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Halo |OT14| They call it Halo

bane_tearing_down_thitpe3x.gif


Quick and dirty.

I don't think the game is that bad, but I can't resist an opportunity to make a .gif, even if it's in a hurry. I'm already five minutes late because of this.
 

Tashi

343i Lead Esports Producer
Tashi from October said:
I want to do a write up about my impressions of H4 multiplayer but I don't even know where to begin. I played a fuck ton of matches. Let's see what I can rattle off the top of my head.

-Assists are fixed (Yup)
-Railgun is the greatest gun in the game (Still true)
-Customizable loadouts is huge (still true)
-Personal Ordnance is a fucking gem (I still like the idea a lot but it definitely need some tweaking)
-H4 Needler is the best iteration of the gun in the entire series (still feel that way)
-Slayer Pro is awesome (RIP)
-Infinity Slayer is awesome (Less awesome now. Radar hurts the playlist more than anything else for me)
-Dominion is very cool (less cool now for sure)
-Saw is badass (yup, still badass)
-Returning objective gametypes have been tweaked and improved (don't know about CTF yet) (I'd say this mostly holds true. CTF was not an improvement (from MLG settings), although I still like it)
-New objective gametypes are cool and have lots of potential (Extraction is dope)
-Played the most enjoyable game of Grifball ever (that's true)
-Infection is badass (still kinda true)
-Best maps so far: Haven, Abandon, Adrift, Complex, Solace (not including pre built Forge maps) (Now it's like Haven, Abandon, Solace, Complex, Adrift)
-Mid tier maps so far: Everything else (not including pre built forge maps) (still true, except maybe shit tier is a new category now)
-Global ordnance scares me a little (lol yup)
-Shotgun sounds insanely great (yes sir)
-I love all the new medals (sure)
-Text in middle of screen is so far from noticeable while playing. Arguments against are invalid (still true)
-Regicide is ok. FFA in general seems to work better than it did in H3 and Reach. Don't know what tweaks cause it. (I would still agree with this)
-Feels like Halo 2 mixed with Reach. Good jump height but sharp and crisp, not clumsy and floaty. (I would still agree with this too)
-Grenades are more rare (I guess)
-Melees are less frequent but not gone (Still feel that way)
-Blur effect in Regen field is pretty fucking smart (yup)
-Pro Pipe > Sticky Detonator but that doesn't mean Sticky Detonator isn't fun to use (still feel that way)
-No scopes are still easy (ugh, yes)
-Headshots with sniper from behind are more difficult than in Reach (still true)
-Sweep sniping is very tough (yup)
-Feels like less autoaim with sniper (yup, even though I've gotten better with it.)
-Flood with Thrust is a blast (yes it is)
-Slide jumping is very much back (yea, it is)


I reserve the right to change my opinion after months of online play.

Looks like I had some solid impressions back then.
 

Mix

Member
Huge wave of nostalgia the first 6 seconds.

Halo 3 vidocs were great.

I'm catching up on a few pages, came across this comment was made for the Halo 3 ViDoc that was posted.
I totally agree, my heart skipped. I NEED Destiny in my Veins. Bungie, I'll give you my first born if you give me a trailer for Destiny by the end of the month.
I hope someone holds me to this :3
 

Toa TAK

Banned
I'm catching up on a few pages, came across this comment was made for the Halo 3 ViDoc that was posted.
I totally agree, my heart skipped. I NEED Destiny in my Veins. Bungie, I'll give you my first born if you give me a trailer for Destiny by the end of the month.
I hope someone holds me to this :3

You better hope it's good!
 

CyReN

Member
Tashi you said Complex is good, then agreed again today. I'm going to have to ask you for your Community Cartographers Safety Pin back.
 
Halo 3 SP environments are pretty garb in some areas. In that regard I think Halo 4 has it beat.


Multiplayer Halo 3 maps are leaps and bounds above the majority of Halo 4's. I don't mean any disrespect but certain affinity make poor maps more often than they make good ones.
 

Tashi

343i Lead Esports Producer
Tashi you said Complex is good, then agree again today. I'm going to have to ask you for your Community Cartographers Safety Pin back.

Nah I just didn't change the original line. Sorry it's confusing. I just reordered the maps I had in that original post instead of changing the whole thing. I mean, Adrift is there and everyone knows I dislike Adrift.
 
Had to go to an automotive dealership and 30 year-ish old guys were playing Halo 4 during their lunch break. They were having fun and everything. I then thought about how the community was acting, and I came to the conclusion that we're right and the boltshot sucks. Filthy casuals...
 
I haven't played a whole lot of Spartan Ops but the video looks pretty good. Where's the scoring though?

One of the boxes that had to be thrown off that burning plane that is game development. I bet crunch time was ridiculous on this game, maybe even Halo 2 levels, or more.

But really the scoring got moved to Personal Ordnance.
 

willow ve

Member
Spartan Ops Season 2 Walkthrough: Get your sneak peek of the events in Season 2 of Spartan Ops in this 343 Industries Walkthrough with Mission Designer David Ellis!

Looks fantastic.


You know, in the first three minutes of this he hits 3 different buttons. On the third button he almost seems to reference the issue with saying "They're gonna send us back over where we were earlier where I bet there's another computer." It's the way he says "another computer" that gives the impression that even he is annoyed with amount of button presses in the Spartan Ops episodes.

Other than that the actual map design looks really cool. On par with campaign levels. I wonder what the download size will be for the second half of Season 1.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Well, I sent requests to people that expressed interest in Halo 2 Vista. Accept it and join me in a party sometime today I guess?
 
Spartan Ops Season 2 Walkthrough: Get your sneak peek of the events in Season 2 of Spartan Ops in this 343 Industries Walkthrough with Mission Designer David Ellis!

Looks fantastic.
That looks so much better, and its good to know they're thinking through the ramifications of replaying the same spaces.

Now what this mode needs is some interesting objectives that encourage not only replaying the missions, but replaying them in interesting ways. Challenges could be for optional side objectives (don't kill any sleeping grunts, disarm the light bridge to send enemies to their death, etc.), call for the use of certain AAs or weapons, or better yet, take those truly annoying wargames challenges (like getting X assassinations or perfections) and move those over to Spartan Ops instead.
 
I always expected Dellis to sound more... jovial or jolly I guess.

One pretty cool moment I noticed during the combat, though--David was fighting a Knight shielded by a Watcher. David runs out of Fuel Rod ammo but two of his buddies came up to that same area and made the Knight flee by teleporting, leaving the Watcher projecting a shield for a few split seconds after as if to say "whaa?" and he immediately jumped up and punched the Watcher right in the face. Halo.

AI on that sword elite was weak though, as it is in campaign. For some reason they'll just stop when they get nose-to-nose instead of gutting you, and then either stand around or flee(?).

Going to go out on a limb here and say it's for balance reasons. Perhaps the AI will flee out of "respect" if you can lower its shields enough, but not getting enough hits will just make it charge and gut you Reach-style. Similarly, in the Sniper Alley portion of Reclaimer, even on Legendary the Jackal Snipers will all fire a "warning shot" near you rather than just braining you instantly like in Halo 2. It's not restricted to one jackal, too--each one does it. They probably just tried to simplify their balancing mechanics given that they all have potentially instakill weapons.

Knights with instakill weapons fight you no holds barred, though.
 
AI on that sword elite was weak though, as it is in campaign. For some reason they'll just stop when they get nose-to-nose instead of gutting you, and then either stand around or flee(?).
 
No, EST dude?

Well, I'm on.

I always expected Dellis to sound more... jovial or jolly I guess.

One pretty cool moment I noticed during the combat, though--David was fighting a Knight shielded by a Watcher. David runs out of Fuel Rod ammo but two of his buddies came up to that same area and made the Knight flee by teleporting, leaving the Watcher projecting a shield for a few split seconds after as if to say "whaa?" and he immediately jumped up and punched the Watcher right in the face. Halo.

:')
 

Zocano

Member
Spartan Ops Season 2 Walkthrough: Get your sneak peek of the events in Season 2 of Spartan Ops in this 343 Industries Walkthrough with Mission Designer David Ellis!

Looks fantastic.

I think this a good start at fixing the problems I had with Spartan Ops but I don't see them remedying the other big problem I had with the mode: the respawn system.

I'm fairly sure this has been touched on at least once but I did not like how they ousted the checkpoint system. You die, you wait 9 seconds, then you respawn. However, they removed the biggest part of that which was the penalty for the team wiping out. Instead of you and your team mates having to be more careful as your squad thins down, there now is no worry whether someone dies or not since a full team wipe means nothing (you just spawn and keep marching forward). Instead of what could have been a tense fight turns into a giant slog of you just throwing yourself at the enemies until you win and that just isn't that fun for me. I feel like every single episode felt like this in some way and, really, this issue eclipsed the recycled maps issue for me. The lack of threat, challenge, and punishment was more of an issue than anything else and it doesn't look like that will change.

On a similar note, I really wish they allowed you to turn on skulls (if you can, I must have never seen the option so please correct me if I'm wrong). Not letting you turn on skulls just really ruins any replayability factor as well since you could up the ante even more so.

I like the new map/mission they showed off, the cliff side shoot out looked really cool, but I doubt that would let me gloss over my issue with the respawning.
 
I like the new map/mission they showed off, the cliff side shoot out looked really cool, but I doubt that would let me gloss over my issue with the respawning.
Respawning is truly borked. Three elites with fuel rod cannons rush me and toast me in a heartbeat and the game will just respawn me right on top of them again, and again, and again.
 
Knights with instakill weapons fight you no holds barred, though.
Not entirely sure there, although it does seem to be the case for the most part. I love fighting prometheans on Legendary as they do seem to be a lot more aggressive, and they will rush you, and knights will fly through the air and cut you down (such a cool way to go). But even still, even on legendary, sometimes they do that blink-blink-blink-rush-blade attack and whiff. Maybe I've just been lucky and backtracked exactly a pixel away of certain death, but sometimes I wonder why the hell I'm still alive ;P
 
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