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Halo 4 |OT2| TURBO

Computron

Member
That's an impressive memory on that analogy.

My corvette is back and now it's street legal.




My guess on population distribution is something around these numbers:
Halo CE - 10%
Halo 2 - 30%
Halo 3 - 40%
Halo Reach - 10%
Halo 4 - 10%

Well, I did make you that .GIF for ya after all. I'm glad that most people end up with something close to what they want.

There is no Reach by the way.

But imagine, since almost everyone has access to all the core halo games at once and can supposedly play custom playlists and filter out what they don't want to play by voting, all this data is fed back to 343 and they can potentially use the distributions to find out what is popular and what to put in future games.

All the core mechanics are there for people to show their preferences at least somewhat democratically.

Plus they have been hiring so many competitive players from the various halo communities that hopefully all the demographics can be served through playlist programming by the relevant parties' representatives.

(Tashi, you know what to do for the GAF playlist: Super Cragmire all the way!!)

The metadata that can be gleamed from the massive player base all sorting through the available combinations of gametypes and game mechanics is kind of unprecedented.
 

Booshka

Member
look-up.jpg
.
 
"Xbox, record that!"


This will be said constantly.

Is there a seamless way to do this without a kinect?

Are the campaigns 60 FPS? The battle on The Ark is going to be amazing.

I wonder how the sessions on halo CE have been going with Tashi, Ghost, Neighbor et al.
 

Stinkles

Clothed, sober, cooperative
Thruster Replacing Sprint

Run, Jump, and Crouch are simple movement abilities that can combine to form more complex maneuvers.

Run + Jump = running jump
Run + Crouch = crouch strafe
Jump + Crouch = crouch jump
Crouch + Jump = low jump
Crouch + Run = crouch walk
Uncrouch + Jump = spring jump
Jump onto a downward incline + Jump on impact = slide jump
Run up to a steep upward incline + Jump = slide

Sprint adds “Run + Run”. A better way to accomplish Run + Run is a version of Thruster Pack.

Sprint only adds Run + Run in the forward direction. Thruster Pack adds Run + Run in every horizontal direction.

Jump + Run is not possible with Sprint. Thruster Pack can move players on the ground or in the air so it adds Jump + Run.

Jump + Jump could be possible if the Thruster Pack was also capable of performing an upward vertical thrust, like a double jump. This would take the two Armor Abilities that are movement abilities, Jetpack and Thruster Pack, and incorporate a version of them into base player traits. This allows for the removal of Armor Abilities, the return of Equipment, and for Camo to be restored to a Power Up.

There is nothing a player in free fall can do to drop any faster than gravity allows. A downward vertical thrust allows the user to travel towards the ground faster than gravity alone would allow. Crouch while airborne + Thrust = Ground Pound.

In comparison to Classic Halo’s movement abilities, run, jump, crouch, the addition of Thruster Pack does increase the unpredictability of player movement but, once it is used, possible player movement returns to the unpredictability level of Classic Halo. If possible player movement was represented by a sphere surrounding the player, Thruster Pack would make this sphere larger when fully charged but during the relatively long recharge delay, that sphere would shrink to Classic Halo size.

By giving all players a modified Thruster Pack the unpredictability of player movement is increased but, unlike Sprint which gradually drains and charges, Thruster is single use then it must fully recharge before it can be used again which only allows for one short burst of unpredictability at a time.

Thruster Pack’s ability to quickly move the player a short distance devalues Power Weapons. This allows Power Weapons to spawn on faster timers because the average number of kills per weapon drop will go down. It also requires more thinking when using a Power Weapon because knowing if your target has the ability to thrust can determine if you get a kill or not.

Thruster Pack devaluing the Utility Weapon allows it to have a faster potential killtime because the average killtime becomes longer.

By giving the player the choice to thrust horizontally or vertically but only once per recharge, maps can be designed to allow the player to choose which plane he wishes to expend his single thrust in. Paths that require either a vertical or horizontal thrust to traverse force players to think about how they would like to use their Thruster to navigate the map.

Thruster Pack could be improved by staying in first person view and allowing the user to attack during the thrust. Basically, just a short quick burst of speed. Shadowrun’s “Wired Reflexes” is a general approximation of how Thruster would function.

A good movement ability can be used offensively, defensively, or for traversing a map. A good map has a synergy between its structure and the player's movement abilities. A good example of this synergy, between the map and Thruster, is shown by the four elbow structures around mid on Monolith that have a crouch height gap in the bottom of them.

Offensive:

An enemy is passing in front of the elbow so you crouch thrust forward, quickly traveling from behind to in front of the elbow, and engage your foe.

Defensive:

You are fighting an enemy but decide to retreat so you crouch and thrust backwards to quickly pass through the elbow into the safety of cover on the other side.

Map Movement:

A Power Weapon just spawned and being able to quickly crouch thrust, rather than slowly crouch walk, through the elbow allows you to reach your destination faster.

Traditionally, once a player enters a lift there is nothing he can do to modify his trajectory. With Thruster, the player retains some control over his movement while lifting. Rather than always landing at the enemy base, a player on Narrows could enter the lift, travel halfway to the enemy base, then thrust sideways to land at top mid instead.

A good relationship between movement abilities and map design turns the map from simply the space you play in to an ally that you can rely on for help if you know him well enough.

Thruster could also be integrated into vehicle mechanics. Hold the Thrust button for a second to thrust sideways out of the Warthog. Hold the Jump button for a second to thrust straight up out of the Warthog. Giving players the ability to “dive” and “eject” from vehicles allows for vehicle-to-vehicle boarding. Passing another Warthog? Have your passenger dive out and hijack it. Banshee coming in too close? Eject upwards and hijack it.

The one second delay between beginning to hold the button down and being able to exit the vehicle prevents players from being able to thrust out of the vehicle faster than exiting the vehicle normally.

In conclusion, Classic Halo allows the player to run in any horizontal direction, jump upward, and crouch downward. Adding Thruster allows the player to thrust in any horizontal direction, thrust upward, or thrust downward.



Vehicular Equipment and Thruster Integration

While Thruster is a single use before recharge base trait, Equipment are single use items that the player can carry and deploy at will.

Upon deployment, the Hardlight Hoverboard propels the user forward at high speed with no way to stop aside from unequipping the Hoverboard and forfeiting the rest of its charge. The user can only turn left or right while continually moving forward like a snowboarder carving down a slope. The user can thrust jump while riding to pop over a small obstacle. He can even crouch while airborne, causing his Hoverboard to be pulled up and giving him the ability to clear a higher hurdle. Thrusting left or right quickly moves the Hoverboard to the side like a single use strafe, thrusting backward temporarily reduces the Hoverboard's forward movement speed, and thrusting forward temporarily increases the Hoverboard's forward movement speed. Thrusting forward while traveling off an upward incline allows the player to catch some air before returning to the ground. The player retains his full attack capabilities like gun, grenade, and melee while riding the Hoverboard. Similar to the Scorpion tank's independent tracks and turret, the Hoverboard's movement and the rider's aiming are independent. The Hoverboard produces an audible whir while it is in use.

Upon deployment, the Hardlight Glider drastically reduces the airborne user's downward descent speed while simultaneously increasing the speed of his continuous forward movement. The user slowly glides through the air, hanging horizontally while facing the ground. The Glider can be pointed straight, left, right, or down to travel in that direction. The user can thrust left, right, down, or even up for a burst of speed that quickly moves the player in that direction. The only way the player can gain altitude, without outside assistance, is by thrusting upward. Thrust jumping temporarily increases the Glider's forward movement speed. While gliding is silent, thrusting while gliding isn't.

Help
 
Frankie, is all of the MC Collection content actually on-disc? Do we need a persistent Gold membership to download a ton of this content to our system or to fully enjoy all maps, H2A remastered multi, and so on? Is Live required for Spartan Ops?

Are the H2A cutscenes / terminals on-disc or are they streamed online? What about CEAXBO's, for that matter?
 
Thruster Replacing Sprint

Run, Jump, and Crouch are simple movement abilities that can combine to form more complex maneuvers.

Run + Jump = running jump
Run + Crouch = crouch strafe
Jump + Crouch = crouch jump
Crouch + Jump = low jump
Crouch + Run = crouch walk
Uncrouch + Jump = spring jump
Jump onto a downward incline + Jump on impact = slide jump
Run up to a steep upward incline + Jump = slide

Sprint adds “Run + Run”. A better way to accomplish Run + Run is a version of Thruster Pack.

Sprint only adds Run + Run in the forward direction. Thruster Pack adds Run + Run in every horizontal direction.

Jump + Run is not possible with Sprint. Thruster Pack can move players on the ground or in the air so it adds Jump + Run.

Jump + Jump could be possible if the Thruster Pack was also capable of performing an upward vertical thrust, like a double jump. This would take the two Armor Abilities that are movement abilities, Jetpack and Thruster Pack, and incorporate a version of them into base player traits. This allows for the removal of Armor Abilities, the return of Equipment, and for Camo to be restored to a Power Up.

There is nothing a player in free fall can do to drop any faster than gravity allows. A downward vertical thrust allows the user to travel towards the ground faster than gravity alone would allow. Crouch while airborne + Thrust = Ground Pound.

In comparison to Classic Halo’s movement abilities, run, jump, crouch, the addition of Thruster Pack does increase the unpredictability of player movement but, once it is used, possible player movement returns to the unpredictability level of Classic Halo. If possible player movement was represented by a sphere surrounding the player, Thruster Pack would make this sphere larger when fully charged but during the relatively long recharge delay, that sphere would shrink to Classic Halo size.

By giving all players a modified Thruster Pack the unpredictability of player movement is increased but, unlike Sprint which gradually drains and charges, Thruster is single use then it must fully recharge before it can be used again which only allows for one short burst of unpredictability at a time.

Thruster Pack’s ability to quickly move the player a short distance devalues Power Weapons. This allows Power Weapons to spawn on faster timers because the average number of kills per weapon drop will go down. It also requires more thinking when using a Power Weapon because knowing if your target has the ability to thrust can determine if you get a kill or not.

Thruster Pack devaluing the Utility Weapon allows it to have a faster potential killtime because the average killtime becomes longer.

By giving the player the choice to thrust horizontally or vertically but only once per recharge, maps can be designed to allow the player to choose which plane he wishes to expend his single thrust in. Paths that require either a vertical or horizontal thrust to traverse force players to think about how they would jlike to use their Thruster to navigate the map.
Custom or objective maps would be nice but adding paths that change up an Arena default map to benefit these players to pick off other players gives a larger disadvantage to the opposing players.

Thruster Pack could be improved by staying in first person view and allowing the user to attack during the thrust. Basically, just a short quick burst of speed. Shadowrun’s “Wired Reflexes” is a general approximation of how Thruster would function.
If it does than they'll just nerf it like H4 beta

A good movement ability can be used offensively, defensively, or for traversing a map. A good map has a synergy between its structure and the player's movement abilities. A good example of this synergy, between the map and Thruster, is shown by the four elbow structures around mid on Monolith that have a crouch height gap in the bottom of them.

Offensive:

An enemy is passing in front of the elbow so you crouch thrust forward, quickly traveling from behind to in front of the elbow, and engage your foe.

Defensive:

You are fighting an enemy but decide to retreat so you crouch and thrust backwards to quickly pass through the elbow into the safety of cover on the other side.
Yeah I pretty much thought this out Months ago
Map Movement:

A Power Weapon just spawned and being able to quickly crouch thrust, rather than slowly crouch walk, through the elbow allows you to reach your destination faster.

Traditionally, once a player enters a lift there is nothing he can do to modify his trajectory. With Thruster, the player retains some control over his movement while lifting. Rather than always landing at the enemy base, a player on Narrows could enter the lift, travel halfway to the enemy base, then thrust sideways to land at top mid instead.

A good relationship between movement abilities and map design turns the map from simply the space you play in to an ally that you can rely on for help if you know him well enough.

Thruster could also be integrated into vehicle mechanics. Hold the Thrust button for a second to thrust sideways out of the Warthog. Hold the Jump button for a second to thrust straight up out of the Warthog. Giving players the ability to “dive” and “eject” from vehicles allows for vehicle-to-vehicle boarding. Passing another Warthog? Have your passenger dive out and hijack it. Banshee coming in too close? Eject upwards and hijack it.
No. Just stahp
The one second delay between beginning to hold the button down and being able to exit the vehicle prevents players from being able to thrust out of the vehicle faster than exiting the vehicle normally.

In conclusion, Classic Halo allows the player to run in any horizontal direction, jump upward, and crouch downward. Adding Thruster allows the player to thrust in any horizontal direction, thrust upward, or thrust downward.



Vehicular Equipment and Thruster Integration

While Thruster is a single use before recharge base trait, Equipment are single use items that the player can carry and deploy at will.

Upon deployment, the Hardlight Hoverboard propels the user forward at high speed with no way to stop aside from unequipping the Hoverboard and forfeiting the rest of its charge. The user can only turn left or right while continually moving forward like a snowboarder carving down a slope. The user can thrust jump while riding to pop over a small obstacle. He can even crouch while airborne, causing his Hoverboard to be pulled up and giving him the ability to clear a higher hurdle. Thrusting left or right quickly moves the Hoverboard to the side like a single use strafe, thrusting backward temporarily reduces the Hoverboard's forward movement speed, and thrusting forward temporarily increases the Hoverboard's forward movement speed. Thrusting forward while traveling off an upward incline allows the player to catch some air before returning to the ground. The player retains his full attack capabilities like gun, grenade, and melee while riding the Hoverboard. Similar to the Scorpion tank's independent tracks and turret, the Hoverboard's movement and the rider's aiming are independent. The Hoverboard produces an audible whir while it is in use.
Nooooo..

Upon deployment, the Hardlight Glider drastically reduces the airborne user's downward descent speed while simultaneously increasing the speed of his continuous forward movement. The user slowly glides through the air, hanging horizontally while facing the ground. The Glider can be pointed straight, left, right, or down to travel in that direction. The user can thrust left, right, down, or even up for a burst of speed that quickly moves the player in that direction. The only way the player can gain altitude, without outside assistance, is by thrusting upward. Thrust jumping temporarily increases the Glider's forward movement speed. While gliding is silent, thrusting while gliding isn't.
Replied in bolded.
 

Omni

Member
Well I'm glad I stayed up overnight to watch the conference. Halo 2 <3. And they're not even using the stock H4 models like I imagined! Only thing to disappoint is the lack of a Halo 2 title screen... Which means no super awesome main menu music.

But I just can't wait to sit down and play through CEA to 4 (obviously not in one sitting aha)
 
still confused. has it been confirmed that we can just stick with halo 2 for multi? or are we always going to have to vote between the different games?
 
still confused. has it been confirmed that we can just stick with halo 2 for multi? or are we always going to have to vote between the different games?

I wonder if they'll have player toggles for maps and gametypes or game version to match players and create vote options from?


Does anyone know if the H2A is supporting 3D like CEA did? I doubt it but worth asking.
 

Madness

Member
I bet BigShow never expected he'd be having 1v1 pistols matches on Prisoner in 1080p and 60fps with dedicated servers literally what 5 months from now possibly?
 
Stinkles i cannot thank you enough for bringing the original Halo CE multiplayer to the Xbox One
even with the screwed up netcode by Gearbox its still my most favourite Halo multiplayer so far, im so pumped right now!

actually need to buy a Xbox One now lol
 

wwm0nkey

Member
So they're taking out the 1-50 ranks in the Halo 3 port? Did I miss this info somewhere

They are working on the ranking system for this game, they hinted that people who liked the H2 system will be very happy and they will talk about how it will all work really soon :)
 

Ramirez

Member
I want to formally apologize to Stinkles & Ellis for being so bitter and cynical, you guys killed it with that collection.

Omlet & Tashi can still S the D though.
 

FyreWulff

Member
Hopefully they come back and update Reach's playlists since the Halo 1 peeps can go off to the Xbox One and the people that actually want to play Reach can actually you know, have Reach playlists back.

Also who keeps trying to get Halo 4's baseball card UI over?



It's 2014 and in 1080p, yet you can only see 4 maps at a time.
 

Dub117

Member
Frankie with that TLG joke bahaha. Did anyone find out if HCEA has instant switching now? I honestly never expected this level of wow, but I'm still in shock. I have multiple friends buying X1s just for this. I am equally as excited for Nightfall! And Arby! Also liking that spartan abilities seem to be pointed toward universal abilities and are not AAs. Arena multi makes me Beli343. I could not be happier right now. When will find out more about nightfall?

Edit: lol at Ellis for saying Hi before E3. Should have known, megaton confirmed. Also damn Stinkles, looking good.

Edit 2: bravo said on twitter if you want to stick with one game, you can. I still can't decide between CE and 2. Then 3. I want to see H4 campaign at 1080 too.
 
E3 has been pretty fantastic

Halo
Mortal Kombat X
Assassins Creed Unity
Far Cry 4
GTA Next Gen
Bloodborne
Ori
No Mans Skys
Scalebound
Dead Rising DLC
Battlefield Hardline
Forza Horizon 2

These were the big stand outs for me personally.

Destiny is looking real iffy after that leaked footage, I've applied for the open beta so I'll hopefully see, Sony's conference was kinda weak lots of 3rd party content, nothing AAA coming this year from them really. PS4 won't get much use for a while, I'll be playing Single Player multiplats on PC and Multiplayer titles on Xbox One

Got a lot of titles on my radar, some are guaranteed buys like Arkham Knight, Tomb Raider, Metal Gear, The Order and Crackdown but what I seen wasn't all that amazing for those. Either run of the mill stuff or not enough info.
 

Woorloog

Banned
No Tombstone? That was a fun map in Halo 2, from what little i played it (i detested Hang 'Em High and did not like the Reach remake either).
Of course, i ain't touching Halo 2 with its glitches so kind of a moot point but still it is kind of annoying. It is not truly complete.
 

PNut

Banned
They are working on the ranking system for this game, they hinted that people who liked the H2 system will be very happy and they will talk about how it will all work really soon :)

Oh ok. Well I'm totally not worried then because I'm sure 343i understands and can implement a really good alternative. :)
 

FyreWulff

Member
@Halo just tweeted this.

KH5ig24.png

But Halo 2's Warlock, Beaver Creek, Elongation remain, and we can assume Halo 3 still has Last Resort, Blackout, Avalanche, and Heretic? Assuming Halo 4 still has The Pit and Ragnarok as well.

Why do they always have to be playing games with Halo 2's content
 

Sofa King

Member
Assuming 343 will be at PAX, but now wondering what they would be narrowing down for the masses to play. Looking forward to it for sure!
 

Computron

Member
The way they were distributed made it difficult attach .

Why is @Halo saying the ONLY maps missing from Halo TMCC is the 2 Halo 2 PDLC (P for paid, right? is that what you mean by distribution?) maps when we've gotten confirmation that 2 ("a couple") of the Halo PC maps are missing?
That makes at least 4 maps missing.

It's ok if there is stuff missing, its probably not easy to get everything sorted out and added in, but misinformation can get annoying. Is there a mistake?

Can we get a straight count of the number of maps included and what is considered a map? Are we counting things like the settler variant of ravine as a "map"?
 

FyreWulff

Member
Why is @Halo saying the ONLY maps missing from Halo TMCC is the 2 Halo 2 PDLC (P for paid, right? is that what you mean by distribution?) maps when we've gotten confirmation that 2 of the Halo PC maps are missing? that makes four at least 4 maps missing.

Can we get a straight count of the number of maps included and what is considered a map? Are we counting things like the settler variant of ravine?

Tombstone and Desolation were free after like, two months though. The only difference between them and the other Halo 2 DLC is they were made by Certain Affinity.
 
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