Blackninja Le physique n’est valable que pour les consoles rétro non connectées à internet tout le reste c’est du vent faudrait que les gens se fassent une raison en 2024 (il y a 7 Heures)
CraCra Les PATCH c'est un autre problème (il y a 8 Heures)
reneyvane @CraCra: Je ne connais pas une seule réédition en boite compilant un jeu & ses DLC qui n'à pas au moins un ou deux patch : Cyberpunk & TheWitcher3 notamment. (il y a 8 Heures)
CraCra @reneyvane: Doit être fumasse tres souvent alors, doit plus avoir bcp de jeux boite qui n'ont pas soit un code ou que qq Mo et ensuite hop téléchargement (il y a 9 Heures)
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)
Didn't think I would be able to go back to Halo after COD4, but it was a nice changeup again. Though I would still pick COD4 over Halo Reach if I had to make a choice. Fortunately, I don't. :)
-- "Bob Loblaw Lobs Law Bomb" --
-- "You're under arrest, and I'm breaking up with you..." --
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The beta also made me even more excited for the single player...specifically with respect to fighting the Elites. I love how they look and move, and I expect encounters with them in the campaign to be a lot of fun.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Ultimately it's good stuff, and I too am looking forward to both campaign co-op and full blown MP.
I don't think I've had this much fun with a Halo game as I have with Reach - although there are some improvements that need to be made.
I don't think I've had this much fun with a Halo game as I have with Reach - although there are some improvements that need to be made.
I also like the weapons way more. They all seem useful and the single shot weapons are just very satisfying. They have to work on some of the details, especially the feedback and visual cues. But they already felt better than the BR to me, compared to the H2 BR it lacked that "umph". It just sounded weak.
I also like the weapons way more. They all seem useful and the single shot weapons are just very satisfying. They have to work on some of the details, especially the feedback and visual cues. But they already felt better than the BR to me, compared to the H2 BR it lacked that "umph". It just sounded weak.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Probably the main reason why I prefer the Reach Beta to Halo 3 is because of the Armor Abilities; quite simply, they shit all over the equipment in the third game. For the most part they're balanced, they feel like a core component of the game - unlike the equipment in Halo 3 - and they're just more fun to use.
There's nothing better than reigning death from above by using a jetpack. Oh, and assassinations are ridiculously satisfying.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Probably the main reason why I prefer the Reach Beta to Halo 3 is because of the Armor Abilities; quite simply, they shit all over the equipment in the third game. For the most part they're balanced, they feel like a core component of the game - unlike the equipment in Halo 3 - and they're just more fun to use.
There's nothing better than reigning death from above by using a jetpack. Oh, and assassinations are ridiculously satisfying.
I like SWAT too, but it really does seem like people forget that it's not actually a new mode. But it's better in Reach thanks to the ability to sprint. Frankly, I find it hard to use anything but sprint thanks to the fact that spartans are even slower in Halo Reach, but they're all fun, and jet packs have a huge potential in vertical levels. I just hope there aren't too many vertical levels! I don't really care much for Sword Base.
I just hope Reach will get an all MLG playlist early on, or at least a hardcore one. No radar, only sprint/evade and head shot weapons at spawn is where the fun is at for me. Well, unless I'm playing with buddies on the same console, for that I have high hopes for Invasion. That was by far the most fun I've had with the beta.
And speaking of AAs, I don't get the love for jet packs. Every time I hear it, it's like an invitation to look out for them and grab an easy kill. At least I can't imagine it ever being used in a highly skilled lobby unless for a desperate last attempt in an objective game.
In Reach it's the other way around. It needs two shots and a nade thrown somewhere near the opponent to kill him. Since he can't escape the nade with its huge blast radius it's a sure kill 90% of the time. Another side effect of this constellation is that team shooting is even more important than it was in Halo 3, the small clip and the amount of time it takes to kill someone just with bullets makes it necessary. While there is nothing bad about team play I think Halo 3 had just enough of it.
There still needs to be a way for a good player to turn the tables in the most desperate of situation. This is Halo in a nutshell. The best FPS games have their moments you crave for. There are moments in BF that you'd label "Battlefield Moments". Halo thrives on multi kills and sprees, or it has been until Reach. With all the steps Bungie took with Reach they've been working against that formula. I had my fair share of Overkills and Triplekills this Beta, but nothing was really memorable (apart from a Triple but only because I had a really nice stick at the end). Most of them involved chucking two nades and some close quarter combat. It's just as boring to watch as it sounds and it didn't make me feel good about myself.
What I want to see is that the gameplay is allowed to evolve throughout the lifetime of the MP. See, if Bungie had decided with the last game that they wanted to severely limit the capabilities of a single player we would not see plays like these on a pro circuit. But it seems like they want to do it now.
I don't know, the nades feel spot on to me. I haven't been killed all that often by grenades, and haven't gotten an excessive amount of kills with them either. I've actually have had plenty of occasions were I was convinced I should've killed someone with a grenade + a couple of shots and they walked away unharmed...
-- "Bob Loblaw Lobs Law Bomb" --
-- "You're under arrest, and I'm breaking up with you..." --
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The only thing I absolutely want addressed is the quick double melee. I hate getting killed by it, and I don't feel particularly good when I use it to get kills.
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
The grenades supposedly have a descending damage radius (i.e. further away you are, less damage it'll do) and even in the beta, supposedly one grenade shouldn't be enough to kill you. It didn't always feel that way mind because one grenade and the odd bullet would definitely kill you and they frequently happened simultaneously, so it felt like you got killed by just the grenade. I'm not sure what part of them I would change, maybe the shape of the damage curve in some way.
Like everything, it'll feel a lot better after a few months of tweaking. What isn't going to happen are wholesale changes that make it more like Halo 3. Fundamentally they've also said they will standby the new model for the grenades so I don't think they are going to change massively. They made a point of saying explicitly they aren't going back to the old model.
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Nerfing the nades doesn't sound like a good solution. Fewer nades + faster players would probably get the results they want if they are just looking at stats. Lets be clear: Reach wasn't MW1--nades were not a no-shot kill in theory. Getting multi-kills with nades was rare. I know in MW2 I get a ton of stuns every round + average 2 claymore kills a round. I think a lot of the nade complaints comes from the fact the guns themselves made players bullet magnets so the nades seemed quite powerful when used correctly. If someone gets a nade right next to someone and then bang-bang gets two good shots off or a head shot why shouldn't they die?
When people learn the maps better they won't be so prone to just stand in open areas making for easy nade tosses. Further as the jetpack AA gives you some great Nade Tossing angles, especially on FLAG games. I played far more CTF and Crazy King in Reach than I ever did in Halo 3 so the number of nade kills seems reasonable due to the nature of the game. I don't remember dieing but a handful of times on PowerHouse with a frag in Team Slayer. Sure, I killed people with them but they almost always came from people doing dumb things (like setting near where the red flag zone would be in that open area with the wall behind them).
Pwn'd by Phaethon360.
Bungie, make it happen.
Pwn'd by Phaethon360.
It is a confusing term to be sure.
Also, don't know what people around here thought, but I get the feeling that Network Test 1 (Generator Defence) is a test for their synchronous matchmaking model and associated matchmaking. Where do they use synchronous connections? Campaign and Firefight. If you managed to download one of those films that was broken out of the level barriers (heres the one I used if you had a code for the beta you can still access theatre) and fly high above, you could quite clearly see that Overlook was a map that was cut out of a longer multi-stage loaded campaign level.
So asking for 'make generator defence 4v4' isn't going to happen in its current form I don't think :P
Ignorance is the true enemy of all things.
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