Their heart is in the right place, but they're pulling a Halo 4 with some of those changes.
And holy shit, that shield pre-emptive recharge noise is absolutely unbearable.
DUA-DUA-DUA-DUA-DUA
Sounds like their microwave is ready
Their heart is in the right place, but they're pulling a Halo 4 with some of those changes.
And holy shit, that shield pre-emptive recharge noise is absolutely unbearable.
DUA-DUA-DUA-DUA-DUA
Their heart is in the right place, but they're pulling a Halo 4 with some of those changes.
And holy shit, that shield pre-emptive recharge noise is absolutely unbearable.
DUA-DUA-DUA-DUA-DUA
CMT has been around forever. I have no idea if the original team even has anything to do with the current project, but they've been trying to incorporate aspects of each new game since before even Halo 2 came out on PC.
And I know somebody who works on the animations for the guns. He would go nuts if you said anything bad about them.
Half 10 is 10.30
How the fuck can people think half 10 means 5 o clock??
Madness
I'd like to inform you all that Nowise is making me cry on Skype.
He told me he liked Sage, and that Reach was the pinnacle of Halo.
Honestly for me (and A LOT of people actually) customization is something that made Halo....Halo. Halo 4 so far is the only Halo game that has actually taken AWAY options rather than add some in so we now have to resort to modders to bring back old game types and add in new options which I think is sad. I love 343 but they really messed up by limiting people and not giving them options which was one of the strongest points about Halo.
Seriously custom games/Forge should be LBP Halo Edition and I would love it.
Nowise10
Banned
Today, 2:01 AM
I don't know what Spartan Ops is even for. A number of them are just Firefight with terrible dialogue and scripted events.
I don't know what Spartan Ops is even for. A number of them are just Firefight with terrible dialogue and scripted events.
none of us know what its for
I don't know what Spartan Ops is even for. A number of them are just Firefight with terrible dialogue and scripted events.
none of us know what its for
Here is how big the Alpha Flood is with 200% setting in Fat Kid (mini-slayer needs to be a thing too)
Oh my god. :lol
They should make the fat kid's minions be 50% size.
Also, stances per weapon category would be neat. For example:
Stances > Loadout / Initial / Global / Personal / Legacy
Loadout: 5 stances, you can pick any of said weapons for each stance
Initial: 5 stances etc etc
Global: Heavy weapons, so likewise
Personal: 3 stances, certain weapons per stance ("Wetwork" could use Energy Sword or Hammer, etc)
Legacy: Bonus stances with either universal or fixed weapons based on poses in concept art, past games and whatnot
Yeah that knee is amazing... my leg couldn't take that shit week after week. At least you guys made it (#fuckromo)Heartbroken Skins fan here.
I don't know what Spartan Ops is even for. A number of them are just Firefight with terrible dialogue and scripted events.
I havent even tried a game of it yet. Thats how uninterested I am in it. Compare that to how I played 1020 FF games in Reach that totaled 7 days and 10 hours.
Time to answer some questions…
The reason the magnum was left out as a secondary is because we felt it promoted a random element to the game. Whenever someone uses the magnum (other than the “flagnum”, it is normally a spam-fest in some close-quarters-combat situation. So, we didn’t want to make the gameplay any less skillful by adding that option.
Another popular question seems to be why we didn’t use multiple loadouts, i.e. carbine/LR. Well, after looking at this option, we decided that it would better to start everyone on the same playing ground. Out-BR’ing a Light Rifle user or a Carbine user, doesn’t give you that same rewarding feeling that a BR vs. BR battle win gives you, in our opinion. Then, the carbine and LR just seem as inferior options to the masses when compared to the BR. Couple these two reasons with our ongoing goal of simplicity, and the outcome is one loadout - the Battle Rifle. Lastly, the idea of 8 players starting out with Light Rifles just plain scared me. We are not only aiming for competitive nature, but for spectator enjoyment as well. Thus, we felt it was hard to get on board with a futuristic game that doesn’t have an UNSC weapon as primary weapon. The carbine and LR just seemed too artificial for public entertainment to our team.
I saw someone ask about Walshy and other professionals chipping in. Regarding that, the Halo pros that wanted to share their input, got the chance to do so over the course of my test settings. I put out t1-t4 settings for roughly a month and a half before releasing v1. So, some players were busy or preoccupied through the months of November/December and couldn’t play Halo, let alone give input. Luckily for them, we have many more versions of settings to come in the future.
I saw some people mention that Halo 3 sucked, and that’s their opinion. However, by looking at its success versus other Halo titles, as well as the Halo 4 community playlist numbers that were released, we decided to go back to the unique feel of Halo 3/Halo 2.
Halo:CE to Halo:Reach Sales Numbers
Halo 4 Peak Population Chart
I already answered a question regarding the Thruster Pack option as a loadout in my interview, but to reiterate my reasoning – with the long kill time already presented by the BR, there was no need to make it even longer with a Thruster Pack equipped at all times. I agree that it adds a competitive element to the game, so hopefully we’ll see a 4-shot-kill implemented by 343 Industries in the future so we can add it back as a starting armor ability.
When talking about World Ordnances, if you’re talking about creating static spawn times, we have done so in multiple maps: Abandon (Railgun), Adrift (Rockets), Dispatch (Sticky Detonator), Haven (Railgun), and Solace (Rockets). If you aren’t referring to these instances, please clarify your question – thank you.
Regarding dynamic and static timers for weapons/power-ups, you can see which types that we've used if you check out the overhead images in my original post.
I’ve seen many people question the disappearance of Damage Boost and Speed Boost in these settings. Well for v1, we wanted to stick to the "Halo basics" on the maps before moving onto these two newly-introduced variables. However, after playing a decent amount of games on Solace and Abandon, I can honestly foresee these options making their way into the v2 game types.
When looking at putting way-points on every weapon/power-up, we felt that it got confusing. So, we wanted to use them for only the main power weapons to better highlight their locations, except for the sniper. When placing a sniper on the map, we wanted to limit its spare clip size to only 1. Yet, when using an Initial Drop, you cannot alter the weapon’s clip size. Thus, we chose to limit the sniper clip size rather than put a way-point above it.
I saw someone say that the damage is set to 110%. That information is incorrect. The damage is currently set to unchanged. Furthermore, changing the damage settings to create a 4-shot-kill with the BR isn’t the best competitive approach. Right now, it takes 13 bullets to kill, which allows for a 2-bullet margin of error for bullet spread. However, when turned to a 4-shot-kill, there is no cushion to accommodate for the bullet spread. Therefore, the results from mid-range and on turned into a figurative “coin-flip” – not the best idea for competition.
Hope these answers clear up some previous inquiries posted. Thanks for taking the time to read these lengthy posts!
-Ghost
u wot m8I played 1020 FF games in Reach that totaled 7 days and 10 hours.
This Waypoint thread reply is from Waypoint user "OGhostayame" who is MLG Ghostayame, responsible for testing and MLG V1 settings.
You have all seen me reply to the population numbers and Halo Charts, reference my older posts about that. Other than that enjoy his comments/decisions on V1 settings.
Wow, good post, but trying to argue with waypoint needs some courage lol
"we decided to go back to the unique feel of Halo 3/Halo 2."
I'm so surprised right now.
So basically, it's going to be MLG's bastardized version of Halo 3 MLG settings which were a bastardized version of an attempt to make Halo 3 play like Halo 2. Oh well, the possibility of them leaving their comfort zone was cool while it lasted.
Also, basing gametype settings off V-Charts sales numbers, lol
The Rustling is your Jimmies. The Banging is your Bros.
Frankie got banned, this was a good last post tho:
Frankie got banned, this was a good last post tho:
are you still mad that they're getting priority over "Community Cartographers"
He's saying that MLG should stop trying to emulate Halo 2. You can do something different while keeping it balanced, competitive, and fun. Obviously vanilla Halo 4 does not satisfy these conditions.
edit: Haha wow
Frankie got banned, this was a good last post tho:
Raising a puppy... tired.
Haven't played in a month... need to jump back in. What you fine ladies and gents playing these days?
To be clear: I didn't say that was the post for which he was banned I just pointed out that was his last post.That seems like a fairly innocuous post..
Why was he banned though?
Ask a mod.Why was he banned though?
Seems to me MLG could have literally made their own game by now, seems they have the resources, audience, sponsors, events, online tournaments, brand awareness etc. Take Halo 3 MLG era some 5 years ago and they could have fleshed out dedicated resources to develop an in house game over say 2-5 years. Simply use an existing engine like Unreal or Unity, bring in some key developers, artists, managers etc and MLG sure as hell have enough testers to go around. It could also go multi-platform.
With the latest V1 settings it seems the gameplay, maps, artwork guns, mechanics and literally everything MLG "wants" in terms of Halo/FPS is basically set in stone. Close enough to a standard since CE/2 that they could literally make their own game.
They don't have to care about story, high end graphics, insanely detailed models/textures or coop or campaign or even marketing to an extent as they have a fanbase already. They would just build a multiplayer game with great netcode and their mechanics exactly. This would then give MLG the intellectual property, distribution rights, bug fixes in house, fast turnaround times, multiple playlists of their own, support of a quality engine developer and more.
Why didn't they start down this road? They'd be at the end of the journey by now with full control over everything from marketing and game mechanics to even possibly a free game with paid advertisements, sponsors, tournament entry fees etc as their revenue stream etc.
Retrospect makes things oversimplified I suppose.
What is this from?
Because games made for the sole purpose of being E-Sports don't do as well. See: Shootmania or whatever the fuck its called.
A popular game being made an E-Sport brings in mass appeal because you have casual players who still enjoy seeing the game played at that high level and can learn from it.
Unfortunately, the base Halo 4 game is atrocious for not only competitive play, but from fairness in general.
It's a Halo Custom Edition Mod, if I'm not mistaken.