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Halo |OT3| Remember Reach?

Ken

Member
I still want to know how these will work for indoor maps. Or are there any...

o_O
The ordnance pods have drills to drill through onto the map from underground. When they emerge onto the map, they kill anyone camping on the weapon spawn location. Because yeah.
 

FyreWulff

Member
I still want to know how these will work for indoor maps. Or are there any...

o_O

There could be artistic ways to handle indoor maps, but I'm assuming it'll be either all maps become outdoorsy or indoor maps just 'port' the weapon in. One would think the drop points would me modifiable in Forge, so you'd have to account for them being moved re: map design.

Indoor maps: machine arm deposits weapon, weapons come out of chute, weapon locker unlocks, etc
 

zlatko

Banned
Honestly, there seems to be a lot more skepticism and criticism of Halo 4 than with past Bungie games because of Reach. Prior to launch, everyone was willing to believe Bungie and trust them that bloom, AAs, and the like would work – even after the beta – but people didn't like it in the end. Then to see 343i announce that Halo 4 will go in the direction of Reach (only AAs, really) but to a greater degree, and there you have where most of the resistance is coming from. People are less inclined to believe that this will all work out given their experience with Reach.

Sounds great.

Even though reach is my favorite Halo MP I've personally played, I do sit in the same boat here with cautious optimism towards all the armor abilities back and in full force. Just having Armor Lock not come back though, makes me feel that they definitely understand the concerns that came from Reach, so hopefully going into H4 they'll be able to polish the abilities to be a fun experience like I felt Reach was when armor lock wasn't being used by anyone lol. :p I'm just hoping all the abilities get play this time, instead of just sprint and lock being what people gave a shit about.
 
I still want to know how these will work for indoor maps. Or are there any...

o_O
Indoor maps will feature convenient chimneys, skylights, vents, trapdoors, portholes, and other apertures, portals, and appropriate means of ingress for ordnance.

Edit: an actual answer would be that these maps are generated inside the Infinity, right? So maybe ordnance just drops regardless of there being a ceiling, popping in with a shimmery effect that exposes the illusion...
 
Is Ordnance the only weapon spawn system used during the game?

If I spawn with a Magnum but suddenly need a Plasma Pistol, is there somewhere on the map I can go to pick one up or do I have to find and kill an enemy player that spawned with the PP?
You can easily find a plasma pistol at my body. There will be a lot...
 

Overdoziz

Banned
Honestly, there seems to be a lot more skepticism and criticism of Halo 4 than with past Bungie games because of Reach. Prior to launch, everyone was willing to believe Bungie and trust them that bloom, AAs, and the like would work – even after the beta – but people didn't like it in the end. Then to see 343i announce that Halo 4 will go in the direction of Reach (only AAs, really) but to a greater degree, and there you have where most of the resistance is coming from. People are less inclined to believe that this will all work out given their experience with Reach.
I agree with you Dax01.
 

Homeboyd

Member
lol so far I've heard rabbit holes, explosions and poofs of white smoke, underground drills...

oh and this:

Indoor maps will feature convenient chimneys, skylights, vents, trapdoors, portholes, and other apertures, portals, and appropriate means of ingress for ordnance.

Edit: an actual answer would be that these maps are generated inside the Infinity, right? So maybe ordnance just drops regardless of there being a ceiling, popping in with a shimmery effect that exposes the illusion...
 
I still want to know how these will work for indoor maps. Or are there any...

o_O

While I'm not against the idea of ordnance drops, I find it kind of weird that, now that they are finally turning MP officially into a simulation, they try to make weapon spawning more "realistic".
 

Ken

Member
lol so far I've heard rabbit holes, explosions and poofs of white smoke, underground drills...

oh and this:
Maybe there are just empty weapon racks/crates on the map for weapon spawns, kind of like the ODST weapon racks. But that's boring.
 
I have to say I agree with the majority of people here on the text. When I watched the clip my eyes were immediately drawn from the map to the words on the screen and while I don't think it would be the worst thing in the world it's certainly a distraction.

The few times I've played Reach 4-way split the text intruding on reticule space drove me crazy. That never bothered my friends but I would eventually get to the point where I couldn't aim because it was so distracting. This text above the reticule in Halo 4 will drive me freaking crazy. When I first watched the clip I assumed that was just placeholder.

I understand that other people aren't affected by it and therefore consider it a small detail, but for me it's a big deal since it completely alters my perception of what is happening on the screen.
 

Tawpgun

Member
If anyone has a spare ghost recon beta key, pm me pls.

I failed to catch one during PAX and only got Ghost Recon Cufflinks...
 
K

kittens

Unconfirmed Member
Edit: an actual answer would be that these maps are generated inside the Infinity, right? So maybe ordnance just drops regardless of there being a ceiling, popping in with a shimmery effect that exposes the illusion...
That sounds awesome.
 

Karl2177

Member
Yeah that's not happening. He's just saying that each map lends you a default loadout to use in case you haven't unlocked any yourself.

I got that after electricpirate's post. I would assume that they could implement something like MW3's custom game system into matchmaking, where you can say "Players custom loadouts cannot spawn with the Type 95" or "No ACOGs on any loadout".
 
Does anyone else see the xbox controller "wheel" in the bottom right hand corner next to the red team's score? (i.e. player 1 is playing on that screen) Is that what that is?

ibp1aKcB7dCxeo.gif


Also, plywood gif for new page. suckit

I think it is your rank progression.
As soon as he comes out of scope when he gets the kill, you can see the circle fill up some more.
 
Honestly, there seems to be a lot more skepticism and criticism of Halo 4 than with past Bungie games because of Reach. Prior to launch, everyone was willing to believe Bungie and trust them that bloom, AAs, and the like would work – even after the beta – but people didn't like it in the end. Then to see 343i announce that Halo 4 will go in the direction of Reach (only AAs, really) but to a greater degree, and there you have where most of the resistance is coming from. People are less inclined to believe that this will all work out given their experiences with Reach.

Yea, I think part of the reason I have been less worried is because I may not be as attached to previous Halos as many of you, its not my baby. Its still probably one of my favorite games, but I've just never been one to fear experimentation. Maybe I'm just too trusting, but 343 had me convinced from the beginning that they could expand into new territory without screwing it all up.
 

Ramirez

Member
Have you seen the winner in first hand? It was pretty impressive. It looked like a costume from a Live action ad.

Nah, I just saw all of them from afar, I didn't want to get too close.

The text sucks, but you guys have to realize that we're living in a time where every kid gets a trophy, even if they suck and lose. It's the same thing with VGs, even if someone sucks, you have to make them feel good to keep them playing. I always crack up when you level up/unlock something in CoD all at the same time, you get like 50 pop ups that mean dick, but the guitar riffs make you feel so important.

Another thing, I always believed that AA's were not the actual root hatred of Reach. Reducing/removing bloom almost made them completely trivial for me. The main cause of the hate in Reach, IMO anyways was the movement,100% bloom, jump height, & nades. I really think AA's are the least of our worries. Instant respawns are still my biggest gripe with the game...
 
I got one of them, thanks a lot man appreciate it.

Used the middle one, thanks duder.

No problem.

o noes, all gones :(

Check your PM. Last one, might have more tomorrow.

Nah, I just saw all of them from afar, I didn't want to get too close.

The text sucks, but you guys have to realize that we're living in a time where every kid gets a trophy, even if they suck and lose. It's the same thing with VGs, even if someone sucks, you have to make them feel good to keep them playing. I always crack up when you level up/unlock something in CoD all at the same time, you get like 50 pop ups that mean dick, but with the guitar riffs it makes you feel so important.

An incentive to stay in match that they join via session in progress.

I doubt anyone would stay in a losing match otherwise.
 

Ramirez

Member
An incentive to stay in match that they join via session in progress.

I doubt anyone would stay in a losing match otherwise.

As happy as I am they added DIDO, I'm not totally convinced it can work in Halo. Well, the Halo I know anyways, haven't played this one!
 
Will it take 8 weeks to unlock the BR?

No.

Each map/mode will load with a default, appropriate loadout. An example:

BIG MAP WITH LONG SIGHTLINES (imagine Blood Gulch)


  • DMR
  • Magnum
  • Frag Nades
  • Map appropriate Armor Ability

Now it may take you a while to end up with precisely the combo you want, but the maps and modes are all carefully paired with VERY useful default loadouts so you don't end up on a giant map with nothing but an AR and a sadface.
This is awesome.

Anything dropped by another player is useable, all maps/modes (specialty lists like Snipers, for example, obviously ignore this rule) will contain at least one appropriate loadout UNSC "role" weapon, which would be DMR or BR depending on map. As described above. Ordnance is separate system from that, obviously.
Now this confuses me. I understand slightly how the ordinance system works, but could you go into detail about how every map based weapon will behave? Will there only be one ordinance weapons that changes, with other weapons spawning on the map as normal, or will it be something different? Im still kinda lost on exactly how map based weapons will work.
 

heckfu

Banned
Nah, I just saw all of them from afar, I didn't want to get too close.

The text sucks, but you guys have to realize that we're living in a time where every kid gets a trophy, even if they suck and lose. It's the same thing with VGs, even if someone sucks, you have to make them feel good to keep them playing. I always crack up when you level up/unlock something in CoD all at the same time, you get like 50 pop ups that mean dick, but the guitar riffs make you feel so important.

Another thing, I always believed that AA's were not the actual root hatred of Reach. Reducing/removing bloom almost made them completely trivial for me. The main cause of the hate in Reach, IMO anyways was the movement,100% bloom, jump height, & nades. I really think AA's are the least of our worries. Instant respawns are still my biggest gripe with the game...
Dat Kentucky wisdom. Feels good man.
 

daedalius

Member
This is awesome.


Now this confuses me. I understand slightly how the ordinance system works, but could you go into detail about how every map based weapon will behave? Will there only be one ordinance weapons that changes, with other weapons spawning on the map as normal, or will it be something different? Im still kinda lost on exactly how map based weapons will work.

I think non-ordnance weapons spawn just like we are used to.

The ordnance weapons come in like that to give you an objective to fight over: getting the power weapon

We know ordnance comes in like it does, and they are going to be powerful weapons based on the map, but I don't think we have any clarity on if they change(the weapon in the drop pod) or not.
 

Ramirez

Member
343, I give you permission to use my Forerunner flash bang grenade idea. I see that there are possibly 3 nade types. I think it would be a pretty awesome addition for objective, as long as you couldn't spawn with them, and there were only 2 on a map. Come at me bros.
 
Edit: an actual answer would be that these maps are generated inside the Infinity, right? So maybe ordnance just drops regardless of there being a ceiling, popping in with a shimmery effect that exposes the illusion...
It's like all these other jokers never read an X-Men comic in their life, yeesh.
 
343, I give you permission to use my Forerunner flash bang grenade idea. I see that there are possibly 3 nade types. I think it would be a pretty awesome addition for objective, as long as you couldn't spawn with them, and there were only 2 on a map. Come at me bros.

Replace the flash part, with dancing Marty's and we have a deal.
 
I think non-ordnance weapons spawn just like we are used to.

The ordnance weapons come in like that to give you an objective to fight over: getting the power weapon

We know ordnance comes in like it does, and they are going to be powerful weapons based on the map, but I don't think we have any clarity on if they change(the weapon in the drop pod) or not.

See, thats what I thought, but then the podcast kinda confused me, as they mention how the map starts with weapons in place and moves to the ordinance system. I would love clarification on this.

Also, since it seems weapons that are starting weapons will not be placed on the map, is there any easy way to get more ammo? (Other than from people who died or swapped out their weapon)
 

kylej

Banned
Will it take 8 weeks to unlock the BR?

No.

Each map/mode will load with a default, appropriate loadout. An example:

BIG MAP WITH LONG SIGHTLINES (imagine Blood Gulch)


  • DMR
  • Magnum
  • Frag Nades
  • Map appropriate Armor Ability

Now it may take you a while to end up with precisely the combo you want, but the maps and modes are all carefully paired with VERY useful default loadouts so you don't end up on a giant map with nothing but an AR and a sadface.

Interesting. So there will be default loadouts, but we also have out own loadouts on top of that?

So say there's a tiny map where the default loudout is AR, Magnum, etc, etc. If I have loadout "1234" with a BR, Pistol, and Nades, I can use the BR on a small map.

Also: can I make a loadout with both a DMR and BR?
 
It's like all these other jokers never read an X-Men comic in their life, yeesh.

Right? It's the fucking Danger Room, guys. Professor X is just gonna teleport that shotgun into the simulation.

Also, it is now canon that Charles Xavier is the one behind the Spartan Infinity Training Program.
 
See, thats what I thought, but then the podcast kinda confused me, as they mention how the map starts with weapons in place and moves to the ordinance system. I would love clarification on this.

Also, since it seems weapons that are starting weapons will not be placed on the map, is there any easy way to get more ammo? (Other than from people who died or swapped out their weapon)
You're overthinking it. I took from the podcast the there is a new form of spawning system for the power weapons only that go into effect after the match has started and the power weapon has been taken from it's initial spawn. Everything else spawns the way it always has.

Right? It's the fucking Danger Room, guys. Professor X is just gonna teleport that shotgun into the simulation.

Also, it is now canon that Charles Xavier is the one behind the Spartan Infinity Training Program.
Infinity is actually Shi'ar technology!
 
Now this confuses me. I understand slightly how the ordinance system works, but could you go into detail about how every map based weapon will behave? Will there only be one ordinance weapons that changes, with other weapons spawning on the map as normal, or will it be something different? Im still kinda lost on exactly how map based weapons will work.
My understanding is this: there is a default loadout for each map -- perhaps variable according to gametype, too -- which is what you and anyone else will be packing if they can't or don't want to select something more personalized. Otherwise your chosen 'loadout' overrides the default. Loadouts are made up of a combination of regular weapons, the bread and butter ones that people wouldn't normally squabble over in Halo.

What we would consider 'power' weapons are Ordnance-only, however: you have to go get them as they drop and contest their spawn, much as you would the power weapons that land at the start of a Reach Firefight round. What will drop and where is semi-random, in that it can arrive at a variety of locations and be a variety of things (constrained by the map somewhat, however, so snipers drop on big maps but not tiny ones, for example). The randomness is also mitigated against somewhat by an indicator and timer that makes these drops a little more like those in Invasion Slayer.

Of course, you can still pick up any weapon someone drops, be it the map default, something they had in their personal loadout (that sweet BR you haven't unlocked yet), or Ordnance they didn't expend. Whether there are other 'regular' weapons spawning in set locations on the map, I don't know.

If Frankie or Ellis want to clarify and in doing so reveal more information, that would be cool.

Edit: If I remember rightly, Ordnance weapons are also present on the map when the game begins to encourage people to get out there and contest the opening properly.
 
Nah, I just saw all of them from afar, I didn't want to get too close.
http://www.longshot-x.com/haloarmor.aspx Looks much better in RL.

Another thing, I always believed that AA's were not the actual root hatred of Reach. Reducing/removing bloom almost made them completely trivial for me. The main cause of the hate in Reach, IMO anyways was the movement,100% bloom, jump height, & nades. I really think AA's are the least of our worries. Instant respawns are still my biggest gripe with the game...
I never had any problems with AA too. Except for Armor Lock and Jetpack. Armor Lock because it was too overpowered and I dislike the Jetpack because it breaks the game flow. But with Sprint, Active Cameo, DropShield, Hologram. Nope they are all okay.
 

Blueblur1

Member
Will it take 8 weeks to unlock the BR?

No.

Each map/mode will load with a default, appropriate loadout. An example:

BIG MAP WITH LONG SIGHTLINES (imagine Blood Gulch)


  • DMR
  • Magnum
  • Frag Nades
  • Map appropriate Armor Ability

Now it may take you a while to end up with precisely the combo you want, but the maps and modes are all carefully paired with VERY useful default loadouts so you don't end up on a giant map with nothing but an AR and a sadface.

Nice.
 
You're overthinking it. I took from the podcast the there is a new form of spawning system for the power weapons only that go into effect after the match has started. Everything else spawns the way it always has.

Infinity is actually Shi'ar technology!

Ok, thats what I figured, and if so its a great system.

My understanding is this: there is a default loadout for each map -- perhaps variable according to gametype, too -- which is what you and anyone else will be packing if they can't or don't want to select something more personalized. Otherwise your chosen 'loadout' overrides the default. Loadouts are made up of a combination of regular weapons, the bread and butter ones that people wouldn't normally squabble over in Halo.

What we would consider 'power' weapons are Ordnance-only, however: you have to go get them as they drop and contest their spawn, much as you would the power weapons that land at the start of a Reach Firefight round. What will drop and where is semi-random, in that it can arrive at a variety of locations and be a variety of things (constrained by the map somewhat, however, so snipers drop on big maps but not tiny ones, for example). The randomness is also mitigated against somewhat by an indicator and timer that makes these drops a little more like those in Invasion Slayer.

Of course, you can still pick up any weapon someone drops, be it the map default, something they had in their personal loadout (that sweet BR you haven't unlocked yet), or Ordnance they didn't expend. Whether there are other 'regular' weapons spawning in set locations on the map, I don't know.

If Frankie or Ellis want to clarify and in doing so reveal more information, that would be cool.

Yup, again, this is what I thought, but some of the wording usages left me a little wary. Now I am left to wonder how certain instances will be handled when two power weapons are due to re spawn around the same time (say sniper and rockets both are due within seconds of each other) and what will be considered ordinance weapons. I hope Frankie or David could further clarify the way the system works, unless of course they are being intentionally vague as to reveal more at a later time.

Also, I imagine the weapons drop in ordinance pods like firefight, so how is that handled with indoor maps?
 
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