Anybody up for Reach?
I can't stand these -19 randoms.
What's "Reach"?
Anybody up for Reach?
I can't stand these -19 randoms.
I really hope that's not their main reasoning for it even though it probably is.. When people say that I usually just bring up Halo 1, so here it is :]
They talked about if a Warthog got below 75% health, it could only recharge up to 75%. Once the first 25% has been depleted, it's gone.
So the DMR has less bloom/aim assist from Halo Reach according to the Sparkcast
MLG pro/tryhard weapon of choice CONFIRMED
I really hope that their is some variety amongst what the pro players prefer, but I doubt it. The Light Rifle seems so good in scope, but hopefully the delay to get scoped and the spread when un-scoped will drop it back to the same level as the DMR/BR.Everyone at the end of MLG Dallas will be using Light Rifle by the end of the weekend.
I think of it as: the hood will get blown off at say 75% health. If the hog takes some more shots it could drop down to 68%, but as long as no other "damage buckets" of HP get knocked off it (like a door, or the armor on the turret) it will recharge back up to 75%.Sounds needlessly complicated. :/
Sounds needlessly complicated. :/
That was one of the reasons, they go into it more in the podcast.
Go listen to it.
I'm not exactly sure what you are expecting them to explain.
'It felt like you died too fast, you'd melt instantly under any sort of teamshot, so we changed it.'
So why 5 shots to kill? Why not 4 with a slower RoF.
They started explaining it and then the conversation changed. The cadence/ rythm of a 4 shot kill with a slower RoF is something I would have preffered and something they had integrated, until they made every gun one more shot to kill realizing it was too fast paced.
So again, why 1 more shot to kill rather than just a slower RoF?
The teamshot thing feels like a weird reason considering you should die fast if your getting teamshot...
They talked about if a Warthog got below 75% health, it could only recharge up to 75%. Once the first 25% has been depleted, it's gone.
http://i.imgur.com/1SUf1.jpg[img][/QUOTE]
Where'd you get that background? Random, but funny.
Holy shit. is this what I think it is? For Talents sake you should take it down, but how?
This isn't me being contrary to be contrary, I just don't understand the difference in a faster shot/more bullet kill vs. the slower rate/less bullets. They seem similar enough to me unless the only difference is magazine size.
I'm confused... what is it...
I figured it may just be your street considering he found out your name lol.
So why 5 shots to kill? Why not 4 with a slower RoF.
They started explaining it and then the conversation changed. The cadence/ rythm of a 4 shot kill with a slower RoF is something I would have preffered and something they had integrated, until they made every gun one more shot to kill realizing it was too fast paced.
So again, why 1 more shot to kill rather than just a slower RoF?
The teamshot thing feels like a weird reason considering you should die fast if your getting teamshot...
Multiple topics were being discussed, that just sprung out of the conversation and is not fully elaborated on.What does this mean? Did they explain it in the podcast?
Who's that guy on the roof of talent's house?
Who's that guy on the roof of talent's house?
Who's that guy on the roof of talent's house?
Magazine size/ cadence, rhythm/ less bullets need to register in laggy games/ that classic feel.
I dont know, I just feel like a 4 shot kill has a nice feel to it, 5 shots seems more 'spammy'. I just wonder why they changed it from 4 to 5 rather than change the RoF.
I figured it may just be your street considering he found out your name lol.
Not necessarily. Yes they could tweak the ROF for individual guns, but that doesn't affect team shot in the same way that 4SK vs 5SK affects team shots.
Example (working from home = boredom = HaloGAF examples). Numbers below are made up to make it more simple to understand.
4 Shot Kill Guns (1.25 second Rate of Fire)
4 Shots = 5 Seconds from a single player
4 Shots = 2.5 Seconds when 2 players are firing on the same enemy
4 Shots = 1.25 Seconds if all 4 players on one team are firing on the same enemy
5 Shot Kill Guns (1 second Rate of Fire)
5 Shots = 5 Seconds from a single player
5 Shots = 3 Seconds when 2 players are firing on the same enemy
5 Shots = 2 seconds if all 4 players on one team are firing on the same enemy
In this example both the 4 Shot Kill and the 5 Shot Kill have the exact same total kill time in a one on one battle, but the vary quite a bit when team shot is included. In this way they can keep the guns firing at a faster rate, but you won't get absolutely "melted" by a good team shot. It will still hold a distinct advantage over a 1v1 scenario, but it won't be as crazy. Also 5 Shot Kill seems to provide a higher skill gap as you need to land all 5 shots to get the kill (which will be harder with the speed/strafe/and abilities in 4).
Making it 5 shots rather than 4 shots actually means that in a 1v1 you need to be consistent with your shots by hitting 5 consecutively rather than 4.
It also means that teamshotting takes an additional hit in extreme circumstances, but most of the time allows for a bit of room for error. If you are teamshotting with two people it takes the equivalent of 3 shots
Ability to zoom.Yeah it really does look like its a lot better than the human pistol at least. PP still has its unique role, but I wonder why anyone would pick the Pistol over the Boltshot?
DMRSo without playing the game. I know my load out will be
primary: Light Rifle
secondary: Boltshot
AA: Thruster
The other mods will be based off game type.
What does everybody else intend on using?
So Valhalla is making a comeback? So hyped right now!!!!! Just show me Guardian or forge pieces for Guardian and this game is already 100x better than Reach.
But it's not my house :_:
Yeah, I'm not a fan of having separate vehicle health especially when it's not explicitly shown anywhere on the HUD and you only get a ballpark idea with the damage. Though with vehicle destruction I always ended up feeling cheated anyway, I finally take down some vehicular onslaught and all I get to return the favour is a pile of scrap.Sounds needlessly complicated. :/
***Snip***
Fwingy Please
Cute house Talents.
I thought H4 had similar kill times as previous halos, especially 3.
Yeah, I'm not a fan of having separate vehicle health especially when it's not explicitly shown anywhere on the HUD and you only get a ballpark idea with the damage. Though with vehicle destruction I always ended up feeling cheated anyway, I finally take down some vehicular onslaught and all I get to return the favour is a pile of scrap.
.................................................................................................................................
Your name matches what you do.
Don't judge me on that name, when I made the youtube name, I literally just typed randomly on my keyboard and that came up. Basically I just did this 'ajgsehgasjh'
Well to be fair, I think Bungie wanted to show the vehicle's health through how it looks. If a Warthog is on fire and flashing red, it's time to get out..
Wasnt it confirmed in a recent bulletin that the carbine actually has the fastest kill time, its just harder cause you have to sink more shots?
Sounds needlessly complicated. :/
Here is the "chart" for my explanation above. lol...
4 Shot Kill Guns (1.25 second Rate of Fire)
1 player = 5.00 Seconds; 4 potential shots per player; 0 shot room for error
2 players = 2.50 Seconds; 2 potential shots per player; 0 shot room for error
3 players = 2.50 Seconds; 2 potential shots per player; 2 shot room for error
4 players = 1.25 Seconds; 1 potential shot per player; 0 shot room for error
5 players = 1.25 Seconds; 1 potential shot per player; 1 shot room for error
5 Shot Kill Guns (1.00 second Rate of Fire)
1 player = 5.00 Seconds; 5 potential shots per player; 0 shot room for error
2 players = 3.00 Seconds; 3 potential shots per player; 1 shot room for error
3 players = 2.00 Seconds; 2 potential shots per player; 1 shot room for error
4 players = 2.00 Seconds; 2 potential shots per player; 3 shot room for error
5 players = 1.00 Seconds; 1 potential shot per player; 0 shot room for error
Guardian would be an awful mess in Halo 4. Way too small and cramped.
Doesn't work. I've had not so damaged looking Warthog to blow up and i've had a Warthog flashing red to stay alive long. At least it feels like that.
Aesthetics shouldn't be indicative of health, we need a vehicle health meter, under the shield bar, i guess.
Showing our gunner's and passenger's shield (would've been more useful in Reach)
Vehicle health meter
So, we have three maps yet to be revealed, one is known to be huge.. What is everyone's guesses on the other ones? One more medium-small, one more medium-large? Im hoping that one or two of the remaining feel unique.. Obviously they need to play good also, but I want to see something fun and surprising. I would honestly like to see 343 try something that Halo hasn't done before in map design, make something different.
On another note, I still want to see Waterworks and The Pit get remakes. Well, maybe The Pit can be done well in Forge.
What?I have not listened to the podcast yet, but that's similar to Halo 3's system. As the Warthog took damage, the driver's shield indicator would take damage. If you took enough damage, the vehicle would show visual damage on it, and the overall level of health it had left would drop. So when the shield recharged, the bar would have to be depleted fully again to kill the vehicle - but it would drop a bit faster since it had less overall heath than before.
In that way you got information about the vehicle in two ways: the health bar (if you are driving) told you how close to blowing up the vehicle was. And the visual state of damage told you whether it would take a long or short time to whittle that health down. It worked great.
I knew a new, shiny vehicle would not blow up from a plasma stick, but that once the driver recovered and came back for a second pass - the second stick would do it.
Guardian and Pit would work if you made the scale of the map larger.
http://www.youtube.com/watch?v=Z6rPEXGuqzM
I think it's kind of funny that the FUD cadet's getups are closer in style and appearance to classic Halo armor than anything we've seen visually in Halo 4. Still wondering about the Mk V-ish armor for Fred and Kelly, though...