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Halo |OT14| They call it Halo

Halo 2 Anniversary will never happen. 343's main focus for the next years will be Halo 5 and Halo 6.

Given the amount of effort versus the return on the investment, they'd be stupid not to do a campaign port plus 3-5 new maps.

Although the campaign alone would be a laughable proposition.
 

TCKaos

Member
What does that even mean? hah.

It means that whoever wrote that line can't into storytelling. Not that it would mean anything in this context, anyway. Maybe a cutscene on Reclaimer or something with Jul 'Mdama talking about the Storm faction, or maybe Cortana hacks in to the battlenet (which I'm pretty sure she did anyway) and says "Oh, hey, these guys are a splinter group. That might explain them being bad at life," or something. But nope. Nothing.
 
I disagree with the release date assumption of Halo 5. At least I do not believe it. I think we can clearly say GoW:J will be Microsoft's last big exclusive title for the Xbox 360. If a new Halo game comes out, then it will be for the next Xbox. Especially since Microsoft wants a bigger user base for it. I am expecting Halo 2: Anniversary to drop 2014. I can even expect 343i releases it with the original multiplayer because it is a different scenario as it was with Anniversary and Reach.

343i has a much bigger pressure with Halo 5. It is not their first shipped title. Some fans dislike their first real title. How do you get them back? What is needed? etc. Especially people want to get amazed from its beauty. So I am expecting Microsoft and 343i gives their engine team more time to work on a complete new engine.

I will agree that Gears is the last big MS exclusive on the 360. If there is a title this year, it will be a launch 720 title, an HD remake of Halo 2 makes sense for that. Lost cost outsourced project that will be a good title for MS to market with their new console.

This is of course based on two assumptions. First, that Halo 5 comes out in 2014 and second, that MS wants to release a game this year.

As for 343 and Halo 5, I think that they've known going in that they are releasing their core games every two years, and we know that some of their best engineers have been working on Bungie's engine for a while prior to Halo 4, assumingly in part to prepare and plan for development of Halo 4, 5, and 6. I do not think that they will build a completely new engine, very few developers do this and it's not the trend in the industry. With major franchises coming out with games more often, it makes more sense to have your engine adaptable and work on improvements to your engine with each game instead of tearing it all down with each game.
 

the natron

Neo Member
Then thats your shitty internet. It can get pretty laggy at times with more than 2 people (Pathetic). But not as bad as your making out.

Its your connection.

Really? because my connection in standard multiplayer is just fine. Hell, even other multiplayer games work perfectly fine. I don't know I'm no expert on this sort of thing. and maybe i was exaggerating a tad :p but the slideshow, rubberbanding, and enemies popping out of nowhere is all true.

Zoojoo is that you
Haha.
No.
 
Alright, it needs a lot of fleshing out because of how significant some of the gametype revisions are, but here's the gist of my proposed playlists. A big thing to keep in mind is that all playlists would have four voting options in this theoretical revision. The voting options are listed accordingly; "alternating" literally means they would switch in a binary fashion per vote screen.

Primary Playlists

Slayer
Kill other Spartans to earn points in a mix of Free-For-All and Team games. 8 Players.
Team Slayer Pro
Alternating Team Waypoint Slayer / Infinity Slayer
Alternating Team SWAT / Snipers
Slayer (Free-For-All)

Team Objective
Capture the Flag and Set Up Us The Bomb to earn points. 8 Players.
Capture The Flag
One Flag
Assault
One Bomb

Oddball (could potentially be renamed to Team Balls or something ridiculous)
Hold the Ball to earn points. Hold three Balls to earn points. Hold the explosive Ball to earn points (and explode!). Grif the Ball to earn points. 10 Players.
Oddball
Three Ball
Hot Potato
Grifball

King of the Hill
Stay in the Hill to earn points, lock down precious sectors, and reach checkpoints. 10 Players.
King of the Hill
Territories
Three Plots
Race (Free-For-All)

Secondary Playlists

Team Doubles
Go where the battle bros roam. Compete against a dynamic duo in a mix of Slayer and Objective gametypes. 4 Players.
-Team Slayer
-Team Waypoint Slayer
-Alternating One Flag / One Bomb
-Alternating Oddball / Regicide

Regicide
Kill the enemy King while defending yours. Regicide crowns those with the most points, while Emperors crowns the King's killer. 10 Players.
Team Regicide
Regicide (Free-For-All)
Team Emperors
Emperors (Free-For-All)

Big Team Battle
Large-scale squad skirmishes are back and bigger and better than ever with a mix of Slayer and Objective gametypes. 16 Players.
-Team Slayer / Waypoint Slayer
-Capture the Flag / Assault
-One Flag / One Bomb
-Territories / Three Plots

Conquest
Play a mix of larger-scale, tactical multi-tiered objective gametypes. 16 Players.
Extraction
Domain
Invasion
Random Extraction / Domain / Invasion

Living Dead
Fight off evolved undead hordes with your wits, military-class buckshot, and fortifications. 16 Players.
Flood
Flood
Safe Havens
Safe Havens

Double EXP
A rotational playlist that always provides Double XP. This would be where DLC listings, Community Cartographers testing, Grifball, Multi Team, etc. would show up.

TOTAL PLAYLIST COUNT: 10

Gametypes

Slayer Pro:
Classic Halo. No Sprint, higher movement speed and slightly higher damage, no Armor Abilities, preset Loadouts, 25m Sonar (enemies only show up on radar when they shoot), preset on-map weapon spawns. Instant Respawns disabled. No Personal Ordnance. 50 Kills to Win.

Waypoint Slayer:
A revised version of Infinity Slayer designed to have more arcade-y fun exploring more of the sandbox than Slayer Pro, but also having the potential to be competitive. Instant Respawns disabled. Personal Ordnance may or may not be enabled (but restricted) depending on community testing and opinion. Sprint enabled, 100% movement speed, 100% damage, custom loadouts available, 25m Motion Tracker, 60 kills to win. A few notable changes:
-Similar to Invasion Slayer, a small hill must be "locked down" by a team to receive an according Ordnance weapon. Hill sizes, lockdown, and weapon spawn times are reduced compared to Invasion Slayer.
-Rather than spawn a specific weapon, it will have in indicator displaying the weapon's tier: keep in mind this would rely on my sandbox, which has one weapon per faction per "category." For example, a "Sniper" indicator could show up, giving you an equal chance at getting a Sniper Rifle, Beam Rifle, or Binary Rifle. A "Wild Card" indicator could potentially get you a Grenade Launcher, Gravity Hammer, or "Gravity Wrench" (name pending).

Waypoint Slayer would arguably be the default Slayer gametype of choice, with Slayer Pro being more barebones and Infinity Slayer being more Fiesta-styled.

Infinity Slayer:
Pretty much exactly out of Halo 4. This is a dumb gametype.

Team SWAT / Snipers:
The gametypes you know and love. SWAT could possibly have on-map marksman weapons (DMR / Needle Rifle / Pulse Rifle) but it's debatable. Likewise to Snipers; Sniper/Beam Rifle and Beam Rifle/Sniper loadouts are available with the Binary Rifle being a potential power weapon.

FFA Slayer:
This would probably FFA Waypoint Slayer with some tweaks, like 25 kills to win.

Capture The Flag: Pretty much the same as Reach-era variations and previous. No instant pickup. You can drop the flag now (by hitting the Switch Weapon button) but you have reduced movement speed like in previous games. You don't have an active KILL waypoint, but the Flag will have an away indicator. Juggling the flag a total of 5 times in rapid succession will paint you with an indicator that lasts for 5 seconds after you stop juggling, regardless of whether or not you're holding the flag. It's possible to "let the paint dry" by only going juggling four times and carrying. Holding the flag also gives you the Flagnum, which is the Halo CE Pistol decked-out in gold and diamond plating. As a balance measure the range is slightly reduced but everything else about the pistol remains intact; it becomes naturally balanced by being slowed down by the flag again.

One Flag: See above for gametype changes.

Assault: The closest to "vanilla" the objectives get; bomb drops are available, user is slowed down, no Flagnum, all that good stuff. No instant pickup. Arming works like it does in Halo 2, though.

One Bomb: See above for gametype changes.

Oddball: Pretty much the Halo 4 version. No instant respawns, no ball dropping, but ball throwing is an option. Instant pickup is removed so you have to actually "negotiate" ball tosses between teammates. The only difference is the addition of a second ball dispersal option: the "Toss Grenade" button will still initiate a throw. However, the Right Trigger will let you roll it like a bowling ball, terrain notwithstanding. This offers more range and can be use for more covert passes. The Melee button can still be used to get ball kills.

Three Ball: See above.

Hot Potato: Reach's explosion mechanic meets Halo 4.5 Oddball. Instant pickup is enabled in this. A key difference is that the ball will begin to glow red and spark the closer it gets to detonation as a more obvious indicator. The timer will not reset from a simple drop; only getting the ball to stop moving will reset the timer. However, it will not explode until being held by a player, meaning you can bait enemies by bowling-rolling it down a corridor at an unsuspecting enemy who will try to pick it up and subsequently explode.

Grifball: The bomb passing/physics of Halo 4 met with the actual sport rules of Halo 3. Explosions and rounds return!

King of the Hill: The Halo 4 version save for Instant Respawning. King of the Hill was actually given pretty nice treatment in terms of game mechanics, too bad they killed it off.

Territories: Classic Territories. No Instant Respawns, up to 8 possible territories depending on map (though unlikely at this team size).

Three Plots: Locking down a territory will do so permanently and earn you one (1) point. No Instant Respawns. Locking down all three territories essentially activates a "Bonus Round" of 30 seconds at the end of the round similar to Dominion with the losing team having Overshields and one life; if the winning team can kill the entire team that's in Sudden Death, they can earn an additional point.

Race: The Reach version, basically. It's FFA instead of 5v5 like the other games in the playlists and warns you accordingly.

Regicide: Identical to the Halo 4 version.

Emperors: Regicide, with the sole exception that killing the king makes you the king rather than the most points, essentially making it a Juggernaut reboot. You can earn the most awesomely-voiced medal in the game in this gametype. "Immmmperialist!"

Extraction: Pretty much identical to the Halo 4 version. Predominantly UNSC aesthetic.

Domain: Reskinned Dominion with a predominantly Forerunner/Promethean aesthetic, but with lowered power weapon/vehicle weightings.

Invasion: Gametype options are as functional and versatile as Reach's Invasion, but the gametype is always Spartan vs Spartan. Predominantly Covenant aesthetic with regards to objectives and whatnot.

Flood: Gameplay is slightly rebooted. Flood takes the first step into a true class-based system, evolving off of what Halo 4's version had. It starts out with 12 humans and 4 Alpha Zombies. Humans start off with more ammo to compensate for bigger maps and higher player counts. Players start with Shotguns and Pistols, while the Flood get classes, explained in Safe Havens. Alpha Zombies have shields and are red. Traditional Zombies are Flood-colored, and Omega Zombies are jet black, also explained in Safe Havens.

Safe Havens: A radical step above Reach's version. Somewhat radically, it should be noted that traditional kills as a zombie will not infect an enemy player. Similar to Dominion, you can capture bases. Humans capturing a base will allow them access to the base's technology and provide them with a fortifiable area, with varying base numbers on maps, usually 3-5 given the large player count. Classes don't open up for humans until a base is captured, at which point they also get access to Instant Respawns. If a human stays in the base for a consecutive minute, it allows them to request a Personal Ordnance drop, which is much more restricted than Infinity Slayer. Close-quarters weapons are not offered to prevent camping. Instead, you can spawn things like DMRs and Railguns.

If the Flood successfully capture a base, it becomes an Incubator. An Incubator allows the Flood to spawn instantly and opens up the Omega Zombie class. The Omega Zombie is jet-black with shields (similar to the red Alpha Zombies), but also has the unique property of being able to infect humans. It should be an immediate priority for humans to disable an active Incubator, meaning the Spartans can't simply turtle in an area, but at the same time don't have to worry about trying to capture territory and get infected right off the bat. Additionally, after capturing a base, you can spawn fortifications, such as turrets, and there are two types of structural fortifications: Deployable Cover and Alt-Walls. Deployable Covers are shielded entrances similar to Dominion, requiring two strikes from a Flood Talon to break. They start out active after a base is captured. Alt-Walls are unbreakable, but due to their "touchy" Forerunner nature, they capture two entrances on any given point of a base; but they can only block one at a time. Hitting a switch at either alt-wall will make it switch spots, which can be useful if an entire swarm is attempting to come in through a single door.

Similar to vendors in Black Ops II Zombies, there are some stationary Armor Mod Nodes scattered throughout the map, with one per base: their effects cannot stack and they are only available for one player at a time with a 30-second cooldown. An Engineer must turn on the machine first, which is instant. Some Armor Mods include Speed Boost (Dexterity perk included), Damage Boost, Overshield, and possibly others if there are more than 3 bases per map, such as Active Camo.

Human classes:
Survivor
-The basic human class, armed with a Shotgun and Pistol. All loadouts come equipped with a Shotgun and Pistol; other weapons must be found on the map or called in.
Engineer
-Becomes available after capturing a base. This is the only class that can power up Armor Mod Nodes, activate and reactivate Deployable Covers, and initiate Alt-Walls. Engineers are slightly more sluggish than Survivors and Mavericks.
Maverick
-Becomes available after capturing a base, replacing the Survivor class. Designed as a class for those that don't want to help defend a base with their team. Shotgun and Pistol with double the ammo count, but you are unable to help your base in any way.

Flood classes:
Combat Form
-The traditional flood equipped with a Flood Talon and modified Thruster. Jump height is reduced compared to Halo 4's version, intended for horizontal movement.

Carrier Form
-Carrier Forms made from Spartans are noticeably more bulbous than Combat forms, but are not large enough to incubate Infection Forms themselves. Instead, they rely on their ability to explode, using the miniature nuclear reactor in the suit to create a wide area-of-effect explosion which has the potential to kill in closer ranges. The Carrier is the ultimate camping denier. However, it is the slowest of the classes and also has the lowest jump, and being more bulbous means it is much easier to kill. Relying on the nuclear reactor, the Carrier must initiate its explosion manually; simply killing it will not cause an explosion.

Override Form
-Infected higher-ups such as ONI officials. The most frail of the Flood classes, they have low jump heights but are faster than a Combat Form, though Combat Forms have an advantage of more agility due to their Thrusters. Their weapon is a ranged, arcing flurry of spikes similar to a way weaker Ranger form. Firing is similar to dual spikers but actual damage isn't good enough to kill in a one-on-one fight; it's only meant as suppressive/covering fire or distracting players. The real use of Override forms shines in its Infector Talon, which can be used to instantly disable Deployable Covers and activating Alt-Walls from the outside. It can also be used to infect players even if an Incubator isn't active yet, however, it requires two sustained seconds of activation on a Spartan, meaning that unless they're trapped and alone infecting them as an Override form is unlikely.

Ranger Form
-These forms have the speed of a Combat Form with no Thruster (so average), the health of an Override Form (so slightly below-average), and very high jump height. They can use a Jump Jet to hop in a large arc similar to Jump Pack Brutes, allowing them to invade fortifications from the top down. They also have no hand-based weapon; uniquely, they have talons built into their ankles and heels, meaning that landing on a Spartan after a jump is an instant kill.

Omega Form
-A shielded, jet-black Combat Form with the capability to infect Spartans by killing them. Only available when an Incubator is active.
 
I will agree that Gears is the last big MS exclusive on the 360. If there is a title this year, it will be a launch 720 title, an HD remake of Halo 2 makes sense for that. Lost cost outsourced project that will be a good title for MS to market with their new console.

This is of course based on two assumptions. First, that Halo 5 comes out in 2014 and second, that MS wants to release a game this year.

As for 343 and Halo 5, I think that they've known going in that they are releasing their core games every two years, and we know that some of their best engineers have been working on Bungie's engine for a while prior to Halo 4, assumingly in part to prepare and plan for development of Halo 4, 5, and 6. I do not think that they will build a completely new engine, very few developers do this and it's not the trend in the industry. With major franchises coming out with games more often, it makes more sense to have your engine adaptable and work on improvements to your engine with each game instead of tearing it all down with each game.

This is about what I expect to be coming down the line. Maybe the engine stuff will be different. Until we know more about the new xbox it's hard to say though.
 
Then thats your shitty internet. It can get pretty laggy at times with more than 2 people (Pathetic). But not as bad as your making out.

Its your connection.
Pretty much, although even with a solid connection there are so many enemies and vehicles and explosions on screen in some of those Lagnarok missions that you're guaranteed to have some slowdown and jitters.

But besides that, every time we had problems in Spartan Ops, it was one of our connections causing the problems.
 

Tawpgun

Member
Is a Team Oddball possible? It'd be kinda like Team.Regicide. Gotta hold your ball and go after the enemy ball. But you can only pick up your teams ball.
 
I played Reach for the first time since Halo 4 the other night. Hand was forced; friend was over and Halo 4's splitscreen is a derisory, token back of the box feature that clearly wasn't tested. Reach's splitscreen in comparison had a readable radar, reticles that the developers had actually bothered to resize and maps that didn't play like a 5 page flip book.

Thoughts on Reach:

- It has completely fallen to Mexico

- We were playing multi team and the pace felt less frenetic than Halo 4 4v4

- The sword was dropped by an opponent and remained on the floor in front of me for longer than 15 seconds. Weapon despawn time needs to be increased threefold on Halo 4.

- The aiming is liquid marble silk smooth and responsive. Reach has the smoothest and best aiming out of the 360 Halo's.

-Fixed weapon spawns are an immutable foundation of Halo multiplayer gameplay that cannot be interfered with

- The pro pipe is still one of the best Halo weapons of all time

- Traditional Halo medals are amazing and NEED to return in a patch. Sniper headshot medal is incredibly satisfying and really ups the feel good factor in using the weapon.

- Respawn timers are wonderful and are an absolute must for the sensibilities of Halo

- The UI is wonderful and a joy

Still think Halo 4 is better at its core though. Basically, if 343 can swallow their pride and reverse some of the 'new' 'features' in 4 then it will stand tall as a great Halo game in its own right. We'll see.
 

Enfinit

Member
In the past three days, I started playing Call of Duty competitive multiplayer (Blops 2) for the first time in my life.

I just don't get it. Out of the ten or so hours of games under my belt, I only have two inquiries:

1. How come nearly 3/4 of all my deaths are caused by a shotgun?
and (more of a philosophical thought),
2. To me, the game boils down to whoever shoots first. Every single time I've died, it has been because I didn't see the person shooting me, or they started shooting me first (and vice versa for my kills).

After playing CoD for this short amount of time, I'm really beginning to appreciate the fact that, even in Halo 4, if you get shot you still have a good chance of survival. With all the different weapons/attachments/perks, etc. in CoD, it makes Halo 4's AA's/perks, etc. less bullshit than I ever thought it was.

Granted, it's all still bullshit. But I digress.

This is just my shitty opinion on a game I've barely played, please don't kill me :(
 

GrizzNKev

Banned
I just got JIP'd into a Regicide match with the leader at 210 and won in about 2 minutes. Someone with a capture card needs to youtube that pls
 
Is a Team Oddball possible? It'd be kinda like Team.Regicide. Gotta hold your ball and go after the enemy ball. But you can only pick up your teams ball.

That sounds like it might be good. There could be a great team dynamic between holding your ball while making sure the other team doesn't have theirs.

Granted, it's all still bullshit. But I digress.

The story of many Halo fans lol
 
That's Just Perfect - 3000XP
Type: War Games
Complete a War Games match with at least 15 kills without dying.

Pretty excited for a day full of randoms camping in their base with ARs trying to get that and the weekly.

Stop doing this.

Also quoting because it is scandalous that this is happening.
 

Havok

Member
Integrating Grifball into an Oddball playlist is a mistake on the level of putting SWAT and Snipers into Team Slayer.

Integrating Hot Potato into a video game that is even attempting to not be garbage is a mistake on the level of making Duke Nukem Forever.
 

Plywood

NeoGAF's smiling token!
Integrating Grifball into an Oddball playlist is a mistake on the level of putting SWAT and Snipers into Team Slayer.

Integrating Hot Potato into a video game that is even attempting to not be garbage is a mistake on the level of making Duke Nukem Forever.
YOU DONT UNDERSTAND HALO
 

Moa

Member
In the past three days, I started playing Call of Duty competitive multiplayer (Blops 2) for the first time in my life.

I just don't get it. Out of the ten or so hours of games under my belt, I only have two inquiries:

1. How come nearly 3/4 of all my deaths are caused by a shotgun?
and (more of a philosophical thought),
2. To me, the game boils down to whoever shoots first. Every single time I've died, it has been because I didn't see the person shooting me, or they started shooting me first (and vice versa for my kills).

After playing CoD for this short amount of time, I'm really beginning to appreciate the fact that, even in Halo 4, if you get shot you still have a good chance of survival. With all the different weapons/attachments/perks, etc. in CoD, it makes Halo 4's AA's/perks, etc. less bullshit than I ever thought it was.

Granted, it's all still bullshit. But I digress.

This is just my shitty opinion on a game I've barely played, please don't kill me :(

The Shotguns in Black Ops 2 are quite powerful, probably the most powerful ones since the infamous SPAS-12 in MW2.

As for the whoever shoots first, pretty much, although, there is a huge issue in that game - your camera is a lot different than what others see in the game.

https://www.youtube.com/watch?v=6EyojLjUh5Q

Watch that video and prepare to have your mind blown - Call of Duty can't seriously be played competitively with that sort of issue.

Integrating Grifball into an Oddball playlist is a mistake on the level of putting SWAT and Snipers into Team Slayer.

Integrating Hot Potato into a video game that is even attempting to not be garbage is a mistake on the level of making Duke Nukem Forever.

But, the announcer says 'The ball went boom' in Hot Potato now!
 

Karl2177

Member
You can't mix FFA and Team games in a playlist without creating a new algorithm for matching people. Unless it's something like Action Sack where skill doesn't mean anything.
 
Still think Halo 4 is better at its core though. Basically, if 343 can swallow their pride and reverse some of the 'new' 'features' in 4 then it will stand tall as a great Halo game in its own right. We'll see.
At this point I'd be fine with personal and global ordnance only in "intro" playlists, or else giving those systems some serious tweaks. Its the sheer number of power weapons on the field from personal ordnance that requires those weapon despawn times in the first place.

I've always had a problem with static weapon spawns in these games, but considering how those spawns are now highlighted from across the map, that's been solved for the most part. I still think personal ordnance is a godsend in training players on power weapon use.

Just tweak some things in the TU (tiny tiny nerf to DMR, tighten up the spread on the scattershot, bigger nerfs to boltshot and camo), get rid of any jetpack camping spots that can't be reached on foot or with jumps, and add skill rankings.

I just got JIP'd into a Regicide match with the leader at 210 and won in about 2 minutes. Someone with a capture card needs to youtube that pls
That's regicide alright.
 

J-Roderton

Member
At this point I'd be fine with personal and global ordnance only in intro playlists, or else giving them some serious tweaks. Its the sheer number of power weapons on the field from personal ordnance that requires those weapon despawn times.

I've always had a problem with static weapon spawns in these games, but considering how those spawns are now highlighted from across the map, that's been solved for the most part.

Just tweak some things in the TU (tiny tiny nerf to DMR, tighten up the spread on the scattershot, bigger nerfs to boltshot and camo), get rid of any jetpack camping spots that can't be reached on foot or with jumps, and add skill rankings.

Very tiny nerf if that.
Yes on scattershot
Boltshot sucks.
Skill ranking good.
And give us some fucking DMR/BR ammo on the maps. Geez.
 
Legitimate question. Why does Hot Potato exists? What reasoning did Bungie have?

It actually punishes the team using teamwork...I understand Infection, Territories, and even the horrid Dino Blasters, but the addition of Hot Potato was just confusing.
 
In the past three days, I started playing Call of Duty competitive multiplayer (Blops 2) for the first time in my life.

I just don't get it. Out of the ten or so hours of games under my belt, I only have two inquiries:

1. How come nearly 3/4 of all my deaths are caused by a shotgun?
and (more of a philosophical thought),
2. To me, the game boils down to whoever shoots first. Every single time I've died, it has been because I didn't see the person shooting me, or they started shooting me first (and vice versa for my kills).

After playing CoD for this short amount of time, I'm really beginning to appreciate the fact that, even in Halo 4, if you get shot you still have a good chance of survival. With all the different weapons/attachments/perks, etc. in CoD, it makes Halo 4's AA's/perks, etc. less bullshit than I ever thought it was.

Granted, it's all still bullshit. But I digress.

This is just my shitty opinion on a game I've barely played, please don't kill me :(


I don't care for the gameplay much, but the COD series does a lot of community/matchmaking things correctly. The COD Community Managers do a great job keeping on top of exploits and such (there are tons more than in Halo).
 

J-Roderton

Member
Legitimate question. Why does Hot Potato exists? What reasoning did Bungie have?

It actually punishes the team using teamwork...I understand Infection, Territories, and even the horrid Dino Blasters, but the addition of Hot Potato was just confusing.

Wait, they added it? I haven't logged on in a couple days.
 
Playing CEA right now

That remains me. I'm a bit worried about Halo 5 in a technical aspect, both CEA and 4 have horrible problems, framerate and bad audio editing(the CEA soundtrack was just a bit more louder than Halo 4).

Also the spanish version(latin america) is horrible. In campaign there is zero sync with the lips in the sense that you're hearing someone speaks when he isn't moving the lips, and when there is silence suddenly he moves the lips... ALL the campaign. It is the worse dubbing I have seen. (I've hope they will NOT make this mistake again, since they don't have this problem in Spartan Ops. Another evidence of how rushed the game was?)

Also, who traslated the game? Google translate? 343 changed the multiplayer announcer for this version, but that isn't the worse part, they changed the name of medals, for example: double kill is now Muerte Doble (instead of Doblemuerte) is like saying kill-double/twice. And Triple Kill (Triple Muerte) to Muerte triple (again, like saying kill-triple) I hope they fix those issues in H5.

Also, is a pain to post in the iPod (for me)
 
K

kittens

Unconfirmed Member
-Fixed weapon spawns are an immutable foundation of Halo multiplayer gameplay that cannot be interfered with
Yeah, I've said it a million times, but this is the #1 thing I dislike about Halo 4. Fixed weapon spawns with fixed timers are cool for two main reasons:

1. Fighting for power weapons encourages map movement, map control, and team work.

2. They're predictabile, which is important for a few reasons:
  • You start a match, run to a weapon spawn, see that it's gone, and know none of your team mates went for it -- so you know the enemy has it.
  • To some degree, you can predict player movement even beyond the beginning of a match. You know people are going to be checking on weapon spawns on a regular basis, even if they aren't timing the respawn.
  • You know to be cautious in certain areas and sightlines.
  • You can, to a reasonable degree and if you pay attention, judge how much ammo is left in an enemy's power weapon.
All of this encourages you to rely on communication and situational awareness, rather than the dumb luck of Halo 4.
 

Ghazi

Member
In the past three days, I started playing Call of Duty competitive multiplayer (Blops 2) for the first time in my life.

I just don't get it. Out of the ten or so hours of games under my belt, I only have two inquiries:

1. How come nearly 3/4 of all my deaths are caused by a shotgun?
and (more of a philosophical thought),
2. To me, the game boils down to whoever shoots first. Every single time I've died, it has been because I didn't see the person shooting me, or they started shooting me first (and vice versa for my kills).

After playing CoD for this short amount of time, I'm really beginning to appreciate the fact that, even in Halo 4, if you get shot you still have a good chance of survival. With all the different weapons/attachments/perks, etc. in CoD, it makes Halo 4's AA's/perks, etc. less bullshit than I ever thought it was.

Granted, it's all still bullshit. But I digress.

This is just my shitty opinion on a game I've barely played, please don't kill me :(

It's definitely down to whoever sees/shoots first because of the insanely short kill-time, that's why I love Halo.
 

Akai__

Member
Also the spanish version(latin america) is horrible. In campaign there is zero sync with the lips in the sense that you're hearing someone speaks when he isn't moving the lips, and when there is silence suddenly he moves the lips... ALL the campaign. It is the worse dubbing I have seen. (I've hope they will NOT make this mistake again, since there isn't this problem in Spartan Ops. Another evidence of how rushed the game was?)

Games aren't getting dubbed. They are getting localized. Huge difference, because the studios, which are doing the localization aren't getting video material in most cases. That's why they can't do a perfect lip synch.

Also, I know, how you feel about this, but maybe this is a thing, which will change for next gen. If we are getting Blu Rays, there should be enough space, for some more language options, hopefully.
 

Overdoziz

Banned
Legitimate question. Why does Hot Potato exists? What reasoning did Bungie have?

It actually punishes the team using teamwork...I understand Infection, Territories, and even the horrid Dino Blasters, but the addition of Hot Potato was just confusing.
There weren't any good maps for Oddball in Reach so instead of making good maps they 'fixed' it by making the ball randomly explode and spawn in a random location to prevent camping caused by the bad map layout..
 
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