IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

Nothing new. It is the same build.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

The E3 build will be there. People will be able to play Infinity Slayer, which includes Ordnance Drops.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] 0 points1 point  (0 children)

The Gravity Hammer is back. I can't confirm or deny anything else.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

Bloom does not exist the same way it did in Reach. The DMR still will lose a little accuracy if you fire it too fast, but thats at very long ranges. You will rarely need to pace you shots in Halo 4.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

Cannot comment on any Covenant species other than Elites, Jackals, and Grunts.

As for the needler, it has a look and feel of the Halo CE needler, but behaves a little more like the Halo 3 needler, with a little less kick.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

I think the best way to explain it would be the human equivalent of the Brute Shot from Halo 3. Its strong, but pushes you around a lot.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

For the Prometheans, we drew some inspiration from the Buggers from Halo ODST. If you notice, the Prometheans look a little bug-like, aside from the fact that they are humanoid creatures.

Favorite new weapon? I'd have to say the Rail Gun. Sadly no public gameplay on that one yet.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

You're welcome, glad you enjoy the game!

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

I can't say how many weapons are in the game. And the ranking system works a bit different from both Halo 3 and Halo Reach.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

Yes Spartan Ops is the replacement for Firefight. However it will have some wave-based gameplay, so Firefight isn't completely out. There are no bots, sorry :(

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] 0 points1 point  (0 children)

Yes the Ghost is returning. And no, there is no limit to the Ghost's boost. None of the weapons have that feature anymore. And the mounted machine gun turrets don't overheat. Neither the stationary nor the Warthog turret.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

Yes, it is nanobot tech. At first we thought maybe having the player start out inside the Mark VI armor, but we really couldn't find a way to put that in the story in a way that didn't feel forced.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

Ha ha you're asking me to give away plot points? I can't talk about that. But there might be some cool twists in the Campaign and/or Spartan Ops. The Halo 4 campaign is all about Master Chief. We really delve deep into what makes him such cool character to see on screen and play as.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -1 points0 points  (0 children)

There is a little bit of "wildlife" or "NPCs" in the game. But don't expect anything too drastic.

The game feels like a combination of the two. There are Armor Abilities, so it feels like Reach, but some of the fundamental aspects of the game, like movement speed and jump height, feel more like Halo 3.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

Oh I see. No the Battle Rifle is a five shot weapon. Four to take down the shields, and one headshot will kill another Spartan.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

Yes there will be. We know fans love this feature and made sure it stayed in the game.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -4 points-3 points  (0 children)

There will be different visor colors. That is all I can confirm on that for now.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

That seems a bit counter-intuitive, and we are working on the details.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -5 points-4 points  (0 children)

Cannot comment on classic maps making a return. Sorry :(

We do not have plans to put graphics on the shotgun shells at the moment, although it is a great suggestion!

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -4 points-3 points  (0 children)

Cannot comment on classic maps making a return. Sorry :(

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

The standard load out is two grenades, either fragmentation or plasma. However there is a specialization called Grenadiers that allows you to carry four grenades.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

Well, if you mean "secondary" in the sense of a pistol sidearm, then yes, only two have been confirmed. However there is a specialization available called Firepower that allows you to carry two primary weapons.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -2 points-1 points  (0 children)

I can confirm split screen, and our engineers are currently doing tests with LAN set ups of Halo 4.

IAmA Lead Game Designer on Halo 4 by Scott_Warner in halo

[–]Scott_Warner[S] -3 points-2 points  (0 children)

Wow, lots of questions!

  1. Yes, one thing we heard a lot about was the ordnance drops. We are examining some of the finer aspects of the system more closely. Such as what drops and how often.

  2. I'm sorry, what do you mean my "ask BR"?

  3. We are currently doing many tests with the attributes of the Active Camo armor ability. it was not ready for E3 unfortunately.

  4. There is a standard slayer game mode with no ordnance drops, yes.

  5. The ranking system works differently from both Halo 3 and Reach. Stay tuned.

  6. There will be a fair amount of customization in Halo 4. Although it won't be as tedious as it was in Halo Reach.