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Marcello schrieb:http://www.spielegrotte.de/index.php?kat=100078&anr=48328&hb=5
Es ist bei der Grotte vorbestellbar![]()
Das erste gezeigte Gameplay Material von Crysis war der Endkampf vom Spiel, jedes Material zeigte die Kämpfe gegen Aliens, wie konnte man da nicht wissen, was einen erwartet (außer dass einen die zig heimlich gestrichenen Features nicht erwarten)?BlAcKzOuL schrieb:oder wie der anfang von crysis 1, wo man keinen plan hat was einen erwartet!
Rakete schrieb:I want my uk legendary edition...

Louis Wu schrieb:Unfortunately, I don't have time for a full writeup today - I'm headed out of town in a couple of hours, and will be pretty much without internet until Sunday night. (I guess that gives me time to polish something, though, right?)
Quick overview: There were two maps in rotation, Warhouse and Wraparound (both of which have been renamed, but new names aren't final/public yet) - so nothing new there.
The build was dated March 28 - but Frank said it was pretty much a polished-up version of what Devo and Domino played back at the Spring Showcase. Sounds were all over the map (hmm... bad choice of words) - some were simply awesome (PLASMA PISTOL OMG), some were missing altogether, others had placeholder versions. (The multiplayer announcer was clearly some guy from the studio. Pretty funny, actually... but I'm glad he's not final.)
I had some trouble getting used to finding Sprint on my left analog stick. (There are a million button layouts now, so you can pretty much set things up any way you want; I went with my normal (for me) Southpaw/Southpaw/Inverted setup, and that's where Sprint is. Crouch is on the B button, which is bizarre.) Because of this, I felt really slow sometimes.
This was exacerbated by the fact that I'd cranked my sensitivity way down; at the start, I couldn't hold the reticle on my opponents (felt like the equivalent of a 6 or 7 in Reach, so I turned it down from the default 4 to 3), but this made everything else feel... slower. Things were definitely better by the end of the night, and for people less ancient than me, the adaption will almost certainly happen faster.
Loadouts have a couple more slots than Reach loadouts. (In Reach, you get primary weapon, secondary weapon, grenade, AA - in H4, you get two more slots - I forget what they were called, but they hold things like increased regen and more ammo.) I primarily stuck with the first two loadouts - the first was BR/Plasma Pistol/Plas Grenade, while the second was DMR/pistol/frag. The DMR is a BEAST at range... but much harder to handle up close. The BR is a pretty fast killer up close, but at any real distance, you'll get beaten by a good DMR. The plasma pistol rocks. I don't know if it's just the sound... but DAMN. I was killing people with regular pepper shots (which aren't pepper at all in H4 - they're little mini balls of fire, it seems), and the noob combo is still a reliable annhilator. Overcharged shot seems to track, at least a little bit. (Not as much as Halo 1.)
Promethean Vision is actually pretty useful in very limited situations. It DOES let you see through walls (at least a limited number of walls; you can see people sort of near you) - but 1) you don't have very much of it (it runs out really quickly) and 2) it doesn't help you figure out where someone is if the geometry is really complicated. I guess this will become less relevant when we know the maps inside and out. It's really useful when someone dips behind a wall and then tries to fake you out... you can tell where they're going.
It also screws up colors, so if you're in the middle of a multi-person firefight, it adds more confusion than it removes. I'd say used judiciously, it's pretty cool - but as Frank said, a good player won't really need it.
Dammit. That's what I have time for. I'll try and come back in a little while to see if there are questions, but a full writeup needs to wait. Sorry!
So are there some surprises to come, like those in Halo Anniversary? "We are not supporting 3D TV's or Kinect for Halo 4," said O'Connor. "3D in Halo Anniversary was a benefit we got from the method we used to switch between classic and modern graphics, and we were able to use that area of the frame buffer to put out two sets of data at the same time."
Yes. Sprint is ALWAYS available, AA is on the same button as on Reach (Right bumper, for me).-Are sprint and AA's on separate buttons?
Quote:
I saw no new weapons in multi. Frank showed off a short campaign demo (10 minutes of an early level in the game), and there was some sort of energy-based covenant rifle that looks pretty cool. (Didn't get to see it in very much action; it came pretty late in the demo, and depending on who was running through, there often wasn't much left alive by the time it showed up.)-Were there any new weapons? (missile pistol, Assault Carbine)
I didn't experiment with any of the loadouts that used anything but Promethean Vision - sorry. (Both of the first two loadouts had that as the AA)-Was Jetpack useable? If so, how does it operate?
-What about other AA's?
There were almost no weapons on the map at all in the games we played. (I'd say there were none, but I seem to remember a needler or two lying around - I guess maybe a deady guy could have dropped it, not sure.)-How do weapon spawns work? Are there a lot less weapons in play now with the ordinance system?
Ordinance drops are pretty cool. When you earn one (I don't know what I did to earn them), you get a little thingy in your UI that pops up - three choices, mapped to three buttons on your D-Pad. Pick your drop, and it'll appear in the default location for that power weapon soon after. That is: Let's say we're talking about Powerhouse. When the game starts, there are no Rockets in the outlet under the station... but as soon as someone earns a drop, and picks Rockets, they'll pop in there. Everyone gets notified that they're about to drop - but the dropper obviously knows a little sooner. So you can either get there first, and snag 'em... or get there and set up a trap.![]()
Erhalte/Erkämpfe den drop und wähle die power waffejumper schrieb:DMR und Pistole haben wieder Bloom! BR und DMR sind beide 5 shot kill. Pistole ist 6 shot kill.
MIIE schrieb:Hinknien auf B und Weapon Drops --- Call of Halo ...![]()
MIIE schrieb:Hinknien auf B und Weapon Drops --- Call of Halo ...![]()
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