Spoiler Halo Mega Thread

alphy | Legendary Invincible!
 
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Getting back to the MCC discussion, I would really like to see some more H2A games in BTB, I don't really see it all that much.

Also Halo 4 in BTB needs Dominion, and I'm fine with having 4 in Team Slayer, just don't have it get consistent games in a row like 3 currently does. And for Christ's sake please give us fucking VETO.

dominion shows up a couple of times in btb, and every time it does, i'm usually the only one ptfo. i remember i had 8 captures and the next best score was 2. wat


Ian | Mythic Inconceivable!
 
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Really? I guess I never get it. If that's the case than mostly just QoL fixes are needed for the MCC.

1. No more issues with the UI
2. Population counts for playlists
3. Veto
4. Consistent updates on playlists and maps
5. DLC if they can do it, I'd love to haver the entire H2 map pool remade for H2A

I haven't touched MCC since I got H5, is it still very active? I know some of the more niche playlists like H4 didn't have any population during non-peak hours.

dominion shows up a couple of times in btb, and every time it does, i'm usually the only one ptfo. i remember i had 8 captures and the next best score was 2. wat


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I still run into half a lobby of AFK players and laggy as fuck games whenever I play.


alphy | Legendary Invincible!
 
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Really? I guess I never get it. If that's the case than mostly just QoL fixes are needed for the MCC.

1. No more issues with the UI
2. Population counts for playlists
3. Veto
4. Consistent updates on playlists and maps
5. DLC if they can do it, I'd love to haver the entire H2 map pool remade for H2A

I haven't touched MCC since I got H5, is it still very active? I know some of the more niche playlists like H4 didn't have any population during non-peak hours.

dominion shows up a couple of times in btb, and every time it does, i'm usually the only one ptfo. i remember i had 8 captures and the next best score was 2. wat

i'm still able to find BTB matches at a decent pace, the most time i'd spend waiting is probably a minute and a half.

i'm not sure about other playlists tho, btb is all i play.

but yeah, i wish they went back to support mcc more


 
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Goodness gracious, great balls of lightning!
Invasion > Dominion


alphy | Legendary Invincible!
 
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I still run into half a lobby of AFK players and laggy as fuck games whenever I play.

afk'ers are really annoying, it made me appreciate halo 5's afk booting


BaconShelf | Mythic Inconceivable!
 
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Really? I guess I never get it. If that's the case than mostly just QoL fixes are needed for the MCC.

1. No more issues with the UI
2. Population counts for playlists
3. Veto
4. Consistent updates on playlists and maps
5. DLC if they can do it, I'd love to haver the entire H2 map pool remade for H2A

I haven't touched MCC since I got H5, is it still very active? I know some of the more niche playlists like H4 didn't have any population during non-peak hours.

dominion shows up a couple of times in btb, and every time it does, i'm usually the only one ptfo. i remember i had 8 captures and the next best score was 2. wat

Several friends of mine (who don't know/ play with each other) all say that they find games easier in MCC now than Halo 5. I never play either so I don't know personally, just what people have told me.

Take that as you will.


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Did he say glass of juice or gas the Jews?
👶🏽:h..

👨🏽:honey, he's gonna say his first words

👩🏽:!!

👶🏽:hhh...

👶🏽:here come dat boi 🐸!

👨🏽:o shit waddup 😂💯

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If you like the story to IW, I feel sorry for you
and H5 was doing bad before all this
It's dead man
It's not the shit story I like, it's the structure of the campign. I love the half life style narrating(Which is each level flows into each other without being separated but a cutscene.), we're not thrown into another level the moment we beat one, being able to walk around your ship, we're able to pick side missions in any order we want to and I love that we're ale to pick our load out as well. It makes doing levels a hell of a lot easier when we are able to pick what gun we want to use for it or our play style.


 
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fuck you
Getting back to the MCC discussion, I would really like to see some more H2A games in BTB, I don't really see it all that much.

Also Halo 4 in BTB needs Dominion, and I'm fine with having 4 in Team Slayer, just don't have it get consistent games in a row like 3 currently does. And for Christ's sake please give us fucking VETO.
praise Ske7ch he'll fix it


Spartan | Legendary Invincible!
 
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Poor Ske7ch



Coco | Heroic Unstoppable!
 
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The Mark IV armor is the ONLY armor I want in the game.  And the ONE day they give it out for logging in, Xbox fucks up the update and has to redownload all 91GB again.

So help me god if the update finishes too late...


Spartan | Legendary Invincible!
 
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The Mark IV armor is the ONLY armor I want in the game.  And the ONE day they give it out for logging in, Xbox fucks up the update and has to redownload all 91GB again.

So help me god if the update finishes too late...
The giveaway ends on the 22nd, you've got plenty of time


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FORGE IS BACK UP



BaconShelf | Mythic Inconceivable!
 
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FORGE IS BACK UP



>dlc and microtransactions


Fuck 343


BaconShelf | Mythic Inconceivable!
 
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Poor Ske7ch



It's the face you make when you realise the average age of the fanbase is younger than the first game


Deleted | Mythic Inconceivable!
 
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>dlc and microtransactions


Fuck 343

Well everyone wanted them to be more like BUNGiE and that's exactly what they got.


big dog | Mythic Inconceivable!
 
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I love you, son.
Will 343i ever do anything right?


Deleted | Mythic Inconceivable!
 
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Will 343i ever do anything right?

YouTube

YouTube

Replacing Luke Cage's voice actor




Quote
Modified Bloom[edit]
343 adjusted the maximal reticule expansion on the headshot weapons (DMR, Needle Rifle and Pistol) based on a percent of the original value, set at 100%.
Two current bloom settings exist. They are built into the gametypes and are not configurable in-game. 85% Bloom is the current standard with the TU. Zero Bloom (ZB), as its name suggests, features no reticule expansion, but weapons do retain some spread. ZB is currently used in its own playlist, as well as under the MLG playlist settings.
85% bloom improved the DMR and made pacing much more viable.[1] However, 85% bloom had a different effect on the Needle Rifle. The reticule contracted just as fast as it expanded, making the Needle Rifle indifferent between 85% bloom and ZB. Combined with its automatic fire and stronger aim assist, 343 decided to remove the Needle Rifle from loadouts in TU Slayer Pro gametypes.
ZB had a very strong effect on the pistol, as despite its high spread at long range, it made it very powerful in close-quarters combat with its high rate of fire and bleed-through making it a four-shot minimum. Even with the downgrade back to a five-shot and being removed as a secondary spawning weapon, the pistol is still very powerful at close range. The DMR also benefited from ZB, retaining its long-range combat abilities.
Damage Bleed Through Shielding[edit]
Unlike previous Halo games, Halo: Reach did not possess the ability for conventional attacks, mainly melee attacks, to go through a small amount of shielding and inflict damage on a player's health meter. For example, the DMR breaks energy shielding with four shots. Firing three shots at an opponent and following up with a melee attack would only result in a player with no shielding, but full health.
The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player.
While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and Pistol, reducing the minimum kill shots to six for the Needle Rifle and four for the pistol (until the December update).
Reduced Armor Lock[edit]
Under default Reach, Armor Lock made a player completely invincible while under the effects of the Armor Ability. Attacking a player in Armor Lock was pointless as the player would take no damage.
The TU Armor Lock configured it so if a player was attacked while in Armor Lock, the damage would be transferred to the AA's energy level, depleting it faster. A grenade detonation near a player using Armor Lock would deplete the meter and bring a player out of Armor Lock. This made the Armor Lock more applicable for blocking a powerful attack without prolonging the invulnerability phase.
Armor Lock also nullified "Plasma Shedding," where a player stuck with a Plasma Grenade could go into Armor Lock to survive the grenade detonation. The TU Armor Lock would not save a player stuck with a Plasma Grenade. Sticking a player that is already in Armor Lock, however, would only drain the AA's power meter and remove the player from Armor Lock.
Reduced Active Camo[edit]
The TU reduced the Active Camo AA's time usage by 15 seconds, reducing the overall time a player can engage the Active Camo AA, especially while moving. This was applied to reduce player tendency to camp at long range with a Sniper Rifle, as well as general usage. It encourages players to use it more sparingly and cautiously.
Disabled Sword Block[edit]
In Halo: Reach, players were able to deflect an Energy Sword attack with a well-timed melee attack, something that was only possible in Halo 3 with another Energy Sword. Removing Sword Block brought the Energy Sword in line with its previous incarnations, improving its potency.
Co-Op Campaign and Firefight[edit]
For players that do not have an HDD, the TU allowed those players to experience Co-op Campaign and Firefight on Xbox LIVE.
Creating the Halo: Combat Evolved Pistol[edit]
Designed specifically for the Anniversary playlists and launched with Halo: Combat Evolved Anniversary, 343 modified the Halo: Reach pistol to behave as close as possible to the original pistol.
The changes include turning the pistol into an automatic fire weapon, changing the weapon's rate of fire, and most importantly, increasing the weapon's damage output to make a three-shot minimum kill possible. Modified bloom is used on the weapon to mimic the original pistol's loss of accuracy when firing automatic.
The pistol is not a complete replica of the original though. The Anniversary pistol retains the eight-round clip of the Reach pistol, retains hitscan and doesn't have the same range as the original.

^                  ^
How bout those


Ian | Mythic Inconceivable!
 
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This was actually a hypocritical concern from the fans though as they bitched SO MUCH about AR sprays and beat downs in H3.

Quote
Damage Bleed Through Shielding[edit]
Unlike previous Halo games, Halo: Reach did not possess the ability for conventional attacks, mainly melee attacks, to go through a small amount of shielding and inflict damage on a player's health meter. For example, the DMR breaks energy shielding with four shots. Firing three shots at an opponent and following up with a melee attack would only result in a player with no shielding, but full health.
The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player.
While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and Pistol, reducing the minimum kill shots to six for the Needle Rifle and four for the pistol (until the December update).


 
True Turquoise
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fuck you
Classic mode

"oooo-"

>Just Halo CE magnums with Halo 5 settings on Forged maps



Deleted | Mythic Inconceivable!
 
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Classic mode

"oooo-"

>Just Halo CE magnums with Halo 5 settings on Forged maps

What sick fuck though Sprint would mix well with CE Magnums and Beaver Creek?


 
Jono
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Goodness gracious, great balls of lightning!
Classic mode

"oooo-"

>Just Halo CE magnums with Halo 5 settings on Forged maps
Meanwhile the MCC is just tossed aside and forgotten


Deleted | Mythic Inconceivable!
 
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Classic mode

"oooo-"

>Just Halo CE magnums with Halo 5 settings on Forged maps
Meanwhile the MCC is just tossed aside and forgotten

I'd rather play  Pre-Patch Big Team MCC Combat Evolved than Beaver Creek with Sprint
Spoiler
OK it's not THAT bad


The Lord Ruler | Mythic Inconceivable!
 
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Will 343i ever do anything right?

YouTube

YouTube

Replacing Luke Cage's voice actor




Quote
Modified Bloom[edit]
343 adjusted the maximal reticule expansion on the headshot weapons (DMR, Needle Rifle and Pistol) based on a percent of the original value, set at 100%.
Two current bloom settings exist. They are built into the gametypes and are not configurable in-game. 85% Bloom is the current standard with the TU. Zero Bloom (ZB), as its name suggests, features no reticule expansion, but weapons do retain some spread. ZB is currently used in its own playlist, as well as under the MLG playlist settings.
85% bloom improved the DMR and made pacing much more viable.[1] However, 85% bloom had a different effect on the Needle Rifle. The reticule contracted just as fast as it expanded, making the Needle Rifle indifferent between 85% bloom and ZB. Combined with its automatic fire and stronger aim assist, 343 decided to remove the Needle Rifle from loadouts in TU Slayer Pro gametypes.
ZB had a very strong effect on the pistol, as despite its high spread at long range, it made it very powerful in close-quarters combat with its high rate of fire and bleed-through making it a four-shot minimum. Even with the downgrade back to a five-shot and being removed as a secondary spawning weapon, the pistol is still very powerful at close range. The DMR also benefited from ZB, retaining its long-range combat abilities.
Damage Bleed Through Shielding[edit]
Unlike previous Halo games, Halo: Reach did not possess the ability for conventional attacks, mainly melee attacks, to go through a small amount of shielding and inflict damage on a player's health meter. For example, the DMR breaks energy shielding with four shots. Firing three shots at an opponent and following up with a melee attack would only result in a player with no shielding, but full health.
The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player.
While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and Pistol, reducing the minimum kill shots to six for the Needle Rifle and four for the pistol (until the December update).
Reduced Armor Lock[edit]
Under default Reach, Armor Lock made a player completely invincible while under the effects of the Armor Ability. Attacking a player in Armor Lock was pointless as the player would take no damage.
The TU Armor Lock configured it so if a player was attacked while in Armor Lock, the damage would be transferred to the AA's energy level, depleting it faster. A grenade detonation near a player using Armor Lock would deplete the meter and bring a player out of Armor Lock. This made the Armor Lock more applicable for blocking a powerful attack without prolonging the invulnerability phase.
Armor Lock also nullified "Plasma Shedding," where a player stuck with a Plasma Grenade could go into Armor Lock to survive the grenade detonation. The TU Armor Lock would not save a player stuck with a Plasma Grenade. Sticking a player that is already in Armor Lock, however, would only drain the AA's power meter and remove the player from Armor Lock.
Reduced Active Camo[edit]
The TU reduced the Active Camo AA's time usage by 15 seconds, reducing the overall time a player can engage the Active Camo AA, especially while moving. This was applied to reduce player tendency to camp at long range with a Sniper Rifle, as well as general usage. It encourages players to use it more sparingly and cautiously.
Disabled Sword Block[edit]
In Halo: Reach, players were able to deflect an Energy Sword attack with a well-timed melee attack, something that was only possible in Halo 3 with another Energy Sword. Removing Sword Block brought the Energy Sword in line with its previous incarnations, improving its potency.
Co-Op Campaign and Firefight[edit]
For players that do not have an HDD, the TU allowed those players to experience Co-op Campaign and Firefight on Xbox LIVE.
Creating the Halo: Combat Evolved Pistol[edit]
Designed specifically for the Anniversary playlists and launched with Halo: Combat Evolved Anniversary, 343 modified the Halo: Reach pistol to behave as close as possible to the original pistol.
The changes include turning the pistol into an automatic fire weapon, changing the weapon's rate of fire, and most importantly, increasing the weapon's damage output to make a three-shot minimum kill possible. Modified bloom is used on the weapon to mimic the original pistol's loss of accuracy when firing automatic.
The pistol is not a complete replica of the original though. The Anniversary pistol retains the eight-round clip of the Reach pistol, retains hitscan and doesn't have the same range as the original.

^                  ^
How bout those

all shit


Coco | Heroic Unstoppable!
 
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The giveaway ends on the 22nd, you've got plenty of time

Oh thank god. I would have been ripshit.

This was actually a hypocritical concern from the fans though as they bitched SO MUCH about AR sprays and beat downs in H3.

Yeah, but removing bleedthrough made everything else so awkward and everything equated to a kill-trade.
It was ridiculous that they decided to scrap that fix later on.


Also yeah, 343 was the only good thing that happened to Reach.  That game was basically unplayable before they stepped in.


Coco | Heroic Unstoppable!
 
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YouTube


Holy shit.  Need to put a full party together to play this.


RadicalClass32 | Legendary Invincible!
 
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So... I guess I'm going to have to pick up after your horrendous mistakes on here too?
>Playing Reach after being the human scum I am and attempting to play IW MP.

>tfw a guest gave me a bigger run for my money than the entire 6-player enemy teams' skills combined.


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Will 343i ever do anything right?

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Replacing Luke Cage's voice actor




Quote
Modified Bloom[edit]
343 adjusted the maximal reticule expansion on the headshot weapons (DMR, Needle Rifle and Pistol) based on a percent of the original value, set at 100%.
Two current bloom settings exist. They are built into the gametypes and are not configurable in-game. 85% Bloom is the current standard with the TU. Zero Bloom (ZB), as its name suggests, features no reticule expansion, but weapons do retain some spread. ZB is currently used in its own playlist, as well as under the MLG playlist settings.
85% bloom improved the DMR and made pacing much more viable.[1] However, 85% bloom had a different effect on the Needle Rifle. The reticule contracted just as fast as it expanded, making the Needle Rifle indifferent between 85% bloom and ZB. Combined with its automatic fire and stronger aim assist, 343 decided to remove the Needle Rifle from loadouts in TU Slayer Pro gametypes.
ZB had a very strong effect on the pistol, as despite its high spread at long range, it made it very powerful in close-quarters combat with its high rate of fire and bleed-through making it a four-shot minimum. Even with the downgrade back to a five-shot and being removed as a secondary spawning weapon, the pistol is still very powerful at close range. The DMR also benefited from ZB, retaining its long-range combat abilities.
Damage Bleed Through Shielding[edit]
Unlike previous Halo games, Halo: Reach did not possess the ability for conventional attacks, mainly melee attacks, to go through a small amount of shielding and inflict damage on a player's health meter. For example, the DMR breaks energy shielding with four shots. Firing three shots at an opponent and following up with a melee attack would only result in a player with no shielding, but full health.
The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player.
While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and Pistol, reducing the minimum kill shots to six for the Needle Rifle and four for the pistol (until the December update).
Reduced Armor Lock[edit]
Under default Reach, Armor Lock made a player completely invincible while under the effects of the Armor Ability. Attacking a player in Armor Lock was pointless as the player would take no damage.
The TU Armor Lock configured it so if a player was attacked while in Armor Lock, the damage would be transferred to the AA's energy level, depleting it faster. A grenade detonation near a player using Armor Lock would deplete the meter and bring a player out of Armor Lock. This made the Armor Lock more applicable for blocking a powerful attack without prolonging the invulnerability phase.
Armor Lock also nullified "Plasma Shedding," where a player stuck with a Plasma Grenade could go into Armor Lock to survive the grenade detonation. The TU Armor Lock would not save a player stuck with a Plasma Grenade. Sticking a player that is already in Armor Lock, however, would only drain the AA's power meter and remove the player from Armor Lock.
Reduced Active Camo[edit]
The TU reduced the Active Camo AA's time usage by 15 seconds, reducing the overall time a player can engage the Active Camo AA, especially while moving. This was applied to reduce player tendency to camp at long range with a Sniper Rifle, as well as general usage. It encourages players to use it more sparingly and cautiously.
Disabled Sword Block[edit]
In Halo: Reach, players were able to deflect an Energy Sword attack with a well-timed melee attack, something that was only possible in Halo 3 with another Energy Sword. Removing Sword Block brought the Energy Sword in line with its previous incarnations, improving its potency.
Co-Op Campaign and Firefight[edit]
For players that do not have an HDD, the TU allowed those players to experience Co-op Campaign and Firefight on Xbox LIVE.
Creating the Halo: Combat Evolved Pistol[edit]
Designed specifically for the Anniversary playlists and launched with Halo: Combat Evolved Anniversary, 343 modified the Halo: Reach pistol to behave as close as possible to the original pistol.
The changes include turning the pistol into an automatic fire weapon, changing the weapon's rate of fire, and most importantly, increasing the weapon's damage output to make a three-shot minimum kill possible. Modified bloom is used on the weapon to mimic the original pistol's loss of accuracy when firing automatic.
The pistol is not a complete replica of the original though. The Anniversary pistol retains the eight-round clip of the Reach pistol, retains hitscan and doesn't have the same range as the original.

^                  ^
How bout those

all shit

You're shit and you main DMRs in Halo 4.


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You're shit and you main DMRs in Halo 4.
The prerequisite for being shit is already met just by playing Halo 4


Deleted | Mythic Inconceivable!
 
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You're shit and you main DMRs in Halo 4.
The prerequisite for being shit is already met just by not liking Halo 4

Agreed