I saw this yesterday. I was happy to see they included some of the Halo 4 differences. Mostly the same as Halo REACH. Bungie gave us their actual spawn values for REACH and the ones mentioned in the video are not the same. Makes me wonder if 343i gave them values or if they made up their own weighting system. I remember David Ellis saying imminent explosions was one of the higher weightings. The video didn't mention instant spawning which seems to throw a lot of the weightings out the window. Unless I missed that part.
I saw this yesterday. I was happy to see they included some of the Halo 4 differences. Mostly the same as Halo REACH. Bungie gave us their actual spawn values for REACH and the ones mentioned in the video are not the same. Makes me wonder if 343i gave them values or if they made up their own weighting system. I remember David Ellis saying imminent explosions was one of the higher weightings. The video didn't mention instant spawning which seems to throw a lot of the weightings out the window. Unless I missed that part.
Imminent explosions were always heavily weighting since Halo 3 and that system's spawn manipulation. That was always part of the setup on The Pit for a flag push/working their spawns around.
I saw this yesterday. I was happy to see they included some of the Halo 4 differences. Mostly the same as Halo REACH. Bungie gave us their actual spawn values for REACH and the ones mentioned in the video are not the same. Makes me wonder if 343i gave them values or if they made up their own weighting system. I remember David Ellis saying imminent explosions was one of the higher weightings. The video didn't mention instant spawning which seems to throw a lot of the weightings out the window. Unless I missed that part.
Imminent explosions were always heavily weighting since Halo 3 and that system's spawn manipulation. That was always part of the setup on The Pit for a flag push/working their spawns around.
I'd have to hunt pretty hard but I kind of remember the priority for Halo 4 being higher than in REACH. No matter, we play 4.
None of this is particularly new news other than the fact about respawn zones not being iron clad like they were in Reach. It's still interesting though.
The thing I've been wondering is why both in Reach and in H4 there are fairly common situations where the enemy will spawn directly behind you (or vice-versa-- you spawn directly behind them). These negative enemy proximity numbers (and the ones from Reach) seem to imply that that shouldn't really happen, and yet it does. It happens fairly commonly on Haven for example, on open ramp. If you grab the sniper and go up open ramp to snipe toward mohawk you have to listen for people spawning on the ramp behind you. It happens even in doubles when there should be plenty of open places to spawn people. For those who played a lot of Reach it was really common on The Cage (or Uncaged) on the bottom spawns. I can't remember that happening in H3. I think that it has something to do with the strong negative look weighting. In H3 on Octagon you could set up so that your opponent would always spawn directly across from you and you could spawn-snipe them, because the map would rather spawn them in your sight than next to you. I've never seen that done in H4 Octagon because the game simply won't do it. In H4 Octagon the game would rather spawn the guy right next to you (happens every third spawn on H4 Octagon) than across the map in your line of sight. If you don't want them to spawn on top of you you literally have to stand on top of the spawn point to block it.
None of this is particularly new news other than the fact about respawn zones not being iron clad like they were in Reach. It's still interesting though.
The thing I've been wondering is why both in Reach and in H4 there are fairly common situations where the enemy will spawn directly behind you (or vice-versa-- you spawn directly behind them). These negative enemy proximity numbers (and the ones from Reach) seem to imply that that shouldn't really happen, and yet it does. It happens fairly commonly on Haven for example, on open ramp. If you grab the sniper and go up open ramp to snipe toward mohawk you have to listen for people spawning on the ramp behind you. It happens even in doubles when there should be plenty of open places to spawn people. For those who played a lot of Reach it was really common on The Cage (or Uncaged) on the bottom spawns. I can't remember that happening in H3. I think that it has something to do with the strong negative look weighting. In H3 on Octagon you could set up so that your opponent would always spawn directly across from you and you could spawn-snipe them, because the map would rather spawn them in your sight than next to you. I've never seen that done in H4 Octagon because the game simply won't do it. In H4 Octagon the game would rather spawn the guy right next to you (happens every third spawn on H4 Octagon) than across the map in your line of sight. If you don't want them to spawn on top of you you literally have to stand on top of the spawn point to block it.
No, this is all 100% accurate, or so it seems from my experiences at least. It makes me think that there might even be some map-dependent numbers, because Haven does play pretty chaotic at times, with those surprise respawns.
No, this is all 100% accurate, or so it seems from my experiences at least. It makes me think that there might even be some map-dependent numbers, because Haven does play pretty chaotic at times, with those surprise respawns.
I think a lot of spawning on Haven is under the classification of emergency spawn.
That video was pretty interesting. He did a great job explaining it. Well great enough job that I understood it, so, that has to say something. LOL
I tweeted Ghost about it and he said he has been working with that Tiberius guy from day one:
I saw this yesterday. I was happy to see they included some of the Halo 4 differences. Mostly the same as Halo REACH. Bungie gave us their actual spawn values for REACH and the ones mentioned in the video are not the same. Makes me wonder if 343i gave them values or if they made up their own weighting system. I remember David Ellis saying imminent explosions was one of the higher weightings. The video didn't mention instant spawning which seems to throw a lot of the weightings out the window. Unless I missed that part.
Imminent explosions were always heavily weighting since Halo 3 and that system's spawn manipulation. That was always part of the setup on The Pit for a flag push/working their spawns around.
Hooray Master Theory!
Good stuff. Good find Dixon.
None of this is particularly new news other than the fact about respawn zones not being iron clad like they were in Reach. It's still interesting though.
The thing I've been wondering is why both in Reach and in H4 there are fairly common situations where the enemy will spawn directly behind you (or vice-versa-- you spawn directly behind them). These negative enemy proximity numbers (and the ones from Reach) seem to imply that that shouldn't really happen, and yet it does. It happens fairly commonly on Haven for example, on open ramp. If you grab the sniper and go up open ramp to snipe toward mohawk you have to listen for people spawning on the ramp behind you. It happens even in doubles when there should be plenty of open places to spawn people. For those who played a lot of Reach it was really common on The Cage (or Uncaged) on the bottom spawns. I can't remember that happening in H3. I think that it has something to do with the strong negative look weighting. In H3 on Octagon you could set up so that your opponent would always spawn directly across from you and you could spawn-snipe them, because the map would rather spawn them in your sight than next to you. I've never seen that done in H4 Octagon because the game simply won't do it. In H4 Octagon the game would rather spawn the guy right next to you (happens every third spawn on H4 Octagon) than across the map in your line of sight. If you don't want them to spawn on top of you you literally have to stand on top of the spawn point to block it.
No, this is all 100% accurate, or so it seems from my experiences at least. It makes me think that there might even be some map-dependent numbers, because Haven does play pretty chaotic at times, with those surprise respawns.
I spawn in the crossfire, between a team mate and a guy on the other team. All the time.
And thats just out of spite!
Interesting video, nice find! I'm going to watch this again.