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9/27/2012 2:47:44 AM
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Podcast from 343 on the Halo 4 sandbox - details inside

[url=http://blogs.halo.xbox.com/Headlines/post/2012/09/26/The-Halo-Bulletin-92612-.aspx]Links at bottom of bulletin[/url]. It's ~90 minutes long. There are a lot of interesting things in this podcast and the bulletin itself. If you want to peer into 343's thought process, you should take a listen. They also explain why Armor Lock was completely scrapped. [quote] -Thruster pack designed with Spartans in mind so it doesn't affect hitboxes like Evade did in Reach. -Thruster pack was a 'teleportation' ability similar to what prometheans do at one point in development, but was [clearly] overpowered. Also used to allow you to shoot during it. Now switched to brief 3rd person 'evade' which you can perform in mid-air as well. -Thruster pack has a predictable trajectory, but you lose lateral movement control and are locked into it while you're performing it. -Jetpack significantly nerfed. Doesn't accelerate as fast and you can't hover at the apex of its jump. -Map designers payed close attention to how Jetpack would affect the maps. -They would balance the sandbox by buffing or nerfing things that were used too much or not enough to where there was enough variation in choice. -Regen field isn't as powerful as Halo 3. If you connect all of your shots on somebody inside of it, they can still die. If you miss, their shields have a chance to go back up. -Auto Sentry can look 180 degrees. Dies when you die. -At one point, Auto Sentry used to follow you around. Now it just stays in place. -Auto Sentry tracks (attacks) holograms -Holograms appear red on radar at all times and red with reticle. -Game is faster paced than Reach -They initially started with the BR and DMR being 4 shot weapons, and but they were ultimately toned down along with the rest of the sandbox across the board to match the traditional pace of past games. -BR's recoil depends on how fast you fire, but you can learn how to readjust between each trigger pull. -Aim assist and bloom were toned down on DMR significantly. DMR and BR are vastly different from their previous iterations. -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. -Binary rifle has 6 shots total, but only 2 shots before you can reload. -There's a bright laser for when somebody is zooming in with the binary rifle (like the spartan laser flare from Halo 3). -"Bi-Ri" has large reticle from the hip and shotgun-like spread, so can't run around 1sk no-scoping unless it's in extreme CQB. -Armor mods only affect [i]how[/i] you play and not who you are as a player. They emphasize that it behaves very differently than how it sounds on paper -Shield recharge mod recharges your shield ~15% faster than regular, but it still takes 5 seconds out of combat before it will recharge as regular shields do. Doesn't do anything if you're still in combat. -Nemesis tells you location of person who killed you for a few seconds after you respawn and then goes away. -Banshee has more health. It had 330 HP in Reach and has 475 HP in Halo 4 -They changed how the vehicles take damage, which they say happens in 'buckets'. Different parts have different health that contribute to its overall HP -Scorpion Tank's top speed and acceleration are faster. Cannon shells are slower and hdrop over distance. -All turrets (vehicle and mounted) are more powerful. -Warthog and Mongoose are sturdier, heavier, and more stable -Some games have preset loadouts and those will change based on the game's lifespan and rate at which people unlock stuff -Can only spawn with 1 pulse grenade in loadout (2 with grenadier mod) vs 2 frags or plasmas. -Pulse grenade has to land on ground before it activates in a sphere. It does constant damage in a few waves and then builds up to explode on a final wave. Can be used for area of denial. -Binary Rifle, Scattershot, and Incinteration Cannon are the 3 weapons that do the disintegration effect on players. [/quote] [Edited on 09.27.2012 12:16 PM PDT]
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  • I'm okay with this. Not sure about the recoil part though.

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  • [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]i like this idea.

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  • [quote][b]Posted by:[/b] CultMiester4000 [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]i like this idea.[/quote]Could be bad. We'll see, I guess.

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  • [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]I can't help but feel snipers are going to be much harder to counter now.

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  • Halo is dead to me.

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  • [quote][b]Posted by:[/b] Zdann [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]I can't help but feel snipers are going to be much harder to counter now.[/quote]This

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  • [quote][b]Posted by:[/b] Zomechin [quote][b]Posted by:[/b] CultMiester4000 [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]i like this idea.[/quote]Could be bad. We'll see, I guess.[/quote]i suppose it depends how bad the 'flinching' is and how long it takes you to line your shot back up after you're hit.

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  • [quote][b]Posted by:[/b] A 3 Legged Goat -Auto Sentry tracks holograms [/quote]What do they mean? Do they mean it will attack holograms, or tell you if they're a fake?

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  • [quote][b]Posted by:[/b] D Deity [quote][b]Posted by:[/b] A 3 Legged Goat -Auto Sentry tracks holograms [/quote]What do they mean? Do they mean it will attack holograms, or tell you if they're a fake?[/quote] it shoots at them also hooray for hologram boost it needed it [Edited on 09.26.2012 6:55 PM PDT]

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  • [quote][b]Posted by:[/b] D Deity [quote][b]Posted by:[/b] A 3 Legged Goat -Auto Sentry tracks holograms [/quote]What do they mean? Do they mean it will attack holograms, or tell you if they're a fake?[/quote] I assume it means attack. I think that's a good idea, something to counter turrets if they're a bit OP.

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  • [quote][b]Posted by:[/b] StevieThePoetic Halo is dead to me.[/quote] K.

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  • [quote][b]Posted by:[/b] Emperor Gillard [quote][b]Posted by:[/b] D Deity [quote][b]Posted by:[/b] A 3 Legged Goat -Auto Sentry tracks holograms [/quote]What do they mean? Do they mean it will attack holograms, or tell you if they're a fake?[/quote] I assume it means attack. I think that's a good idea, something to counter turrets if they're a bit OP.[/quote]I don't know about that. I've seen a video where the turret blew up in one hit. Also, I don't see many people use it.

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  • 343 seems to know what they're doing. People said that the mods were OP, the "flinches" thing fixes it, it just seems to me that we don't know enough about the game to judge

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  • [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at.[/quote]I'm definitely going to have to see how big an effect the shake is before I decide if I like this. If it's too small unscoped weapons will be pathetically underpowered.

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  • Is the Binary Rifle a 1sk?

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  • [quote][b]Posted by:[/b] Cortland_Brewer Is the Binary Rifle a 1sk?[/quote] On anywhere on the body yes.

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  • Does the Binary Rifle have to charge up like the spartan laser?

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  • Binary Rifle doesn't require a charge up.

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  • Might as well put in the OP that Bi-Ri has a two shot magazine (confirmed in the bulletin), just incase people haven't heard. Don't want the flood going OMGZ ONE SHOT KILL WITH 4 SHOTZ SO OVAHPOWERED

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  • [quote][b]Posted by:[/b] A 3 Legged Goat [quote][b]Posted by:[/b] Cortland_Brewer Is the Binary Rifle a 1sk?[/quote] On anywhere on the body yes. [/quote] Seems like the [url=http://gearsofwar.wikia.com/wiki/OneShot]OneShot[/url] from gears from what I read. Could be a good or bad thing, but hearing how we can't no-scope with it, I'm pretty fine with it.

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  • Okay I've finished listening. There are little tidbits that I didn't add but these are the main ones that stood out to me. You can listen for yourself if you'd like to hear the extra information (and them teasing about the Mantis several times).

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  • The Hologram actually sounds like it might be worth using in this game

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  • I like how everything sounds, particularly the changes to vehicles and the hologram.

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  • [quote][b]Posted by:[/b] Zdann [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]I can't help but feel snipers are going to be much harder to counter now.[/quote] Flinch will be enough for counter back snipers, unless the sniper has enough skill. I think people should be more open minded with this, I can see exacty why they did this change. How frustating was for example, in Hemorrage, when you get hit from far, you know you were already death (DMR vs DMR) because you can't react due to be knocked out of scope every time you tried because you were hit first, if you were lucky you could land a shot in the guy that was shotting you and if a cover was close enough save your ass a bit. But that was hardly 6%. What I can see now, is that you have a chance to counterattack and with enough skill get the kill. No more deaths because you was already doomed by getting hit in those 5 seconds in the open. Also, if the Valhalla remake is true, I hope they exchange the splaser by the railgun, a much more balanced weapon in my opinion. [Edited on 09.26.2012 7:56 PM PDT]

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  • [quote][b]Posted by:[/b] CultMiester4000 [quote][b]Posted by:[/b] A 3 Legged Goat -ALL weapons no longer get knocked out of scope when you're shot at. Instead, your camera 'flinches' while in scope, and this depends on the weapon you are using. The stability mod just controls how bad your camera shakes while you're being shot at. [/quote]i like this idea.[/quote] I can't into mental visualization. Is there a video of this? If not, I still think NOT being knocked out of scope is a huge problem.

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  • [quote][b]Posted by:[/b] INoble Dragon How frustating was for example, in Hemorrage, when you get hit from far, you know you were already death (DMR vs DMR) because you can't react due to be knocked out of scope every time you tried because you were hit first, if you were lucky you could land a shot in the guy that was shotting you and if a cover was close enough save your ass a bit. But that was hardly 6%. [/quote] I blame this scenario on poor game options/terrible map design. Hemorrhage was a terrible map to begin with. Adding DMR starts to the mix was like adding gasoline to a burning house.

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