Would anybody be interested in doing a Halo 2 Vista game night? Maybe this weekend?
I would definitely be up for that.
Would anybody be interested in doing a Halo 2 Vista game night? Maybe this weekend?
Thinking about the oddball throwing the more I love it, let's say I have it and someone coming towards me with a power weapon like the rockets, I put on Promethean Vision and see them come by the corner. I throw the ball right at the rocket guy feet or directly at him and he picks its up (if you played Halo 1 oddball you know how to "troll" with it) and then I can finish him off before he can drop/throw the oddball. Now I have rockets and the oddball.
I still have it installed, and I have a wired 360 controller now. I'll be down for that if nothing else springs up.Would anybody be interested in doing a Halo 2 Vista game night? Maybe this weekend?
IIRC I read something where camo users are outlined but they are not solid colors like normal players.
Mobility, Dexterity, and Shielding shouldn't be in the game at all. I'm fine with all of the perks except for those 3.
Definitely. The jetpack itself is nerfed significantly, and all the weapons kills faster than in the previous couple of Halo games. Will some people still find it annoying? Probably, but I have a hard time from my impressions of it this weekend (used it myself as well) thinking of it as significantly game or map altering like it was in Reach.Indeed, I feel like Jetpacks won't be as much of a problem with bloom gone though. 9/10 times when I would die to a jetpacker it was because they went up, and bloom just goes haywire and refuses to acknowledge headshots for some reason.
Did anyone at PAX get to use the Concussion Rifle, and if so is it any different? Also, those who went to PAX- Are there any weapons we didn't really know about? From videos we have seen the Binary Rifle and Incinerator Cannon in action, and we saw an image of the Concussion Rifle as a weapon drop. Oh, and we also saw the Beam Rifle in action for a little bit.
We still need to see the Regen Field in action... Any impressions on how that thing worked? And what about the Boltshot.. Was anyone able to use that successfully and if so what is it like?
Can you still shoot while jetpacking?Definitely. The jetpack itself is nerfed significantly, and all the weapons kills faster than in the previous couple of Halo games. Will some people still find it annoying? Probably, but I have a hard time from my impressions of it this weekend (used it myself as well) thinking of it as significantly game or map altering like it was in Reach.
I think that's the case for one of the specializations that you unlock later in the game, but I haven't seen anything specific regarding how Active Camo interacts with PV. I'd like to think that PV is the counter for Camo rather than the other way around...
Can you still shoot while jetpacking?
Awesome.-snip-
Big write-up tonight (I swear this time!). I'll cover all the weapons and abilities that used.
Can you still shoot while jetpacking?
Awesome.
What is the main difference between the FRG and incinerator canon?
Heh. That's not because the game was running at 60fps - it's because the recording device (a ballin' Aja Ki Pro - and no, you can't afford it, it'll run you $4k) records at 60fps. Sorry.60fps
Why are you playing with my emotions?!
Is this the original file or ripped from youtube? (on phone can't download right now anyway)
Well... not exactly 'uncompressed' - just not YOUTUBE-compressed. (The original file from the Ki Pro was 14GB. I re-encoded with x264 down to 10000kbps, because 1GB is FAR easier to distribute than 14.)The original file uncompressed.
Does it still look exactly like the Reach one, color and all?I used the concussion rifle, still 3 sk and 6 shot clip, but it honestly felt more like the bruteshot than the Reach concussion rifle. It fired significantly faster than the concussion rifle, and I was never on the other end of it, but it seemed like it didn't have the insane kickback effect of the Reach one. It honestly felt like a skin on the bruteshot.
Does it still look exactly like the Reach one, color and all?
That's unfortunate.
Interesting.Oh, and we finally figured out why the game says there is 15 primary weapons, some of them have weapon skins and they are listed as a selection in the weapon list with a skin.
Reticle is different, but the actual weapon looked very similar.
Final image dump. Off screen and a bit blurry in cases. I'll set up a dedicated album when I get home Wednesday.
So, what does the Fuel Rod Gun look like to you?Damn, so it still looks like a dog penis... gross.
The other things that serve to augment movement, sprint and thrust, don't allow you to use weapons while they're active; it just seems contradictory that this would. I can't speak for its range of use currently, but if it has to be in I'd prefer it to be solely for navigation rather than letting you spring to the highpoint in combat.Jetpack has been nerfed considerably, though. You can't just hang out in the stratosphere for 20 seconds at a time anymore raining down grenades on everybody whilst avoiding headshots because of your angle.
It's more for facilitating vertical map movement in short bursts now, which is how it should have been in the first place.
I heard these things are really easy to use.Heh. That's not because the game was running at 60fps - it's because the recording device (a ballin' Aja Ki Pro - and no, you can't afford it, it'll run you $4k) records at 60fps. Sorry.
I really really hope they change this.
I don't want to have to tilt my head to read any information about the players.
Definitely. The jetpack itself is nerfed significantly, and all the weapons kills faster than in the previous couple of Halo games. Will some people still find it annoying? Probably, but I have a hard time from my impressions of it this weekend (used it myself as well) thinking of it as significantly game or map altering like it was in Reach.
I used the concussion rifle, still 3 sk and 6 shot clip, but it honestly felt more like the bruteshot than the Reach concussion rifle. It fired significantly faster than the concussion rifle, and I was never on the other end of it, but it seemed like it didn't have the insane kickback effect of the Reach one. It honestly felt like a skin on the bruteshot.
I had posted short impressions of the regen ealier, as well as incinerator cannon. Big write-up tonight (I swear this time!). I'll cover all the weapons and abilities that used.
Didn't get a chance to use the FRG, but assuming it's similar to previous games, I'd compare the incinerator cannon more closely to the Rocket Launcher. Incinerator Cannon is one shot before you have to reload, but that one shot is an absolute missile of death. Shoots a rocket out and then on the impact, it has a secondary physics-based explosion of more promethean incineration stuff. I believe it had 3 shots of ammo on pickup.
Oh, and we finally figured out why the game says there is 15 primary weapons, some of them have weapon skins and they are listed as a selection in the weapon list with a skin.
you dont have to!
it only shows vertically for the player cards your NOT currently looking at?
I think thats actually kinda cool, as previously stated, very baseball cardy
The other things that serve to augment movement, sprint and thrust, don't allow you to use weapons while they're active; it just seems contradictory that this would. I can't speak for its range of use currently, but if it has to be in I'd prefer it to be solely for navigation rather than letting you spring to the highpoint in combat.
I really really hope they change this.
I don't want to have to tilt my head to read any information about the players.
So as an avid Active Camo user, below is a compiled list of all observed active camo changes and my analysis of how it will affect gameplay. These are all predictions and what I've seen from the videos and most of them I am pretty sure of. The main reference is this video, but there are others I've noticed things like Nexy's LR gameplay and NakedEli's attempt at camo to "sneak into their base" *shakes head*:
http://www.youtube.com/watch?v=_FHG4Y4l5UQ
Final image dump. Off screen and a bit blurry in cases. I'll set up a dedicated album when I get home Wednesday.
To Aggrotek - I'm currently downloading Plywood's links - Part 4 seems to be perfectly fine. I'm guessing something went wrong for you the first time you tried it, and your browser has cached the bad data. Try force-reloading that link. (Part 1 is going pretty slowly, but I have all the rest. If the RAR doesn't recombine, I'll edit this post.)
The other things that serve to augment movement, sprint and thrust, don't allow you to use weapons while they're active; it just seems contradictory that this would. I can't speak for its range of use currently, but if it has to be in I'd prefer it to be solely for navigation rather than letting you spring to the highpoint in combat.
I can definitely get behind this. It would be just for opening up options mainly. You basically can't fire your gun while you are actively holding down the button because your hands are tied up working the jetpack. You can still fire in the air, just not while actively ascending.
So, what does the Fuel Rod Gun look like to you?
Such a monumental step back from Reach's lobby system. A couple artists running rampant are allowed to throwaway an iconic system. Crazy stuff.
Really pleased that in the space I previously could have seen 3 friends online via Active Roster, there's now just a spot that says YOU ARE ON RED TEAM. Maybe 343 can have the announcer tell me what team I'm on when I enter the lobby, too.
Jetpack has been nerfed considerably, though. You can't just hang out in the stratosphere for 20 seconds at a time anymore raining down grenades on everybody whilst avoiding headshots because of your angle.
It's more for facilitating vertical map movement in short bursts now, which is how it should have been in the first place.
So if I want to read all the gamertags and whatnot, I have to go through all of them instead of just looking at them?
That's dumb.
PS: I know that's how that works by the way, I just don't like it. If I'm playing BTB I'll have to go through a 16 player list while all I had to do in the other Halos was look at the screen.
Wouldn't that depend somewhat on the controller scheme you're using?
Such a monumental step back from Reach's lobby system. A couple artists running rampant are allowed to throwaway an iconic system. Crazy stuff.
Really pleased that in the space I previously could have seen 3 friends online via Active Roster, there's now just a spot that says YOU ARE ON RED TEAM. Maybe 343 can have the announcer tell me what team I'm on when I enter the lobby, too.
Well I mean if your cemented into that position I obviously cant change your mind, but I hope your exaggerating when you say youll have to turn your head.
You have a smart human brain I doubt it will ever be a problem
I regret that you dont take to it, its undoubtedly what (we) will be looking at the next couple years
I really really hope they change this.
I don't want to have to tilt my head to read any information about the players.
I don't normally do this because it's a bit...um...worthless and tiring to discuss theoretical gameplay impacts without having played the game, but on this point I do feel like engaging only because I love the freedom offered by no fall damage.
From my experience with the jetpack in Reach, and the videos I've seen of it in Halo 4, the jetpack doesn't do as well as no fall damage in promoting vertical map movement without any of the map-breaking downsides. I know Mr. David, much appreciatively, said that there probably isn't a jump you can make in the maps where you'll experience fall damage (I don't believe he said anything about a stun). Additionally, I know he said you'll experience it under extraneous circumstances (mancannon + jetpack). But if that's the case, if fall damage is something you'll rarely experience, why is it in there to begin with? If it's a balance to the jetpack, why not only turn it on for jetpack users (if that can be done)? Seems like it would be a great way to help balance jetpack as an AA.
The mancannons in Halo 4 seem to operate like the mancannons in Reach, sadly: propelling you in a safe, low, and deliberate way so as to avoid fall damage or any danger. Reach mancannons were not fun for these reasons. Halo 3's mancannons were fun because they launched you high into the air, exposed you to an element of danger (thereby adding risk and a bit of an adrenaline rush), and being able to land safely to engage in battle immediately.