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Halo |OT7| You may leave, Juices. And take Team Downer with you.

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nillapuddin

Member
Is the Bulletin coming out today? Because I'm still really confused about the Specializations.

Yes but it probably still wont be out til around 5pm SPECIFIC time

Specializations arent confusing I promise

You reach "Inheritor", then you get to pick which extra level cap you want to fill, most likely determined by the cool armor or perk reward you want

After 10 levels you acquire 9 cosmetic items and 1 perk

The whole way the IGN article words it is confusing

The Perk is not a seperate category from the Tactical and Support packages we already know about, and the name of the perks are not the name of the Spec

Rogue =/= Perk
"Stability" = Perk
 
If Halo 4 ends up being a disappointment I'll probably just take a break from multiplayer FPS games for a while rather than going back to CoD. I'm not that desperate, and there's plenty to do in life other than play video games.

I'll probably do the same. If something else comes along I'll gladly play it, if not ill be waiting for bungie's next game, destiny.
 

Tawpgun

Member
Why is that how it works?

It feels like a large assumption.

Ok, all we know is something pops up on the HUD. Does it only pop up when that player is in your field of vision? If a whole team rushes a point and you can see them all, except the guy who killed you last is highlighted by your HUD when you see him.

Now, if if works as you suggest, yeah, it's OP as fuck. I just think 343 have simply not given us enough info to know how it works for sure :/ Let's hope the bulletin clears things up.
Not a large assumption.

He made examples of the ability as was described.
 

GhaleonEB

Member
Why is that how it works?

It feels like a large assumption.

Ok, all we know is something pops up on the HUD. Does it only pop up when that player is in your field of vision? If a whole team rushes a point and you can see them all, except the guy who killed you last is highlighted by your HUD when you see him.

Now, if if works as you suggest, yeah, it's OP as fuck. I just think 343 have simply not given us enough info to know how it works for sure :/ Let's hope the bulletin clears things up.

I'm going to break this quote down, since it's all we have. Tell me where my assumptions kick in.

a passive skill that, according to Ellis, “Pops up on the HUD an icon of the last person that killed you.”
When you are killed and have this perk enabled, you get a HUD indicator of that person. Maybe it doesn't track them...

It also tracks enemies who've attacked but not killed you as well
...okay, it tracks them on your HUD.

making it useful for both retaliation and revenge. Teams that communicate well can make fantastic use of this perk.
This is why I used the team-based scenarios in my examples, becase the team benefit was specifically called out in the article.

What unresonable assumptions did I make?
 
The Cod map they are showing now looks very arena like. It would almost work in Halo. LOL at the kill cam. Dude was like floating in the air. Game still looks bad.
 

Beckx

Member
Something tells me that no matter what an opponent has, folks like Over, Kyle, and the like will still be able to kill them because they have fantastic situational awareness and gun-savvy. It may be more difficult when they kill someone and a waypoint gets put over their head from the whatever-class that does that, but we also don't know if that class has a downside, i.e., you get waypoints over others heads but they may also have one over theirs indicating that it is in effect and they're using it.

This is such a great & forgotten point. I'm not going to suddenly be able to kill the 2.0+ K/D guys just because I know where they are. Heck, those guys will be hoping I'm using the Find Mii perk so that I'll keep coming over to them for easy kills.
 

nillapuddin

Member
your thoughts

You are making great points, and with the information we do have its pretty close to spot on.

But that "Nemesis" perk is so poorly descrbied its not worth your time to be upset with, same with "Stability"

I know it sounds impossible, and Im not trying to be rude, but maybe it isnt best to debate on the ones that are so vague until tonight when we will know every detail

Then I will be right there with ya, but I just simply dont trust our source article nearly enough to go 3 levels deep on absolutely any of this
 

Tawpgun

Member
I'm going to break this quote down, since it's all we have. Tell me where my assumptions kick in.


When you are killed and have this perk enabled, you get a HUD indicator of that person. Maybe it doesn't track them...


...okay, it tracks them on your HUD.


This is why I used the team-based scenarios in my examples, becase the team benefit was specifically called out in the article.

What unresonable assumptions did I make?
Wait. It can track people that have only attacked you?

Please tell me that's wrong.
 
Wait, so the LE edition gets you the specializations early? That's no fun. I'd rather unlock them on my own.

ibkJhwmvYovOVo.jpg


You have to unlock them on your own either way.
 

Enfinit

Member
If the answer is that it's disabled in objectives, that would be good information to roll out alongside the reveal of the ablilty, so I hope it's clarified soon. Even so, in Slayer game types, say you get killed by the guy who has rockets. Now you can tell your team where the guy who has rockets has moved to, despite not being able to see him.

The player who killed you with rockets is punished because the player he killed has a perk he is not aware of.

Keeping it out of objectives makes it less bad, but I really fail to see how this does not damage the game.
I thought about this last night as well, and I have the same issues with it. It's not in the same category of game-breaking, but, to me, it seems to be in the same category as Armor Lock for unfairness. I don't understand the necessity for a person to be punished for excelling to make the game more "balanced."

Although I highly doubt this is actually how the specialization works, for we have very little context around it (although we should get more clarification in today's bulletin). This is a specialization that unlocks at a very high level, from my understanding, and it's very team based. As of right now, I can't imagine you'd see the perk too much searching as a random in matchmaking anyways, but who knows. As of right now, I can already foresee future balancing problems with it. Hopefully we're all wrong and it works out fine.

Sort of worried about this. Population is going to drop hard.
The population of Halo 4 is going to be outstanding the first week it's out, however I'd say a cool 33% will drop once CoD is out. Halo 4 will be the #1 most played Xbox Live title for one week, then fall short against CoD, where it'll sit comfortably at #2 for months and months. That's my prediction anyways. Not that population really matters if you can find games quickly.

Oh God, no one told me CoD has SC2-esque Leagues now.
Don't forget Theater mode as well.


You guys could fill up the dead sea.
If you're going to continually make jokes about us being salty, at least ensure that you're making original jokes.
 
Haven't seen the Waypoint article on Specializations posted yet. Apologies if it has been posted.

During their Spartan careers, players are offered Specializations through a variety of channels, allowing them to enlist in specific rank paths that come with armor sets, armor mods, emblems, and a variety of other components. Once a player has advanced through the standard fifty (50) rank levels allotted to Spartans, they will have access to a selection of Specializations. These paths are composed of ten rank levels each, which the player, once opting for the Specialization, must complete in order to improve their rank and before being allowed to enlist in a separate Specialization.

Each Specialization unlocks the following items as you progress across its 10 levels:

• Armor Mod
• Armor Set – Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Set Skin – Texture skin for Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Mod
• Weapon Skin – Texture skin of one of the loadout weapons
• 4 Foreground Emblems
• 1 Background Emblem
• 1 Visor Color
 
Wait, so the LE edition gets you the specializations early? That's no fun. I'd rather unlock them on my own.
No one will be unlocking them. You either have them because you put bonus cash down for Microsoft, or you wait for 343 to unlock them based on conditions and metrics we, and possibly they, don't yet know.
 

GhaleonEB

Member
Yeah? And why does his assumption carry any more weight than mine? Just because it appears on the HUD doesn't mean it does so all the time.

Because you are making assumptions about how it works based on things we do NOT know ("Does it only pop up when that player is in your field of vision?") while I am breaking down the exact description of the funtionality and applying that funtionality to game scenarios.

I am taking what we know and applying it without any other assumptions about its limitations or abilities.
 
So it is 50 lvls. Ellis just had to cover his ass.

Waypoint Website said:
The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

Still not descriptive enough.
 
I mentioned this in the other thread on the gaming side, but this occured to me this morning and it really bothers me.



Situation: I'm near the enemy base, having worked my way through the map and deep into their territory. I kill someone near the base, and quickly dash into the base and hide in it, working toward the flag. The player I killed had this perk, and can tell his entire team what my new position is, despite no one having seen me move to my new position. They converge and kill me.

Or

I get into the enemy base and snag a flag, killing a couple guys in the process. (Hey, it happens now and then.) One of them has this perk. Now they can see and track me as I escape with the flag, putting a waypoint on the escaping flag carrier.

So long as a couple guys back defending an objective have this perk enabled, they will be able to recon the attacking team's position if they are killed.

Someone please explain to me how this is not game breaking for objectives.

You are assuming because they can't see you, that the HUD icon still shows up. The same can be said for the second point if you are not in their LOS.

Can you tell me where those assumptions are explained in the quote?
 

nillapuddin

Member
Waypoint said:
During their Spartan careers, players are offered Specializations through a variety of channels, allowing them to enlist in specific rank paths that come with armor sets, armor mods, emblems, and a variety of other components. Once a player has advanced through the standard fifty (50) rank levels allotted to Spartans, they will have access to a selection of Specializations. These paths are composed of ten rank levels each, which the player, once opting for the Specialization, must complete in order to improve their rank and before being allowed to enlist in a separate Specialization.

Each Specialization unlocks the following items as you progress across its 10 levels:

• Armor Mod
• Armor Set – Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Set Skin – Texture skin for Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Mod
• Weapon Skin – Texture skin of one of the loadout weapons
• 4 Foreground Emblems
• 1 Background Emblem
• 1 Visor Color

piggy backing on ya epyon
 
I just got matched up with a guy who has won 36809 out of his ~37000 matches in Halo 3. All in ranked.

That's...impressive.


It's almost ridiculous.

343 needs to clarify stuff ASAP, or HaloGaf is going to jump off some kind of bridge. Some people have already.

It's not even about what we're getting anymore. It's about what we're NOT getting. We were probably spoiled by stuff like Theater and Forge being added. But it would be nice if we had something just as awesome to look forward to.
 

Deadly Cyclone

Pride of Iowa State
Haven't seen the Waypoint article on Specializations posted yet. Apologies if it has been posted.

More from there, they don't sound that powerful.

WETWORK
Spartan optimization for stealth operations which focus on the elimination of an enemy target with the goal of leaving no tactical footprint behind.
The Stealth armor mod allows users to move quickly and silently in combat, executing enemy assassinations with lightning fast dexterity.

PIONEER
Spartan optimization for deployment into uncharted, hostile territory, such as uncolonized worlds or Forerunner constructs like Requiem, for the purpose of gathering and relaying information.
The Fast Track armor mod allows Spartans to gain more experiential data from each encounter, effectively ranking up quicker during the process.
This Specialization will be available at launch.

ENGINEER
Spartan optimization for the subversion, repair, and or reconstitution of a wide range of technology, including Covenant and Forerunner complex networks.
The Drop Recon armor mod allows users to predict the location and time of an ordnance drop through an external suborbital monitoring system.

TRACKER
Spartan optimization for long-range target tracking (trans-continent and off-world), particularly in scenarios where conventional tracking has failed or such a substantial time has passed that the trail has gone cold.
The Requisition armor mod allows users the ability to recall their own ordnance requests in order to acquire more helpful weapons in the field.

ROGUE
Spartan optimization for single-operative missions which require a lone Spartan to be deployed on their own for incredibly long durations of time, even years if required.
The Stability armor mod allows users to increase their aiming stability when being fired upon.

STALKER
Spartan optimization for target shadowing missions which require tactical invisibility despite operating at an extremely close range to the target itself.
The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

PATHFINDER
Spartan optimization for deep, unconventional deployment within unknown enemy territory and with little to no assistance from command.
The Gunner armor mod decreases the time of weapon overheat when occupying a vehicle weapon position and increases Spartan speed while carrying a detached turret.

OPERATOR
Spartan optimization for the operation and control of a wide range of vehicles: space, air, ground, and sea.
The Wheelman armor mod gives Spartans the ability to coax every bit of stamina and durability out of vehicles they are piloting.
 
Haven't seen the Waypoint article on Specializations posted yet. Apologies if it has been posted.

During their Spartan careers, players are offered Specializations through a variety of channels, allowing them to enlist in specific rank paths that come with armor sets, armor mods, emblems, and a variety of other components. Once a player has advanced through the standard fifty (50) rank levels allotted to Spartans, they will have access to a selection of Specializations. These paths are composed of ten rank levels each, which the player, once opting for the Specialization, must complete in order to improve their rank and before being allowed to enlist in a separate Specialization.

Each Specialization unlocks the following items as you progress across its 10 levels:

• Armor Mod
• Armor Set – Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Set Skin – Texture skin for Helmet, Chest, Left Shoulder, Right Shoulder
• Armor Mod
• Weapon Skin – Texture skin of one of the loadout weapons
• 4 Foreground Emblems
• 1 Background Emblem
• 1 Visor Color

Cool, that explains it a little better..also Im looking forward to those unlocks.
 
More from there:

WETWORK
Spartan optimization for stealth operations which focus on the elimination of an enemy target with the goal of leaving no tactical footprint behind.
The Stealth armor mod allows users to move quickly and silently in combat, executing enemy assassinations with lightning fast dexterity.

PIONEER
Spartan optimization for deployment into uncharted, hostile territory, such as uncolonized worlds or Forerunner constructs like Requiem, for the purpose of gathering and relaying information.
The Fast Track armor mod allows Spartans to gain more experiential data from each encounter, effectively ranking up quicker during the process.
This Specialization will be available at launch.

ENGINEER
Spartan optimization for the subversion, repair, and or reconstitution of a wide range of technology, including Covenant and Forerunner complex networks.
The Drop Recon armor mod allows users to predict the location and time of an ordnance drop through an external suborbital monitoring system.

TRACKER
Spartan optimization for long-range target tracking (trans-continent and off-world), particularly in scenarios where conventional tracking has failed or such a substantial time has passed that the trail has gone cold.
The Requisition armor mod allows users the ability to recall their own ordnance requests in order to acquire more helpful weapons in the field.

ROGUE
Spartan optimization for single-operative missions which require a lone Spartan to be deployed on their own for incredibly long durations of time, even years if required.
The Stability armor mod allows users to increase their aiming stability when being fired upon.

STALKER
Spartan optimization for target shadowing missions which require tactical invisibility despite operating at an extremely close range to the target itself.
The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

PATHFINDER
Spartan optimization for deep, unconventional deployment within unknown enemy territory and with little to no assistance from command.
The Gunner armor mod decreases the time of weapon overheat when occupying a vehicle weapon position and increases Spartan speed while carrying a detached turret.

OPERATOR
Spartan optimization for the operation and control of a wide range of vehicles: space, air, ground, and sea.
The Wheelman armor mod gives Spartans the ability to coax every bit of stamina and durability out of vehicles they are piloting.


Thanks. Stalker still isn't descriptive enough.
 

Enfinit

Member
Waypoint intel.

Wow, how could we have not seen this sooner?

So it is 1-50, but it seems to be EXP-based instead of skill based. I wish Ellis would just be straightforward with this goddamn ranking system instead of dancing around or covering his ass.

EDIT: Also, isn't today the famed day Plywood returns?
 
I'm going to break this quote down, since it's all we have. Tell me where my assumptions kick in.


When you are killed and have this perk enabled, you get a HUD indicator of that person. Maybe it doesn't track them...


...okay, it tracks them on your HUD.


This is why I used the team-based scenarios in my examples, becase the team benefit was specifically called out in the article.

What unresonable assumptions did I make?
That IGN has accurate articles.
 

Vire

Member
The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.
Incredibly vague descriptions of each armor mod. Goody!
 

Tawpgun

Member
Yeah? And why does his assumption carry any more weight than mine? Just because it appears on the HUD doesn't mean it does so all the time.
I don't think anyone thinks it's going to last all the time. The best assumption is you respawn and your killer has a waypoint over him for a few seconds.
 

GhaleonEB

Member
You are assuming because they can't see you, that the HUD icon still shows up. The same can be said for the second point if you are not in their LOS.

Can you tell me where those assumptions are explained in the quote?

That is because the article says you are tracked.

It also tracks enemies who've attacked but not killed you as well, making it useful for both retaliation and revenge.

Tracked means tells you where they are. I'm not assuming anything. The article tells us players are tracked.
That IGN has accurate articles.

Okay, I'm getting grouchy. NO SHIT!

I can only talk about what we know. If it's wrong, we'll find out soon enough. I am trying to inject no assumptions of my own, but I want to talk about how these abilities will play out in game.
 
STALKER
Spartan optimization for target shadowing missions which require tactical invisibility despite operating at an extremely close range to the target itself.
The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

So it shows up on the radar? No waypoint above the head?
 
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