Me, I don't really care about the detials, all I care about is that everything works well together and if it doesn't then we'll have a problem, now wouldn't we. I like not to speculate much, because I feel as if it breeds ignorance, annoyance, and everything else that lives underneath my couch. Halo:Reach looks very polished and I hope during the beta and it's release everything goes well. God damn Bungie games are like using crack, I just can't seem to put them down and If I do I come right back for more.
At a closer look, the loadouts clip included 3 spartans that all had an AR and no sidearm, indicating a probable lack of weapon loadout. It simply showed a jetpack, invisible, and sprinting loadout all separate.
I think one of the equipment loadouts (on top of jet pack, camo, shield, sprint) is Stealth. It's entirely possible that the only way to sneak up on someone and do this assassination is through the ability to not show up on radar. Which would be pretty sweet. Edit: Yeah, upon further review when you stop the video just prior to the assassination you see a loadout icon unlike any of the others. It must be a stealth power that helps you sneak up on people and perform the assassination.
The entire concept looks pretty solid to me so far. It seems like Bungie is trying to blend Halo with UT/Quake elements, which makes me a very happy person. I was a semi-pro UT3 player back in the day and played 1v1's against top players from EG and some other teams. I usually lost, but I tended to put up a good fight. Regardless of that aside, the fact that Bungie is expanding movement capabilities and turning Halo into what appears to be more of a run-and-gun game means that I foresee the skill cap on Halo going up even further. I forget where in the clip it was, but one player was on the receiving end of an airshot (hitting a player while he/she is in the air with a projectile that does not have near instantaneous travel time) after using his/her jetpack from a rocket launcher-type weapon. Motion prediction might become incredible important in the higher skill levels of the game as players will be moving more freely and much more often. I'm pumped!
As the engine for Reach is completely revamped, expect higher object limits, and more things that would lagg in Halo 3. I'd love to see a scarab that's placeable. Here's an idea - A catapult that works by using a weight. The weight is an Elephant.
Here's a good observation: Players using their jetpacks don't have shields. Those you see get killed while using it (0:24, for example) don't have shields that pop like other players do, they just take a headshot and die. But at 0:28, a player has JUST stopped/deactivated his jetpack, and you see his shields activate before he gets shot.
you don't really know if he's still actively jetpacking or not though. It could just be momentum after he cut the power
It was a good idea, but if you look, the icon in the bottom left (we are presuming the jetpack charge) is going down, then he cuts the boost and it increases again.
Actually it's going up, recharging. Which starts the second you activate it. Counter-clockwise: draining clockwise: recharging
Lights, that meter is definitely going down for a moment when it switches to first person view, and then it starts going back up.
Am I the only guy that isn't that excited for the jet pack? Even with a limit on usage I can still see everyone whoring it every time I play. Aside from that though, My expectations have been blown away by this trailer. But, Has anyone else noticed a map that looks similar to Orbital? I was watching the trailer and it reminded me of it straight away. Remake or possibly same theme perhaps?
You guys think they might include geomerging and interlocking built in to forge? Like, have an option to hold down a button while holding an object, and that object becomes intangible while you're holding the button down?
YouTube - Halo Reach Multiplayer Beta Gameplay SLOW-MOTION That should clear it up for anyone else having trouble seeing it. Somebody on the MLG forums calculated the drain and recharge times of the various armor abilities based on the segments shown, but I can't find it now.