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Everything posted by Spectral Jester
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If The Best Is Yet To Come, What Is It?
Spectral Jester replied to Chaos Cycle's topic in General Discussion
What am I looking forward to this year? Halo 4 The anticipation of loading it up for the first time is killing me My best games of last year? Gears of War 3, Halo Anniversary. Gears of War 3 takes everything from the previous 2 games, adds a bit more, and throws up GOW3. Halo Anniversary brings the first Halo to the Xbox 360, also it brings the fabled skull hunting back, and classic remade mama to Reach, the complete package -
Some fresh details on Danger Close's next crack at the Medal of Honor series reboot, Medal of Honor: Warfighter, have emerged from the pages of the US version of OXM, following the game's official announcement last week. First off, Medal of Honor's Tier 1 Operators will be making a comeback, while DICE's Frostbite 2.0 engine will be behind the game's visuals and mechanics. Details like swaying ceiling fittings, splintering wood and stacks of paper flying up from desks will all be catered for by Frostbite 2.0, while multiplayer will also use the same engine and will be developed in-house by Danger Close. Multiplayer promises to offer a variety of global Tier 1 badasses, including the British SAS, the Australian SASR, German KSK and Polish Grom. The single-player campaign meanwhile, will see the return of Preacher, Voodoo and Mother, as well as other major characters, with the narrative based loosely upon real events and the testomonials of actual Tier 1 Operators who have co-written the story during their mission downtime. You'll apparently visit a range of exotic locations, including a flooded Isabela City in the Phillipines. Danger Close is focusing on "authenticity" rather than "simulation" too, so health will still regenerate. More player choice during missions is also supposedly on the cards, such as how to breach a door - flashbangs, C4 or a good, old-fashioned boot - and there may also be a one-shot kill "hardcore" mode to test veteran FPS players. Finally, Danger Close is promising co-op support of some description for Warfighter, with a separate campaign a la Battlefield 3 the most likely implementation. Medal of Honor: Warfighter is slated for launch in October 2012
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playing combat evolved earns you credits?
Spectral Jester replied to Aztec Asshawk's topic in Halo CE + Anniversary
Only with the terminals, you need to find all the terminals in Halo Combat Evolved Anniversary, once you've done that go to this this thread to get 100,000cR in Halo Reach. http://www.343industries.org/forum/topic/4769-secret-terminal-in-halo-waypoint-and-how-to-get-it/ -
I so agree with this, before noble map pack it was just 2, spire and vineyard, then noble came out and added breakpoint which was awesome, then they changed the playlists and breakpoint never appeared again lol. Could do with 2 more maps for invasion or maybe make noble map pack free.
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I fake it you know where it is, but can't grenade jump to it, if your having problems greande jumping, fire up a guest profile, have the guest stand on the corner. Use the rocket launcher (which is the next beach along near a warthog) jump to it as you fire a rocket at the guest this will blow you up to the ledge. Oh nearly forgot get the overshield from outside as well.
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Look what I found?!? What a epic thread
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The last NBA Live title from EA was NBA LIVE 10, and that was a few years back now. However, after a break from the franchise, EA have announced their intention to bring the series back to life with NBA Live 13. The 'announcement' came from a tweet in which Kyrie Irving accidentally (controlled leak?) tweeted: In Orlando for #AllStar checking out the #FutureOfBasketball with @EASPORTSNBA. Get to see the new #NBALIVE13! EA soon confirmed the title's existence saying that they were looking to bring an "all-new experience that captures the future of basketball". Can EA turn the franchise back to a winning formula after a long hiatus and tackle the dominant NBA 2K series? Watch this space.
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BioWare has moved to defend Mass Effect 3’s day one DLC, From Ashes. Responding to angry fans on Twitter, series executive producer Casey Hudson claimed that the DLC didn’t go into development until work on the main game’s core features were complete. "On ME3, content creators completed the game in January & moved onto the "From Ashes" DLC," he said. "It takes about 3 months from "content complete" to bug-fix, certify, manufacture, and ship game discs. In that time we work on DLC. "DLC has fast cert and no mfg., so if a team works very hard, they can get a DLC done in time to enjoy it with your 1st playthrough on day 1. On #ME3, content creators completed the game in January & moved onto the "From Ashes" DLC, free w/ the CE or you can buy seperately." From Ashes contains a new mission, a character and outfits. It will cost 800 MSP. The Collector's Edition bundles the DLC for free. It's all available on March 6th in the US and March 9th in Europe
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I've finally got a few concrete details as to the content of the new Assassins Creed: Revelations DLC. Called “The Lost Archive,” costing 800 MSP , starring Desmond and releasing on Feb 28th, we already had a few scraps of info thanks to slips and educated guesses, but now a trailer over at online retailer Zavvi reveals a few more snippets (it has since been taken down, soz). I've seen it though. Apparently, the DLC will offer up a bit more information about Subject 16, revealing when the mysterious figure joined the assassins and how he fits into the overall story. The trailer also reveals that Desmond will indeed star in some more of those puzzle missions inside the Animus. Meanwhile, I'm still waiting on an official announcement from Ubisoft
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The next Medal of Honor game will be called Warfighter, will not have DICE-developed multiplayer and will ship in October. As with Medal of Honor (2010), the game will be developed by Danger Close, using DICE’s Frostbite 2.0 engine. However, unlike the previous game, Danger Close will be doing their own multiplayer. Beyond the fact that the game will follow Tier 1 operatives, however, we know little else. OXM has screens, details and interviews in its next issue and a proper unveiling is scheduled for GDC in a couple of weeks. So expect more then. In the meantime, what do you make of Warfighter as a title? No-nonsense and straight to the point, or the dumbest, least imaginative title ever? (info courtesy of gameinformer)
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Do 343i employees read our threads?
Spectral Jester replied to Destroyaaa's topic in General Discussion
Short Answer 'Yes' including Waypoint Staff -
DICE has revealed the details of its next patch for Battlefield 3. Not even finalised yet, it’s an absolute whopper. Featuring general gameplay, vehicle and weapon fixes, as well as about a million other bits, the list published on Battlelog is still not complete. More info will be released soon. It’s also worth noting that the list is for all three platforms. Full list below GENERAL GAMEPLAY FIXES: -Players should no longer take fall damage from short falls. -Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone. -Fixed some situations that would unintentionally make a player unrevivable. -Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced. -Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots. -Spawn protection will no longer be canceled by the player looking around. -Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire. -Increased the inaccuracy and recoil added when a player is fully suppressed. -Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range. -Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons. -Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper. -Attempting to Crouch (like Prone) will now properly interrupt Sprint. -Increased the effectiveness of Suppression Resist Specialization. -Parachutes now respond to turn and throttle inputs more quickly. -Switching from primary weapons to sidearms and back now takes less time. -Increased the effectiveness of explosive resistance. -Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level. -The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks. -Fixed several issues with vaulting objects, especially for thin railings. -The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible. -CRAM weapons on Carriers now count towards stationary weapon awards. VEHICLE FIXES: -The A10 properly gives Jet score again. -Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters. -Increased the damage the MBT's primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable. -Slightly reduced the repair speed of the repair tool. -Increased the damage done by TOW weapons to armored vehicles. -Increased the rate of fire and minimum damage of the Coax HMG. -Increased the damage mounted gunner .50cal HMGs do at long range. -Increased the power of the repair tool when killing soldiers or destroying vehicles slightly. -Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators. -Increased the damage of the Javelin and Air to Ground missiles against laser designated targets. -Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs. -Slightly reduced the locking time of all weapons vs Laser Designated targets. -Laser Guided missiles can now be distracted by Flares. -Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets. -Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets. -Reduced the locking time for AA Missiles for Jets to make them more viable against air targets. -Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles. -Flares now more reliably distract missiles, especially for Helicopters. -Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec. -AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots. -AA Missiles should no longer kill the pilot instead of the vehicle. -AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud. -Reduced the damage AA missiles do to jets to 45%. -Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles. -The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace. -Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter's defensive abilities vs Jets. -Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch. -Increased RPG and SMAW damage against aircraft. -Guided Rockets will now only track ground targets, as originally intended. -Reduced the direct damage done by Attack Helicopter gunners vs Armor. -Helicopter guns should now suppress correctly. -Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided. -Slightly increased the damage of Attack Helicopter's Rocket Pods vs Infantry and other Helicopters. -Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle. -The Mi28 has received upgrades to its climbing and yawing abilities. -Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly. -Improved the accuracy of the Mi28 gun to match the AH1 gun. -Increased the direct hit damage of the APFSDS rounds for the IFVs. -Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock. -Miniguns and Helicopter Gunners now more quickly destroy parked cars. -Increased the power of explosions from cars and other explosive static objects. -Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion. -Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes. -Updated the F35 weapon systems to be consistent with the other Jets. -The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude. -The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle. -Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position. -Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage. -Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough). -The MAV will no longer destroy vehicles that run into it, instead it should be destroyed. -Jet and Helicopter collisions should now properly result in the death of both vehicles. -You can now spot with the EOD bot. -Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst. -Reduced the damage AA guns (both mobile and stationary) do to infantry. -The carrier based CRAM stations are now properly tracked as stationary weapons. -CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default. -Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking. -The A10's extinguisher should now function properly. -Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled. -The T90's crosshair now more accurately represents the trajectory of the main gun. -Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns. -The AAV now has zoom and a 3P camera when using the turret. -Tweaked the AAV's turret controls to be more useful when the vehicle is moving. -The Z11w now properly functions with Below Radar. -Below Radar will now also prevent the lock on of Stinger and IGLA missiles. -Added Horns to all Jeeps. -Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged. WEAPONS: -Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL. -Reduced the recoil of the SKS rifle and increased its maximum damage at close range. -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs. -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage. -The M26 MASS frag and slug rounds are now the more effective pump action versions. -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail. -Fixed the bolt action timer on the L96 that would cause an animation glitch. -9x39mm rounds no longer benefit from the Sniper headshot bonus. -Increased the damage of the 9x39mm rounds at long range. -Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines. -Increased the damage of the .357 and .44 magnum rounds at max range. -All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m. -Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change. -Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest. -Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill. -The spread for Flechette rounds has been reduced slightly on all shotguns. -The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870. -Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets. -Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster. -Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1. -Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds. -Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading. -Fixed 12g FRAG rounds not breaking glass at long range. -Players can now earn the shotgun Ribbon using the M26 MASS. -The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log. -Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log. -Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates. Several weapons have had recoil or accuracy adjusted in order to balance these weapons in effectiveness and also increase the feeling of individuality in each gun. M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move. RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27's higher rate of fire. M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance. Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability. PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire. M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round. M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control. QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG. MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG. 870: No change. The 870 is a popular and highly effective weapon. DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun. M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire. S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload. MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS. USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output. M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil. M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u's low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character. SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference. A91: No Change. The A91's high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto. G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range. SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB. G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36. QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon's stats. AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability. M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable. M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire. AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon's weaknesses kicked in while the reduced accuracy highlights its close range role. F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update. AN94: Reduced vertical recoil. The AN94's 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive. G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges. KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire. L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire. FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine. PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced. UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick. MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90. AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed. PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts. P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective. PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19's high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon. WEAPON ACCESSORIES: SCOPES: -Fixed the 7x scope not zooming to the full 7x on all weapons. -Corrected the M39's laser sight so it points at the point of impact and aligns with scopes when zoomed. -Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x. -Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels. -The L96 Straight Pull bolt now functions properly. -The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight. -The L96 now properly shows scope glint when using the 8x, and 12x scopes. -Tweaked IRNV to be more consistent across all levels. -Fixed a rendering issue with IRNV view when taking damage. -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others). -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule BIPOD: -The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines. -The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines. -Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod's bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation. HEAVY BARREL: -The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value. -A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value. -Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B. -The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range. -The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended. IRNV FIXES: -Tweaked IRNV to be more consistent across all levels. -Fixed a rendering issue with IRNV view when taking damage. -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others). -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule. FOREGRIP: -The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged. -A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty. LASER SIGHT: -The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight. -The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously. SUPPRESSOR: -The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly. -The Suppressor's recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor's bonus for all weapons. -The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value. -Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil. FLASH SUPPRESSOR: -The Flash Suppressor no longer reduces accuracy for Automatic Fire. -The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor. -A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value. GADGETS: -Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec. -Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities. -The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy. -The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process. -The MAV now properly shows up in the Kill Feed. Previously it simply displayed "KILLED." -The MAV can no longer be used as an elevator. -Matched the motion sensor sweep frequency and range on the MAV to the TUGS. -Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed. -Players may now use their knife to destroy enemy equipment. -C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4. -The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world. -Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time. -Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles. -Ammobags now stay until the user redeploys them like Medkits. -Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades. -Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry. -Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec. -Slightly increased the heal rate of the Medical Crate. -The MAV now will also descend by pressing the Crouch Toggle key. (PC) -The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn. -Tweaked M224 exit points so the player faces in the direction of the mortar when he exits. -Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate. TEAM DEATHMATCH -Fixed a bug where players would spawn close to the enemy team at the start of the round. -Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge. -Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked. -Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning. -Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely. -Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points. -Caspain Border spawn zones have been tweaked slightly. SQUAD DEATHMATCH -Fixed a bug where players would spawn close to the enemy team at the start of the round. -Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map -Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points. -Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest
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Modern Warfare developer Infinity Ward has said that it intends to collaborate on future iterations of the Call of Duty series with Treyarch. Typically, the two studios steer clear of each other’s projects. Indeed, there seemed to be a healthy rivalry. But now it seems we can expect increased collaboration. "When we do something really great it would be good for theirs, and when they do something really great it would be good for ours, so I think you are going to see a lot more of that. We're taking in feedback as a franchise as a whole, not just our individual iterations any more," said Infinity Ward's Robert Bowling. He’s keen to stress that they remain two separate teams, however. "I think there will always be a lot of communication back and forth. At the end of the day we are two different developers and we have different opinions about the games we make and the games they make." So we've already had Gun Game and One in the Chamber in Modern Warfare 3. What next? Zombies in MW4? Spec Ops in Black Ops 2? Ezio in SoulCalibur?
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Mass Effect 3 will be making history as not only the finale of a great game series, but also as the first game to be launched into space. BioWare will be launching six copies of Mass Effect 3 into Earth's upper atmosphere, which will then make their descent in six locations around the world. The first location will be San Francisco, CA, with a copy of the game touching down between 7am and 10am today. You'll need to track the launched package and make your way to the landing zone to bag yourself an early copy of Mass Effect 3 that's been to space and back, plus each Space Edition will have a one-of-a-kind fan prize package bundled with it. There'll also be runner-up prizes given out at the landing zones, which are as follows: •San Francisco, CA - 7am-10am - February 23rd •Las Vegas, NV - 7am-10am - February 24th •New York, NY - 7am-10am - February 25th •London - Time TBD - February 27th •Paris - Time TBD - February 28th •Berlin - Time TBD - February 29th Here's hoping that the arrival of these Mass Effect 3: Space Editions doesn't end in violent riots across the globe. Besides, Mass Effect 3 will be out on March 6th in North America and March 9th in Europe, so there's not much longer to wait
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BioWare CEO Ray Muzyka has played through the entirety of Mass Effect 3, and so consequently, he's had a few things to say about the game to Kotaku, revealing some salient details regarding the planet mining mini-game, the process of desicion making, the whole 'galactic readiness' deal and balancing the RPG and shooter elements to give players the best of both worlds. With the first Mass Effect tipping the scales more towards the guise of pure RPG, Muzyka observed that Mass Effect 2 leaned more towards the realm of out and out shooter. "The second one was aimed more at the action or shooter side. This one is both. Both sides have been amped up really well," he said. Muzyka then went on to comment on the impact of your decisions in Mass Effect 3, something that'll be even more significant apparently. "It's like Decision-making with a capital D," Muzyka commented. "Every time there was a big decision - when something bad happens and or good - something impactful happens with consequence when you make a decision. There's lots of them through the game, they all feel like, ‘Yeah that was appropriate, but holy ****! That was expected, but boy, that was hard. I'd still make the same decision, but boy that was interesting. That was compelling.' There are kinds of moments in the game that I think people will talk about years from now. It's a significant game in that respect." You'll also be able to mod and customise your weapons at designated weapon benches, and the progression system has been refined too, as has the time-consuming mining mini-game from Mass Effect 2. "The mining experience… using it to find materials that are required for quests. It links together really well." Then there's that oft-mooted 'galactic readiness' that you'll be able to boost in the game's Galaxy at War co-op multiplayer mode too. "The multiplayer, the way it's integrated in and the seamless way it helps amp up your galactic readiness and gives you more resources to build your fleet, your alliance against the Reapers. They're very thoughtful the way they're apportioned and is building on a foundation from ME 1. I think it's really taking the best of what we've seen and added significant elements of innovation too." There's also a chance to scan planets to gain additional side quests too it seems. "The exploration in this game is really cool. The system involves a Reaper threat," Muzyka affirmed. "The Reapers are on the edge of the system. By scanning the worlds, the Reapers actually get engaged more and more. You have to scan the planets to find key objectives, to find away-team missions, to find resources that actually solve RPG quests back on different planets." Engaging in these additional quests - some of which will be fetch quests - will enable you to enlist more people to help you, and Reapers will pick up on your scanning activity, which means you'll actually have to evade them as you navigate your way through systems, travelling from planet to planet. You're not limited in your mining scans and probes any longer either. "There's no limit on scans now," Muzyka added. "There's no limit on probes. That's not a constraint anymore." Finally, galactic readiness is something that'll be a continuing concern to address as the war against the Reapers escalates throughout Mass Effect 3. It'll link seamlessly between single-player and co-op, enabling you to earn galactic readiness points as you strive to keep the various allied races sweet. "It [galactic readiness] shows the state of the galaxy, what resources you've got at this point, which regions are controlled and which ones aren't. It gives you a sense of where to go," Muzyka explained. "You can go back and talk to the admiral and get some more feedback. ‘How are the Krogan feeling?' ‘OK, I've got to spend a little more time on them.' ‘Are Cerberus allies?' 'I gotta get some more of those.' I started really getting engaged by the moment-to-moment anticipation, but the decisions would also weigh on me after the fact. For me, it really struck me that, as great as Mass Effect has been to this point - and we're very proud of it - I think this is the best of the franchise. And I think it's a game people will talk about afterwards in a very fond way for years to come." Big words there from Dr. Muzyka, but when you're talking about something like Mass Effect 3, throwing big words around is fair game
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Remember when a load of Mass Effect 2 armours and other DLC items got leaked onto the Xbox Live Marketplace pre-launch? Well it's happened again for Mass Effect 3, with a spoilerific DLC pack popping up briefly on the Xbox Live Marketplace. Entitled 'From Ashes', it was thought that the DLC may be the 'classified bonus character and mission' bundled with the Collector's Edition, which BioWare's Mike Gamble confirmed on the official Mass Effect forums in the following statement: "We're happy to confirm that Mass Effect 3: From Ashes DLC will be available at launch for all platforms. For those of you who have purchased the N7 Collector's Edition, you will get this content at no extra charge. We'll have a lot more details for you later this week! Stay Tuned!" For anyone who hasn't pre-ordered or doesn't intend to buy the Mass Effect 3: N7 Collector's Edition, the From Ashes DLC will be available for purchase from the Xbox Live Marketplace for 800 Microsoft Points. You can see a video of the content on the Xbox Live Marketplace below, but be wary of spoilers. Mass Effect 3 is out on March 6th in North America and March 9th in Europe.
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Bring Back betrayals in infection
Spectral Jester replied to chubbygomez's topic in General Discussion
if turning off betrayals has stopped players like yourself from playing Reach then it is a good thing if you wish to goof off and betray people with your friends there is always custom games. Leave the playlist for people that actually want to play the playlist -
im going to ask a really stupid question I take it you are loading up halo reach? As if you load up Halo Anniversary you can only access anniversary maps in matchmaking, but all maps in custom
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i win 24 hours are up
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WWE Wrestlefest Heading To XBLA Later This Year
Spectral Jester posted a topic in General Discussion
THQ have confirmed that WWE Wrestlefest will be arriving on XBLA at some point this year. They promise the title will recreate the "classic arcade experience" providing players "with a notable roster of current WWE Superstars and popular WWE Legends". Gameplay modes are, as expected, varied and all encompassing. There's something for all WWE fans: [WWE Wrestlefest] will explore arcade-style WWE action across a variety of match types, including Royal Rumble, Tag Team, Gauntlet and Steel Cage, while competing in a number of renowned arenas like Raw, SmackDown, WrestleMania and Saturday Night’s Main Event. The Road to WrestleMania progression-style mode will encourage players to select a WWE Superstar or WWE Legend and compete in a series of challenges to win five different WWE Championships. When you dive into the host of game modes available, you'll be able to take on the signature moves of the following wrestlers at launch: - John Cena - The Rock - Randy Orton - Rey Mysterio - “Stone Cold” Steve Austin - Undertaker - Jake “The Snake” Roberts - “Macho Man” Randy Savage Although THQ can't pin down a more specific release date for us, they were very forthcoming with DLC details, confirming there would be additional content to follow. They even went as far to provide an extensive list of the future downloads which is pretty unusual! WWE WrestleFest will also update the gameplay experience following launch with the release of 30 additional WWE Superstars and WWE Legends, as well as new arenas, through an extensive downloadable content program. Items currently scheduled for future release include; WWE Superstars CM Punk, Triple H and Sheamus, WWE Legends Shawn Michaels and Big Boss Man [and] the classic Survivor Series arena How does it sound so far? -
in account, try licence transfer, when done, turn off you xbox, then back on, load up reach see what happens. if still doesnt work ring xbox support 0800 587 1102 tell them you have downloaded all map packs but they are not working properly
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ok so you have all 3, firstly have you just 1 gamertag? were all the maps downloaded on the same gamertag? have you changed your xbox recently? do you have bungie pro? if yes delete the receipt from your harddrive check all map packs have downloaded correctly and that nothing is corrupt if you select custom game, then select map type, do any of them have stars next to them? if so this is the map pack you need to redownload i had to redownload noble 3 times for it to work originally
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im in uk, my guess is you are trying a playlist which also requires the anniversary maps. what gametypes are you trying to play exactly
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As the XBLA House Party promotion continues unabated, things start to heat up this week as Alan Wake's American Nightmare arrives with its nailgun-toting grindhouse vibe, as you must chase down the nefarious force of darkness that is Mr. Scratch. Elsewhere, you'll find new DLC for Saints Row: The Third with Gangstas in Space, a new workout for UFC Personal Trainer, and next week you can look forward to playing colourful sci-fi FPS Nexuiz and you'll be able to get your hands on Assassin's Creed: Revelations' single-player story DLC, the Lost Archive. If it's deals you want, this week gives you discount Fable III content and next week sees Gears of War 3 gubbins getting a price cut. There's also the SSX demo, a FIFA Street demo next week and as ever, more where that lot came from. Take a look: Xbox Live Arcade •Alan Wake's American Nightmare (Microsoft Studios) - 22 Feb - 1200 MSP •Nexuiz (THQ) - 29 Feb - 800 MSP Game Add-Ons •Call of Duty Modern Warfare 3 Overwatch Map - for Premium ELITE members ONLY (Activision) - 21 Feb •Saints Row: The Third - Gangstas in Space (THQ) - 21 Feb - 560 MSP •UFC Personal Trainer Jon Jones Workout Pack (THQ) - 21 Feb - 800 MSP •Assassin's Creed Revelations Lost Archive (Ubisoft) - 28 Feb - 800 MSP •Dance Central 2: LMFAO ft. Lauren Bennett & GoonRock "Party Rock Anthem" (Harmonix) - 28 Feb - 240 MSP •Final Fantasy XIII-2 Sazh's Episode (Square Enix) - 28 Feb - 400 MSP Deal of the Week Fable III - 21 Feb–27 Feb •Fable III Traitor's Keep Quest Pack (Microsoft) - 320 MSP (43% off) •Fable III Understone Quest Pack - 220 MSP (45% off) •Fable III Dog Breed Set - 140 MSP (42% off) •Fable III Reaver Industries Premium Theme - 160 MSP (33% off) •Border Collie - 160 MSP (33% off) Gears of War 3 - 28 Feb-5 Mar •Gears of War 3 RAAM’s Shadow: Pack 2 (Microsoft) - 800 MSP (33% off) •Gears of War 3 Horde Command Pack - 560 MSP (30% off) •Gears of War 3 Weapon Skin Collection: Launch Collection - 1800 MSP (50% off) •Weapon Skin Bundle - Haze Set - 160 MSP (33% off) •Weapon Skin Bundle - Thunderstorm Animated Set - 160 MSP (50% off) •Cover Barrier - 200 MSP (38% off) •Berserker Pet - 120 MSP (50% off) Games on Demand •LEGO - Pirates of the Caribbean (Disney) - 21 Feb •Madden NFL 12 (Electronic Arts) - 28 Feb •Harry Potter and the Deathly Hallows Part 1 (WB Games) - 28 Feb Demos •SSX (Electronic Arts) - 21 Feb •FIFA Street (Electronic Arts) - 28 Feb Avatar Marketplace •NBA Collection update - Varsity Jackets (Microsoft Studios) - 21 Feb •MTV Collection update - Beavis & Butthead (MTV) - 21 Feb •Club Football Collection update (Konami) - 21 Feb •Alan Wake (Microsoft Studios) - 22 Feb •Quiksilver Collection update (Microsoft Studios) - 28 Feb Latest and forthcoming Zune movie releases •Real Steel - 21 Feb •Warrior - 21 Feb •In Time - 27 Feb •The Ides of March - 5 March •Contagion - 5 March
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