Majestic Map pack released on February 25, featuring 3 all-new small to medium sized maps - Monolith and Skyline are the smaller maps and Landfill is the medium sized map. See footage of them
over at HaloWaypoint.
343 streamed the Majestic Map pack and you can
fully watch it here. It features Lead Multiplayer Level Designer Kynan Pearson, Sustain Producer Andy Dudynsky (Better known as Bravo) and Designer David Ellis.
New playlist added: Team Action Sack. 4v4 based, featuring the modes Binary Slayer, Lightning CTF, Rockets & Rails and Team Fiesta. HaloWaypoint goes into detail
what each mode is.
343 details upcoming title update. The following is outlined (This list is not final, according to 343):
Enabled X-Markers on the HUD to designate when and where teammates are killed.
Updated Active Camo to fully reveal players when they fire all weapons.
Reduced the auto aim, magnetism and damage on the Gauss Warthog.
Fixed an issue in which some players at SR-130 did not see their Specialization on their in-game Player Card.
Fixed various issues with ordnance navigation markers.
Fixed various join-in-progress issues with Flood.
Added the ability to make weapon adjustments via backend tuning.
"If your ears perked up with that last one, you probably understand what this means. Previously added weapon adjustments, such as the Bolt Shot Nerf that went live last month, needed a title update in order to be released.
With this title update, we are adding the ability to make weapon adjustments outside of the standard title update process. This will allow us to fine tune and tweak the Halo 4 sandbox as often or not as often as needed." -
Halo Bulletin, 3.20.13
343 hires Quinn Delhoyo as multiplayer designer (
His twitter). Previously of Epic Games, where he worked on Gears of War 3 and Judgment.
During Pax East, 343 revealed Castle Map Pack (
Trailer, features three medium-to-large maps), Forge Island (Which will be FREE!) and the went into detail about the upcoming title update and competitive ranking system (CSR).
Watch the full panel here.
HaloWaypoint posted the Pax East Q&A. Here are the more interesting tidbits:
[Halo 4 support] While there are no announced map packs after Castle releases later this spring, we have some cool ideas about future content and support that were tinkering with right now.
[Universal balance changes to base game] You can expect to see global tweaks to the sandbox much like the adjustment of the Boltshot in the previous title update and the Warthogs Gauss cannon in this one.
[Range of the TU weapon tuning] We have several knobs that we can use when it comes to weapon tuning, a few being auto-aim, projectile accuracy and rate of fire.
[TU weapon tuning in custom games] Unfortunately, the title update does not allow for weapon tuning in custom games.
[Enabling/disabling Sprint] Currently there are no plans to add a custom games option to enable/disable sprint. We may look into experimenting with that, though, in a game type or playlist at some point.
[Basis of CSR] For the mainstream playlists, your CSR is based on your individual performance in each match and the CSR of those you play against. In select playlists, your CSR will be determined on whether you win or lose as a team, as well as the CSR of your opponents.
[How CSR updates] CSR is based on the previous full game played, so the data from that session is processed, applied to your Halo 4 account and then displayed. You wont see it update on the fly as you play, but rather between games. So you will basically always be one game ahead of your CSR as you play.
[Bringing back flag dropping/picking up] Currently there are no plans to add the ability to drop the flag or pick it up manually. But I never say never, so well see.
Waypoint post an extensive look at Castle Map Pack. Also goes into detail how CSR will work:
You will be given a unique rank for each playlist within Halo 4, and the system will use the familiar 1-50 scale. We have been closely monitoring the match results and progression of players behind the scenes to ensure that this new system presents a challenge while still providing an optimal Matchmaking experience. As this is a brand new feature, everyones CSR will be set to 0 when it launches. This will allow all players to start on equal footing and enjoy the progression of the 1-50 system.
There are two different ways we calculate your CSR. CSR is closely based on your TrueSkill rank, which ensures that youll be ranked and matched against opponents of comparable skill. Your CSR is dependent upon your personal performance as well as the rank of those you play with. While several playlists will use a win/loss system to determine whether or not you rank up, others will use individual scoring, which will rank you based on your performance against everyone in the match, teammates included. In some playlists, youll rank up faster than others these vary in order to create the most optimal experience for each playlist. Much more info at
Waypoint.
343 updates about the current state of weapon balance.
Precision Weapon Balance: Our goal of the upcoming balance update is to create an even balance across all precision rifles (DMR, Battle Rifle, Carbine and LightRifle). Our latest tests have included (but are not limited to) rate of fire and damage tweaks to several weapons within this category. Additionally, it is important to create balance amongst all primary weapons, which leads into the next category.
Automatic Weapon Balance: An important part of overall balance is ensuring that each weapon excels within its intended role. As we move the dials to tweak some of the precision weapons, it demands that certain tweaks also be made to automatic weapons, which include the Assault Rifle, Suppressor and more. We are investigating modifying the rate of fire, accuracy and damage on these weapons.
Vehicle Weapon Balance: We have seen many community concerns that certain vehicles may be examples of sandbox elements that could be improved. We are currently looking at tuning some of the weapons that these vehicles have at their disposal in order to increase their usefulness and viability. We greatly value the teamwork (and fun) required in riding around in a Warthog with a buddy, and want to ensure that this and other vehicles have great draw and value.
Also, we are taking a look at many weapons that do not fit within these categories to ensure that the sandbox is providing the most ideal experience possible for all users in all playlists and game modes. As we finish up our internal testing, we look forward to providing further updates on the weapons that will be receiving attention and the specific changes that will be made, once finalized.