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[Officiel] Halo 4


WarGun 017

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Nuclear-Nunus, j'ai compris ton message :) , voici le sujet sur Halo 4.

Ce que je voulais dire plutôt, c'est que va devenir l'héritage des Forerunners aux Humains ?

Parce que le Parasite est vaincu, la Galaxie est sauvée de la menace...

Et après ?

ACTION MODERATION (nuclear-nunus) :

Sujet déplacé ici.

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EDIT :

  BenU2 a dit :
On garde les atouts de Halo Reach ou on revient avec les pouvoirs qu'on ramasse comme dans Halo 3 ?

343I a confirmé les capacités d'armure. Mais il parait que l'on pourra ramasser des "bonus" sur la carte (comme l'over dans les autres Halo).

  Silvere56 a dit :
Parce que le Parasite est vaincu, la Galaxie est sauvée de la menace...

Et après ?

Et après ? Ben tu aura la réponse en jouant a HALO 4.

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- 343Sparkast_012.mp3

edit :

Spoiler sur "{TEXT1}": 
  CyReN a dit :
PTS

-Points

-Projectile Tracking System

Halo April Sparkcast

-Brad Welsch, lead multiplayer designer

-Kevin Franklin, lead competitive multiplayer designer

"Random Weapon Drops"

Tradition power weapons magically appeared ~90 seconds

H4

-Ground up new spawning system

-Context of Infinity, accessible to new and classic players

-Initial weapon drops at start of match, control openings, team game strategy

-Timers set for when they pop in, communicate to player, no need for stopwatch

-Each map/mode specific weapons and drops for different maps

-Weapons will make sense, sniper for bigger maps

-Random seems to lean towards different weapons themselves, not different times/areas

-Can see which weapons have dropped where, takes away knowledge advantage

-Information not distracting, subtle UI elements

-Drops from space into the map

-Drop ins can kill you

-Weapon indicators disappear, you'll know a player has them

Respawns

-Control timing

-Lots of debate about 4v4 or 5v5 experience

-Can customize loadout during play

-In premier slayer experience

-Can customize spawn system

-"Premier experience" particular play style on particular maps

-Ultimate experience in every mode

-Maps can support any gametype, but each map is tailored to a certain gametype

Customs/LAN

-Turn off instant spawns

-Will support unlocking of weapons and unlocking AAs for tournaments

-"Career" mode in the game for grinding, no Warrant Officer 3 (l0l)

-Tournaments!

-Choice, concept, give players choices, what loadouts are for

-Empowering individual play styles

-"Preferences" favorite weapons, starting weapon discussion

-Once you put in the work and effort to unlock that BR, then you can use it

-Base weapons balanced for no "god tier" weapons

-All about how you play, sneaky, distance, etc

-Why have the BR and DMR? Different purpose, subtle differences, mechanical

-Each have their own distinct role

-BR better for jumping and fanning up, DMR for lateral movement

-DMR set RoF, DMR fires at a slower rate, balanced against BR

-BR has recoil, 3 bullet more upwards, distance between bullets will spread out

-BR not as effective at longer ranges, BR will lose to DMR

-Outer range of encounter space, DMR built to win

-Closer, BR will win

-AR also a beast, each gun has effective range

-Not every weapon can go in loadouts

AAs balanced

-Learned lessons for Reach

-How they're implemented in 4

-Similar, but different

-Changed because everyone has sprint

-Sprint by far most popular AA in Reach

-More interesting combinations

-Can't use sprint to flee combat

-Levels designed for faster mobility

-Sprint meter

-Slow down mechanic if getting shot, can't run up and double melee

-Can't run away as fast

-Base movement isn't slow, jumping higher, running/walking faster in H4 than Reach

-Looked at Halo 1 for specific weapons

-Looked at Halo 3 for movement benchmarks

Forerunner Vision

-Visor mode from ODST, situational awareness

-More like Sonar, won't go forever, specific distance, delay on knowledge

-Players within range of vision can hear you using it

-Counter each other, some can be used to counter (Rock, Paper, Scissors)

-More tradeoffs and the way they interact with each other

-Armor Lock didn't make the cut, ruined the flow and balance

-Every armor ability from Reach has been altered and changed in some way

-Assault Carbine, renamed

-Love using the gun

-Sound is terrifying

-Style has been in the game before

-Shield mangle, not head mangler

-Feels like a finisher, not a depleter

Can unlock items for competitive in Spartan Ops

-Take your character from PvP games is meaningful going into Spartan Ops

-Building a character you feel attached to

-Planning, being strategic in Spartan Ops

Small number of players given the chance to play the game

-Willy Wonka style

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Moi, c'est le son que fait le BR qui me déplait. :)

On dirait qu'il est équipé d'un silencieux. Remarque, c'est peut-être le cas, une des personnalisations possibles sur Halo 4.

Par contre, mon impression générale sur ces 10 secondes de gameplay est plutôt bonne. Le jeu à l'air fluide et ressemble à du Halo, reste à voir ce que ça donnera manette en main !

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