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15 Things to Know About Halo 4's Majestic Map Pack
Proving size doesn't matter.
by Mitch Dyer FEBRUARY 19, 2013

343 Industries’ next Halo 4 map pack, a trio of small-scale infantry battlegrounds called Majestic, hits Xbox Live in April. If you’ve redeemed your Halo 4 Map Pass, you’ve already dodged its 800 Microsoft Points/$10 cover charge. With no vehicles in sight, this is all about tense on-foot encounters. In addition to the three maps (Landfall, Skyline, and Monolith) the Majestic Map Pack introduces two new modes. Both the free-for-all and 4v4 team playlists fit the new maps like a glove -- some more than others.

IGN visited 343 Industries to run through a few hours of the new maps and playlists, and these are the five things you need to know about each one.

Landfall


Makes you feel small, huh?

It's in the middle of a story: Set on the planet Tribute's burning capital city of Casbah, Landfall is a story snapshot of something happening elsewhere in the Halo universe. As Covenant ships soar over the smoldering skyline, you can't help but feel like your small-scale battle is a meaningless slice of something much, much larger. Also, it makes fighting other Spartans feel weirdly out of place (even if it's just a friendly bit of War Games training!)

Small scale, big space: You know when you're sitting inside an adorable little car wondering how the heck it has so much headroom? Landfall is similarly misleading. From afar, it looks like a tame, tiny map. The little garage tucked in the side of an innocuous port is surprisingly complex. It's layered, multi-tiered interior will have you dreading what's waiting around the corner, or when someone will come from above.

It's Shotty/Sniper heaven: Indoors, naturally, shotguns reign supreme. Tight corners and plenty of points of entry will have you worried every time you turn around. Meanwhile, the perch looking out to see gives snipers a clear shot of anyone trying to get in through the main structure's front door.


Always call this ordnance.

It's asymmetrical: A simple detail, sure, but because of that, it feels more like a place than just an arena. The port authority building on the edge of the seaside platform gives a U-shape of long sight-lines surrounding a walled-off interior area where firefights coalesce. You'll have to move a lot, or someone's going to pop you from afar or catch you on a corner.

Free-for-all works better than 4v4: Landfall is absolutely chaotic in the FFA playlist. Yes, team matches work, but the level of paranoia that comes with Landfall's constant vulnerability created some of the most tense matches I've had playing Halo. There's just enough room to breathe, but not nearly enough to feel comfortable.

Skyline


Learn to think in 360 degrees.

CTF also rules: Not knowing whether someone's behind you, tucked around the next corner, or looking down their DMR scope makes the Skyline flag run one of the more exciting. And with so many little rooftops to hop on, ground routes to run through, or hallways to mad-dash through, you have enough options to totally throw off pursuers.

Regicide also rules: Now imagine all of that stuff above, but double the people are hunting you.

Jetpacks? They rule too: With all the guarded walkways, winding paths, and ground cover, this isn't for the claustrophobic. Get in the air and you'll have a better view of where everyone's hiding.


Told you.

Promethean Vision? Rules: The clutter here can be overwhelming. Look through it so you know who's where if you're not taking to the skies.

Free-for-all does not rule very much: With everything going on that's been mentioned above, plus the scattered fuel cells, dropping into a FFA here would just be too messy to be worthwhile. This is a death-heavy map, even with just eight Spartans, and having everyone after everyone is just kind of annoying. If it's a free-for-all, stick to Regicide so you at least have a purpose.

Monolith

It's the best-looking Halo 4 map yet: Set in an asteroid belt, with a planet looming in the galactic twilight, Monolith's mixture of glowing red/blue base lights, striking stars, and dark architecture creates a stunning scene. The atmosphere around you is calm -- everything inside is exploding.


Come on.

Beware the Man Cannons: Most maps with Man Cannons have 'em because they send you soaring across a big space. Monolith is one of the smallest symmetrical maps in any Halo game. The grav-pads pop you over about a 30-foot stretch into Monolith's titular centerpiece, where anyone can catch you off guard if they're on their way up the tower or already firing away on it.

Get some camo: You can crouch beneath and slip behind a lot of the structures in Monolith, so stealthy players can score easy assassinations.


Again, are we serious?

It's the best map for 4v4 team matches: It's symmetrical, it has red vs. blue bases, and more pathways than meets the eye. Learn to use the edges, take the long way around, and roll with a Spartan or three and you'll steamroll any small squad who thinks they can get the drop on your well-coordinated group.

FFA > everything: Don't waste your time with objectives here. Regicide works well, but this is absolutely the standout place for the free-for-all playlist. It has cover, verticality, and pathways with great risk/reward -- you'll be exposed, but those alt-routes give you the best line of sight of the entire place. It's not quite the level of madness as landfall, but that works out. You against the world feels manageable on Monolith.
 
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Just picked this up! Will be the first Halo game I've played since... Well, the first Halo game.
 
Got this game for Valentines Day, see that day is useful for something :D

Playing through campaign on Legendary, have played around with multiplayer and I was very impressed with it overall.

I'm not a hardened Halo fan though so I'm not going to bust ***** over storyline.
 
Haven't tried multiplayer yet. But I'm thinking up some trash talk for when the time comes.
 
In the Halo Bulleting posted late last night early this morning dated Feb. 20, 2013, Jessica "BsAngel" Shea and Andy "Bravo" Dudynski provided detailed involving the title update (TU) for "Halo 4" and the upcoming playlist additions for the Majestic map pack that will be released this Monday, Feb. 25, 2013.

The title update is expected to be released "sometime this week" and BsAngel noted while they would love to provide an exact date, "unfortunately we’re only given an ambiguous window in which it will release, not a hard date." However, BsAngel was able to give a full list of fixes that this title update would address:

Gameplay

Reduced the range of the Boltshot’s damage scaling over distance. The previous effective range for 1-hit kills was around 20-25'. The range has been reduced to 15'.
Fixed an issue where modified loadouts were not being saved correctly.
Fixed an issue where attempting to sprint while crouching using “hold to crouch” would cause players to be unable to shoot for 1-1.5 seconds.
Fixed an issue where some players were not able to get into matches on new map/game variants after playlist updates.
Fixed a DLC-related Join-in-Progress issue that kicked players back to the title screen.
Fixed various issues regarding glitched Autosentry deployment.
Fixed an issue where one player per session was unable to stay scoped with the Flagnum.
Fixed an issue where clients playing multi-round matches were not propelled by Man Cannons after the first round on Wreckage.
Fixed an issue for players who had licensed content for the specialization offer, and had the free Map Pack content, but did not have the Map Pass or Map Pack license by displaying a new error message: “You have Map Pack content that requires a license. Please purchase the War Games Map Pass, purchase the Map Pack individually, or delete the Map Pack content from your console.”
Vehicles

Fixed issues with friendly fire against vehicles. If FF is disabled, damage/EMPs from friendly sources will no longer damage vehicles that are fully controlled by your team.
Fixed an issue with where the Wraith secondary turret became disabled when shot with a Plasma Pistol. The feature has been updated to be consistent with previous Halo titles.
Fixed a Mantis functionality exploit that allowed pilots to survive planted grenades.
Specific Game Modes

Friendly fire turned off in Flood to prevent exploits.
Fixed Flood character models to allow for Warthog and Mongoose use.
Fixed an inconsistency with King of the Hill deathcam.
Fixed an issue where the Grifball would get stuck in geometry and never respawn.
Fixed the issue for Extraction where players did not regain full control of their character for extended periods of time after interacting with a site.
Fixed multiple Extraction scoring issues, including an overtime fix that ensures that a victory will not be awarded to a team who is controlling the go-ahead extraction point when the game ends.
Custom Games

Fixed an issue that did not allow players to create respawn timers or disable instant respawn in custom games.
Fixed an issue on Shatter where players couldn’t start a custom Dominion game.
Fixed an issue where the Ordnance game options reset when scrolling up or down in custom games.
Fixed an issue where custom game descriptions did not appear in the “Settings” preview screen.
Fixed inconsistencies and bugs in the final death cam for custom games.
Spartan Ops

Fixed an issue where the “Dedicated to Crimson” Achievement could not be unlocked.
Fixed an issue where players in Spartan Ops Episode 6 Mission 1 were able to look around before the vignette.
Miscellaneous

Fixed a selection of issues where theater clips were missing map-specific audio, including ambient noise and announcer voice.
Fixed File Share preview images for films and map variants.
Fixed issues with in-game translations.
Fixed title screen camera clipping.
Fixed an issue with Forge pieces and the shadows they create.
Fixed aliasing split screen HUD issues.
Fixed an issue where some saved films of Forge games featured no Forge lighting.
Fixed incorrect “change description” text in File Browser.
Fixed assorted crashes.
After looking at the list of updates that we will receive it feels that 343 Industries has address the majority of the issues that players have complained about and wanted fixed. The biggest concern being the Boltshot, there will be a lot of testing to see if the range decrease makes a difference in it's effectiveness.

Bravo gave us an update on the Majestic map pack playlists that will be available to anyone who buys the DLC on Monday and it's fairly disappointing. When it was first announced that Infinity Rumble would be a playlist it seemed like the playlist would have been closer to the Rumble Pit playlist that a lot of Halo fans are missing from this game, but unfortunately Infinity Rumble is a playlist that contains the slayer gametype only. The playlist will also have Auto Respawn disabled so players cannot jump back into the action right away giving the players still alive time to recharge their shields in between battles. As for the Majestic Team and FFA (Free-For-All) DLC playlists, the team playlist will consist of Infinity Slayer, SWAT, Extraction, Team Regicide, Capture the Flag, and King of the Hill while the FFA playlist will consist of Infinity Rumble, Rumble Pro, and Regicide. Rumble Pro will feature the same game settings as Doubles Pro with slight change to the Support Mod.

The details on the FFA playlists for this DLC is a little disappointing since they recently released Team Objective and have such a variety of team based games for the team playlist. What do you think about the new playlists? Leave a comment below and let us know what you think
 
HALO 4 SERIES 1 – DELUXE FIGURES

MASTER CHIEF IN UNSC CRYOTUBE





Just click the pic to see the rest of my gallery.
 
Weapon Tuning Updates

343 Studios has provided some insight into their Weapon Tuning Updates for Halo 4. Changes to weapons are ongoing, but 343 anticipates "going through several waves of iteration and even more waves of testing before landing on our final design." Those waves of iteration are documented on this page.

4.17. 2013 Halo 4 Weapon Tuning Update
This update focuses on primary weapons/precision rifles. The Battle Rifle is now stronger and slower (to counteract the DMR). The Battle Rifle now will kill an enemy in four bursts, as was the case in Halo 2 and Halo 3. *Additionally, the Carbine now kills faster: 7-shot kills now instead of 8.

Quinn, a member of the Halo 4's Matchmaking Systems Team, says this about the update:

There are two schools of thought with rifle balance: One suggests that we should reduce the power of the DMR, and the other suggests that alternate weapons should be bumped up to balance out the sandbox. Both things being said, there can be a middle ground. Looking at the DMR, we currently feel that the kill time should remain unchanged, as the weapon has become a clear favorite amongst the community due to its reliability and consistency. So tuning the Battle Rifle, LightRifle and Carbine against this weapon presented quite a challenge. Here are the tweaks that have currently been made, and the challenges associated with each.

These changes have sped up the kill times of some of these weapons, which will provide a faster overall Halo 4 competitive War Games experience. The above tweaks have also led to the need to adjust the automatic weapons, which would likely be beaten at even the closest of ranges if tuning ended with the above changes. As a result, the Assault Rifle, Suppressor and Storm Rifle have all received a slight damage buff along with an auto-aim decrease that requires players to be more accurate than they would have previously. This means that while these automatics will be slightly more deadly at close range, they will require that players are more accurate.


Halo 4 Top Ten Kills 4/9/13

SPECIFIC WEAPON CHANGES

Here are the changes made to each weapon in the words of Quinn:

Battle Rifle - Right now, we feel that the mid-range role of this weapon is undermined by the strength of the DMR. To combat this, we are looking at decreasing the kill time for the Battle Rifle through various tweaks. This means testing a "4-shot BR" (currently, the Battle Rifle takes 5 bursts to kill) with a reduced rate of fire, though these changes are not final.
LightRifle - At this time, we have adjusted the range at which the reticle turns red to match the DMR.
Carbine - The Carbine has been adjusted to take one less shot to kill, bringing it to a 7-shot kill. This change was applied because we felt that players who used this weapon and took the time to become skilled with it were not rewarded due to the weapon's kill time.
FUTURE UPDATES

Future planned changes include making vehicles more effective by increasing damage on the Warthog and Mantis chain guns. Quinn adds "This is not the extent of our tuning, and we are actively investigating tweaks to additional weapons, such as an aim-assist decrease on the Beam Rifle."
 
Wtf is up with this pro junk on infinity slayer!? It sucks! They should make pro in its own selection & NOT throw it in with infinity slayer!! :mad:

Sent from my SPH-D710BST using Tapatalk 2
 
Wtf is up with this pro junk on infinity slayer!? It sucks! They should make pro in its own selection & NOT throw it in with infinity slayer!! :mad:

Sent from my SPH-D710BST using Tapatalk 2





I love slayer pro, no crappy radar. It's much faster paced fun.
 
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