343 has solved the quitting problem. Praise the lawd.
Thats fair, info wise we got pretty decent stream but real footage has been lacking.
They service creatives.
Thanks for the short write-up. It sounds great for me. Especially that the Forerunner Vision is actually called Promethean Vision.wtf Tunavi
And fuck you all for writing 800 new posts in the past 18 hours - I could have made this post a LONG time ago if I didn't have to catch up.
Unfortunately, I don't have time for a full writeup today - I'm headed out of town in a couple of hours, and will be pretty much without internet until Sunday night. (I guess that gives me time to polish something, though, right?)
Quick overview: There were two maps in rotation, Warhouse and Wraparound (both of which have been renamed, but new names aren't final/public yet) - so nothing new there.
The build was dated March 28 - but Frank said it was pretty much a polished-up version of what Devo and Domino played back at the Spring Showcase. Sounds were all over the map (hmm... bad choice of words) - some were simply awesome (PLASMA PISTOL OMG), some were missing altogether, others had placeholder versions. (The multiplayer announcer was clearly some guy from the studio. Pretty funny, actually... but I'm glad he's not final.)
I had some trouble getting used to finding Sprint on my left analog stick. (There are a million button layouts now, so you can pretty much set things up any way you want; I went with my normal (for me) Southpaw/Southpaw/Inverted setup, and that's where Sprint is. Crouch is on the B button, which is bizarre.) Because of this, I felt really slow sometimes.
This was exacerbated by the fact that I'd cranked my sensitivity way down; at the start, I couldn't hold the reticle on my opponents (felt like the equivalent of a 6 or 7 in Reach, so I turned it down from the default 4 to 3), but this made everything else feel... slower. Things were definitely better by the end of the night, and for people less ancient than me, the adaption will almost certainly happen faster.
Loadouts have a couple more slots than Reach loadouts. (In Reach, you get primary weapon, secondary weapon, grenade, AA - in H4, you get two more slots - I forget what they were called, but they hold things like increased regen and more ammo.) I primarily stuck with the first two loadouts - the first was BR/Plasma Pistol/Plas Grenade, while the second was DMR/pistol/frag. The DMR is a BEAST at range... but much harder to handle up close. The BR is a pretty fast killer up close, but at any real distance, you'll get beaten by a good DMR. The plasma pistol rocks. I don't know if it's just the sound... but DAMN. I was killing people with regular pepper shots (which aren't pepper at all in H4 - they're little mini balls of fire, it seems), and the noob combo is still a reliable annhilator. Overcharged shot seems to track, at least a little bit. (Not as much as Halo 1. )
Promethean Vision is actually pretty useful in very limited situations. It DOES let you see through walls (at least a limited number of walls; you can see people sort of near you) - but 1) you don't have very much of it (it runs out really quickly) and 2) it doesn't help you figure out where someone is if the geometry is really complicated. I guess this will become less relevant when we know the maps inside and out. It's really useful when someone dips behind a wall and then tries to fake you out... you can tell where they're going.
It also screws up colors, so if you're in the middle of a multi-person firefight, it adds more confusion than it removes. I'd say used judiciously, it's pretty cool - but as Frank said, a good player won't really need it.
Dammit. That's what I have time for. I'll try and come back in a little while to see if there are questions, but a full writeup needs to wait. Sorry!
...Forerunner Vision is actually called Promethean Vision.
I think that name pretty much confirms the ancient enemy we'll be facing.
Could also just be ONI using forerunner technology they found somewhere.
Cortana ship logs over the years in deep space? The OTHER journal that hasley kept that she was using for like 4+ years, and the pages she ripped out?
Still also really want a large t-shirt of the new 343 logo they've been using in a limited edition.
Mmh. A folder about an ONI analyse of the Shield World Requiem, Cortana etc.
Thanks for the write-up, Wu. Was the DMR 3x scope?wtf Tunavi
And fuck you all for writing 800 new posts in the past 18 hours - I could have made this post a LONG time ago if I didn't have to catch up.
Unfortunately, I don't have time for a full writeup today - I'm headed out of town in a couple of hours, and will be pretty much without internet until Sunday night. (I guess that gives me time to polish something, though, right?)
Quick overview: There were two maps in rotation, Warhouse and Wraparound (both of which have been renamed, but new names aren't final/public yet) - so nothing new there.
The build was dated March 28 - but Frank said it was pretty much a polished-up version of what Devo and Domino played back at the Spring Showcase. Sounds were all over the map (hmm... bad choice of words) - some were simply awesome (PLASMA PISTOL OMG), some were missing altogether, others had placeholder versions. (The multiplayer announcer was clearly some guy from the studio. Pretty funny, actually... but I'm glad he's not final.)
I had some trouble getting used to finding Sprint on my left analog stick. (There are a million button layouts now, so you can pretty much set things up any way you want; I went with my normal (for me) Southpaw/Southpaw/Inverted setup, and that's where Sprint is. Crouch is on the B button, which is bizarre.) Because of this, I felt really slow sometimes.
This was exacerbated by the fact that I'd cranked my sensitivity way down; at the start, I couldn't hold the reticle on my opponents (felt like the equivalent of a 6 or 7 in Reach, so I turned it down from the default 4 to 3), but this made everything else feel... slower. Things were definitely better by the end of the night, and for people less ancient than me, the adaption will almost certainly happen faster.
Loadouts have a couple more slots than Reach loadouts. (In Reach, you get primary weapon, secondary weapon, grenade, AA - in H4, you get two more slots - I forget what they were called, but they hold things like increased regen and more ammo.) I primarily stuck with the first two loadouts - the first was BR/Plasma Pistol/Plas Grenade, while the second was DMR/pistol/frag. The DMR is a BEAST at range... but much harder to handle up close. The BR is a pretty fast killer up close, but at any real distance, you'll get beaten by a good DMR. The plasma pistol rocks. I don't know if it's just the sound... but DAMN. I was killing people with regular pepper shots (which aren't pepper at all in H4 - they're little mini balls of fire, it seems), and the noob combo is still a reliable annhilator. Overcharged shot seems to track, at least a little bit. (Not as much as Halo 1. )
Promethean Vision is actually pretty useful in very limited situations. It DOES let you see through walls (at least a limited number of walls; you can see people sort of near you) - but 1) you don't have very much of it (it runs out really quickly) and 2) it doesn't help you figure out where someone is if the geometry is really complicated. I guess this will become less relevant when we know the maps inside and out. It's really useful when someone dips behind a wall and then tries to fake you out... you can tell where they're going.
It also screws up colors, so if you're in the middle of a multi-person firefight, it adds more confusion than it removes. I'd say used judiciously, it's pretty cool - but as Frank said, a good player won't really need it.
Dammit. That's what I have time for. I'll try and come back in a little while to see if there are questions, but a full writeup needs to wait. Sorry!
Yup.I think that name pretty much confirms the ancient enemy we'll be facing.
wtf Tunavi
And fuck you all for writing 800 new posts in the past 18 hours - I could have made this post a LONG time ago if I didn't have to catch up.
Unfortunately, I don't have time for a full writeup today - I'm headed out of town in a couple of hours, and will be pretty much without internet until Sunday night. (I guess that gives me time to polish something, though, right?)
Quick overview: There were two maps in rotation, Warhouse and Wraparound (both of which have been renamed, but new names aren't final/public yet) - so nothing new there.
The build was dated March 28 - but Frank said it was pretty much a polished-up version of what Devo and Domino played back at the Spring Showcase. Sounds were all over the map (hmm... bad choice of words) - some were simply awesome (PLASMA PISTOL OMG), some were missing altogether, others had placeholder versions. (The multiplayer announcer was clearly some guy from the studio. Pretty funny, actually... but I'm glad he's not final.)
I had some trouble getting used to finding Sprint on my left analog stick. (There are a million button layouts now, so you can pretty much set things up any way you want; I went with my normal (for me) Southpaw/Southpaw/Inverted setup, and that's where Sprint is. Crouch is on the B button, which is bizarre.) Because of this, I felt really slow sometimes.
This was exacerbated by the fact that I'd cranked my sensitivity way down; at the start, I couldn't hold the reticle on my opponents (felt like the equivalent of a 6 or 7 in Reach, so I turned it down from the default 4 to 3), but this made everything else feel... slower. Things were definitely better by the end of the night, and for people less ancient than me, the adaption will almost certainly happen faster.
Loadouts have a couple more slots than Reach loadouts. (In Reach, you get primary weapon, secondary weapon, grenade, AA - in H4, you get two more slots - I forget what they were called, but they hold things like increased regen and more ammo.) I primarily stuck with the first two loadouts - the first was BR/Plasma Pistol/Plas Grenade, while the second was DMR/pistol/frag. The DMR is a BEAST at range... but much harder to handle up close. The BR is a pretty fast killer up close, but at any real distance, you'll get beaten by a good DMR. The plasma pistol rocks. I don't know if it's just the sound... but DAMN. I was killing people with regular pepper shots (which aren't pepper at all in H4 - they're little mini balls of fire, it seems), and the noob combo is still a reliable annhilator. Overcharged shot seems to track, at least a little bit. (Not as much as Halo 1. )
Promethean Vision is actually pretty useful in very limited situations. It DOES let you see through walls (at least a limited number of walls; you can see people sort of near you) - but 1) you don't have very much of it (it runs out really quickly) and 2) it doesn't help you figure out where someone is if the geometry is really complicated. I guess this will become less relevant when we know the maps inside and out. It's really useful when someone dips behind a wall and then tries to fake you out... you can tell where they're going.
It also screws up colors, so if you're in the middle of a multi-person firefight, it adds more confusion than it removes. I'd say used judiciously, it's pretty cool - but as Frank said, a good player won't really need it.
Dammit. That's what I have time for. I'll try and come back in a little while to see if there are questions, but a full writeup needs to wait. Sorry!
Did he not say that there is a lot of configuration available?Increased regen/ammo sounds bad.
And something about sprint being left stick just sounds wrong. Hope Bumper Jumper fares better than it did in Reach.
Did he not say that there is a lot of configuration available?
Perks.things like increased regen and more ammo
Increased regen/ammo sounds bad.
And something about sprint being left stick just sounds wrong. Hope Bumper Jumper fares better than it did in Reach.
I think that name pretty much confirms the ancient enemy we'll be facing.
quick google search says yes...I'm not touching COD MP, ever.Perks.
Perks.
Cheers for the impressions, Wu.
I'm definitely becoming won over bit by bit, however I have a few reservations about the 'other' loadout slots. Last man standing/martyr incoming?
No. Like tuning your car for handling versus swapping out the engine. More deets at a later time.
Cheers for the impressions, Wu.
I'm definitely becoming won over bit by bit, however I have a few reservations about the 'other' loadout slots. Last man standing/martyr incoming?
Oh I am not saying it won't be swapped in one or another, but having it as the default (assuming Southpaw is just swapped triggers) rustles my jimmies as nitpicky and stupid as that sounds!Did he not say that there is a lot of configuration available?
Perks.No. Like tuning your car for handling versus swapping out the engine. More deets at a later time.
All this info is so nerve wracking.
When can I actually play?
November 6th, 2012
I expect you to drive down to lan a few weeks after
I never liked FF in Reach as much as I did ODST.
wtf Tunavi
And fuck you all for writing 800 new posts in the past 18 hours - I could have made this post a LONG time ago if I didn't have to catch up.
Unfortunately, I don't have time for a full writeup today - I'm headed out of town in a couple of hours, and will be pretty much without internet until Sunday night. (I guess that gives me time to polish something, though, right?)
Quick overview: There were two maps in rotation, Warhouse and Wraparound (both of which have been renamed, but new names aren't final/public yet) - so nothing new there.
The build was dated March 28 - but Frank said it was pretty much a polished-up version of what Devo and Domino played back at the Spring Showcase. Sounds were all over the map (hmm... bad choice of words) - some were simply awesome (PLASMA PISTOL OMG), some were missing altogether, others had placeholder versions. (The multiplayer announcer was clearly some guy from the studio. Pretty funny, actually... but I'm glad he's not final.)
I had some trouble getting used to finding Sprint on my left analog stick. (There are a million button layouts now, so you can pretty much set things up any way you want; I went with my normal (for me) Southpaw/Southpaw/Inverted setup, and that's where Sprint is. Crouch is on the B button, which is bizarre.) Because of this, I felt really slow sometimes.
This was exacerbated by the fact that I'd cranked my sensitivity way down; at the start, I couldn't hold the reticle on my opponents (felt like the equivalent of a 6 or 7 in Reach, so I turned it down from the default 4 to 3), but this made everything else feel... slower. Things were definitely better by the end of the night, and for people less ancient than me, the adaption will almost certainly happen faster.
Loadouts have a couple more slots than Reach loadouts. (In Reach, you get primary weapon, secondary weapon, grenade, AA - in H4, you get two more slots - I forget what they were called, but they hold things like increased regen and more ammo.) I primarily stuck with the first two loadouts - the first was BR/Plasma Pistol/Plas Grenade, while the second was DMR/pistol/frag. The DMR is a BEAST at range... but much harder to handle up close. The BR is a pretty fast killer up close, but at any real distance, you'll get beaten by a good DMR. The plasma pistol rocks. I don't know if it's just the sound... but DAMN. I was killing people with regular pepper shots (which aren't pepper at all in H4 - they're little mini balls of fire, it seems), and the noob combo is still a reliable annhilator. Overcharged shot seems to track, at least a little bit. (Not as much as Halo 1. )
Promethean Vision is actually pretty useful in very limited situations. It DOES let you see through walls (at least a limited number of walls; you can see people sort of near you) - but 1) you don't have very much of it (it runs out really quickly) and 2) it doesn't help you figure out where someone is if the geometry is really complicated. I guess this will become less relevant when we know the maps inside and out. It's really useful when someone dips behind a wall and then tries to fake you out... you can tell where they're going.
It also screws up colors, so if you're in the middle of a multi-person firefight, it adds more confusion than it removes. I'd say used judiciously, it's pretty cool - but as Frank said, a good player won't really need it.
Dammit. That's what I have time for. I'll try and come back in a little while to see if there are questions, but a full writeup needs to wait. Sorry!
Do we know until what time is the server maintenance?
No. Like tuning your car for handling versus swapping out the engine. More deets at a later time.
No one noticed the Forerunner-like AI or Hologram in the Bulletin? Or at least I think it looks like it.
Edit.: I'm talking about this:
No one noticed the Forerunner-like AI or Hologram in the Bulletin? Or at least I think it looks like it.
I was going to go with "They figure out ways to service us creatively" but Ellis beat me to it. Doesn't that kind of humor violate Microsoft's standards and practices?What exactly does the MS creative services group do?
Increased ammo only sounds bad for power weapons, i rarely run out of ammo for guns like the BR, AR, DMR, etc. I feel like it would be pointless for to use in a loadout.
No one noticed the Forerunner-like AI or Hologram in the Bulletin? Or at least I think it looks like it.
Edit.: I'm talking about this:
More ammo sounds like you spawn with more ammo for your loadout weapons, which could be useful in some circumstances, but it's certainly not game-breaking. Something like faster shield regeneration doesn't bother me because it doesn't interrupt the flow of an encounter (the disruption happens when I'm nowhere near the guy with the perk/bees or after he's defeated me--in which case I don't care that he gets his shields back). Compare those two abilities to something like armor lock which absolutely interrupts an encounter and directly affects my enjoyment of the game.
So far so good 343.
Holy shit, I did not even notice that.No one noticed the Forerunner-like AI or Hologram in the Bulletin? Or at least I think it looks like it.
Edit.: I'm talking about this:
I'm not trying to be a dick monome, but I really do not see what you're trying to say. Often your posts seem like a miss match of random thoughts, without really making a solid point.
No one noticed the Forerunner-like AI or Hologram in the Bulletin? Or at least I think it looks like it.
Edit.: I'm talking about this:
Has this been posted yet?
https://twitter.com/#!/KGoldieNY
https://twitter.com/#!/KGoldieNY/status/195353723973804032/photo/1
This guy is playing it and tweeting about it.
https://twitter.com/#!/killa_kc
Halo 4 better be playable at PAX or am cry