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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

I'm wondering if the armor abilities will completely do away with/take the place of the powerups as we know them. If camo is now an ability to slap on the armor, it would stand to reason that Custom and Overshield might be included in the mix. Man, this is really going to be a game changer...
 

GhaleonEB

Member
squidhands said:
I'm wondering if the armor abilities will completely do away with/take the place of the powerups as we know them. If camo is now an ability to slap on the armor, it would stand to reason that Custom and Overshield might be included in the mix. Man, this is really going to be a game changer...
I have a feeling there's going to be several "game changers" in MP from the way Bungie is talking. Very interested to see the new gametypes, player counts, and Firefight hybrids.

I'm guessing MP will get a similar type of roll-out as the new campaign stuff did: press will be invited to play the Alpha build, we'll get tidbits leading up to their coverage, then a wave as it finally hits, followed by b.net coverage and a multiplayer vidoc leading up to the Beta launch.

Of course, I'd rather we just skip to that last part, but it doesn't work that way. :\
 

Falagard

Member
Sai-kun said:
i'm getting on the PC, which is clearly the superior version.

get like me

Depends entirely on what my friends play, which in this case in predominantly the 360 version. Also - the PC version requires a hefty rig, I hear.
 

DualX

Member
squidhands said:
I'm wondering if the armor abilities will completely do away with/take the place of the powerups as we know them. If camo is now an ability to slap on the armor, it would stand to reason that Custom and Overshield might not be included in the mix. Man, this is really going to be a game changer...
And that's probably the best thing about it. A few less things to fight on the map over, so there could be a good focus on great map design rather than creating forced choke points over the special items.
 

Slightly Live

Dirty tag dodger
DualX2 said:
And that's probably the best thing about it. A few less things to fight on the map over, so there could be a good focus on great map design rather than creating forced choke points over the special items.

Do you really think the map design is influenced by the weapons and items they add afterwards?

One of the design decisions Bungie spoke about with Halo 3 maps was "compartmentalisation" with the small to mid sized maps, in other words "choke points" in the maps were two teams meet and fight. I think "The Pit" is a perfect example of Halo 3 multiplayer map design philosophy and I hope they bring the more successful products of this design over to Reach.
 

Apath

Member
Syracuse022 said:
Would be awesome. Only one Spartan stands between an opposing team's Warthog and an easy capture. The vehicle, not threatened in the slightest, barrels in for the kill. The Spartan drops to one knee - his shield overcharges and an electric blue flash renders the vehicle dead in the water. The Spartan staggers back upward and scrambles for cover to let his shields recharge, while his teammates swoop in like sharks on the wounded vehicle. They've already used this "armor ability" in Halo 1, to take out the phase pulse generators in Two Betrayals. Extend the radius a bit and I think it'd be a really fun addition.

Definitely still want some sort of reworked trip mine too (attaching it to things again would be nice...).
That would actually be awesome and hilarious to watch. Make it so it charges like the laser so that have to time it perfectly, and you'll have a tense moment where people are wondering if the EMP will go off or if the warthog will run over the Spartan first.
 
Dani said:
Do you really think the map design is influenced by the weapons and items they add afterwards?

One of the design decisions Bungie spoke about with Halo 3 maps was "compartmentalisation" with the small to mid sized maps, in other words "choke points" in the maps were two teams meet and fight. I think "The Pit" is a perfect example of Halo 3 multiplayer map design philosophy and I hope they bring the more successful products of this design over to Reach.

Agreed, plus I love fighting over power ups, I enjoy stealing the enemys even more :lol
 

Dirtbag

Member
I really just want to grapple hook onto friendly and enemy vehicles and ski behind them on the ground / or in the air. Would also make for a nifty way to hijack.
Love the idea of using a spartan on a tether attached to an ATV and wrecking-ball splatter an enemy.
Or whip them around and release hook for man-cannon esque launching.
 

DualX

Member
Dani said:
Do you really think the map design is influenced by the weapons and items they add afterwards?
Well that is part of designing a map after all, it's all about balance. Even if you were going to add it later on you would still need to think of places where it might be useful for both teams to reach it evenly which causes these 'chokepoints'. Otherwise you'd be favoring one team over another. I'm not saying the entire map is designed around this, but I'm certain a portion of it is.
 
GhaleonEB said:
I have a feeling there's going to be several "game changers" in MP from the way Bungie is talking. Very interested to see the new gametypes, player counts, and Firefight hybrids.

I'm guessing MP will get a similar type of roll-out as the new campaign stuff did: press will be invited to play the Alpha build, we'll get tidbits leading up to their coverage, then a wave as it finally hits, followed by b.net coverage and a multiplayer vidoc leading up to the Beta launch.

Of course, I'd rather we just skip to that last part, but it doesn't work that way. :\
You're probably aware just as I am that time seems to speed up as we age, but the beta can't come soon enough.

DualX2 said:
And that's probably the best thing about it. A few less things to fight on the map over, so there could be a good focus on great map design rather than creating forced choke points over the special items.
Well, there's still a good possibility that the armor abilities will be pickups just like the powerups are. And speaking from a forging perspective, it's pretty tough to make a map that doesn't have any choke points or "dead spots" that don't see a lot of action. The only way you could really achieve that would be by making a circular map, and thus really limiting yourself. IMO, good map design takes into account of all aspects of the game, weapons and powerups included.
 

Dirtbag

Member
Also what about gravity boots where you can walk on any surface! That would make for some wild-ass battles. Would be amazing for some drop in off the roof flag steals/caps.
 
Dirtbag said:
Also what about gravity boots where you can walk on any surface! That would make for some wild-ass battles. Would be amazing for some drop in off the roof flag steals/caps.

As long as it controls better than the alien in AvP, I'm fine with it :lol
 
Dirtbag said:
Also what about gravity boots where you can walk on any surface! That would make for some wild-ass battles. Would be amazing for some drop in off the roof flag steals/caps.
Why hello there dirtbag. Welcome back.

Agree with tethering - though I doubt they'll implement it. It would be badass though.

For grav boots? I could see something like someone had suggested before - the Mario Bros movie jump boots. That could definitely work.

I believe mr. morello also mentioned some sort of hologram to thwart AI opponents. Could also be good for objective type gametypes. He called them 'halograms' though.
 

DualX

Member
squidhands said:
And speaking from a forging perspective, it's pretty tough to make a map that doesn't have any choke points or "dead spots" that don't see a lot of action. The only way you could really achieve that would be by making a circular map, and thus really limiting yourself. IMO, good map design takes into account of all aspects of the game, weapons and powerups included.
I'm not saying "don't make choke points!" Notice how I didn't call out weapons like the rockets or sniper which basically have to be setup in this matter. You can have really great maps with those points that doesn't have to involve weapon control either. Battlefield 2, MW2, etc. have no need for weapon control gameplay yet still seem to create some fantastic maps with choke points (in all honesty, you can't really have multiplayer maps without them anyway). All I'm saying is that they should design the map with the player in mind (read: more fun), not the weapons.
 

GhaleonEB

Member
bobs99 ... said:
Agreed, plus I love fighting over power ups, I enjoy stealing the enemys even more :lol
Aye, but there will always be stuff to steal. One of the great pleasures of BTB is stealing the enemy's goods. In particular, there's something just joyful about driving off with your opponent's fresh Warthog on Valhalla, while BR fire pings helplessly from behind.

Should still be plenty of stuff to fight over.
 

Lazslo

Member
I just got back into H3 after getting bored and sick of MW2. I must say my first match was Team BR's on assembly and wow. Goddamn Miller, you nailed it with that map design, well done. Looking forward to more maps like this in Reach...
 

szaromir

Banned
Captain Blood said:
I have the Olympics on in the background and was shocked to hear the sweet sweet tones of Marty during a women's hockey montage. :lol
"Unforgotten" or "Never forget" was in Beijing 2008 on a break between swimming competition.:D
 
Re: armor abilities.

I'd love to see an armor ability that stabilized your aim, and reduced accuracy degradation for a short period of time. All of a sudden your AR would be a super accurate midrange death dealer, or you could rapid fire the Deemer at long range rapid fire. As a penalty your movement could be dramatically slowed.
 
GhaleonEB said:
Aye, but there will always be stuff to steal. One of the great pleasures of BTB is stealing the enemy's goods. In particular, there's something just joyful about driving off with your opponent's fresh Warthog on Valhalla, while BR fire pings helplessly from behind.

Should still be plenty of stuff to fight over.

Haha yeah thats always awesome, and of course there’s still weapons to steal, so my inner thief will still be satisfied :lol .

DualX2 said:
I'm not saying "don't make choke points!" Notice how I didn't call out weapons like the rockets or sniper which basically have to be setup in this matter. You can have really great maps with those points that doesn't have to involve weapon control either. Battlefield 2, MW2, etc. have no need for weapon control gameplay yet still seem to create some fantastic maps with choke points (in all honesty, you can't really have multiplayer maps without them anyway). All I'm saying is that they should design the map with the player in mind (read: more fun), not the weapons.

I’m willing to bet that with the Halo 3 map development that while weapon placement was important it didn’t FULLY determine the geometry (I’m sure you even posted this yourself?, I know someone did). So yeah I do think that the human fun factor is taken into consideration quite a lot. Personally I enjoy the weapon/ map control aspect of Halo more than the nature of games like CoD/ Battlefield so if the maps are worse because of this that’s a trade off im willing to make, HOWEVER I actually prefer a lot of the Halo maps to the maps in CoD so I don’t see what the problem is, personally I get a gamestyle I prefer and maps I prefer, there doesn’t seem to be a tradeoff for me personally anyway.
 

GhaleonEB

Member
electricpirate said:
Re: armor abilities.

I'd love to see an armor ability that stabilized your aim, and reduced accuracy degradation for a short period of time. All of a sudden your AR would be a super accurate midrange death dealer, or you could rapid fire the Deemer at long range rapid fire. As a penalty your movement could be dramatically slowed.
I thought about stuff like that, and came back to the same philosophy that informed the equipment design in Halo 3: it shouldn't be a 'win' button. With equipment stuff was just tossed out there, and once done affected everyone. With armor abilities, my hope is that they do not in and of themselves kill people, but rather provide a short-term tactical situation that if used correctly will help you kill guys (or steal their shit). Armor should be one of those things that are good to have a mix of on the team, rather than have one that dominates all others. And if you have one that lets people ream other players from great distance with otherwise limited weapons, I don't think anyone would ever want to pick a different option, because they're sure to be on the receiving end either way, and they'll want to be able to return fire.
 

DualX

Member
bobs99 ... said:
Personally I enjoy the weapon/ map control aspect of Halo more than the nature of games like CoD/ Battlefield so if the maps are worse because of this that’s a trade off im willing to make, HOWEVER I actually prefer a lot of the Halo maps to the maps in CoD so I don’t see what the problem is, personally I get a gamestyle I prefer and maps I prefer, there doesn’t seem to be a tradeoff for me personally anyway.
I guess that's what sets us apart because I really don't like weapon control, but then again Reach looks to be more balanced than what was given to us in 2 & 3.

All we really need is more quality Miller maps™ and those similar to High Ground, Zanzibar, Lockout, Valhalla, Terminal, and Avalanche and I'll be set. :D
 

Kapura

Banned
GhaleonEB said:
I thought about stuff like that, and came back to the same philosophy that informed the equipment design in Halo 3: it shouldn't be a 'win' button. With equipment stuff was just tossed out there, and once done affected everyone. With armor abilities, my hope is that they do not in and of themselves kill people, but rather provide a short-term tactical situation that if used correctly will help you kill guys (or steal their shit). Armor should be one of those things that are good to have a mix of on the team, rather than have one that dominates all others. And if you have one that lets people ream other players from great distance with otherwise limited weapons, I don't think anyone would ever want to pick a different option, because they're sure to be on the receiving end either way, and they'll want to be able to return fire.
I agree. Thanks for typing that out; I'm on an iPhone. One more thing to add: I think equip will be defined by campaign spaces. I hope you have reason to use every ability in SP, so you know how and when to use them. That being said, it would be useless to speculate without knowing the campaign.
 
Okay, I could use some Achievement pointers: Steppin' Razor and Pull.

Is there a place I should be using the shotgun on Citadel to increase my chances of going on a spree? I took a look at the heat maps and it looks like I should just chill in a base (maybe cross my fingers for CTF in Team Mythic?). Because as it stands, on a map that well designed, all I really want to do is BR and snipe fools. In 1500 games, I have a total of 5 shotgun sprees, so I'm really not liking my chances right now...

Even more frustrating is Steppin' Razor. I'll be the first to admit that: 1) I am not nearly as good at Halo as I used to be, and 2) I don't enjoy FFA gametypes as much as I used to when I had "skills." Swords only gametypes have a 4% weight in the hopper, so for every 100 games I play, I could expect maybe 4 swords only chances (really, though, swords are going to get vetoed by everybody except me). That's an awful lot of slogging through a gametype I don't enjoy any more, especially since my lack of skills means what I'm really doing every time I "rumble" is slowly but surely delevelling (I was a 45 in my prime, after two sessions trying to get this achievement, I'm a 42 and still dropping...). As it stands, what I'm expecting is that I'll have to get it on The Pit or Construct (is it too much to hope for a Heretic game in RP?) in a normal game. Even then, my only real chance is to pull it off after steadily consuming more and more humble pie and watching my level drop like a stone. Ugh. Anybody have any better tips than that?

Actually, now that I look at my stats, I wouldn't mind pointers for Post Mortem as well, since I don't really have that many Death from the Grave medals over the course of my career (~120). I guess I just need to tap into my inner kamikaze for a few games, but the MA5C and I don't really interface all that well...
 
DualX2 said:
I guess that's what sets us apart because I really don't like weapon control, but then again Reach looks to be more balanced than what was given to us in 2 & 3.

All we really need is more quality Miller maps™ and those similar to High Ground, Zanzibar, Lockout, Valhalla, Terminal, and Avalanche and I'll be set. :D

I guess that also sets us apart :lol - I really didnt enjoy Assembly and hate most of the maps you listed (unless specifically playing big team battle!)

Either way I think its fairly awesome to be able to say we can agree to disagree and that Halo is so good it pleases both of our differing opinions.

Syracuse022 - Shotgun spree is pretty annoying, I find the thing inconsistant but dont beatdown because then it doesnt count as a shotgun kill!

Sword cheevo isnt so bad depending on how high you are in Lone Wolves, but the best way to get it might be to wait for Mythic brawl where it may have a higher weighting? Oh yeah your high in Lone Wolves so forget trying to get it in there :lol, most people would kill you before you get close! Wait for Mythic Brawl and at least that way your nt sacrificing your level.

As for Post Mortem just play the team mythic playlist a lot and veto for orbital, you should eventually get it just from normal play on that map if you use nades a lot lol ( I got it by sticking a opponent who maulered me, he then walked into his teammate!)
 

Justin

Member
I hope they add jet packs to the multiplayer. Also the bases could have computers where you create your builds and those computers are powered by the base's generator. The other team could run into your base and blow up your generator and knock all your systems offline.

They also could add deploy packs like turrets and ammo stations. There could also be a commander who gives the team orders.

That sounds like the perfect multiplayer game to me.

Tribes :(
 

DualX

Member
Syracuse022 said:
Okay, I could use some Achievement pointers: Steppin' Razor and Pull.
For Steppin' Razor, all you have to do is jump into a weekend zombie gametype. That's how I got mine.

As for the other, you'll just have to do what we did (although I didn't get the chance). 4v4 normal slayer games against a shitty team, and just have three people own up on the guy you're going for while you go for the final shot. Easy. Hit me up later if you need help forming a team.
 

vhfive

Member
Syracuse022 said:
Okay, I could use some Achievement pointers: Steppin' Razor and Pull.

Is there a place I should be using the shotgun on Citadel to increase my chances of going on a spree? I took a look at the heat maps and it looks like I should just chill in a base (maybe cross my fingers for CTF in Team Mythic?). Because as it stands, on a map that well designed, all I really want to do is BR and snipe fools. In 1500 games, I have a total of 5 shotgun sprees, so I'm really not liking my chances right now...

Even more frustrating is Steppin' Razor. I'll be the first to admit that: 1) I am not nearly as good at Halo as I used to be, and 2) I don't enjoy FFA gametypes as much as I used to when I had "skills." Swords only gametypes have a 4% weight in the hopper, so for every 100 games I play, I could expect maybe 4 swords only chances (really, though, swords are going to get vetoed by everybody except me). That's an awful lot of slogging through a gametype I don't enjoy any more, especially since my lack of skills means what I'm really doing every time I "rumble" is slowly but surely delevelling (I was a 45 in my prime, after two sessions trying to get this achievement, I'm a 42 and still dropping...). As it stands, what I'm expecting is that I'll have to get it on The Pit or Construct (is it too much to hope for a Heretic game in RP?) in a normal game. Even then, my only real chance is to pull it off after steadily consuming more and more humble pie and watching my level drop like a stone. Ugh. Anybody have any better tips than that?

Actually, now that I look at my stats, I wouldn't mind pointers for Post Mortem as well, since I don't really have that many Death from the Grave medals over the course of my career (~120). I guess I just need to tap into my inner kamikaze for a few games, but the MA5C and I don't really interface all that well...
pull is pretty easy. ust play team mythic and citadel comes up a lot. camp brute shot ramp (bubble shield is at the bottom) and shotty ramp. wait for a game against shitty opponents and it should come easily.

steppin' razor sucks. i got no tips for you. i got on a swords game, camping top gold on guardian
 
So they have confirmed that Elites are going to be in MP, right?

I wonder if they would have unique abilities... And what those abilities might be. Jet Pack elites?


Alssso - I am currently sitting here waiting for my TV stand to be delivered. Once it is I am down for some Halo. Anyone want to play some games in a couple hours?
 

Striker

Member
squidhands said:
Well, there's still a good possibility that the armor abilities will be pickups just like the powerups are.
Why call them armor abilities if you have to pick them up? I envision they're attached to you from the get go and, as Marcus has stated, recharge over time so they are not one-time uses like the equipment.

Domino Theory said:
So is it safe to assume MM updates are no more?
The random Weekend stuff, sure. Atlas (which is basically dead now, shock & awe, right?) was a massive disappointment for Halo 3 and the community. Hope this is all addressed correctly for Reach in whatever form they do.

They also could add deploy packs like turrets and ammo stations.
I do miss the ammo packs from Halo 1 and 2. The Rocket crate and sniper ammo, for example, found often in Halo 2 MP. Maybe with the Heath pack returning, other old time functions do as well.
 
DualX2 said:
For Steppin' Razor, all you have to do is jump into a weekend zombie gametype. That's how I got mine.
Damn. That was the gametype this weekend, so I missed the boat... It didn't seem to have a rank attached though - is it just invisible for Double EXP Weekends or something?
 

vhfive

Member
Syracuse022 said:
Damn. That was the gametype this weekend, so I missed the boat... It didn't seem to have a rank attached though - is it just invisible for Double EXP Weekends or something?
IIRC
Living dead playlist is only ranked on Halloween.
 
Striker said:
Why call them armor abilities if you have to pick them up? I envision they're attached to you from the get go and, as Marcus has stated, recharge over time so they are not one-time uses like the equipment.
So how are you going to get the other ones without picking them up off the battlefield? Starting with all of them (whatever they are) right off the bat doesn't seem like such a good idea. Even Unreal Tournament knew it wasn't a good idea to have all the powerups right off the bat.
 

Falagard

Member
Devin Olsen said:
So they have confirmed that Elites are going to be in MP, right?

I wonder if they would have unique abilities... And what those abilities might be. Jet Pack elites?


Alssso - I am currently sitting here waiting for my TV stand to be delivered. Once it is I am down for some Halo. Anyone want to play some games in a couple hours?

Yes, they mentioned that Elites are in multiplayer, but they didn't really say you'd be able to play as an Elite, only that they had to take multiplayer into consideration when designing the Elites. I think they were purposely being misleading about it. Anybody have the exact quote?

Let's look at it logically:

1. They've mentioned you'll be playing the same customized character in both campaign and multiplayer, which means a Spartan III.

2. The Spartan IIIs are significantly smaller than Elites. Balancing the two for multiplayer would be nearly impossible given the size difference.

I think that if Elites show up in multiplayer, it'll be for a completely different multiplayer mode (something like Left 4 Dead, for example, which has been suggested on here before) rather than for traditional versus modes. Alternatively it's possible they are going to be in Firefight, as an opponent, but not playable, but then they'd still technically be in multiplayer.
 

Striker

Member
squidhands said:
So how are you going to get the other ones without picking them up off the battlefield? Starting with all of them (whatever they are) right off the bat doesn't seem like such a good idea. Even Unreal Tournament knew it wasn't a good idea to have all the powerups right off the bat.
I'm thinking we preselect them as we edit our profile, or they are attached to the armor we are able to customize.
 

Falagard

Member
squidhands said:
So how are you going to get the other ones without picking them up off the battlefield? Starting with all of them (whatever they are) right off the bat doesn't seem like such a good idea. Even Unreal Tournament knew it wasn't a good idea to have all the powerups right off the bat.

Choose on respawn.
Choose at start of match only.
Change at armor ability change station.
Pick up on battlefield and from fallen enemies and comrades.

There are many possibilities, and we haven't been told which so I'm not making any assumptions.
 
so with regards to armor abilities the way I see it is; there will both passive and timed abilities, kinda like the nanosuit in crysis.

confirmed abilities so far include.
Grav-lift/super jump - use, recon/sniping - to get into those hard to 'reach' places. (see what i did thar) (passive but limited in consecutive jumps)
sprint - use, close quarters combat/recon - closing distance quickly for the shotgun blast to the face, traversing larger areas on foot. (timed)
active camo - use, recon - for sneaky assassination kills. (timed ala halo 2 arbiter)
overshield/bubble - use, assault - being the bullet sponge. Possible alternatives is a jackal style riot energy shield (based off the deployable cover in halo 3) or faster shield regen (regeneration equipment). (timed or passive depending on the effect)

some others I expect are strength, which would give an advantage in a face to face melee, or allow for you to carry power turrets. (passive, kinda like the custom powerup)
Something to reduce the effect of recoil. (passive)
High explosives, which would provide the cowbell effect, for whoring rockets and the like. (passive)
Some form of a power drain effect, like the halo ce version when taking out the blue firing thingies (reverse your shield or w/e). (limited)

Personally I just hope they're properly balanced, and if they're in multiplayer none of the effects are overboard, like martyrdom in the original cod.
 

GhaleonEB

Member
Falagard said:
Yes, they mentioned that Elites are in multiplayer, but they didn't really say you'd be able to play as an Elite, only that they had to take multiplayer into consideration when designing the Elites. I think they were purposely being misleading about it. Anybody have the exact quote?
http://halo.bungie.org/news.html?item=28885

That's the news post with a link to the video where Marcus says Elites are in MP. I can't listen to it right now, but I think he does say you'll play as Elites in MP. And elsewhere, that not only are Spartan III's smaller, but Elites are being made larger because they're not trying to make Elites and Spartans identical in MP - so the difference between them is going to be even bigger now.

None of which rules out what you were saying. In fact, I'd say it makes it more likely.
 

Falagard

Member
GhaleonEB said:
http://halo.bungie.org/news.html?item=28885

That's the news post with a link to the video where Marcus says Elites are in MP. I can't listen to it right now, but I think he does say you'll play as Elites in MP. And elsewhere, that not only are Spartan III's smaller, but Elites are being made larger because they're not trying to make Elites and Spartans identical in MP - so the difference between them is going to be even bigger now.

None of which rules out what you were saying. In fact, I'd say it makes it more likely.

Ah thanks, am going to re watch this. Streaming very slowly though.

*Edit*

Yep, he says:

"We'll be playing Spartans and we'll also be playing Elites in multiplayer as well".

I still think Elites are way too big in comparison to Spartan IIIs be part of standard versus mode, so for reasons stated previously I think they'll be part of the new unrevealed multiplayer mode.
 

feel

Member
Dani said:
Hey guys, happy monday morning. =)

Just thought I'd let you guys know I've just launched my Halo project. It's a website called Forward Unto Dawn (http://www.forwarduntodawn.com) and I've just published my first article, a look at the Halo universe prior to the fall of Reach and a look at the planet Reach itself. I have ambitions for the site and more articles will be coming.

I hope some of you guys find it worth a read.
Real nice.
 

Kibbles

Member
Yeah I already plopped down $40 on BC2 pre-order. Can't wait. I've been playing the demo for a while now and I love all the communication you can do even without a mic. I finally have a working mic so it's a lot easier to communicate, but if you had competent teammates you could ask them for ammo or what have you.
Dani said:
Hey guys, happy monday morning. =)

Just thought I'd let you guys know I've just launched my Halo project. It's a website called Forward Unto Dawn (http://www.forwarduntodawn.com) and I've just published my first article, a look at the Halo universe prior to the fall of Reach and a look at the planet Reach itself. I have ambitions for the site and more articles will be coming.

I hope some of you guys find it worth a read.
Awesome! Winter Contingency was a really nice article. I'll be looking forward to your future articles.
 

DualX

Member
Perfect. Zombie Elites vs Spartan survivors.
I hope this is an option to trade out character models when you turn teams if so I'm totally callin' it for Quarantine!
 

big ander

Member
Dani said:
Hey guys, happy monday morning. =)

Just thought I'd let you guys know I've just launched my Halo project. It's a website called Forward Unto Dawn (http://www.forwarduntodawn.com) and I've just published my first article, a look at the Halo universe prior to the fall of Reach and a look at the planet Reach itself. I have ambitions for the site and more articles will be coming.

I hope some of you guys find it worth a read.
Awesome site, Dani. We all appreciate the hard work.:D
 

Dirtbag

Member
les papillons sexuels said:
so with regards to armor abilities the way I see it is; there will both passive and timed abilities, kinda like the nanosuit in crysis.

confirmed abilities so far include.
Grav-lift/super jump - use, recon/sniping - to get into those hard to 'reach' places. (see what i did thar) (passive but limited in consecutive jumps)
sprint - use, close quarters combat/recon - closing distance quickly for the shotgun blast to the face, traversing larger areas on foot. (timed)
active camo - use, recon - for sneaky assassination kills. (timed ala halo 2 arbiter)
overshield/bubble - use, assault - being the bullet sponge. Possible alternatives is a jackal style riot energy shield (based off the deployable cover in halo 3) or faster shield regen (regeneration equipment). (timed or passive depending on the effect)

some others I expect are strength, which would give an advantage in a face to face melee, or allow for you to carry power turrets. (passive, kinda like the custom powerup)
Something to reduce the effect of recoil. (passive)
High explosives, which would provide the cowbell effect, for whoring rockets and the like. (passive)
Some form of a power drain effect, like the halo ce version when taking out the blue firing thingies (reverse your shield or w/e). (limited)

Personally I just hope they're properly balanced, and if they're in multiplayer none of the effects are overboard, like martyrdom in the original cod.
The only thing confirmed are Sprint and Camo
Rumored and likely being the Halogram thingy.

Everything else is just likely speculation.
I don't picture any armor abilities to actually increase any of your damage dealing or accuracy, melee or beyond.
As far as the idea that a passive perk allows you to carry turrets, maybe just carry them at regular walking speed, but I don't think they'd remove the average spartans' ability to remove/carry a turret given the gameplay philosophy you've seen by bungie over the years.

I also don't think we'll be playing as elites in basic multiplayer given the emphasis on custom spartans. Maybe Elites are the juggernaut skin, or infected, or in an entirely different game-mode (class based?) human vs. covie.
 

Domino Theory

Crystal Dynamics
les papillons sexuels said:
so with regards to armor abilities the way I see it is; there will both passive and timed abilities, kinda like the nanosuit in crysis.

confirmed abilities so far include.
Grav-lift/super jump - use, recon/sniping - to get into those hard to 'reach' places. (see what i did thar) (passive but limited in consecutive jumps)
sprint - use, close quarters combat/recon - closing distance quickly for the shotgun blast to the face, traversing larger areas on foot. (timed)
active camo - use, recon - for sneaky assassination kills. (timed ala halo 2 arbiter)
overshield/bubble - use, assault - being the bullet sponge. Possible alternatives is a jackal style riot energy shield (based off the deployable cover in halo 3) or faster shield regen (regeneration equipment). (timed or passive depending on the effect)

some others I expect are strength, which would give an advantage in a face to face melee, or allow for you to carry power turrets. (passive, kinda like the custom powerup)
Something to reduce the effect of recoil. (passive)
High explosives, which would provide the cowbell effect, for whoring rockets and the like. (passive)
Some form of a power drain effect, like the halo ce version when taking out the blue firing thingies (reverse your shield or w/e). (limited)

Personally I just hope they're properly balanced, and if they're in multiplayer none of the effects are overboard, like martyrdom in the original cod.

Overshield, faster shield regen and energy shield haven't been confirmed or even hinted at by Bungie.

And the rest of that list is God awful.
 
Dani said:
Hey guys, happy monday morning. =)

Just thought I'd let you guys know I've just launched my Halo project. It's a website called Forward Unto Dawn (http://www.forwarduntodawn.com) and I've just published my first article, a look at the Halo universe prior to the fall of Reach and a look at the planet Reach itself. I have ambitions for the site and more articles will be coming.

I hope some of you guys find it worth a read.
So this is what you've been upto? (noticed decreased posting over the past few weeks)
Good job :)
 
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