I'm Campbell and apparently I have a sexy face. I've been an xbox gamer for a few years now but only really got into the Halo scene when I played the hell out of Halo 3 from 2008 onwards. I only played Lone Wolves which I believe helped me build basic skills. Anyway I eventually started playing with a few of my mates more consistently and that was when we decided to go to our first LAN.
I joined AvT in mid-2011 when a few of my mates and I formed Team Reign. We had a great time at our first LAN, Xlan 2011 where we got a wide awakening into the NZ Halo scene (we got destroyed and extermed). However we practiced and improved which showed at Welly LAN 2012 where we got 9th out of 17 teams which was much better than our last place finish. I've attended every AvT LAN since and have never looked back.
Feel free to come up to me at a tournament and say hi. I only bite occasionally.
Moderator and Youtube
Recently I got given the position of mod so I'm trying to be the one who puts up a lot of media content (mainly gameplay videos).
As you probably know by now, we have been actively tuning some of the weapons in the Halo 4 sandbox. We are still regularly playtesting, and excited to say that we’re nearing the end of tweaking and tuning each weapon. At this point, we are happy to share several key items that we’re looking forward to in the schedule:
In the month of May, we’ll be inviting a small group of community members into the studio to get a sneak peak at the new weapon tuning. We are finalizing this list and will announce once we have done so.
We’ll also be bringing you a live stream that will allow everyone to check out some of the weapon tuning in action before the settings deploy globally. This live stream will feature insight and commentary from designers, as well as gameplay from community members and 343 staff. This live stream will give you a close look at how the newly tuned weapons behave alongside one another. Once the live stream is officially on the calendar, we’ll announce the date and time. The location, however, will absolutely be http://www.twitch.tv/343industries.
Before we go live, we’ll be detailing the final changes for each weapon on Halo Waypoint. This content will give you a detailed breakdown of what to expect when the tuning goes live.
Our final changes, once solidified, will go live across all Halo 4 playlists on Monday, June 3rd.
This schedule will ensure that the new weapon tuning receives proper testing across all of Halo 4’s game modes, input from various community leaders and that the entire community will be able to get a detailed look at everything before the final update goes live. Once this update is released, we estimate that we won’t be making adjustments for at least several weeks as we examine the results of how this update changes gameplay behavior, strategy, loadout selection and more.
From Walshy: New weapon tuning felt much better! Three features stood out the most to me:
The Battle Rifle being a 4-shot makes it a force to be reckoned with, no longer is the DMR the go-to choice for top players.
Decreased magnetism on automatics definitely adds more skill to those short-range fights.
The LightRifle's increased rate of fire while zoomed in will possibly make it the best long-range starting weapon in the game.
Touching any part of a game, regardless of how insignificant it may seem, is a risky, complicated and lengthy undertaking. We often don’t divulge the minute details of the process, simply because it’s tedious and, quite frankly, boring. We know there’s a large amount of interest in the upcoming weapon tune update, however (yes, we read the forums!), so we wanted to invite you into this process so you can get a glimpse behind the curtain and a head start on providing feedback. The cracking open of this door started last week when we shared our basic goals in regard to weapon tuning. Today we’re opening it even further by discussing the progress that was made last week.
As you read today’s update (and the rest that are coming), I ask you to remember that everything is subject to change. One of the facts of shipping games and updates is that until it’s out the door and in the wild, changes, both big and small, happen for a variety of reasons. We anticipate going through several waves of iteration and even more waves of testing before landing on our final design. So below is where we are today but not necessarily where we will be tomorrow.
TL;DR: The below tweaks are nowhere near final. In fact, they are as far from final as they can be without being not final. Please recognize this is a work-in-progress, we will clearly communicate our final plan once we know it, and until then, we’ll provide weekly updates about its current status.
With that out of the way, Bravo is now going to take you through the past seven days of Halo 4 weapon tuning efforts.
Right now, we feel that the mid-range role of this weapon is undermined by the strength of the DMR. To combat this, we are looking at decreasing the kill time for the Battle Rifle through various tweaks. This means testing a “4-shot BR” (currently, the Battle Rifle takes 5 bursts to kill) with a reduced rate of fire, though these changes are not final.
At this time, we have adjusted the range at which the reticle turns red to match the DMR.
The Carbine has been adjusted to take one less shot to kill, bringing it to a 7-shot kill. This change was applied because we felt that players who used this weapon and took the time to become skilled with it were not rewarded due to the weapon’s kill time.
These changes have sped up the kill times of some of these weapons, which will provide a faster overall Halo 4 competitive War Games experience. The above tweaks have also led to the need to adjust the automatic weapons, which would likely be beaten at even the closest of ranges if tuning ended with the above changes. As a result, the Assault Rifle, Suppressor and Storm Rifle have all received a slight damage buff along with an auto-aim decrease that requires players to be more accurate than they would have previously. This means that while these automatics will be slightly more deadly at close range, they will require that players are more accurate.
Lastly, as we’ve mentioned in the past, we understand the need for viable and effective vehicles in Halo multiplayer, and as a result, we’re looking at bumping up the damage on both the Warthog and the Mantis chain gun. This is not the extent of our tuning, and we are actively investigating tweaks to additional weapons, such as an aim-assist decrease on the Beam Rifle.