Halo 5: Guardians (Xbox One) - Coronavirus Relief Fund DLC (p81)

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Monkey Man
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out today, Infection teased (p70)
by Monkey Man » Wed Apr 06, 2016 5:15 pm

Ghosts of Meridian out now, 8.3GB, -



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WARZONE FIREFIGHT BETA

LIVE APRIL 14-18

Warzone Firefight is an ambitious new multiplayer mode coming to Halo 5: Guardians that stands primed to offer the biggest Halo cooperative experience ever in franchise history. In Warzone Firefight, up to eight players will work together to complete five rounds of increasingly difficult, dynamic objectives set against a timer to emerge victorious. Since its reveal, players all across the world have been chomping at the bit to get a taste of this evolved PvE experience, and now we’re happy to announce that from April 14-18, we’ll be offering all Halo 5: Guardians players a chance to do just that with our special Warzone Firefight Beta.

The five-day beta experience will see Spartan fireteams of up to 8 players battle against an onslaught of enemy AI on the Escape from A.R.C. Warzone map. You and your friends will tackle a new objective for each of the five rounds, with each task growing progressively more demanding along the way. And since the mode is a fully realized member of the Warzone family, players will have full access to their arsenal in the Halo 5: Guardians REQ system, letting you leverage your REQs in new ways against computer-controlled enemies. In addition, we will offer a brand new promotional pack – the Mythic Warzone REQ Pack – which will make it even easier for eager Spartans to unlock the most powerful REQs in the system.

Welcome to Warzone Firefight. You picked a helluva week to join up…


New features and updates:

New Warzone map added: Skirmish at Darkstar
New Arena map added: Tyrant
Weather effects added to Forge
New sound effects added to Forge
Spartan Company members will now appear in the Active Roster
April 14 – 18: Warzone Firefight Beta playlist goes live.

Multiplayer:

Fixed exploit that allowed players to hide inside Armory base geometry in Warzone
Significantly improved the speed and responsiveness of the REQ Menu, especially for players with a large number of REQs
Favorited friends now appear at the top of Active Roster
Fixed issue where players that a join a match in progress did not have full REQ Energy to start
Reduced instances where the assaulting team could be spawn blocked on Warzone Assault maps
Fixed issues with invisible environment boundaries allowing vehicles to push players out of normal map boundaries
Fixed issue where some players who had recently dealt damage to a Boss did not receive Takedown credit when the Boss was killed by a teammate
SWAT DMRs added to the SWAT playlist
Fixed an issue that caused the Event Feed to not dispalyer at the end of a round or match
SWAT game type options have been balanced to allow for even weighting between Magnums, BRs, and DMRs
Gravity Hammer is now the starting weapon in Grifball
Reduced Boss Takedown damage requirement from 10% to 1%
Random Weapon and Random Vehicle REQs can now unlock the most up-to-date REQs, including those from Ghosts of Meridian
Daily Win Bonus Packs can now unlock the most up-to-date single-use REQs, including those from Ghost of Meridian
Players can now “ping” their location in a game when alive to alert teammates by pressing UP on the d-pad in Warzone or Arena
Fixed an issue that caused explosive barrels to not be explosive when the Deathless option is turned on in Custom Games

Sandbox:

Fixed a bug that caused the Spartan Laser to deal incorrect damage against shields
Fixed a bug where damage dealt to Gungoose Cannons did not properly transfer damage to the rest of the vehicle. (The Spartan Laser is excited about this change, too)
Mantis armor has been increased
Reduced the explosion radius of the Whiplash
Needler projectiles now do damage to Wraith and Scorpion weak points
Fixed an issue where Rail Gun aiming light can be seen through geometry
Fixed server crashes surrounding picking up powerups
Fixed a bug that made picking up powerups impossible
With Speed Boost activated, Spartan Charging now kills upon impact
Hydra Launcher now only locks onto the torso of enemy Spartans
Fixed a bug that allowed players to perform a Spartan Charge after performing a Thrust in mid-air
Fixed a bug with Phaeton damage regions that resulted in incorrect weak spot hit markers
Slightly reduced bloom for the Halo: CE Pistol
Improved readability of shields popping immediately after they begin to recharge
Lowered the damage of an uncharged Plasma Pistol shot when fired upon a Ghost’s weak point
Fixed a bug that did not allow Ball holders to pick up grenades
Fixed a bug with Advanced Sensors’ speed threshold that caused players to show up on radar in some cases where they were not moving at Sprint/Thrust speed or faster

Forge:

New & Updated Features:

Weather Effects added to map properties [Rain, Snow, Dust, Embers, Papers, Motes]
Sound Effects added to extras menu
Starting energy can now be adjusted on weapon
Starting energy and clips can now be adjusted for weapons on weapon pads

New Assets:

props> cover> style> plated>
Cover: Plated [3x12x12; forge]
Cover: Plated [3x12x12; torque]
Cover: Plated [3x12x16; forge]
Cover: Plated [3x12x16; torque]
Cover: Plated [3x16x8; forge]
Cover: Plated [3x16x8; torque]
Cover: Plated [3x16x12; forge]
Cover: Plated [3x16x12; torque]
Cover: Plated [4x12x4.5; forge]
Cover: Plated [4x12x4.5; torque]
Cover: Plated [5x16x12; forge]
Cover: Plated [5x16x12; torque]
natural> trees> fulls>
Tree: Full [34x36x44; acacia; glacier]
Tree: Full [38x40x52; acacia; glacier]
Tree: Full [42x46x44; acacia; glacier]
Tree: Full [55x52x70; acacia; glacier]
Tree: Full [72x70x72; acacia; glacier]
Tree: Full [60x70x94; acacia; glacier]
Tree: Full [75x95x95; acacia; glacier]
natural> plants> ivy>
Plant: Ivy [10x10; glacier]
Plant: Ivy [20x20; glacier]
Plant: Ivy [10x10; glacier; top]
Plant: Ivy [20x10; glacier; top]
natural> plants> bushes>
Plant: Bush [4x4x3; glacier]
Plant: Bush [8x8x6; glacier]
Plant: Bush [8x8x8; glacier]
Plant: Bush [16x16x16; glacier]
natural> plants> grass>
Plant: Grass [2x3; glacier]
Plant: Grass [4x6; glacier]
Plant: Grass [6x6; glacier]
natural> trees> fulls>
Tree: Full [34x36x44; acacia; alpine]
Tree: Full [38x40x52; acacia; alpine]
Tree: Full [42x46x44; acacia; alpine]
Tree: Full [55x52x70; acacia; alpine]
Tree: Full [72x70x72; acacia; alpine]
Tree: Full [60x70x94; acacia; alpine]
Tree: Full [75x95x95; acacia; alpine]
natural> plants> ivy>
Plant: Ivy [10x10; alpine]
Plant: Ivy [20x20; alpine]
Plant: Ivy [10x10; alpine; top]
Plant: Ivy [20x10; alpine; top]
gameplay> shields> type> two-way>
Shield: Two-Way [8x48]
Shield: Two-Way [16x48]
Shield: Two-Way [24x48]
Shield: Two-Way [32x48]
Shield: Two-Way [48x48]
Shield: Two-Way [64x24]
Shield: Two-Way [64x48]
gameplay> gravity-vols> type> invisible>
Gravity Volume [8x8x16; invisible]
Gravity Volume [16x16x32; invisible]
Gravity Volume [32x32x64; invisible]
Gravity Volume [64x64x128; invisible]
Gravity Volume [128x128x256; invisible]
Gravity Volume [128x256x128; invisible]
Gravity Volume [256x256x256; invisible]
gameplay> gravity-vols> type> visible>
Gravity Volume [8x8x16; visible]
Gravity Volume [16x16x32; visible]
Gravity Volume [32x32x64; visible]
Gravity Volume [64x64x128; visible]
Gravity Volume [128x128x256; visible]
Gravity Volume [128x256x128; visible]
Gravity Volume [256x256x256; visible]
gameplay> shields> type> one-way>
Shield: One-Way [8x24]
Shield: One-Way [8x48]
Shield: One-Way [16x24]
Shield: One-Way [16x48]
Shield: One-Way [24x24]
Shield: One-Way [24x48]
Shield: One-Way [32x24]
Shield: One-Way [32x48]
Shield: One-Way [48x24]
Shield: One-Way [48x48]
Shield: One-Way [64x24]
Shield: One-Way [64x48]
gameplay> shields> type> emitters>
Shield [3x3x24; emitter]
Shield [3x3x48; emitter]
gameplay> shields> type> generators>
Shield [4x4x48; generator]
gameplay> shields> type> corners>
Shield [8x8x48; generator; corner]
structures> accents> doors>
Accent: Door [2x14x17; forge]
Accent: Door [2x14x17; torque]
primitives> rings>
Ring: 16' [56x56x8; half]
Ring: 16' [56x56x8; quarter]
Ring: 16' [56x56x8; eighth]
Ring: 16' [56x56x16; half]
Ring: 16' [56x56x16; quarter]
Ring: 16' [56x56x16; eighth]
Ring: 16' [56x56x20; half]
Ring: 16' [56x56x20; quarter]
Ring: 16' [56x56x20; eighth]
Ring: 16' [64x64x20; half]
Ring: 16' [64x64x20; quarter]
Ring: 16' [64x64x20; eighth]
natural> plants> grass>
Plant: Grass [2x3; alpine]
Plant: Grass [4x6; alpine]
Plant: Grass [6x6; alpine]
natural> plants> bushes>
Plant: Bush [4x4x3; alpine]
Plant: Bush [8x8x6; alpine]
Plant: Bush [8x8x8; alpine]
Plant: Bush [16x16x16; alpine]
props> exploding>
Fusion Barrel [Forerunner; 3x3x4; red; exploding]
Fusion Barrel [Forerunner; 3x3x4; blue; exploding]
props> construction> canisters>
Canister [8x2x4; stand]
Canister [18x2x4; stand]
Canister [9x46x9; single]
props> urban> vending>
Soda Can [1x1x1.5; forge; a]
Soda Can [1x1x1.5; forge; b]
props> holograms>
Hologram [7x5x12; station; blue]
Hologram [7x5x12; station; red]
extras> sounds> alarm>
Sound: Alarm [small]
Sound: Alarm [medium]
Sound: Alarm [large]
extras> sounds> urban>
Sound: Urban [traffic]
Sound: Urban [construction]
extras> sounds> crowd>
Sound: Crowd [walla]
Sound: Crowd [cheer; small]
Sound: Crowd [cheer; large]
Sound: Crowd [cheer; chant]
Sound: Crowd [boos]
extras> sounds> nature>
Sound: Nature [ledge; debris]
Sound: Nature [wind; gust]
Sound: Nature [wood; groans]
Sound: Nature [lava; small]
Sound: Nature [lava; medium]
extras> sounds> water>
Sound: Water [drips; slow]
Sound: Water [drips; fast]
Sound: Water [bubbles; thick]
Sound: Water [bubbles; fast]
Sound: Water [wall; light]
Sound: Water [wall; heavy]
Sound: Water [rain; window]
Sound: Water [river; small]
Sound: Water [river; medium]
Sound: Water [river; large]
Sound: Water [waterfall; small]
Sound: Water [waterfall; medium]
Sound: Water [waterfall; large]
Sound: Water [waves; laps]
Sound: Water [waves; ocean]
Sound: Water [underwater]
extras> sounds> animals>
Sound: Animal [cat; fight]
Sound: Animal [piggy; grunts]
Sound: Animal [piggy; startled]
Sound: Animal [piggy; angry]
Sound: Animal [whale; calls]
extras> sounds> covenant>
Sound: Covenant [chant]
extras> sounds> horror>
Sound: Horror [stinger]
Sound: Horror [movements; forest]
Sound: Horror [movements; cave]
Sound: Horror [scream; distant]
Sound: Horror [impacts; distant]
Sound: Horror [ghost; moan]
Sound: Horror [ghost; goofy]
extras> blockers> type> vehicle>
Blocker: Vehicle [1x1]
Blocker: Vehicle [1x2]
Blocker: Vehicle [2x2]
Blocker: Vehicle [2x4]
Blocker: Vehicle [4x4]
Blocker: Vehicle [4x8]
Blocker: Vehicle [8x8]
Blocker: Vehicle [8x16]
Blocker: Vehicle [16x16]
Blocker: Vehicle [16x32]
Blocker: Vehicle [32x32]
Blocker: Vehicle [32x64]
Blocker: Vehicle [64x64]
Blocker: Vehicle [64x128]
Blocker: Vehicle [128x128]
Bug fixes, Tweaks, & Cleanup:

Fixed issues where objects would become almost completely black when placed under certain conditions
Fixed an issue that would prevent Forgers from being able to save a map until they restarted Halo 5: Guardians
Fixed a bug where objects would randomly rotate when opening the objects property menu
Objects moved via scripting will respect, “Reset Object Position” commands
Fixed bugs surrounding welding, especially when welding to animated machines (i.e. pistons)
Fixed Magnets for Wall 2x64x4 base variant
Fixed various object LOD (level of detail) issues
Grav volumes:
Fixed dimensions of some grav volumes that were intended to be wider than tall, and vice versa
Fixed magnets on some grav volumes
Grav volumes can no longer be selected from the top, making it easier pick up objects inside them
Fixed an issue with Phased/Fixed crates despawning incorrectly
Crates despawned via scripting now correctly respawn on “Respawn All Objects”
Locked objects can no longer be accidentally deleted
Fixed an issue that caused FX to stop working after the first round in round based game types
Fixed an issue where changes to a script’s properties wouldn’t take effect right after changing the script’s type
Fixed an issue where opening the object properties menu, rotation edit is applied and is incorrect
Added length, width, and height organization to Shields and Grav volumes to help organize the increased quantity of those objects
One-way and Two-way shields respawn time can now be adjusted with the respawn properties. NOTE: All previously placed shields will no longer respawn unless updated. To replicate original behavior, set respawn timer to 10 seconds (default)
All objects in props>exploding now do consistent damage when destroyed
Fixed an issue that caused weapons and power ups to block players when set to Phased or Fixed

More details at the link - https://www.halowaypoint.com/en-us/game ... f-meridian

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Garth
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Garth » Wed Apr 06, 2016 6:15 pm

That's a lot of new stuff for Forge!

Lots of stuff in general, nice that it's all free.

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RockerShaun
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by RockerShaun » Wed Apr 06, 2016 9:21 pm

Massive update. Had already been playing the new Ghosts of Meridian maps before it hit so I'm guessing this is more prepping for the Firefight beta and the Forge additions.

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Photek
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Photek » Wed Apr 06, 2016 9:28 pm

I'll be on in 15

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Monkey Man
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Monkey Man » Sat Apr 09, 2016 4:34 pm





HALO 5 WARZONE FIREFIGHT GAMEPLAY PREVIEW

Warzone has never been bigger, better, or more threatening.

New and Improved

Warzone Firefight is Firefight, except with brand new objectives, mechanics, and a much bigger scope. Now an 8-player cooperative PVE mode, you and seven of your Spartan friends take on increasingly difficult waves of AI-controlled enemies over five rounds of objective-based mayhem. The goal is to complete each round’s objective within the five-minute time limit. That means no more life saving.

As you progress through the match the three objective variants get progressively harder. In one round you might have to destroy a couple of very difficult boss AI units like Hunters or Promethean Knights, in another you’ll have to defend your base against swarms of enemies as they try to capture it, and in yet another round you’ll have to scour the map to find and eliminate a certain number of a particular type of enemies -- all while fighting off the random spawns of aggressive enemies gunning for you and your team. If at any point you fail to achieve the round’s objective, your team loses the match right then and there.

The Spoils of War

Alternatively, each round completed grants you and your team experience points, requisition points, and requisition energy, in greater amounts depending how many rounds your team completed, how much time you took, and your final score. In this mode, efficiency is your goal: the faster you complete objectives and the more enemies you kill, the more requisition energy you get which allows for better weapons and vehicles, which helps you complete objectives faster and kill more enemies. It’s a very satisfying gameplay loop. After a few rounds, you’ll never want to waste a second.

Requisitions help you and your team deal with all this mayhem. Like in Warzone, players have access to their requisition library, which means that you can coordinate with your team to call in power weapons, armor boosts, and vehicles to help achieve your objectives. You definitely want to do this. Numerous times during my hands-on demo, I found myself waiting to see what objective would pop because it would directly inform how I decided to spend my requisition energy.

The objectives in this mode are difficult and time consuming, so the last thing you want is to be useless, and calling in the wrong weaponry or vehicle can render you just that. When I called in a Mantis on a defend-the-garage objective round and couldn’t get line of sight on any of the base’s top-floor enemies, I was useless. But I absolutely cleaned house on a seek-and-destroy round with a warthog and a ghost, because they’re highly mobile vehicles capable of high, sustained damage on strong targets and running over groups of smaller ones.

Speaking of Legendary…

The newest and most game-changing addition to Warzone Firefight is the introduction of Mythic bosses. Appearing only on the fifth round, they’re extraordinarily strong boss units with special abilities and a ridiculous amount of health requiring your entire team of Spartans to coordinate power weapons and vehicles in order to bring them down. And you still only have five minutes. To give you an example, the Warden Eternal can shoot multiple lasers at once, and as if that’s not bad enough, it also shoots black holes that kill you on contact. Mythic bosses are awesome to fight, even more awesome to kill, and stressful when your team is out of position with the timer running out.

In the End

Every second that you’re not actively contributing to your team puts them under the gun. Make no mistake, this mode makes communication and teamwork a requirement– it’ll be damn near impossible to “lone wolf” it and carry your team to victory by virtue of your legendary skill. Players who enjoy working collaboratively to maximize efficiency using a wide range of weapons and vehicles, you’ll find yourself right at home, while those who’d rather put the team on the back of their battle rifle, will find Warzone Firefight to be a tough and unforgiving road.

http://uk.ign.com/articles/2016/04/09/h ... ay-preview

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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by mcjihge2 » Sat Apr 09, 2016 6:43 pm

My question about firefight is - Will there be match making for it? I hope they dont pull some bullshit Destiny thing and not include it.

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Garth
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Garth » Sat Apr 09, 2016 6:50 pm

Hopefully, it's up to 8 players so I think it would really benefit from it.

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Harry Bizzle
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Harry Bizzle » Sat Apr 09, 2016 8:35 pm

Servers are down, can't get a game. Apparently it's been like this for a few days. Lots of people on the Halo reddit complaining.

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Photek
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Photek » Sun Apr 10, 2016 4:14 pm

Harry Bizzle wrote:Servers are down, can't get a game. Apparently it's been like this for a few days. Lots of people on the Halo reddit complaining.

Live itself was wonky last night, I played some warzone at 5 yesterday, and Friday, and Thursday, seemed fine.

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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!!, Firefight Beta starts 14/4, Infection teased (p70)
by Harry Bizzle » Sun Apr 10, 2016 6:24 pm

Fortunately it was sorted by this morning. Still haven't had a chance to try out Tyrant, though.

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Monkey Man
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PostRe: Halo 5: Guardians (Xbox One) - Ghosts of Meridian out now!! Firefight Beta starts on Thursday.
by Monkey Man » Tue Apr 12, 2016 11:37 am



Join us live from 343 Industries for the gameplay world premiere of Halo 5: Guardians newest game mode: Warzone Firefight. Tuesday, April 12 11PM BST on twitch.tv/halo, YouTube Gaming at aka.ms/HaloLivestream, and The Halo Channel.


The Live Stream - https://www.twitch.tv/halo/v/60211818

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RockerShaun
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta starts today!!
by RockerShaun » Thu Apr 14, 2016 2:39 pm

Anyone know what time the firefight beta is meant to go live?

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Monkey Man
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta starts today!!
by Monkey Man » Thu Apr 14, 2016 6:08 pm

twitter.com/DavidEllis/status/720658127884976128



Go go go.

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Photek
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!!
by Photek » Thu Apr 14, 2016 9:28 pm

Had a go at half time, brilliant.

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Monkey Man
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!!
by Monkey Man » Thu Apr 14, 2016 10:46 pm

Played it for about 4 hours straight tonight, had a ton of fun. Bit too easy but nothing like mowing down a load of enemies in my ghost. Got a load of Commendation Req packs with all the alien kills.

GRcade game at 8pm on Friday?

twitter.com/Halo/status/720723868889911296


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Photek
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!!
by Photek » Fri Apr 15, 2016 12:48 am

Count me in, strawberry floating amazing.

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mcjihge2
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!! GRcade game at 8pm tonight.
by mcjihge2 » Fri Apr 15, 2016 5:23 pm

Had 3 goes on firefight. All the same map. Its a bit frenetic and easy to get lost. The req system spoils the experience. It really lacks the tactical nature of Reach firefight.

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RockerShaun
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!! GRcade game at 8pm tonight.
by RockerShaun » Fri Apr 15, 2016 7:46 pm

Good to have Firefight back. Not as good as it was in Reach or ODST. Seems more objective based a la Spartan Ops than Survival focused. Seems shorter too.

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Photek
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!! GRcade game at 8pm tonight.
by Photek » Fri Apr 15, 2016 8:03 pm

It is a Beta so hope they increase the number of rounds, it's MILES better than Spartan Ops though, are we playing now?

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mcjihge2
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PostRe: Halo 5: Guardians (Xbox One) - Firefight Beta out now!!! GRcade game at 8pm tonight.
by mcjihge2 » Fri Apr 15, 2016 8:25 pm

Photek - have you managed to get the DMR req yet? Im still waiting :(

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