Driftwood @CraCra: je l'ai viré dès que j'ai vu, merci. (il y a 20 Heures)
CraCra @Driftwood: encore un bot section GTA (il y a 21 Heures)
Driftwood @CraCra: en effet, et tant qu'elle est présente, on le sera aussi. (il y a 23 Heures)
CraCra @Driftwood: Tout facon tu as un travail à coté, t'es pas ici pour vivre mais plus par passion. (il y a 1 Jour)
Driftwood @reneyvane: on ira jusqu'au bout de gsy et puis ensuite ce sera l'heure de la retraite pour nous à priori. On ne manquera pas à grand monde. (il y a 1 Jour)
Driftwood @reneyvane: aucune chance, tous ces gens ne sont pas partis de rien, ils avaient une grosse communauté potentielle derrière, et surtout c'est leur gagne-pain. (il y a 1 Jour)
reneyvane @reneyvane: Quand Gamersyde s'arrêtera, je me doute que Davton et toi, vous aurez du mal à imaginé tout recommence à vos âges, quid de lancer ou participer à un projet de site type Origami ? (il y a 1 Jour)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
I also like seeing one of my favorite weapons from Unreal Tournament show up in the Scattershot...
Oooh, Profound, isn't it?
I played Halo on PC, and I was BLOWN AWAY by the amazing vehicular sections. The level with the snow, where you have to take down the giant enemy tanks throwing purple artillery at you, or when you land on the "HALO" initially and have to drive around completing objectives. Those levels were amazing, the vehicular physics were amazing (both on the ground and in the air), the AI was top notch (both enemy and friendly).
Halo even came up with the idea of killing infinite spawns and replacing them with scripted drop ship sequences, among other things. But that's another discussion.
IMO Halo is on another level, people who compare it to COD are fools. That being said, I haven't played Halo 3, ODST or Reach yet :/
and the vehicular action is what also makes the mp so awesome (for me atleast).
Driving warthog with someone operating the turret you're used to play with is such a blast.
The only thing that tops it, is destroying warthogs with plasma pistols and plasma nades...Stunning banshees with the grenade launcher and seeing them spinning down the abyss also is nothing to sneeze at!
P.S. WTF, GO PLAY HALO 3 AND REACH, NOW!!!
They tookor jeabs
This series would destroy Battlefield on PC, if it got proper backing my Microsoft. 64 players in the Halo universe? SIGN ME THE FUCK UP RIGHT NOW
BTW there were a lot of good maps in Halo 1 PC, I forgot their names but most of them were simply fantastic.
Call of Duty 4 is still one of the best MP games this generation.
Prepare To Drop!!
I mean, if you really take a look at that SP gameplay footage again and see just how truly amazing that forest looks artistically, you start to get a sense of what I mean. If that level of attention to detail has gone into other major game environments, and signs are positive so far, then, man, I just can't wait.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
We are still fine-tuning the system but in its current iteration, each successive ordnance takes 30% more to get. On average, each player gets 1-2 ordnance per game. Solid playing may net you three; however, I’ve been unable to confirm. For obvious reasons.
So, on average, 1-2 personal ordinance drops per game per player ain't half bad at all, considering the way that new weapons tend to be acquired in a typical game of Halo MP. I mean, I haven't had too much experience with Halo MP, but it has been enough to have watched as people have basically camped the living hell out of specific weapon spawn locations, and personal ordinance drops, mixed in with semi-randomized Infinity Ordinance drops, would seem like a pretty damn good way to not only dis-encourage camping a bit, but to kinda get players to utilize more of the map. If the maps are designed right, and they find a really solid way to balance all this out, then it sounds me to like they've got a winner on their hands, even with similarities to COD.
Anything of this sort would probably piss me off beyond belief in a game like counter-strike 1.6, but then Halo isn't counter-strike, so I suppose I could be compelled to accept something a bit different from what I'm personally used to. What scared me most about the personal ordinance drops was the powerups, but it's nice to know that individual players will, at best, only get those once or twice a game, with the folks who are really kicking ass possibly getting it 3 times. I might get gold for this game.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
They should write a book about it.
These additions don't kill Halo MP. You and many others might hate the changes, and want things to be done the older way, but it doesn't kill Halo MP. If anything, I think it makes it seem slightly more dynamic, strategic and genuinely interesting than I ever felt it was before. There was also a time when counter-strike players felt that the AWP delay that was implemented in 1.6 would forever kill sniping in competitive counter-strike, or when people thought that the changes to the money system, and the ways it could once be exploited in competitive play, where all it would take was a single player from the terrorist team camping till the end of the round to screw the counter-terrorist side's money, while bolstering their own all while not completing the primary objective of the terrorist side, which is to either kill everyone on the CT side, or to plant and protect the bomb until it explodes. There were also people who felt that the elimination of crouch hopping/russian walking would kill the MP game, too. While I'll admit that power-ups are a bit more on the extreme side of things, even if handled well, it doesn't take an experienced Halo MP player to see that while these changes might piss off Halo MP die hards, that they don't exactly kill or doom the Halo MP experience. These additions are far from being the CS riotshield, for example, that was so bizarre it couldn't even be allowed in serious competitive play.
I've also now finally seen the "wallhack"/promethean vision used on a much larger map, and it's then that you see that this is far from being a wallhack, more than it's like a form of quick sonar that scans a certain radius around the character, but prevents you from seeing very much further beyond that limited radius. It can seem downright overpowered on much smaller maps, though, can't deny that, but it looks tamed significantly on larger maps. But then armor abilities are suppose to provide advantages. A wallhack would be, and is, far more dangerous in a game like counter-strike, but you still have a legitimate fighting chance against promethean vision in Halo. I wouldn't consider that the case in a game like CS. So, I'm not necessarily saying I don't care what they do to it, but I know an overreaction when I see one, and when you read more about what they're doing, it doesn't really sound all that drastically different from the Halo that already exists. In a game like Halo, any change, or set of changes, that discourages weapon spawn camping, adds a bit more strategy and dynamic gameplay situations to the mix, while also encouraging players to explore more of the map, are a good thing. You may not see it that way, but I'm just not seeing how the "legendary" Halo MP formula is somehow being ripped to shreds. It sounds to me like it's being made better. You haven't referred to the formula as legendary, but I've seen others do so on other sites, and I'm just not seeing it.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Prepare To Drop!!
And I'm not even against them messing with Halo. I'm against shitty wall hacks and kill streak rewards.
Thank science for classic team slayer. Too bad it will still feature the new AA's.
Seriously, have you seen Promethean Vision used on a larger map? I swear, there were times when it was practically useless.
http://www.youtube.com/watch?v=xIYlP5FVPJQ
Check about 27-30 seconds into this very recent Halo 4 MP vid. The guy uses Promethean Vision on a larger map, and fails to spot anybody. It's not your traditional wallhack. It performs a single sonar style sweep of the environment. ONce you use a wallhack, you can see everything consistently everywhere. It doesn't appear to be so with Halo 4 so far. I also wonder to myself that if someone uses promethean vision, and then performs a full 180, if they actually manage to see anything back there?
Each to his own, I guess. Will have to see and learn more.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
I don't see anything wrong with kill streaks as long as it stays balanced. You still have to earn your kills, and an opponent can still fight back...
Oooh, Profound, isn't it?
I'm not really okay with a competitive game saying, "Hey, you're not doing to well, need some help?" I'm no more okay with it saying, "Hey, you're doing awesome! Want a rocket launcher?" Those are just busted ideas. It goes hand-in-hand with the need to incentivize. Gamer's don't appear to be motivated by their performance alone. They need to be constantly rewarded. Well that's just bad for any damn game.
People like feeling like a badass and don't particularly care about playing a structured competitive game.
Complete agree.
Rewarding the good players is plain stupid. Frustrating and match-breaking. Giving the bad players rockets and shit doesnt help either to make a game more fun.
In Halo 3, there once was a game mode, where the team beeing down by 5 or more points, got navigation arrows so that they knew where the members of the leading team were.
Its also not really competitive this way, but it genrated close outcomes everytime and is a better method to keep the game more even than throwing power weapons and abilities at us.
I do actually understand and agree at all of your concerns, Grift and although i am rather a glass-half-empty type of guy, I hope for the hands-on reports to also reflect my opinion on the game once I play it...
They tookor jeabs
Quick questions aren't the normal Halo playmodes still there for those that want the classic Halo?
And yes classic Halo modes are still there, so those that dont like I.S can stay away from it :)
Prepare To Drop!!
I've seen others suggest that it needs to be (and probably will be) nerfed in some capacity. That is very contradictory to useless. I also very much doubt that it will "only be used by noobs" if it has any practical value. If it's OP, it will be widely used period. If it's not.. then it won't be and no one will care anyway. :|
And yes classic Halo modes are still there, so those that dont like I.S can stay away from it :)
Guess we will see, i for just cant wait to get me hands on this game! SP / Spartan Ops and some MP, bring it!!
Prepare To Drop!!
The masses will probably gravitate towards that instant reward, low input, high output experience, but there will always be a functional population of players looking for a good game of Halo.
http://uk.gamespot.com/halo-4/videos/loud-gun-game...