I know that. However, the one CMT was going to use was a weapon you would equip and throw, a bit like Tiamat's C4.
So, how unique is the CMT Spiker? Do the spikes travel at a speed closer to plasma or bullets? Do they ricochet as they are claimed to do in Halo 3? What is the rate of fire?
Also, are there any pics of the MA5k besides the one in the H2 injection thread?
The answer to both of your questions... is right in here.
halo 3 has three nade slots, and an equipment mod, but halo 1 (and halo 2) only has two. so u either replace a nade type, or make a weapon that acts like a nade.
the bad thing about those is that they act just like a weapin, with a clip and everything (usually in that case though, the clip is one nade, and there is no hud display for it). and remember, it takes up a weapon slot, so u can only hold one other gun.
You can enable the option that lets you have more than one gun, like the C4 in hugeass.
You pick up the C4 automatically, like the Oddball or the Flag, not like a regular weapon; you can have it set for two weapon carrying capacity and still pick it up.
However, you can set a custom carrying capacity... but AFAIK it's player-only.
Question: I never liked how the Flamethrower used the Shotgun's reticle, even on Halo PC; will it be customized?
Last edited by Dole; May 8th, 2007 at 05:31 PM.
Omgupdated.
And as for the flamer reticle..... most likely not.
Ah, very clever with the Spirit! Big improvement over your first Dropship.
Edit: Oh, Lag, yea or nay to the pm I sent last week?
Last edited by Dole; May 8th, 2007 at 08:55 PM.
>.< forgot about that. That sound will probably only stay with the pistol... definately not the SMG, as the SMG is caseless. (The sound is the ejection port opening.) There's a bit of a problem with it carrying farther than the fire sound its attached too, so it might become part of the pistol fire sound itsself, not just added into the effect as a seperate entity.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks