Maybe, maybe not. We don't know how flexible these trait zones will be. If "fall damage" is a trait, then it will work. The demo they showed though was enabling you to survive a super-jump using a trait zone that makes you invulnerable, which is... not so useful. Also, again, we're talking about more than just forge here. Trait zones may or may not help your own maps, but they won't affect the matchmaking experience (much).
I approve this. Could you provide the Reddit article or source? [br][/br]Edited by merge: Wouldn't it make more sense if their communications had been cut off from the rest of the bunch? Seeing as none of the Covies got along without the Prophets shoving bullshit down their throats?
Repeat rate on the Sniper looks fine to me, I'd heard it was slowed down again from Reach but it seems close enough if not the same, so meh. Spartan Laser charge time looks a little better than Reach, though I can't really tell. Anyone care to do a precision timing comparison?
Im not sure whether the size of the central circular reticle on the splazer adds accuracy because you can see aim easier or takes away...
Sniper looks fractionally slower, calling for more careful shots. Splaser looks like you'll be blowing up anything in your path in microseconds.
Idk if this was asked earlier in the thread, but does anyone know a rough outline of the plot? i know its 4 years or something after h3, but what is chief actually trying to do in the game?
The validity of this is dependant on the rough kill times of the wider sandbox, particularly the utility weapons. If they're not similarly slowed (which is a whole other issue, a larger one) then it serves to nerf a key power weapon. I agree that the Sniper needs a nerf in comparison to Reach, but I prefer the approach of allowing for the same potential power but making it appropriately hard to get that power out of it, rather than just definitively lowering the cap of how useful it is for both bad and skilled players alike. Decrease the bullet/reticle magnetism and decrease hitbox sizes, that's a much better approach to balancing/nerfing precision weapons in general compared to Reach.
I really like the new approach they've taken to bullet sounds actually, Sniper included. It's kinda...chunky, just like the other sounds (more fleshy melee sounds and clunky nade bounce sounds etc.). Aside from aesthetic concerns, the only actual gameplay aspect of sound that I can think of is how easy it is to distinguish Sniper sounds from other guns like the DMR, as I use sound pretty heavily in Halo. The echo aspect of past Sniper sounds has really helped it stick out, but this seems like it should still be distinct enough.