The Halo Bulletin 4.17.13

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BS Angel first addresses two questions:

Is she a girl?
What do you do all day?

Next she goes on to expound upon the first question by talking about last weekend’s AGL tournament in Nashville.

This next part however is the real “MEAT” of the bulletin, so I’m going to repost that section here:

Current State of Weapon Tuning

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, we’re now going to take you through the past seven days of Halo 4 weapon tuning efforts.

More news on overall weapon balance. We have been actively tweaking, tuning and testing the weapons in the Halo 4 sandbox, and we’re now at the point where we can share some of the details with you. We sat down with Quinn, a fellow member of the Matchmaking Systems Team, to get an update on these particular efforts, and the following details the progress we’ve made since last week. Please note these details are not final, and we’ll once again provide an update on the current status of the weapon tuning efforts next week.

As you may have guessed, the first area that we felt the need to tackle was primary weapons, specifically the precision rifles. There are two schools of thought with rifle balance: One suggests that we should reduce the power of the DMR, and the other suggests that alternate weapons should be bumped up to balance out the sandbox. Both things being said, there can be a middle ground. Looking at the DMR, we currently feel that the kill time should remain unchanged, as the weapon has become a clear favorite amongst the community due to its reliability and consistency. So tuning the Battle Rifle, LightRifle and Carbine against this weapon presented quite a challenge. Here are the tweaks that have currently been made, and the challenges associated with each.

Battle Rifle
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.

HFFL: I know people like the idea of the 4-shot BR kill coming back. When you read below though how much change had to be done to other weapons to accommodate that it just seems like it would have been easier to keep it as is. Alas, 343 has heard your pleas though and will be changing the BR to reflect previous Halo title kill shot numbers for the BR.

LightRifle
At this time, we have adjusted the range at which the reticle turns red to match the DMR.

HFFL: This is weapon I wish would have more change. If it required just one less shot or you could shoot it slightly faster, then it would easily rival that of the DMR. I’ll certainly be commenting in the official Waypoint feedback thread asking for this.

Carbine
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.

HFFL: Ah finally. Too bad I’ve already “mastered” the weapon in Halo 4. Still making this change means for me, I won’t be so apprehensive to pick it up again.

Waypoint: 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.

HFFL: I’m glad to see the three auto class rifles getting upgrades to damage. I use these mostly in close-quarter combat scenarios anyway, so the auto-aim nerfing isn’t going to affect me so much.

Waypoint: 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.

HFFL: Hmm, ya know, how about added the amount of damage vehicles can take? This is one thing that really needs to happen. How vehicles 500 years from now can’t take more damage..especially when then could in previous Halo titles… Seriously, it’s one reason why drivers are so much more apprehensive to getting into vehicles now. While it’s not unheard of to drive someone to a perfection, it’s certain MUCH decreased when in comparison to previous Halo titles.
The Plasma Pistol IMO is the weapon that needs nerfed. How it can so easily power down vehicles is amazing. Okay so one overcharged blast to a ghost/mongoose should power that down. However, as vehicles get bigger, they should take more powered up plasma blast to power the vehicles down. I think it should be two for the warthog/banshee, 3 for the scorpion/wraith. Then at least it would take a team effort to take down those vehicles, instead of one person being able to do so. That was something relatively unheard of in previous Halo titles. The Scorpion just can’t PWN anymore. Also, while I’m talking about this… It’s not just the plasma pistol, but the fact that anyone can spawn with two sticky nades. That combo just about KILLS any fun for vehicle drivers/gunners.

I know it’s too late to make changes to that as stickies are part of people’s loadouts. I can only hope this is taken into account for Halo 5, OR a NEW competitive playlist in Halo 4.

Waypoint: If you’d like to leave your thoughts and opinions about this update, head to the ‘Discuss’ link at the bottom of this page, orjoin the discussion over in the Weapons Feedback thread in the War Games Feedback section. We’ll continue to monitor the forums as we test and tweak these changes, and once they go live, we’ll be looking for and reacting to feedback to ensure that the weapon tune provides optimal experiences across all of Halo 4’s game modes and playlists.

HFFL: Following the above section is the weekly playlist updates. Regicide gets an overhaul. Griffball gets some changes. One of which I’d like to point out. It’s the use of Safe and/or Kill Zones as visual aids (when their attributes are reset). To find out how to do that go HERE. You can bet I’ll be looking to utilize this is some other fashion on maps.
Waypoint: Multi-team slayer games get bumped from 300 points to 500 points.
HFFL: That’s a change I’m whole heartedly behind! Also, Join-In-Progress looks like it’s going to be addressed further. THANK GAWD! (This is one thing about Halo 4 that I absolutely HATE. I know some people like it. I just wish 343 would have given US the option to turn it off for ourselves and/or our party if we are the party leader. I really hate joining games in progress… The UNSC themed Ford Raptor is shown. Wow, is it awesome!
And finally, BS Angel posts a Screenshot Spotlight on Griffball pics.
To see that and read the full bulletin, go to the official site.
-Sal

Castle Map Pack code-CRACKED!

So you want to know the code for the Castle Map Pack? Here ya go!!!

Castle Map pack code

This awards you XP, but better a great gallery of Castle Map concept art. Can’t view it via Waypoint? I could you covered there too!

-Sal

Halo 4 Extra XP challenges!

 

From HaloWaypoint.xpchallenge_w_news_headline_642x280

We’re about to turn up the heat with new extra XP challenges throughout Halo Week: Drop Shock, allowing you to rank up your Spartan faster by playing online. With 14 daily and six weekly challenges, you’ll have the opportunity for extra XP by competing in any game mode, be it War Games, Spartan Ops, or Campaign. Daily Challenges can be earned once a day, all week long, so be sure to try and earn as many as you can each day!

 

To Be Precise Get 20 kills with a Precision Loadout Weapon. 5000 XP
Removalist Win 3 Matchmaking Extraction matches. 7500 XP
Rolling Thunder Earn 2 Killing Spree medals. 5000 XP 5000 XP
Baller Win 3 Matchmaking Oddball matches. 7500 XP
Deadeye Kill 20 Players with a headshot. 5000 XP
We are the Champions Win 3 Matchmaking Slayer matches. 7500 XP
Deft Hand Earn 2 Combat Skill Medals. 5000 XP
Raise the Flag Win 3 Matchmaking Capture the Flag matches. 7500 XP
In Your Face Earn 2 CQC Medals. 5000 XP
Take the Hill! Win 3 Matchmaking King of the Hill matches. 7500 XP
Got Backup Get 20 kills with a Secondary Weapon. 5000 XP
Dominator Win 3 Matchmaking Dominion matches. 7500 XP
In the Back Assassinate 2 Players. 5000 XP
Your Majesty Win 3 Matchmaking Regicide matches 7500 XP
Spray and Pray Win 3 Matchmaking Regicide matches. 6000 XP
One, Two, Three, Four… Get 200 kills with an Automatic Loadout Weapon. 10000 XP
Requiem for a Friend Earn 50 Multikill medals. 12000 XP
He is Made of Iron Complete any Campaign Mission on Heroic or higher difficulty with the Iron skull. 18000 XP
Destroyer of Grunts Kill 100 Grunts. 10000 XP
I am the 99 Percent Kill 50 Elites. 15000 XP

That is some serious XP folks!
-Sal

 

 

Spartan Ops challenge/Avatar reward!

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Starting April 11 at 2:00 a.m. PST and ending April 12 at 2:00 a.m. PST, play and complete any 5 missions of Spartan Ops and receive an exclusive Avatar tee*. You can also replay your favorite missions from Spartan Ops Season One as Matchmaking for the entire season begins anew, starting with the first episode on April 8, 2013.

*To receive avatar item, you must play and complete 5 different Chapters of Spartan Ops on Halo 4 standard edition while connected to Xbox LIVE, any time between April 11 2013, 2AM PST and April 12 2013, 2 AM PST. A download code will be sent to your Xbox LIVE messages inbox associated with your Xbox LIVE account by June 1, 2013; Limit one avatar item per gamertag. Xbox LIVE Gold membership required for Halo Infinity Multiplayer (sold separately). Offer available to users 17+, in all Xbox LIVE countries except Italy, and is non-transferable, not redeemable for cash, and cannot be combined with any other rebate or offer. In New Zealand, only adult accounts (18+) can download or stream content over the Xbox LIVE marketplace. Taxes, if any, are the sole responsibility of the recipient. Download charges may apply as set by your ISP. For Xbox LIVE Terms of Use and system requirements, see www.xbox.com/live. Offer provided by: Microsoft Corporation, One Microsoft Way, Redmond, WA 98052.

Halo…Now with Competitive Skill Rank (and CSR challenges!)

From HaloWaypoint.

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Your Competitive Skill Rank (CSR) measures your performance against other players in Halo 4 Matchmaking War Games. You will have a CSR specific to each active playlist. Your best CSR is shown on your Player Card and Service Record, as well as Player Compare. Your Competitive Skill Rank can be seen on all screens of Halo Waypoint and measures your performance against other players in Halo 4 Matchmaking War Games. It is a number from 1 to 50 (higher is better) which will go up and down based on match outcomes. You will have a CSR specific to each active playlist, and your best CSR is shown on your Player Card and Service Record, as well as Player Compare.

Competitive Skill Rank is a brand new feature for Halo 4 and to celebrate, we’re issuing you a challenge: Play in the Castle DLC playlist from April 8th at 2am PST to April 22nd at 2 am PST, reach CSR level 35 or higher at any point on or between these dates, and you’ll receive an exclusive avatar tee!*

*To receive avatar item, you must play Halo 4 standard edition and achieve a CSR rank of 35 or higher on the Castle Team DLC Playlist while connected to Xbox LIVE, any time between April 8 2013, 2AM PST and April 22 2013, 2 AM PST. A download code will be sent to your Xbox LIVE messages inbox associated with your Xbox LIVE account by May 13, 2013; Limit one avatar item per gamertag. Xbox LIVE Gold membership required for Halo Infinity Multiplayer (sold separately). Offer available to users 17+, in all Xbox LIVE countries except Italy, and is non-transferable, not redeemable for cash, and cannot be combined with any other rebate or offer. In New Zealand, only adult accounts (18+) can download or stream content over the Xbox LIVE marketplace. Taxes, if any, are the sole responsibility of the recipient. Download charges may apply as set by your ISP. For Xbox LIVE Terms of Use and system requirements, see www.xbox.com/live. Offer provided by: Microsoft Corporation, One Microsoft Way, Redmond, WA 98052.

Weclome to Halo Week: Drop Shock!

From HaloWaypoint:

You’ve probably noticed that we’ve been building up to the launch of Castle Map Pack, the third Map Pack from the War Games Map Pass. In addition to that, we’d also like to welcome you to Halo Week: Drop Shock, a full week of Halo 4 contests, challenges, giveaways and brand new stuff for your viewing, playing and listening pleasure.

Week in Halo 4-8-13

The Halo Bulletin 4.3.13

halobulletinheader_4-3-13Here’s the schedule of events leading up to the release of the Castle Map pack on Monday, April 8.Halo scheduled eventsBeing that the bulletin came out last night, we’re already halfway into the events. I can’t wait to see the Perdition video. That’s the map I’m looking forward to the most. The live-stream on Sunday sounds like a very good opportunity to get acquainted with the maps before the release.

Next up, something that MANY people have been salivating for…Competitive Skill Rank or CSR.

First off, one cool little note, if you reach level 35 or higher between 4/8 through 4/22 you’ll be awarded an exclusive Avatar t-shirt.

Now getting to the meat of the bulletin. I’m going to repost the text from this portion as it’s important to note.

CSR, or Competitive Skill Rank, launches on all screens of Halo Waypoint (web, console and mobile) next Monday. You will be given a unique rank for each playlist within Halo 4, and the system will use the familiar 1-50 scale. We have been closely monitoring the match results and progression of players behind the scenes to ensure that this new system presents a challenge while still providing an optimal Matchmaking experience. As this is a brand new feature, everyone’s CSR will be set to 0 when it launches. This will allow all players to start on equal footing and enjoy the progression of the 1-50 system.csr
There are two different ways we calculate your CSR. CSR is closely based on your TrueSkill rank, which ensures that you’ll be ranked – and matched – against opponents of comparable skill. Your CSR is dependent upon your personal performance as well as the rank of those you play with. While several playlists will use a win/loss system to determine whether or not you rank up, others will use individual scoring, which will rank you based on your performance against everyone in the match, teammates included. In some playlists, you’ll rank up faster than others – these vary in order to create the most optimal experience for each playlist.

HFFL: Hmm, this is interesting. I can’t wait to see how this plays out. I just hope that I don’t get rank locked like I did in Halo 3… Below is a look at how CSR will look in your online profile on HaloWaypoint.com.

playercard_smallThe following playlists will use individual scoring and measure your performance against all others in the game. This ensures that the players who play the best in each match will have their CSR adjusted accordingly. Players who win consistently in these playlists will rank up faster than they will in the playlists that use team scoring.

Playlists that use individual scoring:
• Infinity Slayer
• Big Team Infinity Slayer
• Rumble Pit
• Multi-Team
• Team Action Sack
• Flood
• Team Snipers
• Regicide
• SWAT

The following playlists will use team scoring, and your CSR will be based off wins and losses. This system rewards players who work towards the objective and win the match. It will take longer to rank up in these playlists.

Playlists that will use team scoring:
• Castle Team DLC
• Team Objective
• Capture the Flag
• Dominion
• Team Throwdown
• Team Doubles
• Grifball

HFFL: Okay, I like the idea of the two systems. Hopefully with objective matches, actually performing the objective is taken into account, ala holding the ball, flag running time, capturing bases, etc. I doubt it though as it hasn’t happened in previous Halo titles. Also, yes, there will be those who will seek to take advantage of the system there…

Here is additional information about these two systems:

In the mainstream playlists, we sort players by their performance (score) after every match, regardless of whether their team won or lost. The system will expect the players with the highest CSR values to rank consistently higher in the match. So if you bring all your awesome friends into those playlists and they dominate while you end up at the bottom of the scoreboard, your rating will NOT be carried by them; it will decrease instead. Your friends’ CSRs won’t change much since the system already expects them to do well. For these playlists, it will be very hard for friends to carry another player without bringing down their own CSRs and risking losing a lot of matches.

We use this in the mainstream playlists because it is incomparably faster at finding the skill of the players and making sure better players get into challenging matches in a timely fashion (and newer players get into fun matches in a reasonable timeframe as well). Our priority on these main playlists is on fast, fair Matchmaking instead of having a pure skill measure. It is also for this reason that we would not consider these playlists as competitive, and the resulting CSRs more of a fun, skill-related value than a pure skill measure.

In select playlists, instead of updating CSR based on the rank of every player, we will update based on the total skill in each team and who won the match. This makes teamwork as important as your solo play. The CSR on these playlists will be technically more pure from a competitive point of view. It will also take longer for these CSRs to converge but when they do, they will more accurately represent a player’s ability to help their team win. To get a 50 in the more prestigious playlists will require players skilled enough to consistently bring the win to their entire team so that they can be matched against better and better players.

Now, can you then carry a worse player? In a sense, yes, but only as high as the average skill of the group. Two 40s won’t bring a 10 up to a 40, but instead they will all end up around 30. Does that accurately represent that 10’s skill? Well, if that 10 plays alone, then no, it is grossly overestimating that player’s skill. However, if that player ALWAYS plays with two 40 CSR friends, then 20 of that player’s skill is playing with the right friends.

HFFL: This nest part is extremely important to those who QUIT games:

If you leave early once a match has started, it treats it as if you were the lowest rank in the match for the individual-scored playlists and as a loss on the team-scored playlists. Players that join in progress are currently treated as if they had played the entire match. That said, in our selected, more competitive playlists, there will be rules in place to mitigate the effect. Namely:

  1. You can only join in progress during a small window of time in the beginning of the match, so those players will still have time to contribute meaningfully to the match.
  2. Friends are not allowed to join a game in progress. Only random players searching through Matchmaking can join during that 60-second window.

The rules for these playlists restrict the amount of noise from Join-in-Progress since that feature is only possible during the first few moments of the match. They also help improve the purity of CSR in these playlists. We plan on putting in these Join-in-Progress parameters as close to CSR launch as possible.

HFFL: Ouch, so as much as I hate Join In Progress, not allowing friends to join in after 60 seconds kind of sucks… But at least there won’t be any more JIPs during late portions of the game (if I’m reading this correctly).

We are actively investigating occasional CSR resets, both globally and for certain playlists. Reasons for resetting ranks include overhauls to CSR calculation, Halo 4 game updates, and events and promotions centered on CSR. Resetting CSR is not something we’re taking lightly so when we do reset it, we’ll be sure to provide ample messaging describing the reasons for doing so.

When we listed the playlists above, you might have noticed a few of them are not currently available in Matchmaking. Here to talk about their impending arrival, along with a few other changes that are coming on Monday, is Bravo.

With the Castle Map Pack comes a brand new playlist: Castle Team DLC. This 6 vs. 6 playlist will feature the following:

Map   Game Type
  Daybreak
  Infinity Slayer
  Capture the Flag
  King of the Hill
  Extraction – 1 Plot
  SWAT
  Snipers
  Outcast
  Infinity Slayer
  Capture the Flag
  King of the Hill
  Oddball
  SWAT
  Team Regicide
  Perdition
  Infinity Slayer
  Capture the Flag
  King of the Hill
  Extraction – 1 Plot
  SWAT
  Snipers

Also, these maps will be integrated into many of our existing playlists. DLC maps will appear in a playlist if all players in the match have downloaded the content.

Playlist   Map
  Capture the Flag
  Daybreak
  Outcast
  Perdition
  Infinity Slayer
  Daybreak
  Multi-Team
  Daybreak
  Outcast
  Perdition
  Action Sack
  Daybreak
  Outcast
  Perdition
  Dominion
  Outcast
  Flood
  Daybreak
  Perdition
  SWAT
  Daybreak

If the words “Multi-Team” got your attention, read on. Monday will also feature the premiere of the aforementioned popular playlist, which pits 6 teams of 2 against one another. We are still finalizing the specific maps and game types that will be offered in this playlist at launch – be on the lookout for Monday’s Matchmaking update for the full details of this playlist.

Also, as if the above wasn’t enough to keep you busy for the next two weeks, Rumble Pit will be replacing the temporary Community Forge FFA playlist on Monday and will premiere with both Infinity Rumble and Rumble Pro in the voting options. Here are the maps that the playlist will launch with:

• Skyline
• Landfall
• Monolith
• Haven
• Solace
• Adrift
• Abandon
• Shutout
• Simplex
• Dispatch

 Team Objective will be transitioning to a 6 vs. 6 playlist come Monday, mainly in part to address the community’s desire for objective game types with larger team sizes and also to accommodate the Castle Maps, which are built for these team sizes. We’ll continue to monitor your feedback regarding Team Objective in the future as we look to optimize the experience it offers by possibly changing the team maps, team sizes and game types that are offered. The playlist will feature on-disc maps, as well as Crimson and Castle maps, and Extraction will transition from being its own playlist to being included in this one. The map/game type selection will be posted in Monday’s Matchmaking update, as we are still finalizing the layout of the new Team Objective.
HFFL: Of the above paragraph…WTF? Really? Um, hey there Bravo, why not just make um, you know, a BTB Objective playlist? Damn, they are farking up the playlists always changing them. At least Extraction is getting rolled into Objective now. It’s got such a low population count that is makes sense to put it here. What of Dominion though? That might as well go into Objective too…
Announcing the winners of the latest Halo 4 Forge Contest. These 3 maps were shown off in the Community Forge FFA playlist and are still available to play (and save) until Monday’s update – if you haven’t played them yet, head into the playlist to check ‘em out.

FIRST PLACE: Edifice by Redemption1272
SECOND PLACE: Opus by SHIFTY time
THIRD PLACE: Plaza by Smexi Bilzo

HFFL: Whoo boy, and now for some GDC feedback…

We had numerous 343ers in attendance at the Game Developers Conference (GDC) last week. While there, we presented a total of six different panels. “Halo Reborn: A Postmortem on the Creation of Halo 4” sparked a significant amount of feedback on our forums. I’ll let you check out what Josh has to say in his own words:

The goal of my presentation was to discuss the many challenges that we faced when building a new team and taking on such a massive and high profile project, specifically for an audience of developers and creators going through similar situations. In preparing my talk, I was trying to encapsulate three years of development into a 45-minute presentation. 

One of the things that I talked about was the desire to make Halo more accessible to players of all skill levels. What I did a poor job of articulating because of the nature of the intended audience is the importance of balancing the needs and desires of a hardcore Halo population that was born, bred and breathes prior Multiplayer philosophies, with an approachable and open-to-all design style. It’s been a delicate balance and one that we haven’t necessarily succeeded with but continue to work on. CSR, our partnership with top competitive players to build and refine Team Throwdown, adding pro options and arena-style maps to select playlists and our upcoming sandbox balances are a few of the things that we are working on for that particular part of our community on this title. 

Since my GDC talk, I’ve received a ton of feedback from the competitive community. I want you to know that we hear you, we value you and we are going to continue to listen to your feedback and suggestions. We won’t be able to implement all of them; it’s just not possible with the given resources and time. But we are in this for the long haul, and you’ll see our continued commitment to this aspect of our experience reflected in future projects as well as in our sustain efforts for Halo 4. 

/Josh

HFFL: So does that appease everyone? No? I thought not. I’m certainly not trying to trash Josh here. Hell, I want to work for 343. However, he could have done a much better job in his presentation. One thing he didn’t address above was his message during the GDC panel that players wanted a progressive system (read perks). Um, no Josh, we didn’t want that. Halo needs to be Halo, COD and other games with those attributes need to stay in that realm. While I LOVE Halo 4 War Games, it’s gotten further away from the core of what Halo multiplayer really is. Like it or no, it’s a skill based competitive FPS. Not something someone new to the franchise should be able to come into and kill skilled players with seemingly ease. Hopefully CSR will address this. If not, the Halo multiplayer population is in for yet another huge decline. One that we as players and you (343) can not afford to have happen.

Finally the bulletin ends with a nice gallery of Screenshots featuring Vehicles.

To read the full bulletin and check out the gallery go here.

-Sal

The Halo Bulletin 3.28.13

halobulletinheader_3-28-13This week’s Halo Bulletin brings us a recap of PAX East, Q&A regarding what was shown at PAX East, and a bevy of RED Screenshots.

By now you’ve read about or seen the vids coming out of PAX East regarding Halo 4. Arguably the biggest announcement was that of Forge Island. (Which btw is free to download RIGHT NOW!) It was slated to be released April 11. For whatever reason though, it’s been released early. I’m thinking with many having an extended weekend for Easter, 343 wanted to give people an early shot at forging on this wonderful, flat and FREE map.

Multi-team is back! Q&A regarding CSR, how it’s applied via wins/losses players played against, your own performance, etc.

Sadly no Season Two of Spartan Ops is planned at the moment. However….If you’ve been reading my blog you know that that means I’m free to explore my new web series “MaC Rounds” without worrying about steeping on 343’s toes and having to hold back production of episodes to watch what 343 does. So my series is a go full steam ahead! (On that note, I’ll be posting something in the next few days about that which is extremely important to me and how the production moves ahead.)

Talk of Forge Island takes place in the Bulletin, but again, since it’s available NOW, why not check it out for yourself? The “X” is back. No doubt if you played yesterday, you saw the “X” in matchmaking. Yes it’s white, not red. Yes, it despawns quick, depending on the player’s respawning. However, I for one am HAPPY that it’s back at all. Better than NOT having it. Are MEGA Bloks Reap-X vehicles canon to the story? Hmm, I’ll let you read that in the bulletin…

Go check out the link to see the gallery of red screenshots from Halo 4.
http://blogs.halowaypoint.com/Headlines/post/2013/03/28/The-Halo-Bulletin-32813.aspx

Peace out, I’m going to go play with Forge Island!!!
-Sal

Halo 4 Title Update List

If you haven’t already updated or don’t know what the update includes, here is the list of things changed/added:

•    Enabled “X-Markers” on the HUD to designate when and where teammates are killed.
•    Updated Active Camo to fully  reveal players when they fire all weapons.
•    Reduced the auto aim, magnetism, and damage on the Gauss Warthog.
•    Fixed an issue where some players at SR-130 did not see their specialization on their
.     in-game playercard.
•    Fixed various issues with ordnance nav markers.
•    Fixed various join-in-progress issues with Flood.