go back and play again, or try something different in. And the open flying sequence in the clouds was pretty, but there's not a lot to do. At least New Alexandria - which I'm quite fond of - gave us a lot of flying fodder to work through.
I hope the series goes back to less straight, more open vehicle combat - and that those sequences have more options available than "grab big heavy thing and blow shit up while moving forward".
The Storm is still one of my favorite missions in the game, in large part because the big set pieces can be handled tons of different ways. I will play the Campaign again later this year, but right now, I'm not looking forward to any of those sequences. Once was enough.
Yep. Making the vehicle sections shooting galleries was one of the first things I noticed about Halo 2. Crossing the bridge with the tank was infuriating. It was such a lazy encounter:throw waves of Ghosts at your tank until you cross to the other side. It reminded me of how certain games triggered endless waves of enemies whenever you would jump on a mounted gun emplacement.
It was such a shift from the first Halo, where vehicles (for the most part) felt like additional toys to the battlefield, not mandatory sequences.
I'm getting the 'The Halo 4 servers are not availible. Please try again later etc.' error. Is there a workaround/fix for this yet? My friends have no issues.
I'm getting the 'The Halo 4 servers are not availible. Please try again later etc.' error. Is there a workaround/fix for this yet? My friends have no issues.