Or you know, basically every Halo except for Reach and 4.
AAs are essentially an updated version of Equipment from H3.
Or you know, basically every Halo except for Reach and 4.
You'll actually blast through the first levels rather quickly. It doesn't scale up like you might expect. You should have the superficial stuff after a few games, especially if you're doing Ops.
For both IS and SWAT, one of which was 2v2 for half of the game, the spawns are completely broken. I would spawn at maybe 3 places on the entire map, ever. Both biggy and I got multikills on people who spawned in the exact same place we killed them. Biggy's was during SWAT in the rock garden thing where the enemy spawned like 20 feet away and mine was IS where I killed a guy grabbing the snipe off of its spawn and then killed him again right below it 2 seconds later.
Very, very, very, few times did spawns put you in a safe place when it was 4v4 though.
Also, Despair has what I consider to be an actually good map design with interesting flow that is totally negated by jetpack. Also, the forge pieces are often hard to distinguish and will blend together sometimes to where I thought there was a solid wall but it was a hallway blending in with the same puke color as the wall it was attached to.
Very much like Simplex. Timed Overshield is so refreshing.
Garrotte is pretty hectic for IS. I like most of the design though.
Didn't play Shutout.
Only got to play IS and SWAT last night, CTF never came up. These were my impressions.
Team Classic playlist:
-4v4 Team Slayer
-Forge Remakes from Halo:CE, Halo 2, Halo 3 and Halo:Reach, built to scale for Halo 4 mechanics and the following settings:
-No Sprint and no Armor Abilities
-No Global Ordnance and no Personal Ordnance
-No instant respawn, timed respawns
-Static, timed weapon spawns, best emulating original weapon sets on map
-Solitary starting loadouts that are game-appropriate (e.g. CE/Reach have DMR starts, 2/3 have BR starts)
-First to 50 kills wins
Ugh the framerate on Scythe is horrendous.
AAs are essentially an updated version of Equipment from H3.
I actually had the opposite experience on Scythe today. Maybe it was just a bad game, but the enemy team had a Splaser, Rocket Launcher, Railgun, Binary Rifle, and a Sniper Rifle all at the same time and it continued for quite a while. Between personal ordinance and non-ordinance drops it was a mess of power weapons.Wow - I gotta say, I'm really surprised at how well the community maps are handling Infinity Slayer. They're actually performing better than the default maps IMO. The power weapons actually feel somewhat less common than DMRs. I can't believe they let non-ordnance drops stay. This gives me some hope... lol
AAs are essentially an updated version of Equipment from H3.
Its a direct extension of the concept. The problem with equipment is that is wasn't being used. It was being saved up and lost upon death.How?
I'd spend so many hours in this playlist...thoughts on adding the grenade 'resupply' perk to the loadouts?
How? They're much more pervasive than equipment. Turning invincible or invisible whenever you like is far different from an occasional active camo or overshield pickup. Jetpacking over enemies every encounter is incomparable to a grav lift. AAs like Promethean Vision are far more powerful than flares or mines, or anything in Halo 3 for that matter.
Then you have the tactical packages and support upgrades...
Definitely, but they're doing exactly what they were designed to do - to act as a fourth leg of Halo combat. Guns, melee, grenades and AAs.I get that they're an extension of equipment because of what they do, but their implementation and effects are much different.
Its a direct extension of the concept. The problem with equipment is that is wasn't being used. It was being saved up and lost upon death.
By making equipment persistent, and with cooldowns, players experiment with them more and use those abilities more often.
Because they are an active ability tied to a button, that's how they are an upgraded version of equipment. They do have a very similar basic function to equipment, with the only thing making them different is that they can be reused. How they interplay with other elements of the sandbox is a bit different(and that difference is why I don't like them), but it still stands that they are an "upgrade" to equipment.
I get that they're an extension of equipment because of what they do, but their implementation and effects are much different.
It's not terrible, but yeah, it's inconsistent for sure.Ugh the framerate on Scythe is horrendous.
About to hop on to play some Forge Test in 10 minutes if anyone wants to join me. Message me: TashiGAF
If anyone has a game on Relay they've played, please upload it to your FS then give me your gamertag.
Also, I guess it looks like we're stuck with the base map thumbnails
If anyone has a game on Relay they've played, please upload it to your FS then give me your gamertag.
Also, I guess it looks like we're stuck with the base map thumbnails
If anyone has a game on Relay they've played, please upload it to your FS then give me your gamertag.
Also, I guess it looks like we're stuck with the base map thumbnails
I thought Bravo said it was possible to change.
Well done to you guys at CC on getting some good maps into Halo 4
I thought Bravo said it was possible to change.
Does it not load the images from the disc. Wouldn't changing it require patching in either the ability to load an image along side the map file or the actually images.
Id love if they came out and said what would actually be required for some of these things to be done on a technical level.
ftfy loldev maps placed into matchmaking by 343i have crappy framerates? gg
Yeah, they really should've tested them first.forge maps placed into matchmaking by CCs have crappy framerates? gg
It's not great or interesting or gamebreaking (I was struggling to stay awake, actually), but I'll try to remember to do that when I get home. Just for you.
forge maps placed into matchmaking by CCs have crappy framerates? gg
ftfy lol
After hearing people sing the praises of the new Spartan Ops I loaded up Halo 4 and tried out the new missions. What a disappointment. They're literally the exact same thing as the first five episodes: massive amounts of enemies with fuel rods, reinforcements, and drop pods every few minutes. There's no unique gameplay mechanics. They just plop you down in the middle of an environment and call it a day.
This is the best they can do with these missions? The sad thing is people will actually pay to play these missions if season two is ever released.
Just played Shutout. Jetpacks really ruin the map gameplay.
forge maps placed into matchmaking by CCs have crappy framerates? gg
The Spartan Ops Episode 6 is an improvement, period. No one who thought the first half of the season was poor was saying it was amazing, only that it is an improvement because it is. Reviews also benefit from lowered expectations, which are completely understandable. The chapters feel closer to campaign encounters, and the new environments are refreshing. If you don't like the Halo 4 campaign, or you're looking for something akin to Firefight modes of the past, you're not going to feel any benefit from the improved designs.After hearing people sing the praises of the new Spartan Ops I loaded up Halo 4 and tried out the new missions. What a disappointment. They're literally the exact same thing as the first five episodes: massive amounts of enemies with fuel rods, reinforcements, and drop pods every few minutes. There's no unique gameplay mechanics. They just plop you down in the middle of an environment and call it a day.
This is the best they can do with these missions? The sad thing is people will actually pay to play these missions if season two is ever released.