Ordnance drops NOT like killstreaks.

Disclaimer: I’m wary of what counts as a ‘leak’ right now, given that I’ve been banned a lot recently for discussing such things. If this crosses a line, please just edit this OP.
That said, this is from E3, so I think it’s fine.

Now watch this.

Notice how the ordnance drop kill counter, above the armour ability, does NOT reset after every death.

That’s… my main point. So this means, even if you suck at consecutive kills and streaks, you can still earn drops, which I think is a fantastic way of balancing such rewards. This way, even people who are new and/or bad at the game can earn drops at some point. It means I’ll get a lot more. :smiley:

Fantastic work, 343, as with pretty much everything from E3.

I’m never one to call a game copying off another game, but Modern Warfare 3 has a killstreak system called Support, you can die and still earn streaks.

Just thought I would point that out.

im just going to play a diff gametype it looks like you start out good your going to have a power weapon the whole game because you respwan them out the @33

> im just going to play a diff gametype it looks like you start out good your going to have a power weapon the whole game because you respwan them out the @33

That made no sense.

> I’m never one to call a game copying off another game, but Modern Warfare 3 has a killstreak system called Support, you can die and still earn streaks.
>
> Just thought I would point that out, I know they are not copying.

Yeah, someone said this on the thread I posted in The Flood.

Fair enough, then. Still, it’s more balanced than only letting higher-skilled players access drops.

I honestly don’t hate this idea, especially in some gametypes where it is very difficult to obtain power weapons due to friendly fire or simple bad luck.It would certainly be helpful to know you can get a set amount of kills due ot your own skill, and bring down a sniper rifle so you can further your own path as a killer.

> Disclaimer: I’m wary of what counts as a ‘leak’ right now, given that I’ve been banned a lot recently for discussing such things. If this crosses a line, please just edit this OP.
> That said, this is from E3, so I think it’s fine.
>
>
> Now watch this.
>
> Notice how the ordnance drop kill counter, above the armour ability, does NOT reset after every death.
>
> That’s… my main point. So this means, even if you suck at consecutive kills and streaks, you can still earn drops, which I think is a fantastic way of balancing such rewards. This way, even people who are new and/or bad at the game can earn drops at some point. It means I’ll get a lot more. :smiley:
>
> Fantastic work, 343, as with pretty much everything from E3.

Kills are also not the only thing that contributes to this. Team work does, assists and kills both fill the bar. As does I assume avenging deaths of teammates, or saving team mates.

I don’t get why people don’t like drops, but everything I’ve seen so far looks beast.

I personally hate this entire concept.

> I personally hate this entire concept.

You’ll probably have a tough time playing online FPS games then. It’s 2012, games being a social experience are now a norm, no longer a nerdy cliche.

Many things contribute to the points earned for drop, not just kills, this promotes playing as a team and not the BS lonewolf crap so called skilled players were keen on doing.

Welcome to the future of gaming, where playing together and personalizing an experience are now the norm.

Heres how it works.

After killing a certain amount of enemies, you get to choose from randomly generated weapon, AA or PowerUp. It rewards players who do well, but also lets other people steal these weapons.

How CoD’s work.

After killing 3 enemies, you get a killstreak which is not randomly generated and grows more OP the more you kill people. You can even call in a Nuke for crying out loud.

See the difference?

> Welcome to the future of gaming, where playing together and personalizing an experience are now the norm.

Teamwork hasn’t been a norm in a Halo game ever since the XBL Party system…

> > im just going to play a diff gametype it looks like you start out good your going to have a power weapon the whole game because you respwan them out the @33
>
> That made no sense.

a drop a needier kill 9 people,drop a needier again get 9 kills ,drop needier agin game over

Yes now I can pwn even more :slight_smile:

I suppose it helps stop power weapon spawn camping; but it does take away much needed map knowledge, map control, and team work. looks like it could encourage lone wolfing too; and camping.

conclusion: this is a gimmicky game type

> > Welcome to the future of gaming, where playing together and personalizing an experience are now the norm.
>
> Teamwork hasn’t been a norm in a Halo game ever since the XBL Party system…

Teamwork has always been a joke, but modern games are going more and more towards promoting it.

> I suppose it helps stop power weapon spawn camping; but it does take away much needed map knowledge, map control, and team work. looks like it could encourage lone wolfing too; and camping.
>
> conclusion: this is a gimmicky game type

No it doesn’t. You will still need team work and map control and whatnot. It just stops predictable weapon spawns and forces you to think on your toes a bit.

Its basically the MW3 support killstreaks.

I don’t see why everyone is so accepting of this. They’ll only build on this with Halo 5 and add 3 separate categories for killstreaks and then suddenly we’re playing a futuristic Call of Duty which is dull as -Yoink- and way to -Yoinking!- easy.

Lets complain and get them to stop it before it gets out of hand.

> > > Welcome to the future of gaming, where playing together and personalizing an experience are now the norm.
> >
> > Teamwork hasn’t been a norm in a Halo game ever since the XBL Party system…
>
> Teamwork has always been a joke, but modern games are going more and more towards promoting it.

How do modern games promote teamwork? How does a system of personal weapon drops that you can deploy anywhere promote teamwork over a system where you have to fight for a specific spot at a specific time?

Not to mention in Halo 3 the only way to rank up in either the progression system or the skill bases system was to WIN. Making winning the entire focus of the ranking system promotes far more teamwork than some other system where you literally can do nothing and rank up.

Halo 2 and 3 promote teamwork. Reach doesn’t. We’ll see about Halo 4.

> > I suppose it helps stop power weapon spawn camping; but it does take away much needed map knowledge, map control, and team work. looks like it could encourage lone wolfing too; and camping.
> >
> > conclusion: this is a gimmicky game type
>
> No it doesn’t. You will still need team work and map control and whatnot. It just stops predictable weapon spawns and forces you to think on your toes a bit.

you won’t need teamwork if you can just get a few kills and then storm through the enemy team with a powerful weapon of your choice.