Halo 4 Sandbox discussion - 343 Sparkcast 16 - must listen
#1
Thu, 09/27/2012 - 10:04
Halo 4 Sandbox discussion - 343 Sparkcast 16 - must listen
If you want to know about many sandbox features in the soon to be released game, you should listen to this podcast. It's on iTunes too.
This is someones summary but don't take it as gospel. Listen to the podcast.
Banshee has MORE health? Ugh.
The podcast discusses the issue. Player experience has been that it is not overpowered like this in halo 4.
I'm guessing those who have played it haven't gone up against great banshee pilots.
This is true, however it was stated that the H4 Banshee is not quite as maneuverable as the Reach version. Meaning the constant flips and tricks have been slowed. Additionally you have to also take into account the Plasma Pistol is a loadout weapon, so that will be another element all vehicle drivers will have to contend.
While the vehicle may have more "health" in a sense than from a previous game, you have to take into account that H4 will have a totally different sandbox.
Again, this is simply another "wait and see".
I would encourage people to listen to the podcast as there is some good info.
Remember though, the PP lock-on has been reduced as well as the energy depletes much more rapidly once fully charged.
There will be better than average pilots but when an entire team can respawn with anti-vehicle weapons, how long will they keep flying?
I've watched the Halo 4 Banshee videos too and it looks quite sluggish.
Considering dmrs were anti-vehicle weapons in Reach and everyone spawned with them, they will probably keep flying around the same amount.
If it takes 4 sniper shots to destroy a banshee now, that means it'll take one plus sniper to do it in H4....
Looks like team slayer it is :)
Also, happy about the aim assist being decreased and the increased power of the warthog.
I like the "camera shake" instead of being knocked out of zoom. I won't like it when they are firing, but I'll like it in my approach.
I like the camera shake in 4 versus being knocked out of my scope previously. Mainly because of those times where I'm trying to get out of scope myself, but am being shot, so instead I keep scoping in and die. This will make me happy :)
Edit: Also, why would anyone use a binary rifle over a UNSC sniper rifle? Let's say you score a headshot every time. It's 12 kills for UNSC, or 6 for binary, right? Also with the Binary Rifle there is a giant laser pointing at them so they know to move and they know where you are. So what's the upside to the binary rifle?
Simply because a 1-hit kill doesn't require a headshot. See a foot peeking out from behind a structure? Bam! 1-hit kill. See Wam spawning after a death? 1-hit kill. See him spawning again? Repeat.
Ohh ok. So the binary rifle kills in one hit regardless of shields being full. That makes more sense.
Which is an hour and a half long :P
I can't control-F the audio to find what I want after all hehe
Me too. I hate hate hate getting knocked out of scope, so this is awesome news.
I think it'll end up playing well, but what happened to "get better" and "acquire your target quicker"? I can see someone that's bad at sniping trying it out and livestreaming it on the first night. They're zoomed in and get pinged from a DMR a distance away and stay in scope, but they've shot a round five Spartans away. Repeat until death.
It might be a simple case of being careful of what you ask for, too.
It's a good listen. The things I like so far:
Spent alot of time tweaking AA's so they are not overpowering or any one is the right choice.
Thruster pack began as a teleport (like Promethians do in campaign video). Was way overpowering, so they modified it.
Jet pack has been way nerfed
They all had a good laugh at how crazy over-powered armor lock is and how it was poorly implemented.
Increased ROF on the DMR and tweaked the bloom. Very different from the Reach DMR.
I'm about 1/2 way through.
When your developers say that Armor Lock was overpowered and poorly implemented, then you've got something definitive.
Haters, unite.
Yea, these aren't necessarily Reach developers though.
Finished. The second half is much less interesting in general. Probably the biggest thing I took out of it was that they have spent alot of time talking about and tweaking overall kill times. They seem to have worked pretty hard to find the right times between not too fast where people don't understand how the get killed and too slow where people are frustrated. That has made many changes to how weapons work and their roles in the sandbox.
Also, on the vehicles, they did say they have made the banshee stronger but have tuned down it's acrobatic skills and it's ability to evade being shot. I think that's a more than fair trade.