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3812
« on: November 20, 2016, 06:32:45 PM »
I have another joke.
343 Industries.
3813
« on: November 20, 2016, 01:27:12 PM »
Don't worry, it's not even close to funny even if you did get it. ...So anyway, what are you having for Thanksgiving dinner?
3814
« on: November 20, 2016, 08:50:23 AM »
The original translation of "Diamond is not Crash" is a masterpiece TBH
3815
« on: November 19, 2016, 09:38:35 PM »
Both Nominees belonged in the gas chambers TBH
3816
« on: November 18, 2016, 08:11:34 AM »
Wait seriously? Happy birthday
3817
« on: November 17, 2016, 12:12:38 PM »
>Custom loadouts Problems there were the DMR, Plasma Pistol, stickies, and Promethian Vision Get rid of those an maybe a couple of perks and all the problems disappear
There still remains the problem of there being custom loadouts and perks in the first place.
It's fine with the Bullshit ones taken out
3818
« on: November 17, 2016, 12:07:54 PM »
Despite a growing trend of HD remakes throughout the gaming industry, 343 Franchise Director Frank O’Connor recently took to NeoGAF forums to announce that 343 Industries has no plans to remaster Halo 3. Some fans were in uproar, lamenting the bitter fact that now they will no longer be able to hear Miranda Keyes say “To war” in a glorious CGI cutscene, and other fans were relieved to know that such a huge amount of resources will not be wasted on yet another goddamn remake.
However, for all the strife, no one was prepared for what Halo 3: Anniversary itself had to say:
“Well I didn’t want you assholes anyway. Ya’ll would just spend so much time bitching about minor art changes, or the remastered soundtrack, or maybe you would be so neck deep in nostalgia that you wouldn’t notice my gaping plot-holes anyway and how the only way to fix the worst of them was to use Precursor Space Magic™.”
Meanwhile, Frank O’Connor rushed from 343 Industries’s office in Kirkland, WA to confront the rogue remake. Armored in a polka-dot morphsuit and armed with a deadly mop, O’Connor tracked down Halo 3: Anniversary to its bunker in southwestern Kazakhstan, yet found only a Nigerian Prince offering him unlimited fortunes to O’Connor in exchange for O’Connor credit card and ID. O’Connor, having secretly added the bugs of the Master Chief Collection to his banking account, slyly gave his credit card to the Nigerian Prince. Eye witness accounts report that after downloading the 20 GB patch onto O’Connor’s card, the Nigerian Prince emitted a deathly mechanical moan, froze in place, and came crashing to the ground muttering “You finished -1th.”
At this time, the hunt for Halo 3: Anniversary continues. It is believed that Russia may be providing asylum to the wayward remake, just like Halo Online.
https://haloswallower.com/2016/11/17/well-i-didnt-want-you-assholes-anyway-halo-3-anniversary-says/
3819
« on: November 17, 2016, 11:41:14 AM »
Can you give me a full list of changes Halo 4's TU brought? I didn't notice as much sweeping chances as Reach had.
Pre TU was more than a fucking abomination (Fuck Meltdown especialy, whoever designed that map deserves to spend the rest of there life in Gitmo; The person who made the BR 5 bursts to kill too). Post TU it's pretty great and the game's story is still the best in the series (barring any of the books maybe) Mostly it was weapon tuning. The DMR got a massive Aim-Assist nerf so it wasn't a self guided mini-sniper rifle anymore. BR got fixed. Boltshot got nerfed, Autos got a small reballance. They added Legendary Slayer (Pretty much classic mode but with sprint) I forgot the rest of the changes but it played much better.
3820
« on: November 17, 2016, 11:37:16 AM »
Halo 4's multiplayer was a fucking abomination what are you talking about.
Pre TU was more than a fucking abomination (Fuck Meltdown especialy, whoever designed that map deserves to spend the rest of there life in Gitmo). Post TU it's pretty great.
>sprint >custom loadouts >killstreak ordanance
none of these can be justified in a halo game
>Sprint Meh >Custom loadouts Problems there were the DMR, Plasma Pistol, stickies, and Promethian Vision Get rid of those an maybe a couple of perks and all the problems disappear >Killstreak Ordinance I cant even disagree with this one TBH. Fuck Infinity Slayer. Why was that shit random in MATCHMAKING? Why was one of the possibilities a fucking Incineration cannon? why does EVERY WEAPON SHOW UP ON HUD? Even in Big Team that shit was sketchy AT BEST. (Although ordinance did do wonders for making Nazi Zombies maps)
3821
« on: November 17, 2016, 11:26:24 AM »
Halo 4's multiplayer was a fucking abomination what are you talking about.
Pre TU was more than a fucking abomination (Fuck Meltdown especialy, whoever designed that map deserves to spend the rest of there life in Gitmo; The person who made the BR 5 bursts to kill too). Post TU it's pretty great and the game's story is still the best in the series (barring any of the books maybe)
3822
« on: November 17, 2016, 11:07:30 AM »
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
3823
« on: November 16, 2016, 07:45:40 PM »
Will 343i ever do anything right?
Replacing Luke Cage's voice actor
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.
3824
« on: November 16, 2016, 03:58:04 PM »
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
3825
« on: November 16, 2016, 02:27:29 PM »
You people are some fickle motherfuckers.
Not really. Everyone here loves Bloodborne 2 Miyazaki's Dregs The R1 Button Working As Intended Dark Swords Souls 3 except me
3826
« on: November 16, 2016, 02:23:17 PM »
Cant end up being worse than the Attack on Titan movie...can it?
3827
« on: November 16, 2016, 02:13:55 PM »
3828
« on: November 16, 2016, 12:40:36 PM »
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?
3829
« on: November 16, 2016, 10:04:06 AM »
"field energizers and modulation circuitry within the emitter matrix " "Guys, how many scientific words can we throw into a single sentence?
"power thingies and controlling doohickeys inside the part that makes the light go 'pew'" is that better for you?
3830
« on: November 16, 2016, 09:59:06 AM »
http://starwars.wikia.com/wiki/Lightsaber/Legends
The typical lightsaber hilt consisted of a metal cylinder between twenty-four and thirty centimeters in length.[4] However, the size of individuals hilts varied drastically, as the weapon was tailored to the creator's specific needs and preferences. The hilt had a pommel cap at the bottom which sometimes held a backup power cell. The lightsaber mechanisms were contained within the hilt. High levels of energy generated by a high-output Diatium power cell was unleashed through a series of focusing lenses and energizers that converted the energy into plasma.[37] The plasma was projected through a set of lightsaber crystals that lent the blade its properties and allowed for the adjustment of blade length and power output. The ideal number of crystals was three, though only one was required.[4] A power insulator was installed on the hilt to protect the wielder from any energy discharges.[38] Activating the lightsaber usually required a button of some sort.[3] A blade power adjustment knob was sometimes installed to allow the wielder to vary the power of the blade.[39] A discharge energy cell could also be installed to increase a lightsaber's power output.[19]
Once focused by the crystals, the plasma was sent through a series of field energizers and modulation circuitry within the emitter matrix that further focused it, making it into a coherent beam of energy that was projected from the blade emitter.[40] The blade typically extended about a meter before being arced by the blade containment field back to a negatively charged fissure ringing the emitter, where it was channeled back to the power cell by a superconductor, completing the circuit. This containment field also caused the blades to make contact with other lightsabers blades without passing through like other forms of energy. This trait is seen when lightsaber wielders can block and parry other lightsaber blades. Legends material doesn't real anymore though
3831
« on: November 16, 2016, 09:39:31 AM »
I'm glad arcade mode doesn't have the 1 hero limit. Sometimes I just need my fun.
Why is the hero limit in pubs even a thing? It's not Ranked, so who gives a shit? If my friends and I want to dick around as a full Mercy team why shouldn't we?
3832
« on: November 16, 2016, 09:28:51 AM »
Will 343i ever do anything right?
Replacing Luke Cage's voice actor 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
3833
« on: November 16, 2016, 09:02:18 AM »
FORGE IS BACK UP
>dlc and microtransactions
Fuck 343
Well everyone wanted them to be more like BUNGiE and that's exactly what they got.
3834
« on: November 16, 2016, 08:47:31 AM »
FORGE IS BACK UP
3835
« on: November 16, 2016, 08:22:36 AM »
Yeah, looks like I'm going to be doing most of my team building in ORAS. They really dropped the ball on this, but at least it looks like this shouldn't affect me too much since most of the new Pokemon are going to be shitmons anyway.
Tfw you need Alolan born Pokemon for competetive
That makes saving money for Titanfall 2 a whole lot easier.
3836
« on: November 16, 2016, 08:18:21 AM »
For the people who filled out the old version of part 2 you will need to submit it again in the new link.
3837
« on: November 16, 2016, 08:04:55 AM »
You should probably just make a new survey, because otherwise people will be filling out the same bit over and over again.
Done https://goo.gl/forms/q6iWnIfBFXvpoJON2
3838
« on: November 16, 2016, 07:25:21 AM »
I don't know If the whole Force Barrier thing is still canon
3839
« on: November 15, 2016, 11:53:18 PM »
Every kid who started with AW in MWR:
Wahh! Where's my unfair and OP variants so I can 420 blaze it MLG?!?!? and join FaZe!!!
Over a billion choices and all of them are wrong exept for the BAL-Inferno
3840
« on: November 15, 2016, 11:42:23 PM »
UPDATE: "Gameplay" Section added. Questions in this segment regard the general game-play as well as technical aspects of Halo 5. Thank you for all of your support
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