The weapon would also see its first use against the Flood in this month, when the Spirit of Fire pursued a Covenant vessel deep into uncharted space and encountered the parasite on the artificial shield world known as Trove. In February of that year, these soldiers would be deployed against the Covenant on the surface of Harvest and later Arcadia. īy 2531, the Hellbringer complement of the UNSC Spirit of Fire had been outfitted with these weapons. The M6634 had entered service by 2531 at the latest. Hellbringers often do so before rushing enemy positions. The M6634 is compatible with the M301 Grenade Launcher attachment which can be used to launch flashbang grenades. As such, M6634 users have a high attrition rate, despite the devastating damage they can inflict, due to the exposed fuel tanks which pose a critical vulnerability. The M6634's primary function is to rout entrenched enemies. In addition, the weapon can use a variety of flammable defoliants to compensate for the range of atmospheric and gravitational conditions it can be used in, including highly adherent napalm and oxide-mixed fuel. It is large and bulky rather than being attached to the frame of the projector, the fuel tank is carried on the user's back, allowing greater fuel capacity. The M6634/DP is one of at least two variants of the NA4/DP flamethrower in service with the UNSC. It'll be hard to be sure about any of this until the masses get their hands on the game, but based on what I've seen so far, I wouldn't rule out the possibility of default weapons becoming the standard for competitive play in Halo 5." Does anyone realize how heavy these things really are?" - Unnamed Hellbringer serviceman These improvements may just create exactly the right balance between the power of a freshly-spawned player and a player in possession of more powerful weapons, while not negating the advantages offered by picking up a BR, Carbine or DMR off the map. The map design also appears to augment this effect, being developed with more available cover and fewer open areas where a player can spawn and die without ever having a chance to make a run for it.Īs FlameSword mentions, the mid-to-long range weapons in Halo 5 are set to respawn every 20 seconds (and as far as I can tell, are much more numerous than they have been in past games), which greatly increases the likelihood that any given player will find one of them quickly after they spawn. Players now enjoy increased mobility in several different forms (sprint, thruster pack, clamber, and slide), making it much more likely that a player caught in a bad spawn will be able to escape to cover and locate a more powerful weapon. The pistol, while not super-powered, is strong enough and accurate enough in the hands of a skilled player to compete with longer-range rifles at all but the most absurd distances. These three problems seem to have been solved, in part or in full, by the new mechanics and weapons present in Halo 5's default player loadouts: Longer-range weapons had longer spawn cycles, making them rarer and offering a greater advantage to any player who got their hands on one, since few other players could reasonably expect to find one before they came under fire. Players who spawned in the sights of another player in possession of a longer-range weapon had very limited recourse if cover was not immediately accessible, since maneuvering options were much more limited. The long-range efficiency of the starting weapon(s) were too low to compete at all against mid-to-long-range weapons like the BR, Carbine, DMR, etc. I think there are three main reasons that the "vanilla" starting weapons in previous Halo games were unsatisfactory for competitive play:
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