***Halo 5***

Looking a lot more forward to that than standard War zone.

Assuming Kree doesn't push me off a ledge of something.
 
Don't worry, I won't be playing the "super fluffy let's not play against real people so there's not much point" mode.

It annoys me enough that there's no team damage in the "herp derp let's buy content" game mode they already have, making people turn their brains off and just firing explosives everywhere.
 
Halo 5 Content Update: Ghosts of Meridian

Release Date: 4/6/16
Patch Size: 8.3 GB
REQ Safe Time: ~2pm PDT
Full Info: https://www.halowaypoint.com/en-us/games/halo-5-guardians/updates/ghosts-of-meridian
New features and updates:

New Warzone map added: Skirmish at Darkstar
New Arena map added: Tyrant
Weather effects added to Forge
New sound effects added to Forge
Spartan Company members will now appear in the Active Roster
April 14 – 18: Warzone Firefight Beta playlist goes live.
Multiplayer:

Fixed exploit that allowed players to hide inside Armory base geometry in Warzone
Significantly improved the speed and responsiveness of the REQ Menu, especially for players with a large number of REQs
Favorited friends now appear at the top of Active Roster
Fixed issue where players that a join a match in progress did not have full REQ Energy to start
Reduced instances where the assaulting team could be spawn blocked on Warzone Assault maps
Fixed issues with invisible environment boundaries allowing vehicles to push players out of normal map boundaries
Fixed issue where some players who had recently dealt damage to a Boss did not receive Takedown credit when the Boss was killed by a teammate
SWAT DMRs added to the SWAT playlist
Fixed an issue that caused the Event Feed to not dispalyer at the end of a round or match
SWAT game type options have been balanced to allow for even weighting between Magnums, BRs, and DMRs
mavity Hammer is now the starting weapon in Grifball
Reduced Boss Takedown damage requirement from 10% to 1%
Random Weapon and Random Vehicle REQs can now unlock the most up-to-date REQs, including those from Ghosts of Meridian
Daily Win Bonus Packs can now unlock the most up-to-date single-use REQs, including those from Ghost of Meridian
Players can now “ping” their location in a game when alive to alert teammates by pressing UP on the d-pad in Warzone or Arena
Fixed an issue that caused explosive barrels to not be explosive when the Deathless option is turned on in Custom Games
Sandbox:

Fixed a bug that caused the Spartan Laser to deal incorrect damage against shields
Fixed a bug where damage dealt to Gungoose Cannons did not properly transfer damage to the rest of the vehicle. (The Spartan Laser is excited about this change, too)
Mantis armor has been increased
Reduced the explosion radius of the Whiplash
Needler projectiles now do damage to Wraith and Scorpion weak points
Fixed an issue where Rail Gun aiming light can be seen through geometry
Fixed server crashes surrounding picking up powerups
Fixed a bug that made picking up powerups impossible
With Speed Boost activated, Spartan Charging now kills upon impact
Hydra Launcher now only locks onto the torso of enemy Spartans
Fixed a bug that allowed players to perform a Spartan Charge after performing a Thrust in mid-air
Fixed a bug with Phaeton damage regions that resulted in incorrect weak spot hit markers
Slightly reduced bloom for the Halo: CE Pistol
Improved readability of shields popping immediately after they begin to recharge
Lowered the damage of an uncharged Plasma Pistol shot when fired upon a Ghost’s weak point
Fixed a bug that did not allow Ball holders to pick up grenades
Fixed a bug with Advanced Sensors’ speed threshold that caused players to show up on radar in some cases where they were not moving at Sprint/Thrust speed or faster
Forge:

New & Updated Features:
Weather Effects added to map properties [Rain, Snow, Dust, Embers, Papers, Motes]
Sound Effects added to extras menu
Starting energy can now be adjusted on weapon
Starting energy and clips can now be adjusted for weapons on weapon pads
 
I will not be touching firefight.

3mb download is 6 times the bandwidth you need for Halo, your latency will be the issue.
 
This is pretty cool , they are going back and touching up the difficulty in the campaign, slated for a May release.

CHRIS PROCTOR, SENIOR SYSTEMS DESIGNER
Hi everyone, I’m Chris Proctor, designer at 343 Industries. For Halo 5, I was the designer on Covenant AI, Squad AI, most Forerunner weapon redesigns and final difficulty tuning, and I’m now the designer for all AI and difficulty tuning.

Having had a few months to digest player feedback, reviews, let’s play videos and internal feedback, I’ve been working on an update to Halo 5’s campaign balance, aiming to address parts of the game that players yelled at us about, or that bugged me and the rest of the team enough to address even without external feedback.

Given that we’re constantly updating the game adding new content for Multiplayer, and we’ve got Warzone Firefight and other cool stuff on the way, I took the opportunity to touch global difficulty tuning and address areas where Halo 5’s difficulty was spiky, too easy or inconsistent.

I was pleasantly surprised to get the okay to make these sweeping changes, given how rarely videogame campaign difficulty tends to be updated after launch.

ISSUES
Players and reviews commonly cite the Warden as an unfair difficulty spike on higher difficulty, particularly the triple-Warden fight towards the end of the game. Looking at this in depth, it’s partly because of the Warden himself: his attacks are difficult to avoid, he’s hard to get behind to shoot in the back, his front armor is durable. It’s also because supporting enemies don’t allow any breathing room – having multiple turrets firing continuous, highly damaging beams at you while you’re trying to dodge Warden attacks is pretty rough.

Two-player co-op play is slightly more difficult than intended, but single player is a little too easy.

Covenant encounters are generally easier than Forerunner. Elites melt a little too fast under squad fire, and Grunts and Jackals are too little threat. However, Storm Rifles are very accurate and fire long bursts, making for an uneven experience if enemies happen to target a stationary player.

Players would lose track of enemies in Forerunner encounters and die to an enemy that got behind them. Soldiers are able to bamf frequently to break line of sight, and Crawlers are fairly durable for a fast-moving, close range and lethal enemy that requires aiming down.

Certain vehicle sections were much harder than others. Squad AI would often die in a Warthog gunner’s turret, making Warthog sections frustrating in single player, even more so when several enemies with homing weapons could fire on the Warthog at once.

In two or three player co-op, Squad AI could get stuck running back and forth between players wildly mashing the “Call for Help” button.

Generally, this balance update smooths out the common spikes, increases the difficulty of mid-tier encounters, and makes certain enemies less frustrating or more satisfying to fight.

Thanks to the Test and Campaign teams for running through the campaign before and after the update to make sure nothing broke and give balance feedback. I’ve listed couple of specific changes below.



SPECIFIC CHANGES
Please note that enemy-specific changes will also apply to Warzone AI – the Warzone team has been playtesting these adjustments, and we’ll be keeping a close eye on all feedback, (especially as it pertains to Warzone Firefight difficulty).

Reduced two-player difficulty slightly

Increased single player difficulty slightly

Made Warden attacks a little easier to dodge, particularly on lower difficulties

Face Beam tracks moving targets less accurately

mavity Bomb has less homing

Melee attack has slightly less range

Made the Warden slightly easier to kill from the front

Reduced AI Focus Turret damage output

Reduced AI Storm Rifle, Suppressor and Light Rifle effectiveness

AI Storm Rifle: fires in shorter bursts, projectiles spread out more and move more slowly. Jackals are now less effective than Elites with the Storm Rifle

AI Suppressor: fires in longer bursts, projectiles have less homing. Crawlers are now less effective than Soldiers with the Suppressor

AI now fire shorter bursts with the Light Rifle

Increased AI Plasma Pistol, Needler and Beam Rifle effectiveness

AI Plasma Pistol: slightly higher accuracy and damage

AI Needler: AI now fire longer bursts (i.e. can now supercombine players on Heroic and above), slightly higher damage

AI Beam Rifle: slightly more damage (mostly this will make it a two-shot kill instead of a three-shot kill in Heroic single player, allowing Jackal Snipers to actually kill a player from time to time)

Added a “tackle” animation to Sword Elites – shoutout to Pat Gillette for making the sweet sword tackle animation

Instead of stopping to swing at a moving target they can swing on the move

Increased Elite, Elite Officer and Soldier Officer durability

Reduced Soldier bamf frequency

Killing a Crawler now deals area-of-effect damage to all nearby enemies, softening them up or killing them outright

Reduced frequency of Squad AI getting killed while in a gunner’s turret in a player’s vehicle

Made being killed by an attached Plasma Grenade non-revivable, similar to lethal damage from a Binary Rifle

Increased AI special ability chance with higher player count in co-op games, e.g. Plasma Pistol overcharge, grenade throw

Increased AI promotion chance with player count in co-op games

i.e. in cooperative games you will encounter more high-ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals and Crawlers)

The first player to press the “Call for Help” now has priority, other players will have to wait their turn for a revive – shoutout to Mr. Robert Kingsley for the code fix for this
 
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