Good to see GLaDOS making a cameo
I feel more cheated paying $60 for Halo 4: Beta than I felt buying ODST.
But COD built features over the course of the franchise, and Halo has taken them away. A COD fan can't be dissatisfied when features are added, especially when they foster a competitive community like skill based ranks. Halo fans can, and are, disappointed with features being cut, especially when they've been synonymous with the franchise in the past. That's the logical view of all this.
And in regards to the MLG playlist I agree with the sentiment that MLG should find a weapon and stick with it, be that BR, DMR, Lightrifle, or whatever. If 343 aren't going to prioritise balance (and that's not a dig, they made their design decision and we have to accept it), then MLG should step in and balance the game to fit their competitive playlist. That includes a standardised weapon set from spawn, as well as standardised player attributes. No AA on spawn, same weapon, no armour mods (is that even possible?).
More than ever, and this is ironically something the MLG playlist has been criticised for in the past, MLG has to distill the game down to its core elements. 343 built a load of stuff and employed it clumsily, and without clear intent. There's so much random stuff knocking about that the game feels really arbitrary and fiestaesque.
BR or DMR, pick, but don't include both. Strip out the AA's that have a negative impact, and if you're going to include jetpack have it as a pickup like in Reach that offers a risk/reward nature to the match, and can never be used by an entire team.
Haha, just someone calling out some pretty pathetic defensive bullshit.
You're probably the type who hates Kaiju films/Power Rangers.
That movie looks terrible.
Nah dude I loved the Power Rangers.
Hopefully Halo 5 uses the Power Rangers theme.
Nah dude I loved the Power Rangers.
Hopefully Halo 5 uses the Power Rangers theme.
I can't not hear the voice. Look what you've done.It doesn't matter who we are... What matters is our plan.
Sup ap-kizzle?! Workin on that Skype...I feel more cheated paying $60 for Halo 4: Beta than I felt buying ODST.
That price drop for the game seems to be official/permanent. Saw an ad for H4 last night for the first time in weeks and it was advertising the new price point.
That price drop for the game seems to be official/permanent. Saw an ad for H4 last night for the first time in weeks and it was advertising the new price point.
Theme song for the new Halo 4 gameplay mechanics...
http://www.youtube.com/watch?v=LMmLztSqcgk
From the Black Ops II soundtrack.
Addressed in bold.
That price drop for the game seems to be official/permanent. Saw an ad for H4 last night for the first time in weeks and it was advertising the new price point.
To some it's not an issue, but to others it feels cheap simply because jetpackers have no restrictions. Map boundaries and obstructions mean nothing, which eliminates what would normally be expected routes to defend. A person with a jetpack can move from any point directly toward the flag, and then just fly over a wall to get to the flag. Makes the whole layout of a map pointless. I know it's not the end of the world, but I have yet to see a map that really felt like it was designed to counter the advantages of flying around with a jetpack. I do agree that camo is worse, though.What is it that jetpackers are doing in particular though? Besides flying through the air that is, because that's dangerous as hell for the jetpacker to do.
I've heard the complaint about breaking the maps, but I don't entertain that one because the maps certainly seem made with jetpacks in mind. That's more of a complaint against Halo 4 on the whole than jetpacks in particular. So toss that in with intrinsic sprint and larger levels too.
Not liking jetpacks is something else though.
I hate camo.
Is that Jax Teller (Charles Hunnam) I hear? I'M SOLD! Guy basically does no wrong.
My specializations just disappeared...
Interesting point, that I'm not sure I fully understand. We do get claustrophobic in hallways, so there's that.I know it's not the end of the world, but I have yet to see a map that really felt like it was designed to counter the advantages of flying around with a jetpack. .
This one was good lol:Lol at this obsessive twitter account and the pictures on the left
https://twitter.com/70_at
As far as the patching stuff goes I'd say
Calm the fuck down: Sandbox balancing TU's. Game's only been out 6 weeks. They'll probably do it late Jan/February. I think any earlier and it looks like knee jerk balancing that could shit something else up. I hope they nerf Camo and PV, hard. Hopefully include classic CTF options and an option to be removed from scope when fired at, amongst other things.
Feel free to tear them a new one: Fileshares not working on Waypoint and the so called 'glitched' timers in Oddball and KOTH. Should have been day one and there's really no excuse as far as I'm concerned. Oh and a fix for instant respawn in Slayer should have been day one too.
I now realize what 343i has been doing for the last 5 years...
The whole "we're giving Specilization codes for anyone who has played before the 20th!" yeah, not for Europe.What exactly is a mess with the "Euro situation"???
Interesting point, that I'm not sure I fully understand. We do get claustrophobic in hallways, so there's that.
I just see the natural balance for somebody who jetpacks into the air being that, well, they're a nice ripe target for everybody in the world to shoot at when they do so, and their trajectory is pretty easy to determine and exploit. So every advantage they open up exposes them to the same risk. They're also useless in some indoors scenarios.
worse.Making that game they made where a grunt decides where to eat lunch
worse.
Well I'm not saying you guys are full of shit, just that I've never seen it. I'd love to see some of these low/no exposure routes. Maybe then I could understand the rage.You and a couple others keep saying this, but this only applies to total idiots. Jetpacks in the hands of even the least competent players is beastly. Using Haven for an example, jetpackers can access multiple spots and take tons of routes that others either can't at all, or have to do special jumps or tricks to pull off. All of this with little to no exposure. Not all jetpackers spend half the game jumping straight up in the air or out in the open as you seem to want to believe.
JhferryWho in here is ForwardUntoDong then?
-Each bulletin we know which playlists are coming and which are going. When there's news on the patch, we've received it and got the full notes for it
-I've had no fiasco with my limited edition. Wish I could have downloaded my maps a little earlier but that's no big deal.
-I don't know what they were doing with the specialization. I feel like they wanted to release them over time and then last second decided to give them to early adopters. Weird.
-Theater is not broken, it's got some bugs (I'm assuming you're talking about the announcers voice). I'm sure they're aware and want to fix it but it's low priority. Don't act like it's not.
-Ya DLC didn't go smooth but they at least tried to make it right by making it free for a few days. I do think though that those who paid for it day 1 should get reimbursed in some way(800 points back or next map pack for free)
-API is also not a big deal and I was actually impressed by quickly the reacted to the situation. I kind of expected the situation to be fixed if at all, much later.
-Don't know what's up with the Euro situation.
This is true. For me, a lot of the time I don't even realize someone with a jetpack is up in the air until I'm already being pinged from above which always stinks. Perhaps if they gave the jetpack some really obnoxious noise to notify the world that they're flying or a different dot on the radar to show someone is in the air, it wouldn't bother me quite as much. One thing is for sure, jetpacks in 4 are not nearly as annoying as they were in Reach. So I can always be grateful for thatInteresting point, that I'm not sure I fully understand. We do get claustrophobic in hallways, so there's that.
I just see the natural balance for somebody who jetpacks into the air being that, well, they're a nice ripe target for everybody in the world to shoot at when they do so, and their trajectory is pretty easy to determine and exploit. So every advantage they open up exposes them to the same risk. They're also useless in some indoors scenarios.
"- More variety in missions (i.e., stealth, sniper mission, bomb-carrying assault)
- More vehicle levels (flying level, anyone?)
- Get Palmer, Miller, and Majestic off the mic and on the ground
- Improved netcode (seriously, why is it so bad?)
The following should only be added IF NETCODE IS PATCHED, otherwise it makes the mode even more frustrating:
- Limited lives or co-op campaign style checkpoints"
...
2) Focused objectives. Defend the object or person and or reach the waypoint gets tiring. Add a wave like system make one more similar to firefight. Have a level where we need to collect something like 1 flag. Use extermination like mechanics to add lives and make a more compelling tense match.
"The mode as a whole needs a few things. Either the mode needs to be scaled for player count, or the encounter design needs to be drastically overhauled and made better. Preferably both. A solo player who is excellent at Halo should not need to knock down the difficulty to start having fun with the mode. Fuel Rod Guns, Binary Rifles, Incineration Cannons - these should not be on every third enemy in each chapter. It's goddamn ridiculous. Those weapons, or their analogues, have always been used sparingly for a reason. They're not fun in bulk. They shake up the normal combat loop which is fun for making specific encounters that are designed around them more intense. The gold sword Elite on the Assault on the Control Room bridge is a fantastic example. He is a single enemy, but it feels like you're just barely scraping by every time. They don't throw a dozen of them at you at once because, well, fuck that.
The designers need to either add an indicator for where the landing zones for Covenant are going to be, or just stop putting them anywhere that the player is going to be. Preferably both. It's cheap as shit. Having a dozen Elites drop in on top of your head from one of those drop pods isn't intense, it's infuriating. Same with the Prometheans that teleport in and immediately surround you (see Episode 4's Complex mission). Kind of a reverse situation, but Random Transport from Episode 4 drops the player into a maw of high-level Covenant, including a Gold FRG Elite and 4+ Jackal Snipers where the player has no control at all until they land, at which time they will promptly be fucked by the dozen enemies staring at them.
Asset reuse I don't honestly have that big of a problem with, as long as the reuse is smart. We have now played Sniper Alley three times forwards (once in campaign) and twice backwards (incl. episode 4's ""okay now get to the dropship!"" latter half). It has been roughly the same style of encounter design each time. Snipers, a bunch of Grunts, some Elites dropping in. Heavier enemies at the large Forerunner structure near the end. Hacksaw is a good reuse of assets - it goes from Promethean enemies gangbanging you to a large Firefight-esque mission where you're rescuing Marines and holing up in the center structure. Quarry, I think, has been reused smartly. The first use was a huge Warthog sequence, the second was infantry combat transitioning to Scorpions, the third was infantry combat against vehicles, which doesn't happen often. It has variety in its reuse. The other 90% is the same old poorly designed shit in the same old shitty levels.
In a lot of ways, I think that the Spartan Ops designers, at least those who are coming up with the vast majority of the waves that come in the vast majority of levels, just don't understand what makes Halo encounters fun. If they did, they'd realize that 1HKO weapons are not fun in bulk. They'd realize that spawning while under heavy, often explosive fire is not fun. I think some of them totally get the idea. There are certainly gems in most episodes - Land Grab, Hacksaw, Shootout in Valhalla, Episode 4 was a total stinker, then the latter half of Episode 5 are all decent enough, but they're almost always overpowered by the bad missions in them."
"- Incentive not to die
- Reduced input lag
- More unique environments
- Less ""eggheads"""
...
more friendly A.I.
More vehicle oriented maps. Spawn system where you can choose to spawn with an ally, or selected areas on the map (away from danger). Less of "push this button" scenarios. Larger areas where you defend a building, shield, or a generator would be more entertaining.
-Different mission setups. Right now, we're mostly doing the same stuff over and over again, which gets pretty boring after a while. Spartan Ops is a great mode to try and experiment with new gameplay ideas.
-Better incorporation of the story in the missions. Right now, the missions feel way to detached from the cutscenes."
Right now Spartan Ops is a weird mish-mash of campaign, firefight, and multiplayer and it has no idea about what direction it wants to go. Campaign was more of a directed experience and while it had some gameplay variation I feel like Spartan Ops is leaning too heavily on that. Spartan Ops should include some of the more ridiculous balls-to-the-wall adventures that Reach tried to tell, like the infamous "SHADOW SQUAD, WE'RE SENDING YOU TO GO BOARD THAT COVENANT CRUISER WHILE MAJESTIC HERE DEFENDS A RECYCLED CAMPAIGN AREA FOR FIVE MINUTES" thing in Episode 5. That, and so far there's very little way to really "fail" most missions. I think there should be a definite way the matches can be lost, whether it's just having a certain number of lives or losing generators/civilians or what have you. If they're going for the Firefight experience it's by all means possible, they just aren't really doing it. That, and having hordes of max-rank AI bombard you since there's no real challenge otherwise is really stupid from a gameplay perspective. It highlights some of the weaknesses of the AI in situations that aren't straight from campaign and really illustrates that there's not a real challenge otherwise. I think they should have limited lives but huge numbers of low-class enemies, working their way up to the stronger ones as the level progresses.
Make it playable on legendary for solo play. As it stand, it's really aimed at the multiplayer experience.
The biggest flaw in Spartan Ops for me (playing solo) is the respawn points are generally random and quite poor.
...Different enviroments, more dynamic missions, perhaps a mission where you have to drive a Pelican, or rescue a squad, take down a corvette, or something more exciting. Score and penalties for deaths. Theater. More unique dialogues.
it needs a penalty for dying
Having what you do in the spartan ops relate more to the episode of the week. More environments, objectives.
Some type of dedicated servers. There hasn't been a single episode where I did not experience lag. Plus, the whole thing feels subpar at best. The writing is poor. I can choose to stand Sarah Palmer or these dude-bro Marines trying to be Spartans. Please make the encounters more fun. Instead of having 30 guys just be randomly dropped in, why not vary it up. Why notnot be enemies spawn at different areas. Take Valhalla for example. Instead of 10 elites and 20 grunts just be put as once. Why not have smaller pods but around the map? Make them take up defensive positions and dig in. Have jackal snipers up top or away so we have e to take them out first etc.
More variety in the maps. I would also like the see more video cutscenes in the chapters
Less buttons, and more unique objectives (defending the generators was nice). Also, less OHK weapons for the AI and more unique environments (place priority over the rest though). As of now SpOps to me is just a mode where I can turn off my brain to watch a bar fill up, might wanna fix that too.
HahahahahahahahahahahahahaAchievment Hunter doing some funny things with the Sticky Detonator:
http://youtu.be/T-ZLJ9GOmdg
LMAO
I wonder what the game would be like if they hadn't opened up the other specializations. You'd have a shitload of people capped at 70 and upset since the XP carrot would hold no real sway.And you can choose to feel that way, but that doesn't negate that the vast majority feel wronged by not just what happened with the map pack, but by Microsoft handing out specialization codes that were suppose to be exclusive to LE holders.
You should add my awesome post about armor mods!I wish I could update the thread title whenever I want
booties and we got 15,000+ posts left so chillSo who's making the next Halo OT?
booties and we got 15,000+ posts left so chill