Article with bunch of new assets for Reach. There won't be much new singleplayer stuff until E3, everything until then will be MP.
http://gameinformer.com/b/features/archive/2010/03...
Wow Bungie are going all out with MP yet again.
More Halo: Evolutions.
http://gameinformer.com/b/features/archive/2010/03...
One of the biggest changes is how the shield barrier and transition state is being handled. Previously you could get a headshot through shields – if your opponent had 10 points of shields and you did 15 points of damage, the remaining 5 points would bleed over to the head. That is no longer the case in Reach.
HAMRICK: If the shields haven’t popped, you won’t be getting headshots or melee kills. You’ll have to pop the shields first; it reads a lot better, certainly as we juggle the health and shield differences in Elites and Spartans in multiplayer. This is true for all weapons except the sniper rifle.
Fantastic. Add to this the fact that shields now take even longer to recharge and that health, which will regenerate in thresholds, but will never entirely regenerate unless you get a health pack, and I love this even more
MERRILL: Think about load-outs as kind of a “dynamic class” system. We liked some of the elements you get with a class, but we’re not changing your base model or locking you into that choice. You drop in with your preferred play style, but if you decide your chosen load-out isn’t working, the next time you spawn you can select something different.
HAMRICK: That’s the nice thing because it happens a lot – as a match progresses, you and your team will shift to different load-outs and so will your opponents.
I like that they've included this.
If your opponent closes on you with a shotgun or is about to land a melee blow or run you over with a vehicle, you can engage Armor Lock and become temporarily invulnerable. You can’t move, aim, or shoot. You’re stuck there, but you can’t be killed. You can do that up to three times on one charge or you can do one sustained lock for a few seconds.
There is also a knockback and EMP blast component. The longer you hold your Armor Lock, the more pronounced the effect will be. There are three different tiers – if it’s just a short lock, I’ll get a small knockback and a tiny bit of EMP up to the max level, which is a much larger knockback and EMP blast. It’s really intended to say, “hey, you better not mess with me, I’m extremely dangerous even though I’m trapped in here!” It’s particularly effective against vehicles as well. Also, if you’re stuck with a plasma grenade or have needles in you, they’ll be knocked off when you engage Armor Lock
Wow Bungie are going all out with MP yet again.
More Halo: Evolutions.
http://halo.bungie.org/The Return Trailer - just for you
Yesterday, we mentioned that 'The Return', a story from the Halo: Evolutions collection, would begin appearing on Halo Waypoint this Saturday. Later tonight, the teaser for this series will appear on Waypoint's YouTube channel... but we're here to give you an early taste. You can download it from us, in glorious 720p, in either WMP9 (23.5 mb) or QuickTime (25 mb) formats - enjoy! (And thanks to the Waypoint crew!) (Louis Wu 22:14:07 UTC) (permalink)