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Ghost Recon

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  1. *Spoiler Alert* [RUMOR] Halo movie coming out in 2015? *Spoiler Alert * http://www.microsofttranslator.com/BV.aspx?ref=IE8Activity&a=http%3A%2F%2Fwww.halouniverse.it%2F2014%2F01%2Frumor-un-film-di-halo-in-uscita-nel-2015%2F That is nothing new on the web appear numerous rumors about the film adaptation of our favorite saga. For example, this time we came across what appears to be a short preview of a film based on the Halo saga with expected output in 2015. This makes this the preview site movieplayer.it textual words: writing After being accidentally rediscovered on artificial Planet Halo, a marine officer and his survivors, accompanied by a genetically enhanced super-soldier called "Master Chief", must find out what to look for on the planet the aliens who have engaged them in battle. But the secrets of Halo are over those images. The plot is very similar to that of Halo: Combat Evolved, which speaks volumes about the "originality" of the rumor. In the past we have seen filmmakers seeking to make a film about the Halo universe (as Peter Jackson), but almost everyone has ditched the plan for lack of sources. Of course let's not forget official TV series Halo, directed by Steven Spielberg, which makes us think and hope it is the latter's plot. Finally we leave you asking you: do you think this is rumor, the plot of the series directed by Spielberg, or really in 2015 we will see a movie based on Halo?
  2. Halo 4 Art Director Steps Down at 343 Industries. http://www.ign.com/articles/2014/01/08/halo-4-art-director-steps-down-at-343-industries Kenneth Scott, Halo 4's senior art director, has stepped down from his duties at developer 343 Industries. Scott spent four years working on Halo 4, and has presumably been working on Halo for Xbox One since. “In order to be with his family, Kenneth Scott and 343 Industries have agreed to transition his current role," a Microsoft spokesperson told IGN. Scott's wife, Corrinne Yu, left Washington's 343 Industries in November for Sony's Naughty Dog in California. So who will replace Scott? Regarding a successor, a Microsoft rep said, "We’re thrilled to announce that Kenneth’s long-time colleague and collaborator, Nicolas “Sparth” Bouvier will step into the position of Art Director. Kenneth will continue to work with 343 Industries remotely and partner with Nicolas in a newly created role as a Visual Design Consultant. We can’t wait to share more details regarding the future of ‘Halo’ very soon.” You can see more of Sparth's work on his blog. Halo for Xbox One, if you were curious, is still on track for 2014. Recently, Star Wars: Republic Commando's and Tomb Raider's Timothy Longo took on the role of creative director for the project.
  3. Halo is our "most important IP", says Microsoft - TV show won't be "filler". http://www.oxm.co.uk/68935/halo-is-our-most-important-ip-says-microsoft-tv-show-wont-be-filler/ The forthcoming Halo TV series from Microsoft's Los Angeles production studio isn't just a cynical knock-off, Studios boss Phil Spencer has promised - it'll be a meaningful contribution to a franchise that still has tonnes of potential, over a decade on from Halo: Combat Evolved. "I think there's a story in the Halo games that's noteworthy," he told OXM in our new issue, on sale now. "And that we can introduce more people to the IP by putting the franchise, stories, and characters in more accessible mediums than a first person shooter. That's a good thing for Halo, a good thing for the platform, and a good thing for the IP owners." Zoom Not much is known about the show, other than that it's being created in collaboration with Steven Spielberg, and may feature interactive elements. "At 343, we've put a lot of thought into how we want to evolve storytelling on Xbox One," 343's Bonnie Ross explained last February. "I'm excited by the potential of merging the storytelling magic of television with the interactive innovation of Xbox One." Spielberg, meanwhile, feels that "the Halo universe is an amazing opportunity to be at that intersection where technology and myth-making meet to produce something really groundbreaking". Microsoft has already road-tested the idea: 2012's web miniseries Forward Unto Dawn helped build anticipation for Halo 4, and was solid enough fun in its own right. According to Spencer, the show has notched up "something like 70 million views". "I think it helped us with the launch of Halo 4," he continued. "But it also was just a thing people liked to watch. I think it helped growing what IP is capable of and getting people to understand the stories and characters. Zoom "I also think going into the launch of any game, it's a nice tie-in; we learned that with Forward Unto Dawn where you can get people upbeat and excited about the IP and bring it as part of your overall launch momentum." Spencer assured us that Halo is too important to spin out into other media without good reason, echoing comments from way back in August 2011. "I definitely don't think of it as filler," he said of the upcoming show. "Halo, you could argue, is the most important entertainment IP that Microsoft owns. "I can't use the word filler anywhere near Halo, it just won't work. If we're going to do a television series with Halo, we're going to do it the right way, and we're going to do it because we think it really matters." Intriguingly, he drew a parallel with Telltale's popular and acclaimed Walking Dead series on Xbox Live. "I'm a big Walking Dead fan. I've read the comics and graphic novels; the IP has grown and became more accessible as it hit TV, then went to videogames where it did incredibly well, and I think that strategy of growing and deepening what the franchise and IP is about is a good strategy for an IP holder. Microsoft is also, of course, working on a new Halo game for Xbox One - it reconfirmed the latter for 2014 release last night, following an outcry over the title's omission from an Xbox NewsWire post about 2014's most promising games. Here's how Halo Xbox One could tie into Microsoft's broader entertainment strategy.
  4. New images for new fantastic worlds. http://www.microsofttranslator.com/BV.aspx?ref=IE8Activity&a=http%3A%2F%2Fwww.halodestiny.net%2Fnews-2694-nouvelles-images-pour-nouveaux-mondes-fantastiques.html%23skip Finally, not much really new if you already consulted our article about the latest scans from GameInformer magazine, edition January 2014. But after a little research work done in our spare time, we are pleased to offer you these images in whole and in high definition! After all, HD(7), it is our trademark in recent years and asked no thanks. Ready to explore Venus, March night and hellish clashes against the cabal and the Vex? Take advantage while you flush the eye until the next big wave of information about Destiny!
  5. Microsoft confirms Halo 5 for 2014. http://www.oxm.co.uk/68899/microsoft-confirms-halo-5-for-2014/ Microsoft has moved to reassure gamers that the first Halo game for Xbox One will be releasing for Xbox One in 2014. The company's Rob Semsey took to Twitter to confirm that today's announcement confirming the console's sale's figures didn't mention Halo 5 because the name isn't officially confirmed, meaning that we should probably stick to calling it just "Halo for Xbox One". Regrettably that takes longer to type, so we can't make any promises. "Rest assured your next Halo journey WILL begin in 2014," he added, with the ever-reassuring hashtag of #staycalm. The company has previously said that the new Xbox One version of Halo, announced at last year's E3 conference, isn't necessarily called Halo 5.. Edwin has nevertheless attempted to conduct a Halo 5 interview anyway, which 343 Industries' Dan Ayoub was too quick-thinking to be drawn on. Whatever it ends up being called, Halo for Xbox One will join an impressive lineup of exclusives this year, which is already confirmed as including Insomniac's brightly-coloured open-world game Sunset Overdrive and Capy releases Below and Super Time Force. There's a reasonable chance we'll see Remedy's Quantum Break, too. For further tantalisation, we invite you to consider our list of the best Xbox One games of 2014.
  6. I know the Playstation 4 is going to get it first sometime, they haven't said anything about for the Xbox 360 or Xbox One yet.
  7. New weapons and armor for cost guards. http://www.microsofttranslator.com/BV.aspx?ref=IE8Activity&a=http%3A%2F%2Fwww.halodestiny.net%2Fnews-2692-nouvelles-armes-et-armures-pour-de-frais-gardiens.html%23skip Just as in 2013, we will continue in 2014 to be your best source of information in France, at least do our best to be, about Destiny, the next title of Bungie. And we are going to succeed in providing you 7 times more than the previous year! Start all first by to wish you a happy new year, and if Santa Claus is not passed you, let us offer you some gifts. We have stirred some pebbles to find these images with new weapons and armor for the guardians of Destiny, and believe us, you'll really enjoy them. Want to look like a Vex? It is possible for the Titans! Click on the images to enlarge Share this article: Don't miss anything in the news: Follow @HaloDestiny Very Awesome and Epic armor that Destiny will have in game. Also I wonder if they will be unlocked by buying downloadable Content or can earn them by earning Achievements. Also I wonder if there will XP for playing it on multiplayer?
  8. "Next Halo Game For Xbox One is HALO 5" says Xbox Australia, Backtracks: "No It Isn't". http://www.gamepur.com/news/13183-next-halo-game-xbox-one-halo-5-says-xbox-australia-backtracks-no-it-isnt.html We all know that a HALO game for Xbox One is coming in 2014, but what exactly it will be called, "HALO 5 or Something Else" is not yet known. Recently Official Xbox Australia Facebook Page (accidentally or intentionally) revealed the title of next HALO game for Xbox One, it was HALO 5. In a recent post under series "Why To Buy Xbox One", Xbox Australia wrote of Facebook: "Reason #14 – The Prometheans and Covenant just won’t give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5." However few minutes later Microsoft ordered to remove the post and issued following clarification: "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time." By this suddent reaction of Microsoft we can predict that next Halo game for Xbox One will indeed be called "HALO 5", however Halo series fans are just left in dilema as to why Microsoft is behaving cagey with the name.
  9. Congrats, maybe one of these months I will get it.
  10. Xbox One Upcoming Driver Update Should Mean Great Things, Xbox OS Team Best In The World – Insider http://gamingbolt.com/xbox-one-upcoming-driver-update-should-mean-great-things-xbox-os-team-best-in-the-world-insider NeoGAF user and industry insider thuway revealed recently about how he’s looking forward to the next update for the Xbox One’s OS in the coming weeks and that it “should mean great things”. The nature of those great things is up for debate, but what else could be expected aside from better voice command recognition and improved performance? “I am trying to get a good read on when the next Xbox One driver update happens. Should mean great things. Sometime in the next few weeks,” he tweeted. He also added that the team working at Redmond were probably some of the best OS programmers in the world, which is a given since this is the company that helped bring us Windows. “Make no mistake about it. The team at Redmond working on the Xbox OS are probably the best OS programmers in the world.” Earlier today, thuway had spoken to a developer about the biggest bottleneck for the PS4 and Xbox One with the response being memory. Given that both consoles have been proudly touted as having 8 GB GDDR5 RAM and 8 GB DDR3 RAM (along with eSRAM) respectively, there is some limit on the RAM allocated for developer. However, he clarified in some new tweets that it was a simple answer being given and nothing more. “I should leave a footnote: developer who made RAM comment was not complaining, only giving a straight answer.” While developers may be satisfied with what the Xbox One and PS4, we shouldn’t assume that their ambition stops at any specific number. “Developers are very happy with these next gen machines, but let’s not delude ourselves into thinking developer ambition stops at 6 GB of RAM.” What are your thoughts on the overall OS of the Xbox One? Is it superior than the PS4′s or does it pale in comparison? Also, what are your thoughts on the performance that devs will be able to get out of RAM in the coming years? Let us know what you think below.
  11. Details on the environments of the game. http://www.microsofttranslator.com/BV.aspx?ref=IE8Activity&a=http%3A%2F%2Fwww.halodestiny.net%2Fnews-2691-details-sur-les-environnements-du-jeu.html%23skip After we discover the artistic Destiny of evolution, the artistic director of Bungie, Christopher Barrett, offers us an approach more detailed environments and sites that you can visit in the game. More thorough indeed because we had already had a glimpse through the summary of the next GameInformer. The Moon: We start here with an important environment of Destiny. Christopher Barrett tells us that the Moon is interesting because it shows the remains of a very familiar human space exploration: the first base that humans have established after the traveller has come. The atmosphere at the surface is a little more dark and mysterious, as tribute to lost humanity. But you can still enjoy all the fun of playing in a spatial database. Also, as we could see it in the art of this place concepts, what is really interesting is this true alien realm that has been created. Artistic Director tells us that if the hives (Hives) are installed on the Moon, it is for its proximity to the Earth. A suitable therefore to plan an attack but also to their tendency to dig tunnels that you can visit during your explorations. We learn that the decorations (cliffs and craters) are more exaggerated than on the real Moon for best Visual renderings. For example, we will see huge chunks of moon drifting in space, scene directly inspired Arok the barbarian series. The Earth: The main purpose of Destiny is of retrieve that humanity has lost. With this environment, developers want to show that things have changed. Visually, it is not like any science-fiction world. It is an eerie post-apocalyptic scene made attractive by a verdant herb mixture. In sum, the Earth is an old industrial area where nature is claimed his rights. You will encounter mainly are enemies (mainly of the Fallens) and space looters looking for ancient relics. Bungie really wants to show that this earth is hostile and that cannot be to stroll quietly, even if the environments will apparently be very varied and interesting to explore. The Tower: It is the place where the heroes of the world return after their adventures to rest. A kind of Camelot of modern times especially reserved for the guardians. Built to protect the Earth, it is a mirador mixed with a House. You can buy different things and equip you. Several areas with different themes will be to visit. Bungie wanted to keep the recognizable elements of our daily lives while imagining them in the future. For example, vessels may resemble hunts planes while being more futuristic. There are also some Japanese influence on some of the vehicles and architectures of the game. It is a space that should represent the hope as recovered by the old Knights Castle. La Tour is therefore a living place full of history. March: "Giant red sand dunes and a buried city", this is how described March. A town built by humans and now buried up to the 30th floor in the sand of the red planet. You can crawl through the windows to venture into the depths of the skyscraper buried to find old relics as well as the creatures that inhabit them now. The cabal, an industrial empire of aggressive and bestial, is one of the major races of Mars. It built large databases of war and indeed its centre of operations. Venus: The environment of Venus can approach a human city but is actually a research outpost. It was a scientific centre, but that is now abandoned in the middle of the jungle. The atmosphere is a mixture between clouds, lightning and volcanoes on one side, and the jungle and the Ocean on the other. The idea of the city disappeared in the ocean is the other element with which developers have wanted to play. Finally, an enormous tower built by the Vexs (groups of creatures hybrids mi-robotiques, mi-organiques) is the culmination of this threatening landscape table. This is what make us salivate over that wait until the release of the game which, I recall, will be September 9, 2014. Small "PostScript", this being my first news as editor on HaloDestiny, I wanted to introduce myself in a few words. My name is MighTy, I'm at the base a competitive player, fan of Halo since the first installment, but I also have a great passion for writing where my presence here. I am President of the Noble League France eSport and tries to maximally develop and improve, the image of the electronic sports in France. I discovered HaloDestiny in its early days (very long ago ;-)) and must admit that it was my reference for news. So, I hope that you have taken pleasure in reading this News as much as I took in the drafting. Therefore I tell you very soon for new information on HaloDestiny!
  12. http://www.badcyborg.net/Halo/Fun/Level5/DetachedDropshipTurret.html Wow, that thing actually comes off - and it's alive! Posted December 27th 2013 Associated movies… COMING SOON! Introduction Preliminary save - early prep method Preliminary save - late prep method Setting up a detachment attempt checkpoint Getting your detached turret Turret behaviour and manipulation History and links Introduction Poor little fella's lost his dropship! Now here's something weird. In Assault on the Control Room it's actually possible to get the turret of a covie dropship detached - and amusingly it turns out to have a life of its own, and can still shoot at you! This was something discovered by BigGruntyThirst back in 2006, which I was recently reminded about when KreativeKill posted some video. I got to work exploring the whole business for myself (a mere seven years late, hey-ho), and in this article I'll detail set-up procedures and detachment technique, as well as the matter of playing about with the turret. Plus there are some links at the end. Turret getting detached Overview of the actionThe dropship involved is the one which deposits troops in the spiral path area. Basically you fly past it and wait for it in the twin bridges area, where you bail out of your Banshee just before colliding with it and pressing X to 'flip' the dropship. Yes, it strangely has the ability to get flipped! If all goes well, the flip causes the ship to level out for a while, which in turn causes it to scrape against the cliff and shed its turret; and meanwhile you bounce away to hopefully survive a landing on one of the bridges - typically the first - or possibly elsewhere. Then you can go and play with turret, which fell to the ground. If you landed on one of the bridges, you can fly down in a Banshee you prepared in advance. You can't reliably use the lift or the turret may vanish. Preliminary save - early prep method The first thing to do is create a save in which you've prepared some Banshee transport on the twin bridges, and in which you're ready to trigger the spiral path Marines, with full health. This will be the basis from which you can proceed to get a detached turret. There are a couple of ways to achieve such a save, but I'll start with one in which you prepare the Banshee transport early, after doing a bridge descent. In regard to difficulty levels, feel free to use Easy for minimal enemy threat, but be aware that this will also minimize the aggressiveness of the detached turret. Hereabouts will do nicely Prepare your Banshee transportDescend from the level's first bridge and travel to the twin bridges Banshee. Then fly to the tower Banshee, blast or push it down to the ground, and switch to that (or as a quicker way of achieving the same end result, switch to the tower Banshee where it originally stood, after letting your first Banshee skim over the edge to the ground). Fly to the twin bridges and position your Banshee where you want. There are two sensible options. One is to put it on the first bridge - the one you're considerably more likely to impact. Specifically I'd recommend the corner on the near side of the door, as that's often where you'll land. It may help cushion your fall, and sometimes you'll be able to board it almost instantly. After dismounting close to the cliff wall (not too close else you might get squashed), you might like to melee it back against the wall, because that's where you're quite likely to come down. Boardable from both bridges! The other option is to make it straddle the bridges so you can board it directly from either one. To arrange this, rest it on the transparent panels with the rear against the cliff, except have it at a slight angle so you dismount onto the first bridge (as seen in the pic). With this arrangement you should be able to board from either bridge by jumping up to get the prompt; and a small extra benefit is that the Banshee may occasionally prevent you falling through the gap. Even if you later find that you can't get a boarding prompt on the second bridge (maybe you got the angling wrong), it'll be pretty easy to blast the Banshee your way by tagging its far side. Of these two positional options, I'd recommend the first. Aside from being easier to set up and giving you handier Banshee access in most cases, you'll probably only rarely land successfully on the second bridge anyway (compared to the first), making the value of direct Banshee access there quite minimal. And if you do land there, you can always attempt to jump across, as described later. Head inside, bring up the lift, and ride down to get back outside. Board the nearby Ghost (one of two which Elites are scripted to use) and return to the earlier Banshee. Resume normal playFly back to the level's first bridge and resume normal play. As you play through, keep the Banshee with you and in decent shape, or swap it for the platform Banshee and keep that in decent shape. Pass guards… eliminated! For the eventual play in the twin bridges area, preferably acquire a sniper rifle as the 10x view can be useful, not to mention its killing capability. I suggest also having a pistol, or a rocket launcher if you prefer, plus it's nice to be topped up with grenades just in case you want them. If your weapon is clip based, be sure it doesn't need reloading, else you'll keep doing an irritating involuntary reload later when hitting X to flip the dropship. Most importantly though, be sure to have full health to help you survive falls. Feel free to bypass lots of enemies as you head through the level, towards the narrow pass leading into the spiral path area. You could actually fly straight past everyone if you're in a rush, but a spot of sniping can be worthwhile in places to keep your Banshee healthy. It's fine to skip the trigger for the crashed Pelican area, in which case you'll also get no covies in the two-Wraith area. In the tower area though, you'll need to trigger enemies by being sufficiently low down. Also, in that area I recommend eliminating most troops you see, else their growing number can lead to framerate slowdown, which can manifest even when you've later moved into the twin bridges area. Checkpoint… done Finish off with the pass checkpointPreferably after making the pass safe, trigger the pass checkpoint (e.g. by flying low though the pass), but preferably keep it delayed until you've cleared the covies who spawn beyond, plus any pursuers. Avoid triggering the Marines yet (stay back from the Marines trigger line near the edge; or more precisely, stay out of the trigger zone). When you've got things cleared, get the pass checkpoint and save. Optional advance workDuring the transport preparation phase, there are some extra things you can do if you like. Namely, overturning Shades and Ghosts and destroying the tower Wraith, in order to reduce the enemy threat you'll face when playing though later, or to reduce the threat which in some circumstances you might face after detaching the turret. Worth doing, and it takes very little extra time. A point about the twin bridges BansheeNotice that you didn't use the twin bridges Banshee as your bridge transport. You could have, but here's the thing. If you later let enemies spawn in the twin bridges area (there are reasons why you might) and that Banshee is unmanned, the pilot will teleport to it, and will take off if it's upright. Obviously not good if it was meant to be your transport! If you're definitely not going to let the pilot spawn before getting a detached turret though, it would be ok to use it as your bridge transport. Preliminary save - late prep method You can just as easily create a preliminary save without using a bridge descent. It just means preparing your Banshee transport later than before. I'll cover that now, assuming you've read the above so I can just concentrate on how things differ. Watch out for that falling Banshee Mr Elite! Steal the platform Banshee and reach the tower areaPlay through the level as normal until able to steal the platform Banshee. Once you've got that, things become like before for a while, progressing through until you reach the tower area. Prepare your Banshee transportAfter maybe pausing to kill off the dropship troops and any pursuers, skip the tower trigger by being sufficiently high as you pass (stay above tree level). In fact, I recommend heading up to the roof to either overturn the tower Banshee or switch to it. That's to guard against getting attacked by it later, and maybe you'd like a fresh Banshee too! Then down in the lift and send it up Fly to the twin bridges and position your Banshee as transport, then use the lift. At the bottom, hit the switch to send it up without you. As you leave the lower room, Elites and sleeping Grunts will spawn in it and some music starts, but it quickly stops because you sent the lift up (the game thinks you headed up to the bridge). It was good to stop it, else it would eventually overlap the dropship music. Finish offGo outside and board the twin bridges Banshee, then head back and trigger tower troops to resume normal play. From here, things are the same as in the early prep method. Options as beforeAs with the early prep method, there's also some optional advance work you can do if you want, overturning Shades and Ghosts and destroying the tower Wraith. Alternative trigger skipInstead of skipping the tower trigger to prepare your Banshee transport, you could skip the pass approach trigger, i.e. the triggering of the pass guards (Hunters and potentially two Elites). There's not much difference. Except, if you want to use the supplies outside the tower, you should do that then use this alternative skip, because they seem to get removed once you've triggered the sleeping Grunts. With the tower trigger skip, you won't have access to the supplies. Double Banshee transport A two-Banshee arrangement Partly to keep things nice and simple, my plans provided just a single Banshee as transport down from the bridges. But if you don't mind a little extra work and complication, there's no problem arranging for two, such as shown in the picture, affording extra convenience. I think that would especially be worthwhile if you're interested in getting a detached turret multiple times, because then you'll be doing a lot more landing on bridges, so it makes sense to have the handiest possible transport facilities. But you can decide for yourself. Here are the details. Using the early prep methodIf you're using the early prep method, here's how to modify the work, starting from after you've positioned the tower Banshee on the first bridge and returned to the twin bridges Banshee you left near the tower. Fly to the platform Banshee and blast it down. Switch to it and return to the twin bridges, but preferably keep the tunnel checkpoint delayed, to get a safety checkpoint on arrival. Position the Banshee as desired. You could either have it on the second bridge, or straddling both. The virtue of the straddle is that the Banshee can also stop you going through the gap later on. Take your pick. Now for a running jump across If you're on the second bridge after this, you now need to jump to the first. One way is to first jump up onto the lowest part of the transparent panelling along the edge, doing a crouch to get extra clearance. That's quite risky even if you've practiced it, which is why you'd want the safety checkpoint. Once you're up though, there's little danger. Just run along the edge and jump. An easier way is to take a running jump off the top of the Banshee, if it was suitably positioned on the bridge. One good option is to have it pointing into the back corner. During your jump, you can potentially bounce off the cliff. Another option is to back it into the corner. If you dismount while keeping the Banshee forced backwards, you end up on top, ready to about-face for the easy jump. Or, with similar positioning you could dismount slightly away from the corner, then clamber up for the jump. With all these Banshee hop methods you could forego the safety checkpoint really, if you know what you're doing. Once on the first bridge, go down in the lift again, and take a Ghost ride back to the Banshee you left at the platform. Then resume normal play as before. Blasting the tower Banshee down Using the late prep methodIf you're using the late prep method, here's how to modify the work, starting from soon after the cavern. As you head up the rising tunnel, preferably delay the dropship checkpoint triggered near the start, to use as a safety checkpoint shortly. Making sure to avoid the tower trigger, fly up to the tower Banshee and blast it down in the direction of the pass, to fetch later. Continue to the twin bridges and position your Banshee as your extra, in the sense I described for the early prep method (i.e. put it on the second bridge or straddling both). You can use the delayed dropship checkpoint as a safety checkpoint in case anything goes wrong (this 'extra' being the trickier one to arrange). A quick spot of bridge cleansing Go down in the lift and send it back up without you, then get a Ghost and return to the tower Banshee. Position it on the first bridge, then go indoors to use the lift again; it'll already be on its way up. Bridge troops will spawn behind you as you leave the bridge. That happens because you've spawned the lower room and have now hit a trigger in the upper room's exit passage - so the game thinks you're heading for the bridge. Back outside, board the twin bridges Banshee and clear the bridge troops, at least on the near halves of each bridge. Preferably also take care of a cloaked Elite (or two) who'll spawn when you get near the second bridge's door, else he could attack you later. If you hover near the door you can blast him the moment it opens. Actually, you could also have dealt with some or all of the bridge troops when still up there (and bear in mind that on your way to the lift, you'll find supplies including pistol ammo and three frags, plus a medkit). After this, continue as before. Setting up a detachment attempt checkpoint Using your preliminary save, or a copy of it if you plan on saving a later checkpoint, it's now time to get a checkpoint in the twin bridges area, from which to make attempts at turret detachment. In order to maximize your attempt rate, it's good to have the checkpoint just as the dropship is coming into view, or thereabouts (it depends a little on your position and subsequent technique). That's pretty easy to arrange, though it may take more than one try because your control over checkpoint delay isn't total. Bridge support coming up Basic routineHave a seconds timer handy, and as you cross the Marines trigger line, start delaying the associated checkpoint. Sink down towards the ice. When you get low the dropship will be triggered along with some music (it's triggered when you get down to a certain low height anywhere in the spiral path area). Glance at the trigger time. Fly to the twin bridges area and get your Banshee positioned in a good place from which to begin each detachment attempt. I suggest having the Banshee backed up against the support beneath the start of the first bridge (the bit which sticks into the cliff face), but that's not critical at all and you could use some other position if you prefer. You'd want to be somewhere towards that general area though. …and here comes the dropship On PAL Xbox, the dropship will come into view about 45 seconds after it was triggered. I'm not sure if it's the same on NTSC/PC, but you can easily check. I suggest trying to get the delayed checkpoint just as that's happening, or a few seconds earlier if you want to be safer or have more opportunity for varying your detachment technique. Taking into account the flight time of your delaying plasma, and the fact that the game may delay an extra few seconds after it expires, do the appropriate subtraction to decide when to stop firing (e.g. subtract maybe 5 seconds from the appearance figure). Hopefully things will turn out close to what you want. But if you're not satisfied, just try again. Music elimination routineThe way I just described things, you'll still have the dropship music playing. If you prefer however, you can set things up so the music has stopped; and actually the method for this also has a potentially useful benefit regarding checkpoints. Outta my way you shiny fool! Trigger the Marines as before, except this time there's no need to delay the checkpoint; you won't need it. Don't drop to the ice either. Fly over the underpass (the short tunnel at the end of the ice), to land and dismount on the exit side. Just as you're near the exit, the dropship will trigger, so note the time. Go into the underpass as far as the rock which stands in the middle of the path. By that point you've gone far enough to spawn a cloaked Elite guard (or two), and this will also allow later covies to spawn. You might want to kill the guard, or he could give you a nasty surprise in the twin bridges area later. Be sure to retain full health of course, and if your weapon is clip based, reload. Checkpoint trigger coming up Reboard your Banshee and fly low over the short zigzag path, triggering further covies. When you now fly low past the big tree ahead, or anywhere roughly level with that, you'll trigger more troops (including the Banshee pilot and Ghost pilots), and the dropship music will soon come to an end. In addition you trigger a checkpoint, and that's the one to now delay. There's potentially time to kill some of the covies if you want, before getting into position to end your checkpoint delaying as before. But there's no particular need. As long as you're reasonably high up, no covies would be near enough to prevent you getting the checkpoint. However, stay clear of the door beneath the twin bridges, to avoid triggering the door checkpoint yet. This way you'll be able to get it later, after obtaining a detached turret. That's the checkpoint benefit I alluded to earlier. Getting your detached turret Ok, so you've got your detachment attempt checkpoint. Now I'll talk about how to get the turret off and survive so you can play around with it. An unusual prompt! The general pictureThe dropship is scripted to follow a curving and rising path which takes it up surprisingly close past the cliff on the near side of the first bridge, and it'll blink out of existence a little later. When it's sufficiently far from level, you can get a prompt if you're close and no longer in your Banshee. On the Xbox it says "Press X to flip <need a string entry here>". If you do it, the ship briefly levels out to some extent, causing it to end up closer to the cliff than was scripted. So close that it may scrape against a protruding part of the cliff and shed the turret, which then falls to the ground. In regard to the shedding, the turret sometimes gets 'bumped' into a new position, such as seen in one of my intro pics. It's rather curious as to why the flip potential is in the game, but evidently Bungie weren't expecting you to be in a position to access this control. If you're wondering, the bit about "need a string entry here" is a reminder to the development team about something that still needs doing. It says there's a name missing. Perhaps it would've been 'Dropship' or 'Spirit' if the feature had been fully implemented. Time to bail TechniqueLet's get to the actual technique then. If you positioned the Banshee where I suggested, start off on your intercept course when the dropship is coming into view, or thereabouts; you could vary the timing by a few seconds either way I think. Aim the Banshee to hit near the centre of the ship, and press the dismount button just beforehand. Specifically, I recommend pressing just as the front of the Banshee is reaching the front end of the dropship. If things go well, the Banshee bounces back off the ship and gives you a shunt, which you can take because you only just dismounted (you've got temporary immunity). You might get deflected off the ship sides too, but primarily you're getting shunted by the Banshee. Hopefully the dropship flip prompt will appear, which you need to act on. As it's usually quite fleeting, it's perhaps best to just be mashing the X button as soon as you dismount. But things can also be done by simply waiting for the prompt then reacting. Turret off, landing looking good! Hopefully the turret ends up detached, and you end up alive on one of the bridges, or possibly even on the lower ledge or on the ground (more about that later). To improve your odds of survival, you can drift a little in the air, which could help you hit a higher or sloping surface; and also you can crouch as you hit, to soften the blow. Also while in the air, you may get a chance to see whether the turret has come off or not. If it clearly hasn't, you can revert without further ado. A detached turret also shows up on your tracker as a small red dot separating from the larger dot of the dropship, so that's another way of verifying detachment. If you land on a bridge as planned, you can fly down to the detached turret if any (going inside to use the lift would be a bad idea because the turret might get removed by the game). If you land on the second bridge but have no transport there, you can attempt to jump across to the first via the transparent panelling as described earlier. I think I may've overcooked this one Success can take many attempts, as you might expect. For starters the flip needs to occur within a certain short window along the ship's flight as it's starting to climb, else it won't scrape the protruding part of the cliff face (a particular area you'll get to recognize). Your dismount needs to be well timed too. If you bail too early, you can expect to get hit by the dropship and either die instantly or be interestingly slowed, to then fall to your death. If you bail too late, you might not see the flip prompt at all, because you're too far from the dropship by the time you're out. Even if you get the timing right, you might not get the flip prompt. But the biggest problem is survival. The bounce is hard to control (even hitting the ship centrally is a task), making your trajectory a bit of a lottery. Take heart though. With experience, success can be a matter of just a few minutes work. During a half-hour test once, I was able to end up face to face with a detached turret 13 times, averaging just 11 attempts per success. That shows what's possible when you're in the groove. Note: The turret sometimes gets pushed through the cliff wall by the dropship. So if you ever catch a glimpse of it coming off yet can't find it later, that's probably what happened. A bit of cliff skimming - landed with no shield damage! Landing on the ground or lower ledgeIn what I've written thus far, the focus has been on surviving the dropship bounce by landing on a bridge. However, I've found that ending up on the ground or on the lower ledge is also very viable, at least on PAL Xbox (I'm not sure about NTSC/PC, because of the lesser fall distance you can tolerate). There are two things to adjust in the detachment technique. Firstly, preferably hit the dropship a bit earlier in its trajectory, before it's got too high (though you do still want it to've started climbing). And secondly, hit below its centre, so you tend to bounce off at a lower angle - maybe even downwards. Friendly pipes, if you're lucky There are various outcomes, but one quite common one is to end up skimming around the cliff face above the first ledge, to eventually either come to a halt on the ledge or to skim off and down, where you can be cushioned by friendly sloping rock at the base. I've ended up on the ground like that without even taking damage to my shield! Or maybe you won't even be up near the ledge at all; perhaps you'll just shoot across the battlefield and get cushioned by the cliff base. Another thing I've experienced multiple times is being sent down towards the pipe structure in the middle of the battlefield, to get cushioned by its high surfaces. Incidentally, a nice thing about a successful landing on the ground is that you can potentially be there to see the turret falling down and hitting the ground. One time, I was able to see it land just a few metres away. It stopped abruptly; no bouncing. Just these last two to kill Getting a subsequent checkpointOnce you've got a detached turret to play with, you might want to get a checkpoint, either to save things for later or so you can play around repeatedly. This is a good idea because the turret can get pushed through the scenery and lost, or get terminally frozen, or get removed by the game, depending on what you do. If you used the basic routine for setting up a detachment attempt checkpoint, head back to the underpass and go in far enough to trigger a cloaked Elite (or two). You'll also now be able to trigger further covies (warning: if the twin bridges Banshee is unmanned and upright, the pilot will teleport to it and take off), and eventually there's a checkpoint triggered near the door under the twin bridges. Keep that checkpoint delayed until you've got rid of all potentially botherome covies, then get it (you'll need to be clear of the turret's threat). If you instead used the music elimination routine, you don't need to go back to the underpass. The door checkpoint is ready to be triggered, nice and handy. Turret behaviour and manipulation So, now you've got your detached turret, how does it behave and what can you do with it? Here, have some shootiness back! Shooty cutieThe detached turret rests slightly above the ground and is able to rotate to fire at you. Its aggressiveness varies with difficulty level, just as you might expect. I haven't done any serious analysis of that, but when I checked things on Easy, the turret was noticeably more reticent about firing compared to Heroic. On Easy you'd barely have anything to worry about, damage wise. You can be standing at close range and it'll still be missing with most of its shots. Regardless of difficulty level though, the turret won't fire if you stand sufficiently close - just like with a manned Shade. Incidentally, during its descent to the ground, the turret seems unable to fire, though it can certainly turn to face you. Hey I'm right here, are you blind? AwarenessWhen you arrive at the turret, it may not be aware of you at first - something you'll soon notice because it doesn't turn to focus on you, even when you enter its field of vision (it might initially be facing away of course). Instead it just looks around, which is kind of cute. You can always fix that if you want, by firing a shot or by throwing a grenade and waiting for the bang. If you throw a grenade, it'll turn to look at where the bang went off, and then it'll face you. Brushing against the turret makes it turn but doesn't restore awareness. Nor does meleeing the barrel. If it's aware of you, you can always make it lose awareness, which can be useful. One way is to hide for a while. In my tests on Heroic, 40 seconds hiding always sufficed. Another way is to go to a sufficiently different area then return; e.g taking a quick flight to the spiral path area and back. Let's get that barrel swinging Barrel wavingIf you get very close to the turret, it starts waving its barrel around. That can take the form of small oscillations or big horizontal swings, and some vertical swinging is possible too. This is quite cute and amusing, and one of the best things to play about with. Experiment with distances and crouching. You can also make it wave about by standing on top. Freezing the turretShooting the turret doesn't seem to do any damage, and it likewise seems unaffected by explosions, not even getting moved by the blast (you can cause needle explosions on it too by the way). Also, your reticle doesn't go red over it. But if you melee the sphere (not the barrel), the turret is likely to instantly point in a particular direction and freeze, in which case it also becomes non-solid, so you can now move through it. It's dead, if you like. Quite curious. In my experience the freeze usually happens on your first whack, but sometimes you need more. I'm not sure if that's to do with how you hit it or just something random, but I haven't noticed any pattern to it. Going places Moving and losing the turretThe turret can be moved around by pushing it with a Banshee. As long as you stay close, the turret won't fire - just like when pushing a manned Shade. But actually a better plan would be to first make it unaware of you by briefly leaving the area as mentioned earlier. Then you won't have to worry about Banshee damage at all. The turret doesn't move smoothly though. It continually bumps away as if the game is trying to keep it well separated. You get some light vibration feedback on some of these bumps, reminiscent of what it feels like when a needle expires on the Banshee. It's not easy to control the movement, and also there's a significant danger. Namely, the turret can very easily get pushed through the ground or other surface, to disappear forever. It helps to be gentle with your pushing, but even then you may lose it. One thing you might try is getting it up onto a rock. That's not easy but I've managed it with a low rock at least. The turret can also be moved using a Ghost or Warthog, but that's much inferior to using a Banshee. In particular, a Ghost tends to go over the turret, which is just frustrating. Hey buddy, you ever gonna fire that needler or what? Bringing in the MarinesIf there are still some Marines in the spiral path area, you can bring them forward to meet up with the turret - which may or may not see them to begin with (it can be unaware of them, just as it can with you). But although they seem to recognize it as hostile, shouting alert lines such as "Over here!", I've never seen them take any offensive action at all, and their movement patterns don't seem to take account of it. Basically they're just passive while potentially getting fired on - something you might like to try and arrange for entertainment. Turret removal by the gameThe turret can get removed by the game if you go through a loading point. This doesn't always happen (and I haven't done any experimenting to see if there's some pattern to it), but be aware of the danger. Maybe I'll have better info on this later. History and links As far as I know, the detached turret phenomenon was discovered by BigGruntyThirst / BGT. In October 2006, Lone Starr filmed some video footage for him, advertising it in a forum thread at High Impact Halo. That was a brief co-op tutorial (though actually it omits the crucial point about flipping the dropship). Doing things in co-op is much easier than in single-player, as no survival is required. Basically all it needs is for one player to do the flip at the right time. The video is currently available in BGT's HIH video archive. Look for "The Dropship Turret" and use the first of the two video links. In that HIH thread BGT explained how he'd found the dropship flip prompt while working on something else. He also gave a link to a 24-second video showing a bit of fooling around with a detached turret. That video is likewise available in the archive I mentioned; use the second video link. In December 2009 BGT released a 38-second video in which he gets the turret detached and survives in quite a freaky fashion, reboarding his airborne Banshee near the bridge support. It's still available on YouTube, and to quote from his reply to my comment there: "Well I discovered the turret thing by accident ages ago, but never filmed it in single player. It's hard to survive. I was just messing around running into the dropship, then one time I fell out and noticed you could flip it. After a while I noticed the turret fell off if you timed it right." In December 2013 KreativeKill released a video showing a few detachment attempts (which is what reminded me about this business, as mentioned in my intro), and shortly afterwards released a single-player tutorial.
  13. I would like to see Dual Wielding make a come back.
  14. The only talent I have is playing video games.
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