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Re: weekly update HOT SEAT Q&A | |
Posted By: RC Master | Date: 7/8/10 7:28 p.m. |
In Response To: weekly update HOT SEAT Q&A (sketchfactor) How prevalent are invisible barriers? i.e. will I encounter one in my first playthrough, possibly with just simple use of the jetpack? Or will I really have to do some sweet launches to find one? I'd like to say that the restrictiveness, and affordance-breaking nature of invisible barriers in the Reach Beta was far from satisfactory, especially in light of the jetpack's much greater freedom of movement compared to simply jumping/minor assisted jumping. Ledges that should have been stand-on-able and fences that should have been jetpack-able simply weren't. A lot of us really like to explore your environments (hello? HIH was practically BUILT on that) and have been very dissapointed with how enclosed and sillily-placed invisible barriers have been/are placed in Halo 3 and Halo 3: ODST. I'm looking at you, Tsavo Highway and Uplift-Reserve (and thats just to start with). Does the handling of damage models of weapons vs. enemies been with respect to the different difficulty levels still mean plasma pistol and DMR rules all on Legendary? i.e. In halo 3, on easy or normal, just about anything will work reasonably efficiently. Scale it up to legendary or even Mythic (all skulls on, legendary) and suddenly a BR or carbine is absolutely essential to success (for the massive headshot bonus compared to shooting in the body), or in the case of mythic, a Plasma Pistol is required for all Brutes (and now Elites). Taking down a brute on legendary with an AR for example, takes more than 2 clips in Halo 3. It almost becomes predictable what the best tactic is going to be: e.g. as soon as I saw that the BR was gone in Reach and there was this cool pistol, I said 'PP + M6G will be the go-to for Legendary and Mythic' and it was. Is this still the case in Reach? Or has an effort been made to retain the usefulness of weapons throughout all difficulties? On a related note: will there ever be a tactical benefit to picking up a Shotgun on anything above normal? How willing are the enemies in campaign to take the fight to YOU (the player)? In a lot of encounters (at least ones that aren't specifically 'defend this'), you can more or less stand as far back as possible and slowly pick of the enemies one by one. Often without them even shooting back. Has this changed? Am I going to have to worry about Spec-Ops Elites squads dashing between cover rapidly reducing my comfort-buffer? Full-force grunt charges as elites pepper me from a distance? Related to above, and AI: Do the Enemies still have a max 'attention distance'? If you stood beyond a certain distance (imma guess 50m) most foot enemies simply wouldn't seem to realise you were there, no matter how much they were shot. They'd get angry for getting shot, look around, then go back to just standing there. Notably: beyond this distance a brute would never dodge an over-charged plasma pistol shot. This made the 'just stand as far back as possible and take them out from a distance' strat particularly devastating. Has an effort been made to allow the player hands-on time with all the vehicles and weapons that appear in multiplayer, in the campaign? Halo games are generally pretty good in this regard, historically. But a lot of games i've been seeing have one set of stuff and experiences in the campaign, and then in multi-player, you suddenly have to get used a whole buttload of new peices of equipment and vehicles and concepts etc. e.g. In Battlefield: Bad Company 2 (that i've been playing recently so I'll use as an example) In campaign there is no such thing as classes and kits, no such thing as specialsations, no such thing as repair tools or sensor balls, and you never fly a helicopter apart from a tiny UAV. Suddenly in MP, your weapons are limited by your kit, as are your peices of equipment, new stuff turns up, and helicopters (which are incredibly difficult to fly in BC2 imo) show up, and as a player you have zero training/experience with them until you see them MP. Which leads, inevitably, to many frustrating experiences since the player simply doesn't know what to do. With the respect to Reach, there was the mention that the Plasma Repeater was a MP-only weapon. On the face of it, this is a bad idea. Do players at least get the oppurtunity to pick one up and try it out in campaign even if the enemies don't use it? Apologies for the long explanatory text :P
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