Niet echt fan van de muziek. Past niet echt bij deze game.
Maar wel toffe clips. Back Smack was wel nice.
Support is wel awesome voor deze game zeg.
Sandbox Team here with a quick update. We are excited to share with you that as part of next week’s update, we have added some additional options to the Controller Menu that will allow you to further customize your shooting/aiming experience. Included with the Cartographer's Gift update are customizable settings for:
- Look Acceleration
- Inner Dead Zone
- Outer Dead Zone
Here is a quick overview of each and some guidance on using them.
LOOK ACCELERATION
Look Acceleration adjusts the time it takes to hit max look speed when you peg (apply 100% input in any direction) the look stick. The higher the setting, the quicker you will reach top speed, and the lower the setting, the longer it takes to reach top speed.
Currently, this value defaults to 3. For Halo 5's launch, we made the Look Acceleration a tad faster than it has been in past games and the Halo 5 Multiplayer Beta. This was done in part to help you make large aim corrections a bit faster (for example, if someone is attacking you from behind it allows you to more quickly do a 180). If you would like the Look Acceleration to match the Multiplayer Beta, use a setting of 2 here.
INNER DEAD ZONE
The Inner Dead Zone refers to a small region around the analog stick’s center position where we disregard input. Inner Dead Zone is used to prevent drift (camera movement when you aren’t applying any input to the look stick). This is caused because the analog sticks do not always return perfectly to center for a variety of reasons (manufacturing tolerances, wear and tear on the controller, etc). Note that the default we use here aligns with the platform recommended value and is what past Halo games have also used.
Recommended tuning process: Try turning the Inner Dead Zone down to 0% and test if you run into cases where after releasing the look stick, the camera continues drifting. If you do get drift, increase the inner dead zone setting a bit and try again. Ideally, you want as small of a deadzone as possible so that you're maximizing as much of the analog stick as possible.
OUTER DEAD ZONE
The Outer Dead Zone allows you to adjust the point at which the analog stick registers as hitting 100% input. Outer Dead Zone is used to prevent slow turn (when you are applying 100% input on the look stick but not reaching top look speed). The larger the Outer Dead Zone, the sooner you will hit 100%.
Recommended tuning process: Try turning the Outer Dead Zone down to 0% and test if you run into cases where you can’t hit the "pegged state" and encounter slow turn. If you do get slow turn, increase it a bit more and try again. Note that the majority of cases we found where people were encountering slowturn were somewhat hard to discover as the problem tended to be inconsistent and were often happening only when clenching, torqueing, or rotating the analog stick around the edges a tad. So you might need to experiment with this one a tad more before settling on the proper setting
Finally -- note that the default values on these parameters are all identical to what we (and you) have been using previously. Therefore, you don’t need to worry about this update changing anything. If you don’t touch them, the game will play identically to how it has. But for those of you that want the ability to more intimately adjust your aiming experience, these parameters should provide more fine-tuned control that will help better adjust the game to your specific controller hardware and personal preferences".
Over the past few weeks, we’ve been reviewing your feedback on weekend playlists, as well as playlist and modes you’d like to see in the future. We’re currently brainstorming ideas for future weekend and social playlists, and while the weekend playlist poll will return, it will take a few weeks off during the holidays as we rotate in a long-term social playlist and also take time to build new playlists and modes for the future.
This weekend, we’re introducing a new twist on the Breakout game type that we’ve been playtesting and toying around with here at the studio, currently referred to as Arena Breakout. The mode takes Breakout rules, and then merges them with Arena settings on Arena maps, which will feature custom weapon placement for this game type. The result is a fast-paced game of Elimination featuring a Neutral Flag, complete with Breakout player count display and audio, on the maps you’ve come to master since launch.
We’d love to get your feedback on the game type, as well as specific preferred settings, power weapon placement, and favorite maps, so we’re throwing it into matchmaking this weekend, and adding in some increased XP. The playlist will go live this afternoon, and be available through the weekend.
We’ll see you online!
Laatst bewerkt: 14 dec 2015