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  1. Why do you people insist on texting with Reamis. His mind is made up, and so was yours before you tik-takked on the keyboard.
  2. No talk of releasing multiplayer and campaign at later dates from each other. There's a very small chance that whatever they were going to withhold for the first year from the original launch is going to be there this year, both for Multiplayer and Campaign. Also. Don't be too excited about the BTB Leak. It's real, but considering that Warzone and REQs from H5 made 343 bank, it's only natural to believe they're going to try it a second time.
  3. Okay. Thank you for your thoughts. General stuff: Campaign is a mess. Forge is good, but not as impressive as what I was told back in 2017, which makes the info about them using Unreal Engine 4 given to me in 2019 seem more true. Battle Rifle feels and sounds great to shoot, Sidearm is the fastest killing precision weapon if you spam it up close; unknown if it's a 5-shot or 6-shot to the head. No other weapon information. Armor Augmentations: Grapple Shot, Drop Wall, Sensor Gun, Thruster Pack, Repulse Bomb. Grapple has roughly half of the flexibility of Pathfinder's Grapple from Apex Legends. Drop Wall is a thick, destructible shield that you can shoot through. Sensor Gun fires a dart that highlights Spartans in a 24 meter radius, even through floors, ceilings and walls. Thruster Pack is a nerfed version of the one we know now. Repulse Bomb is a small explosive that does no damage, but pushes enemies and yourself a fair distance. As of now, each item can be used a few times before they run out of fuel or ammo. When you die, someone can grab the item off your body. Only one player can have a particular ability at all times; a new one respawns only after the one on the field is empty and gone. Each Augmentation has a tell on the Spartan; Grapple and Repulse are on the left forearm, Sensor and Wall are on the left hip, Thruster is on the back. However. As of now, Active Camo and Overshield are also Armor Augmentations. For 15 seconds, you are granted a full camo or an extra layer (or two layers, don't know) of shield, up to three times. Both items can be seen on the chest. Same rules apply as the other items. Alright, that's my final say on Infinite.
  4. The reason is the very game I have info about. Five years. Two engines. Over a decade of hindsight. And they still don't get it. Not one cent more will be given to their cause.
  5. @Boyo Any item that has become free, and then asks for a price later, is an insult. Considering gate-keeping through such a thing is an even bigger insult. You're better than that. @Obnokshus Both.
  6. No, I won't. You can quote this very post. It's not happening if it's not free.
  7. I'm currently sitting on some more Halo Infinite information, and have been contemplating sharing it. I believe people deserve to know more about the game since we've been through a drought of info, but releasing the info to the public always causes drama. If I am to share this info, this will be the last leak I will give, as my interest in Halo has waned considerably. I'll probably get the free version of Halo Infinite, and if Forge is not free, then so be it. I'm interested in people's thoughts. Let me see what you think.
  8. Infinite is going to be okay. A decent Halo is underneath it, and it won't be hard to dig up this time. Just another round of attempting to make a game out of a game. Maybe a Mythic 2? Who knows. Not really my focus anymore. I'm sure everyone here will have plenty to say once they also know as much about the game.
  9. I'll be giving my thoughts on the different multiplayer experiences by the player counts of 2v2, 4v4, and 8v8. Halo CE 2v2 - Very Good. The small selection of maps and the amount of different plays you can make, along with the static timers of the weapons on the map, and fully utilizing the spawn system with your teammate, make an excellent combination of different skill sets to practice and master. I truly do think this is one of the best Halo experiences in the lineup. 4v4 - Poor. While the former way to play CE is great to me, the latter is something of a major disappointment. Adding just four more people into these maps seem to drain me if the mode is anything but Slayer. You can argue that there's some good map/gametype combos in there, but they're overshadowed by the slog of the surrounding bog water. There's too much chaos for my taste, and the things that hold CE back really start to shine. 8v8 - Very Poor. Not only is the experience only tolerable with Slayer, but the new pool of massive open maps are littered with awful design choices scattered across the landscape. The vehicles aren't much better; this was Bungie's first attempt at automotive and alien war crafts, and I wouldn't be surprised if it was general consensus that people thought they straight up sucked. Unacceptable. Halo 2 2v2 - Adequate. Button combos and much smoother movement aside, the maps you fight the other duo with are a significant downgrade in design. Adding to that is the fact that weapons now only start their respawn counter once they're dropped and empty, which gives the incentive to snowball in a less forgiving way. Your overall killing potential is muted somewhat, but the matches you play are still enjoyable. 4v4 - Good. It seems Bungie managed to make objective gamemodes fun by neutering your weapon and giving more focus to work with your team. This was the beginning of the era of "Teamshot Halo", and despite the decisions to make it happen, many fans swear by this style of gameplay. The map pool is larger, with different designs abroad, to give all players a more unique set of places and spaces to fight. 8v8 - Adequate. The maps and vehicles are now much more palatable, and the aforementioned "Teamshot Halo" formula has bled its way into objective modes for the better. However, the major issue of weapons being locked behind their new respawn rules kill a good portion of the level of fun. Frustration is easy to elevate once you no longer have the necessary arsenal to fight against the army of tanks, warthogs and banshees blasting you with bullets, plasma, and explosive shells. Halo 3 2v2 - Good. The button combos are gone, the movement is not as smooth; what replaces them is a better designed sandbox, one-time-use pickups, and yet another spawn system where weapons respawn a certain point after their initial grab. I consider this portion of the third game in the Bungie trilogy a very special way to enjoy Halo. It's gimmicky and goofy, but has its own plethora of meta outside of the other games. 4v4 - Very Good. It is inarguable that this was the very peak of Halo's popularity and notoriety, and where most of the playerbase of fans grew from. Every single map in this category could play anything, and had one or two modes where said maps really shined. Despite the issues of our killing potential, there is no doubt in my mind that this was the go-to place where you could spend a whole day on your couch. 8v8 - Good. There are some solid maps in this category, and the vehicles were tweaked even better to fit. Many consider the mixture of infantry and vehicle combat is best here, and I agree. You can definitely have a good romp through the battlefields given to you, provided you at least have some stickies. Reach 2v2 - Adequate. The Armor Abilities and Bloom introduced, whether the two are in their default or title update state, is the least abhorrent here. The map pool leaves something to be desired, and the monotony of the shades of grey, green, and blue-grey from the Forge pallet creates a certain mood that can damper the experience. Unfortunately, said monotony bleeds well over into the other categories. 4v4 - Very Poor. The absolute low of Halo's gameplay loop. Here, the aggressive awfulness of the new mechanics are fully realized, as the will to play is sucked out of you. The design of maps fall hard into the abyss, with the Forge injection barely keeping the whole thing alive. Once you take a step back and really think about what you're playing, you will come to the conclusion, "This sucks." 4v4 (Zero Bloom, No Sprint) - Good. A diamond in the rough peaks out, and you can finally find some enjoyment. A sudden 180 degree turn back to classic movement, faster kill times, and static weapon timers pours onto you, giving a well needed relief from the horrible abomination that is Reach. It honestly feels like you step into an alternate reality each time you launch this set of gamemodes. 8v8 - Adequate. Vehicles are now a little easier to deal with, and the maps seemingly better to play. The AAs and Bloom blend surprisingly well, and fun can be had most of the time. A decent casual romp, provided you don't go out in the open. Halo 4 2v2 - Good. Most of what this game introduced is not in this category, which makes it easy to play. You can actually shoot your gun again, and the maps here are a hearty and decent bunch. This is the best offer granted to you here. 4v4 - Poor. Headaches will be given as the Loadouts and Ordnance Drops hit you over the noggin, with map design taking a back seat. Chaos ensues with every match, the dice rolls abundantly, and the gamemodes are neutered. At least you can shoot. 8v8 - Very Poor. Everything mentioned in the last category is now twofold, and now just that little bit harder to stomach. Shutting your brain off and just reveling in the randomness is the best way to enter, and any weed or alcohol to keep that going is recommended. Halo 2 Anniversary 2v2 - Adequate. Movement is back to classic, though all the nuance of the original Halo 2 isn't there. The map pool is small, with not much to spice things up save a few Forge maps. Good way to pass time. 4v4 - Adequate. A mix of remakes and Forge maps stave off the stagnant feeling growing in the back of your mind. The things introduced don't seem bad per se, but you can't help but feel disinterested. You press on. 8v8 - Adequate. By now that growing feeling is steadily climbing as you trudge through more remakes with banshees and warthogs by your sides. The game feels incredibly mundane and average, and you resort to playing one of the other Halos, good or bad. At least they can evoke you. Halo 5 2v2 - Good. I will stand by my opinion of Doubles in H5 being the way to play it. The movement granted to you is best utilized in a controlled environment, and the absurd weapons are fewer and far less annoying. The depth of how you move is astonishing, and would be a fine addition to this game if it wasn't Halo. 4v4 - Adequate. It's truly a shame that the sandbox and aiming sucks, as it holds back this game considerably. Map design is marginally better than the three games before it, with Forge giving a crockpot of decent additions. Two steps forward, three steps back. 4v4 (Mythic) - Good. Yet another step into an alternate reality we go, as the map design and gameplay loop is an abrupt change from the rest of the game. A nice change of pace instead of a wave of relief this time, the map pool is a considerable jump in quality compared to the last several games. Very enjoyable, with feelings of nostalgia evoked through new but familiar geometry. 8v8 - Adequate. Vehicles have never been as maneuverable as this, and now infantry can keep up with them through the movement. Unfortunately, the same issue with the sandbox plagues the turrets and guns of the war machines, no matter if they're human, Covenant, or Promethean. Pity. There you go.
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