Y'know when you shoot a grunt in the back and his methane tank ruptures? That. lol I really don't like jetpack. It feels slow and awkward trying to look up that high in combat. It's just annoying. Personally I think Reach would have fared better if they had tried to break up the AAs into different combinations and run them in a greater variety of game types. At least then jet pack and AL could have been voted down with something other than Slayer Pro. And a jet pack focused game type on intelligently selected maps wouldn't be so bad. Kinda like dinoblasters without the stupidly annoying aspect lol
But then they might as well make a vertical function for the thruster pack because thats all it'll be. However in customs it can stay. But not in competitive anything. It can **** off in that regard.
Well that's how I want the jetpack to work lol. [willful ignorance of horrible things to come]I don't know what the thruster pack is. It doesn't exist. You're lying. Stop talking.[/willful ignorance of things to come]
It you seems like you guys are having the same conversation I had a few pages ago, but I don't understand why the annoying part is the ability to hover or glide. They're just easier to kill than they would be on the ground because of their extremely low movement acceleration, much more so than if they only use it for a larger arc jump. Jumping up a bit farther and quickly falling back down is to vertical strafing as moving left and then right is to horizontal strafing; jetpacking up constantly is to vertical strafing as just moving left is to horizontal strafing. I have not (Edit- almost said the opposite) had much trouble with aiming upwards against jetpackers, but decreasing the vertical speed would make jetpackers easier to kill much moreso than decreasing the duration to a double jump.
the problem is that it breaks map flow in many cases, and makes it much more difficult to create anything but an indoor style map
A jump-pack might not let you kill them easily, but it would take away their ability to gain high ground where there is none (well, anywhere) and engage you from a new angle. 1v1 jet packs are easy to kill, but when they're joining a ground level engagement it's almost like flanking from above due to the difference between vertical and horizontal aim acceleration. And the amount of height jet packs give is suitable for massive BTB maps but it's a bit much for 4v4 play and it makes finding exploits a LOT easier than a jump-pack would. It's like AL. It's not that it's complicated to deal with. Dealing with it just requires breaking from the pace and flow of the game. Something a little more 'burst' or 'pulse' style would be less of an impact in both cases. More like Evade in terms of activation time, action time, and in the cool down.
Huh, I just noticed in the Halo 4 HORSE demo at RTX that the Banshee flips like Halo 3's; I'm glad to see that the Banshee isn't the mega-flipping purple monster that it used to be and I hope it doesn't fires nukes out either.
That wasn't a direct statement. Bravo asked 343 if there was fall damage, and the person he was speaking to responded by asking if he noticed any. There is fall damage, but it's subtle.
I wanna see how that regen field works. I don't see how you could implement it to not be a 'second chance' button unless you can only use it when you haven't been shot at for x number of seconds, or it was really pathetic regen (which would still mess up 4/5/6/7shots, for the hopeful BR and current DMR/Magnum/Carbine). I'm interested to see how they approached it and I want to be able to analyze how it will work in game. And the autosentry too, but mostly the regen.
I am glad the jet pack is returning.. but i hope they arent serious with letting a shotty be a secondary at the start