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Halo |OT3| Remember Reach?

maybe microsoft is trying to beat google

Google_Glasses_of_the_Future_02915.jpg
 

Overdoziz

Banned
Well that BR recoil really seems to undermine the BR vs DMR debate, would you not agree? If that is the sort of recoil that has been mentioned then I see no reason why ood BR players couldn't beat DMR players even at the outer lmits of long range combat, where Ellis had originally stated the DMR would be btter. I agree, the DMR will be optimal at firing at those distances as there will be no recoil to deal with but a good/great BR player will be able to hit DMR players with at least 2 of the 3 shots it would seem. Would you agree?
We've already seen the recoil.
 

FyreWulff

Member
Maybe if they actually went back and patched the DMR in Reach to be RoF locked I would be convinced that the DMR and BR are balanced in 4. Until then, I'm not buying it, because they sure have not demonstrated they can do it with the previous game they were left with.

Hopefully unlocks are all available via Campaign and Ops. Making people unlock guns for those modes by forcing them to play multiplayer would be silly.

Also, power's back now. 12 hour outage. Both utility companies were out working on it, must have been a pretty bad accident.
 

TheOddOne

Member
40a341695eafce4ae0c7aa19e77b16ca5c8559a2.png


Refraction Shift?

Dunno what is under that.

Maybe if they actually went back and patched the DMR in Reach to be RoF locked I would be convinced that the DMR and BR are balanced in 4. Until then, I'm not buying it, because they sure have not demonstrated they can do it with the previous game they were left with.

Hopefully unlocks are all available via Campaign and Ops. Making people unlock guns for those modes by forcing them to play multiplayer would be silly.
Confirmed on the podcast that unlocking happens in all modes and will carry through.
 
The recoil is interesting in that it mostly just seems to break the auto aim that corresponds to Red Reticule. Notice how the first shot of the burst always seems to hit if they have RR, but the second and third would sail by? In Halo 2 all three would probably hit, and in Halo 3 all three would hit if made sense given travel time and spread calculations. That will probably be more important than the recoil that is in there, and will also probably be confused as being some kind of larger spread.
 

daedalius

Member
The recoil is interesting in that it mostly just seems to break the auto aim that corresponds to Red Reticule. Notice how the first shot of the burst always seems to hit if they have RR, but the second and third would sail by? In Halo 2 all three would probably hit, and in Halo 3 all three would hit if made sense given travel time and spread calculations. That will probably be more important than the recoil that is in there, and will also probably be confused as being some kind of larger spread.

Gotta hold that aim down and keep it under control
 

feel

Member
Do not like the RPS AA design. Completely opposite of what I want AAs to be.
Yeah that's terrible. Exactly the kind of feel of Reach's battles they should be moving away from. So frustrating feeling ill-prepared for an encounter because you didn't luckily choose the tool you had no way of knowing you'd need.
 

Gazzawa

Member
Yeah that's terrible. Exactly the kind of feel of Reach's battles they should be moving away from. So frustrating feeling ill-prepared for an encounter because you didn't luckily choose the tool you had no way of knowing you'd need.

or maybe you just suck?
 
Yeah that's terrible. Exactly the kind of feel of Reach's battles they should be moving away from. So frustrating feeling ill-prepared for an encounter because you didn't luckily choose the tool you had no way of knowing you'd need.

That's where the argument falls down for me. Are you any less capable of coming out of the fight alive if you have one AA over another? Really?
 

daedalius

Member
Yeah that's terrible. Exactly the kind of feel of Reach's battles they should be moving away from. So frustrating feeling ill-prepared for an encounter because you didn't luckily choose the tool you had no way of knowing you'd need.

I have a feeling your AAs this time won't influence the outcomes of your battles quite as much (at least I hope not) and are more for utility rather than direct combat influence.

One utility countering another hopefully won't directly equate into being more effective in combat.

I don't mind the abilites being RPS against each other, I just don't want them to affect the actual fighting quite as much as they have in Reach. It will be an interesting and difficult balance to strike.
 
No, above that...
Yeah...got nuthin'.

Just for Havok:
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Just noticed Kiki is wearing "LOL Just Kitten" :3
now I wanna know what those tattoos are. I'm always oddly intrigued in what women get inked on their bodies (that aren't trampstamps).

Yeah that's terrible. Exactly the kind of feel of Reach's battles they should be moving away from. So frustrating feeling ill-prepared for an encounter because you didn't luckily choose the tool you had no way of knowing you'd need.
Now that we know about the rather awesome counter to sprint, it would seem logical that the other AA's have proper counters this time. Like a charged Plasma Pistol shot or Pro-Pipe EMP to not only down shields, but also disables the whatever AA's you have.
 

Shadders

Member
So there was no mention in the podcast of the "perks" we've heard about previously, does that mean there are no perks and loadouts had been misrepresented or are we still awaiting clarification on the perks that aren't really perks?
 
you know what would make me laugh,

if when you unlocked the BR, it had massive spread and recoil and you had to unlock attachments to reduce them. or the dmr had bloom and you had to unlock a no bloom mechanism for it
 

Gazzawa

Member
So there was no mention in the podcast of the "perks" we've heard about previously, does that mean there are no perks and loadouts had been misrepresented or are we still awaiting clarification on the perks that aren't really perks?

keep holding you breath there is still 6 full months to go.
 
So there was no mention in the podcast of the "perks" we've heard about previously, does that mean there are no perks and loadouts had been misrepresented or are we still awaiting clarification on the perks that aren't really perks?

Yea, good point. "Perks" can't just be referring to armor abilities, can they?
 

Homeboyd

Member
So there was no mention in the podcast of the "perks" we've heard about previously, does that mean there are no perks and loadouts had been misrepresented or are we still awaiting clarification on the perks that aren't really perks?
Correct. Only journalists called them "perks" to begin with. Frankie and David have said many times that that is not what they are.

We don't know any more about them other than each have counters, they are an improvement (or have seen changes from Reach's iteration), they're not unlimited, you can choose them in your loadouts (and customize them for your loadouts) and everyone has Sprint all the time...
 
So there was no mention in the podcast of the "perks" we've heard about previously, does that mean there are no perks and loadouts had been misrepresented or are we still awaiting clarification on the perks that aren't really perks?

The GI article stated that you could customize 5 things for your loadout:
-Primary weapon
-Secondary weapon
-Grenade type
-Armor Ability
-Something called modifications

That indicates, to me, that there will be another layer of customization. Perhaps some parts on your armor that you can change which will alter the player traits in a way? Could be a lot of things.
 

daedalius

Member
you know what would make me laugh,

if when you unlocked the BR, it had massive spread and recoil and you had to unlock attachments to reduce them. or the dmr had bloom and you had to unlock a no bloom mechanism for it

That wouldn't make me laugh.

And I doubt it will happen.
 

Plywood

NeoGAF's smiling token!
So the whole Conan thing was a bit of a let down. It could've been a bit more awesome had the release date not been leaked I feel. Wasn't funny to me, and the .5 seconds of actual gameplay (while awesome) I felt wasn't near long enough.
It was 8 seconds of gameplay, not .5, this is how .5 would've looked:

n2PS9.gif
 

Shadders

Member
The GI article stated that you could customize 5 things for your loadout:
-Primary weapon
-Secondary weapon
-Grenade type
-Armor Ability
-Something called modifications

That indicates, to me, that there will be another layer of customization. Perhaps some parts on your armor that you can change which will alter the player traits in a way? Could be a lot of things.

That's what I was expecting, as a layer on top of AAs you can tweak other traits, increase shields, movement speed, jump height etc.

When Frankie said they weren't perks in the conventional sense I was expecting them to each have a plus and minus, increase shields = lower run speed, increased jump = lower melee strength and so on.

To clarify, this isn't what I'd like to see, just what I was expecting based on the crumbs of info we had.
 
I wonder what the controller layout is going to look like now that we have Sprint AND an AA...

My wish:
RT - Fire
LT - Throw Grenade
RB - Melee
LB - Jump
A - Sprint
B - Reload
X - Activate AA
Y - Switch Weapon
RS - Zoom
LS - Crouch

- Sprint works just like it does in Reach's Bumper Jumper setting - Press A while holding up on LS, then steer with RS. Release LS to stop sprinting.

- Most of the AAs will work fine when mapped to X since they are typcially either one-time use (Hologram) or are toggled on/off (F.Vision, Active Camo). This can be done with a quick tap of X - your thumb can immediately return to RS for camera control.

- Jetpack is unique and can't use the X button, since for this AA you need to able to hold a button down while moving RS. Tap and hold the jump button (LB) while in the air to activate jetpack. Works almost like a double-jump.

----
This is the only way I see the controls satisfying me. I don't want to see Jetpack as frustrating as it is in Reach's Bumper Jumper setting. I also don't want to see Sprint replacing Crouch on LS by default (although I'm sure at least one control scheme will do so and map crouch to B to mimic CoD).
 
I wonder what the controller layout is going to look like now that we have Sprint AND an AA...

My wish:
RT - Fire
LT - Throw Grenade
RB - Melee
LB - Jump
A - Sprint
B - Reload
X - Activate AA
Y - Switch Weapon
RS - Zoom
LS - Crouch

- Sprint works just like it does in Reach's Bumper Jumper setting - Press A while holding up on LS, then steer with RS. Release LS to stop sprinting.

- Most of the AAs will work fine when mapped to X since they are typcially either one-time use (Hologram) or are toggled on/off (F.Vision, Active Camo). This can be done with a quick tap of X - your thumb can immediately return to RS for camera control.

- Jetpack is unique and can't use the X button, since for this AA you need to able to hold a button down while moving RS. Tap and hold the jump button (LB) while in the air to activate jetpack. Works almost like a double-jump.

----
This is the only way I see the controls satisfying me. I don't want to see Jetpack as frustrating as it is in Reach's Bumper Jumper setting. I also don't want to see Sprint replacing Crouch on LS by default (although I'm sure at least one control scheme will do so and map crouch to B to mimic CoD).

Posted this scheme for Bumper Jumper a few weeks ago. The only thing I added was grenade switching to the D-pad.
D-pad up for selecting frags, D-pad left for plasmas, etc.
 
K

kittens

Unconfirmed Member
Hey guys, I just wanted to stop by real quick and complain about the people complaining about people with Halo 4 complaints. Usually the people who are complaining about the complainers have no reasoned, articulated complaint, they're just complaining about complaining, and it's really annoying.
obligatory: complainception.

Posted this scheme for Bumper Jumper a few weeks ago. The only thing I added was grenade switching to the D-pad.
D-pad up for selecting frags, D-pad left for plasmas, etc.
I'm okay with using the D-pad, but I think it should just be "up" to switch between the two. There's no need to divide it between two different D-pad directions.
 

TheOddOne

Member
Hey guys, I just wanted to stop by real quick and complain about the people complaining about people with Halo 4 complaints. Usually the people who are complaining about the complainers have no reasoned, articulated complaint, they're just complaining about complaining, and it's really annoying.
obligatory: complainception.
Here.
 

Stinkles

Clothed, sober, cooperative
Hey guys, I just wanted to stop by real quick and complain about the people complaining about people with Halo 4 complaints. Usually the people who are complaining about the complainers have no reasoned, articulated complaint, they're just complaining about complaining, and it's really annoying.
obligatory: complainception.


I'm okay with using the D-pad, but I think it should just be "up" to switch between the two. There's no need to divide it between two different D-pad directions.

A complaint about the Complaints box? Delicious!

http://www.youtube.com/watch?v=F6cQO4-Wq5E
 
Ha, late to the party kittens, I already called myself out. You don't think that a couple people are borderline video game masochists? Its like they feed off the pain of non-perfection, all with very limited sources of information. Lets all wear black and talk about how much life sucks and how halo 4 is gonna suck, maaaan.

Edit: complaint about post complaining about people complaining about complaints about the game.
 
A complaint about the Complaints box? Delicious!

http://www.youtube.com/watch?v=F6cQO4-Wq5E

Hahaha, Hey Frank...

I noticed in that short gif that when he put the cursor on the player their name didn't pop up as typically does in Halo games, is this reflective of the final vision?

Also, I noticed that when the blue player killed the red there was no "You killed X".. is this also indicative of the final vision for the game?

Just wondering on some of the UI Features, im sure it'll go through many iterations.
 
Posted this scheme for Bumper Jumper a few weeks ago. The only thing I added was grenade switching to the D-pad.
D-pad up for selecting frags, D-pad left for plasmas, etc.

I rather have tap LB for sprint, Hold or press for armor abilities. Simple.

Also I sent you a message Robbert!

Anyone here want in on the GR FS beta? I got two codes, maybe EU only, quote to reveal! X360 only.

 
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