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
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 UI2. Population counts for playlists3. Veto4. Consistent updates on playlists and maps5. DLC if they can do it, I'd love to haver the entire H2 map pool remade for H2AI 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. Quote from: Alphy on November 09, 2016, 04:16:34 PMdominion 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 still run into half a lobby of AFK players and laggy as fuck games whenever I play.
If you like the story to IW, I feel sorry for you and H5 was doing bad before all this It's dead man
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...
FORGE IS BACK UP
Poor Ske7ch
Quote from: Uranium on November 16, 2016, 08:47:31 AMFORGE IS BACK UP>dlc and microtransactionsFuck 343
Will 343i ever do anything right?
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.
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).
Classic mode"oooo-">Just Halo CE magnums with Halo 5 settings on Forged maps
Quote from: True Turquoise on November 16, 2016, 12:27:29 PMClassic mode"oooo-">Just Halo CE magnums with Halo 5 settings on Forged mapsMeanwhile the MCC is just tossed aside and forgotten
Quote from: Fedorekd on November 16, 2016, 09:19:49 AMWill 343i ever do anything right?YouTubeYouTubeReplacing Luke Cage's voice actorQuoteModified 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
The giveaway ends on the 22nd, you've got plenty of time
This was actually a hypocritical concern from the fans though as they bitched SO MUCH about AR sprays and beat downs in H3.
Quote from: Uranium on November 16, 2016, 09:28:51 AMQuote from: Fedorekd on November 16, 2016, 09:19:49 AMWill 343i ever do anything right?YouTubeYouTubeReplacing Luke Cage's voice actorQuoteModified 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 thoseall shit
You're shit and you main DMRs in Halo 4.
Quote from: Uranium on November 16, 2016, 07:45:40 PMYou're shit and you main DMRs in Halo 4.The prerequisite for being shit is already met just by not liking Halo 4