Honestly, there's been no info how that works yet. No one's tweeted about it. I'm sure there'll be something about it when GrifballHub does their podcast thing and as soon as I hear anything about it I'll be sure to post it. I would look at the video of them passing the oddball as a reference, it might be something like that until we hear otherwise. If you can get the bottom video to work, it's supposed to be some clips of Grifball. PAX: Halo 4 Updates Grifball and Oddball - IGN Here's some info from Kalbelgarian about the demo, a video will be up shortly: Spoiler Earlier today, Grifball in Halo 4 was introduced at the Penny Arcade Expo at 343 Industries' Halo 4 panel, Halo: Reborn. GrifballHub staff and community members demoed the popular gametype for the audience for the very first time, showing off how Grifball will change and grow in the new game. After the 343 team introduced the return of Capture the Flag and Oddball for Halo 4, Josh Holmes, Franchise Creative Director, said that the team had decided to also introduce Grifball at PAX after GrifballHub's Goosechecka had quickly interviewed him at Halo Fest the previous year, asking if Grifball would be available in Halo 4. 343 has been hard at work over the past few months creating Grifball in Halo 4 with direct input from trusted and knowledgeable members of the Grifball community. The game was played for the audience at PAX by GrifballHub staffers Goosechecka and Kalbelgarion, as well as long-time Grifball players Seanzie and Paragas. Grifball truly will be reborn in Halo 4, as fresh tactics will elevate the sport to an entirely new level. The gravity hammer and energy sword will make a return in Halo 4, and the basics of Grifball remain the same: Two teams of four face off and try to plant a bomb in an enclosed arena, and the ball carrier turns orange, like Grif from Rooster Teeth's Red vs Blue. The biggest development in the game is the ability to pass the ball around the court. Using the "throw grenade" button, the ball carrier (or "Grif") can chuck the ball to his teammates. If Grif runs, jumps, and aims high, he can throw a deep ball to players on the other side of the court. But this is a high risk/high reward play: The other team can jump into the ball's path and intercept it. The ball can also be passed around the court like a hockey puck with the gravity hammer. Grifball in Halo 4 was built from the ground up as its own unique gametype. Unlike Grifball in Halo 3 and Reach, the gametype is not based off of the Assault variant. This development allows for a "cleaner" game, where the host advantage is almost nonexistent and the settings for the gametype are uniquely tailored for Grifball. We at GrifballHub would like to thank 343 Industries for embracing both Grifball and the Grifball community while developing Halo 4, and we look forward to continuing to work with 343 far into the future. GrifballHub will be ready to provide Grifballers with a fun and inviting atmosphere to enjoy the Sport of the Future in Halo 4. If you'd like to discuss this exciting development, be sure to check out the Halo 4 thread on our forums. Also be sure to follow @GrifballHub on Twitter for more updates!
Watched the grif all vid. Throwing the ball looked like throwing a grenade. But the arena if it was forged I can see there are lights in there. Plus there is some grating in some places on the floor. Just it looks a lot different possibly even a new pallet? I couldn't tell too much from what I saw though.
Apparently because of ball throwing, there has to be sprint, and because there's sprint there has to be larger courts. There goes good old fashioned Grifball no sprint. But an interesting piece of information, due to code in assault that's not used in Grifball, taking that extra code out will reduce lag and host advantage: Spoiler They told us that assault has code that doesn't really come into play for Grifball, so making it its own gametype will cut down on lag and host, as well as allow them to make more fine-tuned tweaks to the game. The rounds probably won't end at the end of each score. The whole theme of Halo 4 is "faster gameplay!", and I think that will likely carry over to Grifball, too. It will add a new dimension to the game, though. When you're about to score, you have to send one of your tanks back to half-court to get ready for the ball to respawn. Sprint works really well with the gametype, with the court size and the throwing. If we got rid of Sprint, then the court would have to be smaller...but that would mean that throwing the ball would be more of an instant-win button, as it would be much easier to send it from pad to pad. The absolute best thing about Halo 4 Grifball is that 343 actually brought in real Grifballers from our community to work on it. It'll be a blast.
Halo 4 - Incineration Cannon First Look - YouTube Wish there was a better video. Can't tell much about it's mechanics from this short clip
It seems like an OP fuel rod cannon, with only one shot per "charge", and the "reload" is much like the plasma weapons overheating. Basically, from what I can tell it's going to be devastating.
Well, here's the video, deconstruct it to your hearts content: GrifballHub Demos Halo 4 Grifball at PAX - YouTube
wow. Grifball definitely seems more like a "sport" now, the way they were talking about different strategies shows that. The hammer swing is incredibly fast which is great for grifball but probably not so great for any other gametype. My theory is that the hammer is only in the game for use in grifball and will probably rarely make an appearance on any competitive maps.
Binary Rifle first look - Halo 4 - YouTube Didn't see this posted. Can't see much of the LR but the Binary Rifle...was it one shotting bodies? Edit: I think its 1 shotting was because he was king in regicide..does king do more damage?
I don't know why you can't drop the flag, but even I think that they are sensible enough to have a better reason than reducing announcements for flag juggling, which has been discussed thoroughly. When combined with the pistol, I think that I won't consider it a problem compared to all of the other changes (while playing CTF), because it doesn't (as far as I can tell) drastically change the facility of flag running, and certainly not in the direction of making it harder. First of all, there is no reason not to use stealth in situations for which you otherwise would just because you have a pistol, such as hiding in the Standoff (H3) base until a ride comes. The pistol can’t be more powerful than a primary rifle, even at mid range, because then having a pistol would be a must, and there would be no point in any other secondary (or the firepower package). Therefore, even if it was as powerful as a BR, you would still be in a risky battle, and in close quarters the grenade and speed handicaps (unless they changed thelatter), not to mention the AA handicap, would be debilitating in a one on one encounter. Risky battles are generally not what you want when carrying the flag,a nd the speed that doesn’t show up on radar isn’t much slower than flag speed anyway. The flag melee alone would still give a carrier more reason to be stealthy than a normal player without a shotgun, and an effective (equivalent to a) shotgun surprise is better than a pistol, unless they have an actual shotgun. Of course, if you have a teammate or more with you, there would be no point in sacrificing speed and firepower, when you would probably be spotted anyway (before or after the grab). This, of course, still requires the right map, conditions and luck every step of the way, as it did before, once you somehow grab the flag alone and (up until then) undetected. Of course, the only consistent, reliable way of pulling a flag is with teammates, even with a pistol (contrary to what someone posted, that it discourages teamwork). One partner is necessary just to increase the odds above “impossible” to “possible”, because no one can walk across the map just because he has a pistol, or fight effectively alone in close quarters for reasons stated above. To make it plausible, you’ll need two partners; to make it likely, three partners. This will, however, make it so that when you don’t have to fight your way in and effectively lose a player to carry the flag back out. This will still mean that an attacking team will have to use more offenders than there are enemies near enough to defend the flag, because the offenders can’t take much time pushing to and from the flag (they essentially have to bulldoze through enemies,) and because youneed two surviving players to make it to a vehicle: the carrier and the driver. The change is that now the distribution won’t have to be as extreme, because the carrier is useful. Dropping the flag to fight enemies is an emergency last resort, not just because it alerts more enemies, but because it gives the ones that already know (including the spawning ones that you just killed to get there) time to get a line of sight on the base’s exit or actually arrive there. Also, you wouldn’t (well, shouldn’t) be the teammate that picks up the flag if you have a weapon that is much more powerful than a pistol (a power weapon), because you are in the worst position to use it, and will probably give them a lot of ammo if you die, leaving your weapon on top of the flag. Therefore, pistol/no drop does not significantly diminish weapon variety and related gameplay depth/possibilities like someone said it did. I can see why they wouldn’t want the intuitive solution which was mentioned, to let each player hold the secondary weapon that they brought: not every secondary would be an all-around weapon that can kill on its own, and players would often make secondary weapon decisions based on how well they function with the primary, pickup weapons, package, AA, instead of the relatively infrequent circumstance of carrying the flag. Even then, it’s not really a problem. It could just be assumed that better players (in coordinated, strategic teams) would know the likelihood of carrying the flag based on a plan, and would not choose a plasma pistol if they were expected to get a flag alone and finish off an enemy. I wouldn’t mind this; I prefer both this and the current flag abilities to H4’s settings as they are now. I haven’t played much CTF on smaller maps, but I guess this change makes more of a difference there. I think I might actually prefer this change for those games, just like I prefer speed flag for these maps. From what I’ve seen,small map CTF is basically like slayer with forced movements (go towards the flag, try to move to see all routes in which an enemy could pass by, chase down an enemy flag carrier, and carry the flag). It also doesn’t have the same dynamic of choosing an effective mix of base/own side defense, middle position/power weapon control (middle position could strengthen the enemy base or be an efficient advantage for your team’s defense and offense), and offense (flag assault/escape). I suppose that the framework of reasoning for movement decisions in small CTF is just a microcosm of that of BTB CTF, with less time to make those decisions and react/communicate because of the shorter time it takes to move a given fraction of the map. Also, because everything happens so quickly, and there are thus fewer apparently good choices, there is more often a “right” decision to make, even if you have to roughly predict an enemy’s spawn to make it. Also, that type of fast communication would be hard unless your team practiced exactly that type of match/communication very frequently, like an MLG team would.
I don't know if you guys already know, cause I don't read every page, but the beam rifle is confirmed back. I've seen gameplay footage.
Yes, I think its one shotting people. But I dont think the king does more damage, but it should, with everybody going after him/her.
So, isn't the binary rifle just a re-skinned DMR? Also, as someone who doesnt care much for Grifball, that looks like an actual game now, rather than a few chickens running in circles with hammers and a bomb. Looking forward to that. As for CTF, the only thing that buggs me is the no flag drop, but you move at what looks like 90-95% speed and have a pistol though, so I don't imagine it making me too upset. Still, it's among my most disliked feature thusly. Hopefully it's fixed.
Did you even watch the video? After a short while, he switches weapons into the binary rifle. At first he just uses the DMR, then switches.
The grifball demo REALLY impressed me. It looked competitive and fresh, I will definitely be playing grifball this time around.
man that Incinerator Cannon looks intresting, I wants to see moar. Grifball looks fresh and new. Definatley will be playing that, altho the Grif looks like a Cheeto lol.
At least the launchers behave diffrerently. One is a charge and explosive shot (fire launcher), another is a bouncy rapid fire explosive (full red canon (fuel rod, I once heard I kid call it 'Full Red Canon'. People dissapoint me.) and a two-rocket loaded death machine (human launcher). The sniper (human) has a clip, so that's a bit unique, but between the beam rifle (yay! Beam rifle!) and the lightrifle sniper I see absolutely no difference.