This. Is.
ing AWESOME!
Chuckar0o215 wrote:-whats the deal with the symbols above the radar (thunderbolt, eye)
My guess is the symbol is the equipment/power up you are holding (sprint/camo), and the bar circling the symbol is the cool down meter for using it. Notice in the clips at 0:20 and 0:26 that the bar is depleting as the jetpack is used and the character is sprinting.
Also, there is the "personal" bubble shield it looks like, right at 0:23 (you can also see its cooldown bar get used completely as it is deployed)
Blatantly obvious, but jetpacks, going to open up a huge dimension to the game (MLG fanboys are going to disapprove, already seeing the flaming all over the youtube video)
reticule expands after firing weapon, seems simply just recoil (yet another thing MLG fanboys will hate)
Covenant weapon at 0:46, it target-locks, and seems to fire plasma-grenade-esque things, judging by the glowing blue trail as the warthog drives away then explodes (
)
Meleeing looks much smoother, me likey
Pistol looks like it will play a much larger role in Reach, but not as large as in Halo:CE, i like the idea of the H3 look, with the scoping, and slightly more powerful but not as overpowered as in Halo:CE
The-maps, lots of outdoorsy-type, going to favor a lot of BTB, i think Reach is going to put a bigger emphasis on the bigger team layouts rather than small-sided matches. They didn't retool the entire game engine just to barely use it.
Things to be seen:
Spartans vs. Elites- its own playlist? Would each type have its own advantages/disadvantages?
Invasion- a gametype or playlist? Yet to be seen if its just covenant vs. UNSC. Seems like a new name for 1 sided territories/bomb/any objective.
-i dont know if any of you played Battalion Wars 2 online for wii, but there was a game mode called Assault which i think could work wonders on Reach. Basically, team 1 is on offense, team 2 is on defense. Team one has a set time limit to capture or destroy a set number of objectives in a certain order. Team 2 defends the first objective until it is destroyed/lost. Team 1's spawn then moves up to that objective point, and team2's spawn moves back to the second objective, and defends the next objective. Team one has to complete the last objective (usually capture a territory domination-style) within a certain time limit to win. T2 just has to hold them off. I think this style would be wonderful to implement
Size of lobbies: I don't know about you guys, but 12v12 BTB would rock my socks.....
Excuse me now, while i go change my pants...