Halo 5 Campaign Balance Changes
It's just Halo 5's multiplayer mode that's getting new updates. Developer 343 Industries has outlined a series of changes coming to the game's campaign mode, including changes to difficultly and more.Below is a rundown of changes coming to Halo 5's campaign. Note that enemy-specific changes also apply to Warzone's AI characters. For lots more on these changes, which are coming with the Memories of Reach update in May, head to Halo Waypoint.
SPECIFIC CHANGES
Reduced two-player difficulty slightly
Increased single-player difficulty slightly
Made Warden attacks a little easier to dodge, particularly on lower difficulties
Face Beam tracks moving targets less accurately
Gravity Bomb has less homing
Melee attack has slightly less range
Made the Warden slightly easier to kill from the front
Reduced AI Focus Turret damage output
Reduced AI Storm Rifle, Suppressor, and Light Rifle effectiveness
AI Storm Rifle: fires in shorter bursts, projectiles spread out more and move more slowly. Jackals are now less effective than Elites with the Storm Rifle
AI Suppressor: fires in longer bursts, projectiles have less homing. Crawlers are now less effective than Soldiers with the Suppressor
AI now fire shorter bursts with the Light Rifle
Increased AI Plasma Pistol, Needler and Beam Rifle effectiveness
AI Plasma Pistol: slightly higher accuracy and damage
AI Needler: AI now fire longer bursts (i.e. can now supercombine players on Heroic and above), slightly higher damage
AI Beam Rifle: slightly more damage (mostly this will make it a two-shot kill instead of a three-shot kill in Heroic single player, allowing Jackal Snipers to actually kill a player from time to time)
Added a "tackle" animation to Sword Elites – shoutout to Pat Gillette for making the sweet sword tackle animation
Instead of stopping to swing at a moving target they can swing on the move
Increased Elite, Elite Officer and Soldier Officer durability
Reduced Soldier bamf frequency
Killing a Crawler now deals area-of-effect damage to all nearby enemies, softening them up or killing them outright
Reduced frequency of Squad AI getting killed while in a gunner's turret in a player's vehicle
Made being killed by an attached Plasma Grenade non-revivable, similar to lethal damage from a Binary Rifle
Increased AI special ability chance with higher player count in co-op games, e.g. Plasma Pistol overcharge, grenade throw
Increased AI promotion chance with player count in co-op games
i.e. in cooperative games you will encounter more high-ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals and Crawlers)
The first player to press the "Call for Help" now has priority, other players will have to wait their turn for a revive – shoutout to Mr. Robert Kingsley for the code fix for this.
While you'll have to wait a while for these campaign changes, 343 this week released a new update for Halo 5's Arena multiplayer mode with the following changes:
COLISEUM
Removed Binary Rifles
Swapped Sniper Rifle and Rocket Launcher weapon pads (Sniper to "Yellow Tower" / Rocket Launcher to "Green Tower")
Suppressor moved to bottom of the Grav Lift
FATHOM
SAW weapon pad modified
Max ammo reduced to one magazine total (no reloading)
Respawn time reduced from 3 min to 2 min
EMPIRE
Shotgun moved back to Tower One
Plasma Pistol moved to "Mid" the small street in between "Tower" and "Pit"
Finally, it was also confirmed that Halo 5's Fiesta mode is expanding with new options.
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