So, the Carbine then :downs:
Seriously... anyone else notice how the BR and Sniper disappeared nigh completely halfway through the game?
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Yeah, that was pretty upsetting. I can handle the whole range of weapons, but I still prefer the true blue UNSC ordinance that I've come to known.
Wait, which game are we talking about?
It's pretty hard to contrive reasons to have UNSC weapons deep in unkown territory toward the end of these games when the UNSC forces are toast. But it would be cool to have a UNSC-only (or Covenant-only or Forerunner-only) weapons skull. But apparently, they are fucking married to the skulls that Bungie arbitrarily came up with 5+ years ago. It's almost like they hard-coded them into a very sensitive part of the engine.
Doublepost because fuck in-bred fucktards. It's getting hard to earn perfections with my allies betraying me once a game. Last game, some asshole ran me over when I was ten kills in. It's like there's a switch that gets thrown every time I set out to accomplish something and it causes some rediculous effect that takes hold of my team and forces them to act like clueless fucking idiots. Goddamn.
I'm not mad that it happens, no. I'm mad that it happens damn near every game. :maddowns:
EDIT: Wow, way to let me save edits the first time vB.
Well, AFAIK, the only ex-Bungie programmer at 343i is Greg Snook (animations). However, 343i has been around in some fashion since at least 2009, and the engine can't be THAT hard to figure out when you have the source, so it's not like they have an excuse for sensitivity about not adding more skulls.
I'm holding off on complaining until H5, though. I mean they don't even have skulls in SPOPs, so, in my eyes, I think they didn't rate skulls in general to be that high priority, other than not breaking what Bungie already had in place.
The H4 credits (in the first minute, not didn't wait for the obscure everyone-else credits) list 65 total engineers (animations, MP, sandbox, infrastructure, etc), and some of them were listed as non-343. That's 65+ engineers inheriting a working codebase. :shrug:
Oh man, ammo placement.
I was kinda tired of having to grab all the useful weapons from crates by the end of halo 4...there really should have been some sort of middle unit between Knights and the dog-things; something that could reasonably use rifle-type weapons, but wasn't an insane pain in the ass to fight (seriously...did anybody else notice how fucking fast knight shields recharge on legendary?!)
Perhaps on my second run-through of the campaign (on an easier difficulty) I can actually test out this supposed brand-new AI for the knights; all I really noticed was that they'd sorta hop from side to side and run to cover any time I tried shooting them. I /guess/ that one Watcher (or whatever they're called, the little flying guys) I threw a grenade at did pick it up, but I really couldn't use any fancy tactics on Legendary like the demo videos did.
I suggest Heroic: the Knights will give you a run for your money and everything can still royally screw you over if you're not fast to react. Normal is way too EZ and it feels too slow IMO. I've also noticed that in general the more stamina/health/power you give an AI the more it keeps itself open to attack and the less it goes for cover. In Heroic, Knights teleport like mad and most AI go for cover/regroup pretty fast if they remotely feel unable to win.
Legendary, Tilt and Catch.
Try that combination on forerunner and see how much of a man you are.