Had an awesome idea today for PAX East - I want to plan a Halo Community meetup for lunch or dinner.
Call it HaloFeast.
My stomach is ready.
Had an awesome idea today for PAX East - I want to plan a Halo Community meetup for lunch or dinner.
Call it HaloFeast.
Done and done.
I'm tempted to compile this as an actual Rock Band Network file for Audition mode now.
You can't say these things and not do them. If you're unsure, don't post it. Now you have to do it. The gods have decided.
So, in order to visualize the issues people have been seeing with the consistency of the pistol, I made a clip (it's a little long, just wanted to illustrate the point). First round of firing is squeezing the trigger and letting go between shots, second is holding the trigger down, third is back to squeezing. If I've understood everything that 343 has said, bloom should only be apparent in the second burst of shots. But it's there on all three, becoming almost indistinguishable.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=25151289&player=Havok CXVII
0:00 to 0:25 - Pulsing trigger
0:26 to 0:37 - Holding trigger down
0:28 to 0:50 - Pulsing trigger
This is all on the Anniversary Team Slayer gametype, which I was under the impression had a no-bloom-when-pulsing pistol. Am I missing something, or not using this thing right?
It's still better than 100% bloom or being forced to lead your shots ala bullet travel time, but I guess this is our best choice outside having full zero bloom (which with 3x DMR it is painful).
Put a Battle Rifle in Halo 4 that has hitscan and 2x, plz.
Hell even if you pace your shots they are inconsistent as fuck. I hate the anniversary pistol its just randomness disguised still.
I would just prefer 4 shot pops shield 5th shot kills DMR with ZERO bloom. Not a fan of pistols being stronger than the DMR, makes no fucking sense, pistols are weaker guns. Also not a fan of that bleedthrough it just doesn't work with the way Reach was made. The pistol should be a backup gun used when out of ammo of the main weapon. It should also pop out quicker so people use it correctly instead of reloading during a fight. Whats with every weapon taking almost exactly the same amout of time to switch to?
Works well for 4v4, nightmarish in 8v8. Unfortunately the DMR's crazy range and scope power make it difficult to balance across the board. The 85% version they have in Anniversary BTB is a pretty good balance, though.I would just prefer 4 shot pops shield 5th shot kills DMR with ZERO bloom.
Zero bloom DMR is the sweet spot personally.
Can't wait till Halo 4.
Yea but its usually got the zero bloom overpowered pistol ruining its gametype all the time.
Wait, did they actually tease that? :-OI want to know what the weapon was frankie was donging with in the playtests
Wait, did they actually tease that? :-O
I bet it's the new headshot-enabled AR.Yeah, one of the podcasts, major nelsons i think frankie said he was str8 rippin with a unannouced weapon in halo 4 play tests and its also further along that he expected.
Mario Kart 7 supports "Communities" which are like Steam Groups. You can create a Community, and just share that Community Code with friends instead of a Friend Code, and everyone who joins the Community can automatically see and play with the other players in the group without sharing Friend Codes.
And in "what have we come to" news, Nintendo beats Microsoft to clan/community support in a game:
http://www.neogaf.com/forum/showthread.php?t=453793
Sad day when Nintendo beats other companies at doing Online. Seriously, this should be in everything.
hahahaha <3why would you want to have more than 10 friends in MarioKart?!?!? Why not just rename it to Racebook?!!!111
I would just prefer 4 shot pops shield 5th shot kills DMR with ZERO bloom. Not a fan of pistols being stronger than the DMR, makes no fucking sense, pistols are weaker guns. Also not a fan of that bleedthrough it just doesn't work with the way Reach was made. The pistol should be a backup gun used when out of ammo of the main weapon. It should also pop out quicker so people use it correctly instead of reloading during a fight. Whats with every weapon taking almost exactly the same amout of time to switch to?
To top it off isnt it a 3 beatdown kill in Anniversary? Really THREE beatdowns? the fucking time it takes to do that you can put much more massive damage into someone. Throws melee balance way off.
Forza 4 does this tooAnd in "what have we come to" news, Nintendo beats Microsoft to clan/community support in a game:
http://www.neogaf.com/forum/showthread.php?t=453793
why would you want to have more than 10 friends in MarioKart?!?!? Why not just rename it to Racebook?!!!111
why would you want to have more than 10 friends in MarioKart?!?!? Why not just rename it to Racebook?!!!111
That doesn't sound like much progress. What's the difference between doing that and using dummy tag other than the fact that its streamlined in to the game (obviously, thats much more convenient).
The fact that you cannot adjust items on an item by item basis means Nintendo still isn't even close to touching the kind of community support Halo has generated from it's customization options. Short of opening up the tools for content creation as seen in PC games I'm not sure I can think of another title that allows people to play the game the way they want to play it.
Prisoner isn't a good map, but you must've missed Smashed from Halo 3 Ranked Team Slayer.Prisoner is the worst, THE WORST map, I have ever played in an FPS.
And I played on fan-made Quake maps that didn't even bother to put collision detection on the goddamn walls.
Prisoner isn't a good map, but you must've missed Smashed from Halo 3 Ranked Team Slayer.
It's one of the poor maps in the Halo series, though. Just only good for things like Rocketball in CE settings.
Jetpack would be about as useful on Terminal as it is on Hemorrhage.
There was that spawn in the attic which you couldn't get back to once you were down.
I can think of several areas in Terminal where a jetpack would be useful. You're comparing a flat map to a map with areas that are multi-leveled.Jetpack would be about as useful on Terminal as it is on Hemorrhage.
If Hemorrhage's design was more Coagulation or Blood Gulch and less, well, not like those two at all I wouldn't mind. The sea side and the closed section each had their spots to where jetpackers can get when no one else that did not have a jetpack could not. In Coagulation you could get in any space on the map by boosting with a Ghost on the wall.Jetpack would be about as useful on Terminal as it is on Hemorrhage.
[*]Getting on the train tracks
[*]Getting from the open area to the road that crosses the train tracks
[*]Starting base for attackers has 2 levels
[*]Parking garage has 2 levels
[*]Defending base has that odd spawn area above that no one can get to.
[*]The walkway from the road to the defending base, that has a tunnel beneath it.
[/LIST]
Terminal's not possible because the train couldn't adapt to armour lock.
If you armour lock on the train tracks, everyone on the map is killed by the guardians and the game restarts.Terminal's not possible because the train couldn't adapt to armour lock.
I bought Halo Encyclopedia, ain't nothing to disbelieve.No, I am the unbelievable knight.