> I had a little bit of experience with the ordnance drop system. Before talking about what I saw, I’d like to say that I have NO idea how things were set up, and I have NO idea how the overal system works. I only know what I saw. That said: I saw two different ordnance drops. The first was called by someone on the other team; I was running on the lower level of Wraparound, and suddenly saw a green indicator on my HUD, showing me that a Rocket Launcher was available up ahead and to my left. I headed that way immediately. I ran right into a trap. Three members of the other team were standing at the top of the ramp above the RL pod… I was turned to hamburger before I could even pick up the tube. Perfect example of a honey trap… and I fell for it. The second drop was mine - at some point during the game, I was confronted with a representation of my D-Pad, with three weapons attached to three of the four buttons. I hit D-Pad Left, which was linked to a Spartan Laser, and the image disappeared. Soon after, I saw that the Laser had dropped. (It was nowhere near me - clearly, as players learn more about the maps, this sort of thing won’t happen as often.) Again - I have no clue what GENERATED the drops; Frank suggested that there are multiple types of drops, and in the games we were playing, these were PERSONAL drops… but I saw that they could be used to supplement your armory (you know about the drop before the other team, and can get to the drop location first), or used to set up traps for the other team (put yourself in position to ambush folks coming to a drop, then give them a reason to walk in). I’ll be keeping my eyes open for more details on how these systems work.
TLDR
<mark>Halo 4 is going to have “personal drops” in which the system picks a player and allows that player to spawn a power weapon from a list. The weapon spawn location is random, but it can allow for the team to set traps and ready themselves for where it is to spawn.</mark>
Oh Really (source) - Halo 4 Game Night, Bryant Park Hotel
I’ll let you guys discuss this. I don’t want to alter any opinions
I think you forgot to tell us how you feel about it.
It’s an attempt to make the game fair.
You know, to balance all the custom loadouts and AAs.
> > I had a little bit of experience with the ordnance drop system. Before talking about what I saw, I’d like to say that I have NO idea how things were set up, and I have NO idea how the overal system works. I only know what I saw. That said: I saw two different ordnance drops. The first was called by someone on the other team; I was running on the lower level of Wraparound, and suddenly saw a green indicator on my HUD, showing me that a Rocket Launcher was available up ahead and to my left. I headed that way immediately. I ran right into a trap. Three members of the other team were standing at the top of the ramp above the RL pod… I was turned to hamburger before I could even pick up the tube. Perfect example of a honey trap… and I fell for it. The second drop was mine - at some point during the game, I was confronted with a representation of my D-Pad, with three weapons attached to three of the four buttons. I hit D-Pad Left, which was linked to a Spartan Laser, and the image disappeared. Soon after, I saw that the Laser had dropped. (It was nowhere near me - clearly, as players learn more about the maps, this sort of thing won’t happen as often.) Again - I have no clue what GENERATED the drops; Frank suggested that there are multiple types of drops, and in the games we were playing, these were PERSONAL drops… but I saw that they could be used to supplement your armory (you know about the drop before the other team, and can get to the drop location first), or used to set up traps for the other team (put yourself in position to ambush folks coming to a drop, then give them a reason to walk in). I’ll be keeping my eyes open for more details on how these systems work.
>
> TLDR
>
> <mark>Halo 4 is going to have “personal drops” in which the system picks a player and allows that player to spawn a power weapon from a list. The weapon spawn location is random, but it can allow for the team to set traps and ready themselves for where it is to spawn.</mark>
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>
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> Oh Really (source) - Halo 4 Game Night, Bryant Park Hotel
>
> I’ll let you guys discuss this. I don’t want to alter any opinions
This sounds awesome, now some kid who can’t shoot a rifle worth crap can randomly call for rockets. This makes the game more skillful…Notice the sarcasm?
I’m actually sort of okay with this, but it should be FAR from the default experience and should be an innovative gametype (like Invasion).
> > > I had a little bit of experience with the ordnance drop system. Before talking about what I saw, I’d like to say that I have NO idea how things were set up, and I have NO idea how the overal system works. I only know what I saw. That said: I saw two different ordnance drops. The first was called by someone on the other team; I was running on the lower level of Wraparound, and suddenly saw a green indicator on my HUD, showing me that a Rocket Launcher was available up ahead and to my left. I headed that way immediately. I ran right into a trap. Three members of the other team were standing at the top of the ramp above the RL pod… I was turned to hamburger before I could even pick up the tube. Perfect example of a honey trap… and I fell for it. The second drop was mine - at some point during the game, I was confronted with a representation of my D-Pad, with three weapons attached to three of the four buttons. I hit D-Pad Left, which was linked to a Spartan Laser, and the image disappeared. Soon after, I saw that the Laser had dropped. (It was nowhere near me - clearly, as players learn more about the maps, this sort of thing won’t happen as often.) Again - I have no clue what GENERATED the drops; Frank suggested that there are multiple types of drops, and in the games we were playing, these were PERSONAL drops… but I saw that they could be used to supplement your armory (you know about the drop before the other team, and can get to the drop location first), or used to set up traps for the other team (put yourself in position to ambush folks coming to a drop, then give them a reason to walk in). I’ll be keeping my eyes open for more details on how these systems work.
> >
> > TLDR
> >
> > <mark>Halo 4 is going to have “personal drops” in which the system picks a player and allows that player to spawn a power weapon from a list. The weapon spawn location is random, but it can allow for the team to set traps and ready themselves for where it is to spawn.</mark>
> >
> >
> >
> > Oh Really (source) - Halo 4 Game Night, Bryant Park Hotel
> >
> > I’ll let you guys discuss this. I don’t want to alter any opinions
>
> This sounds awesome, now some kid who can’t shoot a rifle worth crap can randomly call for rockets. This makes the game more skillful…Notice the sarcasm?
no
That sounds… intersting, but to be honest I’m really gonna need to experience the system for myself before I decide how I feel about it. I’m liking most of what I hear about H4LO.
> I’m actually sort of okay with this, but it should be FAR from the default experience and should be an innovative gametype (like Invasion).
Come to think of it, that probably is exactly what they plan on doing.
First of all, you don’t get free power weapons just like that. There is some system to it, to prevent Team slayer from turning in to Team Rocket(s). I also doesn’t think it’s a simple killstreak system, way to easy to abuse.
I can only guess but I think it’s more along the lines of the Homefront system, where everything you do earns you points (kills, objectives etc). These are not affected by death, nor are they sprees. But when you’ve done enough “good” for the team, you can get something, like a weapon.
This system doesn’t promote camping, since camping earns you less points then skilled but aggressive offensive playing. In fact, a camper can seldom buy anything, while an objective player or a player who gets many kills (even though he dies sometimes) can buy almost anything. This system promotes teamplay and good playstyle.
Secondly, you can only choose what to spawn, not where. Hence it’s impossible to “trap” anyone, wince the drop might come at any “drop location”. Sure, you can use it as a bait and try to team up with allies when you rush to get the power weapon, but so will your opponents. In fact, all you control is weather you want a sniper, spartan or other “power” weapon in play.
> First of all, you don’t get free power weapons just like that. There is some system to it, to prevent Team slayer from turning in to Team Rocket(s). I also doesn’t think it’s a simple killstreak system, way to easy to abuse.
> I can only guess but I think it’s more along the lines of the Homefront system, where everything you do earns you points (kills, objectives etc). These are not affected by death, nor are they sprees. But when you’ve done enough “good” for the team, you can get something, like a weapon.
> This system doesn’t promote camping, since camping earns you less points then skilled but aggressive offensive playing. In fact, a camper can seldom buy anything, while an objective player or a player who gets many kills (even though he dies sometimes) can buy almost anything. This system promotes teamplay and good playstyle.
> Secondly, you can only choose what to spawn, not where. Hence it’s impossible to “trap” anyone, wince the drop might come at any “drop location”. Sure, you can use it as a bait and try to team up with allies when you rush to get the power weapon, but so will your opponents. In fact, all you control is weather you want a sniper, spartan or other “power” weapon in play.
I kind of like how this sounds. This could be good for the game.
> I’m actually sort of okay with this, but it should be FAR from the default experience and should be an innovative gametype (like Invasion).
That pretty much sums up my feelings for it. I actually like the idea, and think it’s very interesting, but it should be a part of a gametype.
From what we’ve heard, it is adjustable in customs, though!
At this point I have no opinion and I’m just waiting to see how it plays. But I’m remaining dangerously cautious.
> <mark>At this point I have no opinion and I’m just waiting to see how it plays.</mark> But I’m remaining dangerously cautious.
That is probably a wise course of action. I am doing the same. There is too much that we don’t know for me to form an opinion on it just yet.
Look, to me it seems like its just another game setting that can be toggled.
Just like bottomless clip or shield strength…
Its not a massive, game changing feature to moan about…