if you have to have a goal to work towards to keep interest, maybe that's a sign that the gameplay can't stand on it's own. halo 1 never had any levels or prestige, but we all played it for how many years?
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Grassy one looks awesome, can't wait to play some BTB Objective on that (which is coming next week hopefully, they're "working on it").
Hopefully these maps make me actually want to play Halo more often too.
Oh, hey look, they're finally bringing back the fucking HUD notifications of where your goddamn teammates die: http://halo.bungie.org/halobulletins/89
Something that hasn't been broken since it was introduced(at least 2004), and took them 5+ months after release to address. smh
#343i
:woop:
(skip to 1:19 for gameplay)
*also:
New free Forge map? I might just dare to put this game back into my Xbox. Thank goodness.
I just wish their pieces weren't rounded human blocks, but I'm nitpicking. Honestly, Halo: Reach had cooler forge objects IMO.
Also: First video, 4:30, hey GUNGNIR.
But the Forge tools still suck.
Seriously, bring back precision editing (click in the joystick and the camera moves sloooow).
I had forgotten about those issues. Thanks, now I'm sad again.
I like how after the applause for X's finally getting added back in one of the guys says "that was easy"
You know what else is easy? Not fixing what isn't broken.
To be fair, it's more than Bungie did for Reach. It took Bungie over a year to restore the "flag is away" indicators, and they never did fix any of Invasion's numerous problems.
Reach also saw a total rewrite and reworking of the MP engine. So I wouldn't say it's more than what Bungie did
And H4 flat out nixed Invasion
And Campaign scoring as well as Theater for Campaign and SPOPs.
I have a quick question for anyone who purchased the Limited Edition - when you redeemed your content code that included the season pass, early specializations, armor skin and emblem, did XBL Marketplace give you 1600 MS Points with which to purchase the season pass (as it did with anyone who purchased the regular edition and season pass from a physical retailer), or just a direct download of the season pass?
It gives you the points that you then use to download the Season Pass.
Horizon finally includes a variant editor for Halo4 in v2.6! Reach is next. The backend for this has been done since Jan, but the Horizon dev I work with hasn't had as much free time to integrate it lately. Actual Megalo script editing (along with additional features) is to come in an update, as we're trying to make it accessible for all.
edit: screens in this post http://carnage.bungie.org/haloforum/...l?read=1178348
Tried the Castle Map Pack yesterday. I'm very very happy with it, for the most part.
Daybreak- Beautiful map, CTF plays amazingly well, and I respawned once and said "Oh my god, it feels like Halo 3!" It was so much fun to play.
Perdition- Reminds me of Turf from Halo 2. I played an awesome game of Extraction on this map, though I'm sure Slayer and other variants would work well too.
Outcast- Don't really like this map too much, the colors are boring and bland and the map just has the worst sightlines I've had to ever deal with in a Halo map. All the tunnels everywhere really throws me off. It was alright for CTF, but too large for something like Slayer or...jesus christ I had to play fucking SWAT on this and it was terrible.
http://www.wired.com/gamelife/2013/0...tiation-comic/Quote:
After Halo 4 and Spartan Ops, fans wanted to know more about the origins of the Spartan-IV program and Sarah Palmer in particular.
http://www.wired.com/images_blogs/ga...-FC-FNL660.jpg
When people asked how Sarah Palmer became a Spartan-IV, what they actually meant to ask was how the hell that happened.
Due to the rock in the background that you can see below her right thigh, if you focus just right it looks like her right knee plate is borked and that she has no knee.
Was hoping she took an arrow :downs:
Also, her lower body looks disproportionate. I've heard of stuff your bra, but she must stuff her suit.
edit: rofl, FacePalmer Comic Predictions
also, h4 related http://www.gamasutra.com/view/featur...ory_about_.php
Palmer only bothered me after her dialogue and catch-phrases became redundant. It'll be interesting to see what they do with her.
From Carnage:
"I don't really expect them to do too much with a miniseries. Either way, maybe the character will just grow on me because I'll have spent more time with her."
Stockholm Syndrome, eh?
Right, Palmer is :raise:
Sarah Palmer is worse than MirandaCosgroveKeyes.
343i, plz replace Palmero cheese w/ Roland in the deep.
The intent of the OP was in slight reference to her song, but didn't really invite Gaga into the mix.
Although, if Gaga was a S4* you could be damn sure she'd have the craziest armor. Little hayabusa helmet bitches wouldn't have nothing on her.
* Almost said SIII. Must be my inner self fighting the notion that Halo 4 is canon.
Someone should make a :hawdowns: that has the same mouth as :haw: so that I can edit this post to just be:
:hawdowns:
Listen up you punks
So, I got two new H4 game variants just about ready for prime time. But I need an HD capture card jerk to record it so that I can put up a new video on the Kornner youtube channel and get some more monies
And by monies I mean nothing, zilch. Which is almost as worthless as the USD.
So yeah, preparing to drop some Neutral Flag and Assault variants. Which one of you HD punks can I trust to help me out? Maybe tomorrow or Tues?
Can you be ready Thursday or Friday instead? Kinda needed to know ahead of time when I would be able to record something
Yeah, sure. Both days work for me.
Let's go with Friday, maybe some others want to participate?
It's a gametype you're testing? I'll do it.
Friday sounds good to me.
6 More levels until you'll have no urge to play matchmaking. :realsmug:
How many shit buckets do you have Plague?
So how does 9PM EST work for you peeps?
Fine with me
I'll be awake.
Else you get raped
by circus clowns
Hopefully their penis honks like a horn.
Guess what? The flag can't be picked up. Turns out, when they set up their new CTF shit to be 'carry the flag and a magnum hurrrr' they made the weapon tag so you couldn't pick it up automatically nor by holding action.
"Dear 343i, what the fuck? Please fix your game.
With love, modders <3"
Actually, I haven't played Halo 4 in a good long while. Is it as fun as it should be, or should I stick with Halo 3?
Depends on what you're playing
BTB, Team Slayer, SWAT, Team Objective, and Griffball for the most part. I would dabble in most other playlists on occasion.
Shit guys, completely forgot about this. Was stuck at the GF's house :(
Yes, because people actually go for objectives. :v:
People did most of the time when I played Halo 3 and even Reach.
Way to jinx Halo 4 now though >_>
Too late. Last I played, most Team Objective matches were 1) Overwhelm enemy, 2) Score at least 50% objective points, 3) Spawn camp and run down the timer.
Not impossible for it to jump playlists. :/
If you guys want to hold the next playtest off until Sat/Sun, I might be able to have VIP ready (possibly with a few extra twists) for beta testing by then (assuming playing through Deus Ex again doesn't suck up more of my free time).
Looks like there will be a PC game (3rd person shooter) set in the Halo universe in the coming years: http://halo.bungie.org/news.html?item=39296
Note how I didn't say 'a Halo game'. And note how they said it wasn't set in the Reclaimer saga. I question the idea that it will even use the Halo engine.
Maybe 2PM EST?
Can we get more than 4 people this time? Jesus modacity, why are you so shitty
Also, remember that idea I had in the last playtest for giving flag assisters their own set of player traits? Well I finally got around to implementing it last night, so it will be good to test tomorrow (along with a few other things hopefully)
edit: confirming "along with a few other things hopefully"
Yes that time works very well for me. I do hope there's a lot more people that turn up for this playtest. It's not fun just having footage of Korn raging at bad maps.
Bad maps and the fucking british :maddowns:
Aw, I could do it today, tomorrow I'm busy.
Yes it was. It was all your fault. England is all your fault. I hope you're happy.
Reminder, testing is in about 45mins
So far I have RSVP's/maybes from
Caboose
ShadowSputnik
Masterz
Limited
I had to work ;-;
When's the next time we gonna test out some gametypes?
I'm not working on any new game types. I'm back in a strictly-coding phase.
Halomods CTF
This variant of CTF re-enables the 'Sides' option from previous games, giving you the ability to not only play standard 'multi' flag, but also One-Flag and Neutral Flag.
On top of this, there is support for all eight teams. However, it requires the map to also have such support for the CTF objects.
Two other new variant options include:
Flag Pickup Radius: Select how narrow or wide the automatic pickup radius is for enemies of the flag.
Capture Bro Radius: It's good to play together. So when you see your buddy carrying the flag, it may be worth while to stick close to him. Within this radius, "Capture Bro Traits" (see below) will be applied. The default radius is twice that of Flag Pickup Radius
Three new player traits have been added, although one isn't tweakable using the standard game (engine only exposes the first four variant player traits, even though the variants support up to 16):
"Aggro" Traits: In all game modes, when a team's flag is away, these traits will then be applied to players on that team. The only change I made with this trait is applying the 'flood' visual effect, to give a "seeing red" sense.
Capture Bro Traits: Players within the Capture Bro radius gain these traits. The only change I made with this trait is applying the 'damage boost' visual effect, to give a clear indication of who may be sporting extra traits. A better option may have been to just have Waypoints visible to all, so as to not confuse actual damage boosted players within the Capture Bro radius.
Offense/Defense Traits: These only apply in One-Flag (the original Assault). Offensive teams get Offense traits. The team on Defense gains the defense traits (this is the trait that can't be edited ingame).
I was wanting to add a few more definable options and tweaks (eg, an object filter which would delete certain objects when not playing One Flag), but people have been really asking for neutral flag lately so I figure I would release what has been at least tested.
Ending notes:
- The newly added traits don't change anything except where noted. So you can play this CTF variant like 'normal' without having to perform much cleanup. All the traits should be setup to where they will stack, unlike some other traits in other variants. So in One-Flag, the Defensive team could gain both Defense Traits and Aggro Traits. Likewise, Offensive team players within the Capture Bro radius could have both the Offense and Capture Bro Traits. I figured this would give better 'custom' gameplay.
- There can be multiple offensive teams in One-Flag. If there's enough rounds as teams, each team should get a chance to play defense.
- I tried to keep as many options as I could localized to other languages using what the game and other variants have used.
- While you can't edit Defense Traits ingame, you could use something like Horizon (a game save editor) to tweak it. Its Halo4 and Reach game type editors are free to use without a subscription.
Weapon tuning coming out in a couple hours! Finally the DMR won't be the OP piece of shit I hate so much, and my BR will actually be effective.
I will be disappointed if they touched the Assault Rifle at all. The gun out of the box was perfect.
The patch has been out already in Australia and I've got to say, I haven't noticed much difference.
The DMR is still an easy kill vs the BR though getting the first shot in actually seems to matter now.
The AR's damage has been notably increased but auto aim has been reduced.
Getting the first shot in should not matter unless two people are completely matched in skill and environmental factors.
As for the AR...I'll have to play. I rarely hold the trigger down, so if I can still pop off two shots at a time in rapid succession with the same level of precision, I'll be fine. If not, rage.
By the way, do patches affect both single- and multi-player, or only the latter?
It only affects MP games which use game types with the respective TU settings present. So you can play stock H4 by using a game type from the disc.
I hate this update. Halo isn't supposed to be this fast paced and mindless. The skill in battle is now only reliant on aim and some luck, and not nearly as much about using the environment like it used to be back in Halo 3.
And the banshee can still go suck a fuck.
/anger
How is the warthog? It got a buff to the machine gun
It's atrociously overpowered and stupid now. Not only do warthog rampages become even more unstoppable, you can shoot (read: SNIPE) people from across the map and actually get kills. I was killed at least a couple of times, or severely damaged by a few (read: 3) shots, from a warthog turret placed on nearly the other side of Vortex. It's absolute shit.
So has anyone noticed that they've integrated slayer pro into BTB?
It's absolute shit, the person at 343 who thought 8v8 SP on complex was going to be fun is a brain donor.
Why would the health community allow someone to donate obviously non-healthy tissue :downs:?
After about 8 weeks of development, I'm releasing an update today to KSoft.Tool for support for decoding/encoding game type (aka, game variant) files from HaloReach and Halo4. You may have heard of KSoft.Tool before, it's the same command line tool I released for modding Halo Wars archives. This release still has that functionality, but I haven't used/tested it in probably six months. So I can't say for certain that any changes I've made to the KSoft core haven't broken anything related to it.
Anyway, this tool will take a file with a game type blob nested in it and explode it into an .xml file which you can then use to edit the properties of that variant. Note that options/values which are considered 'default' won't be output to the .xml. This is meant as a means for saving space from repetitive or unused data. This is desired because this .xml data is meant to act as a project file of sorts for a GUI application which edits the data you see at a higher level (with proper bounds checking, etc). However, such works won't be made overnight which is why I took the evening to write this command line wrapper.
See this Halomods.com post for more details
Example variant xml (CTF)
Halo 4 got BTB Objective and my live ran out. Guess I'll have to scavenge for trial golds, I did just get 2 days from Halo Aniversary.
Nice.
Did they get rid of slayer pro in BTB though? I migrated to CTF after that shit storm.
I dunno, they didn't make any mention of it. BTB Skirmish is a separate playlist from BTB Slayer though, cause they "didn't want to disturb their most popular playlist" aka they probably didn't take out Slayer Pro. I like Slayer Pro personally, more like the old Halo days with no annoying armor abilities.
BTB Skirmish has the follow:
Big Team CTF – Longbow, Ragnarok, Complex
Big Team King of the Hill – Exile, Longbow
Big Team Regicide – Complex, Settler
I know this game is dying on this forum if not already dead but this peaked my interest
Don't really care for the other skins/armor, but Mark V armor and The Pit remake are things that will make me play this game just a little more
Shit Mark V. Need to start playing H4 again. I have fun with it too, just drifted away for other games.
Damn, I may just have to revisit this game. That looks like a lot of fun. I love that AR skin (it makes me laugh). Of course, the Pit remake with the Mark V are easily the coolest parts.
Must have Mark V.
I really like H4 online, but I've been so busy I haven't had any time to play recently :( It makes me sad.
hello, someone who wants to be halo famous should make a video comparing the number of frames in theater it takes to kill a spartan with the saw vs. the ar. 343i i think thinks the saw fires at 20rps but it doesn't, it fires at 15rps, and as a result their brilliant plan for balancing it, even as of the may update:
is a load of shit because the engine doesn't work the way their gameplay people think it does. (in halo, automatic weapons may only fire with single-frame increments in between shots when the trigger is down; due to the 30fps update cycle this means that the saw's desired rate of 20rps [at least in the original retail tags and probably in the current ones given that the same flawed paradigm was in original retail and given the evidence below] is impossible and gets slammed down to 15 rps/1 round every 2 frames [as evident in theater, as of the most recent update as well], meaning it only does 1.5x damage not 2x damage per second compared to the ar). you can verify this by counting frames-to-kill-time in theater w/ a saw vs. an ar; if it is indeed double the dps then you would expect to kill with an ar in roughly 2x the number of frames but instead it is more like 1.5x the time which is consistent with the 20/15 rps fuckup. i counted 32 vs. 46 frames to kill but i am bad at counting so you should verify this yourself and be an independent thinker. at least in the original retail tags the ar bullet uses the "bullet_slow" damage category and the saw uses the "bullet_fast" category, and those seem to have equal damage mods vs. the armor and shield collision materials that players have so this probably isnt the result of fuckery there. i think its just 343i, who ripped the tags and proved that they wanted it to be unprotected.Quote:
thank you for your time
I have never found anything wrong with the SAW before the buff. That just sounds like "Halo 4 is ending soon, so let's make everything unnecessarily stronger to attract more people!"
just stepping in here because this made me laugh.
engine code doesn't really equal gameplay code.
I'm doubting that they would have scrapped the weapon logic they inherited from Bungie. That's a lot of work you don't have to do for something that's damn near identical in function.
DPS versus alpha strike models can provide completely different results when it comes to killing things.
Instead of counting frames for kills, look at how much damage something takes from one frame to the next. If the damage is purely linear on high rates of fire, then you know something is up. Otherwise, 343i's dps model could be correct when it comes down to shield/armor resistances. I mean, there is a number that can multiply against x and y so y is 1.5x.
Designers tend to put that number in a character's archetype instead of in weapon specifics. That's the number that manipulates perceived difficulty.
Every Call of Duty game since CoD2 has had game characteristics change based on your FPS. The way the game is programmed makes it so shit cannot update between frames, so jump height, run speed, and weapon rate of fire can vary slightly depending on the number of frames you're generating per second. It's totally possible that the same thing is happening here in Halo.
Yeah, another model for damage-per-second would make me the one full of shit... I was taking a peek at some numbers from the original tags (via the public tool assembly). I was curious if it still was really a thing ingame, so I sat one spartan in front of another, killing with body-shots for either weapon, and then measuring the time per kill in Theater. This is shaky footing since I am just a script kiddie here and I'm not looking at real data for what the most recent stuff is, which is why I said someone else should verify whether this is really the case... But, I was led to my jubilant claims by the following (I think reasonable?) observations:
1) The weapon is (again, as of the original retail maps) set to fire at 20 rps, which is not what is happening.
2) The weapon does fire at 15 rps as observed in-game, and based on prior observations from how Halo's guns behave when using automatic fire, this is what would be expected for a weapon set to fire 20rps.
3) The AR is set to fire at 10 rps and actually fires at 10rps.
4) Both the SAW and the AR are set to do equivalent damage in the original tags (7.5 points). A Spartan has 70 points of shield and 45 points of armor.
5) Both damage groups for the SAW and AR projectile damages ("bullet_fast" and "bullet_slow") have equal (that is, no) damage modifiers versus the armor modifiers used on players ("hard_metal_thin[_hum_spartan]", "energy_shield_thin[_hum_spartan]") according to the "damage table" in the globals tag.
6) This leads to a very straightforward interpretation of a "double damage-per-second" comparison between the two weapons, as one literally does double the damage per second of the other. That it (seems) so cleanly implemented there is my primary reason for believing something would be unexpectedly amiss with the weapon's behavior.
7) Going ingame, the SAW originally took 32 frames (by my count) to kill a Spartan -> 1.06_ seconds.
--To add information: on a default gametype, it took 10 bullets - one every other frame - to remove the shield, and another 6 to kill once the shield was down. H4 provides no health meter but the shield damage appeared consistent from bullet-to-bullet (of course that's just me eyeballing it and the meter does that weird progressive drain where it takes a few frames for the meter to fully disappear after damage...).
--On a 'new' gametype (taken from local history from playing in matchmaking), it took 26 frames; 8 bullets to down the shield and 5 to kill.
8) Going ingame, the AR originally took 46 frames (by my count) to kill a Spartan -> 1.53_ seconds.
--It again took 10 bullets - one every three frames - to remove the shield, and again, another 6 bullets to kill once the shield was down. Shield damage per bullet appeared (?) the same as for the SAWs.
--On a 'new' gametype, it again took 39 frames; 8 bullets to down the shield and 5 to kill.
9) This is obviously not what would be expected in said naive dps model - again given the apparently straightforward intentions of the setup. However, at least the observations from the original gametype are consistent with a naive interpretation of how the tags behave.
I don't know what the current or "real" damage values are or what (if any) outside hidden gameplay things are happening, but at the very least I can say that: as-shipped, the game appears to have something that might not be what it should; after going into the game I saw results consistent with that, both on an original and a new/updated gametype; and that 343i has made a statement that the weapon is, and has been in the past, not what I observed it to be.
I again admit an alternative damage-measuring model could be at work (taking into account weapon accuracy? But the SAW is less accurate than the AR?) but it seems bizarre that the weapon's tags would both happen to appear to obey that simple double-damage-per-second model - and to have a public statement that it does "double damage per second" - if they knew it actually didn't work like that and they were really going for something else... I don't believe 343i has stated that the original wasn't functioning as intended either?