Flag Carrior Magnum does 20% more damnage.

#1LOTRsolidsnakePosted 10/12/2012 6:24:32 PM
http://www.youtube.com/watch?v=RNGxCbvgoSQ&feature=g-u-u&t=15m45s.

13:20

good to know. I think this is new info
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#2jakethenoobPosted 10/12/2012 6:26:06 PM
So how much bloom does the magnum have? Is it less than TU Reach?
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#3Milk_CorePosted 10/12/2012 6:33:12 PM
LOTRsolidsnake posted...
http://www.youtube.com/watch?v=RNGxCbvgoSQ&feature=g-u-u&t=15m45s.

13:20

good to know. I think this is new info


True, it gives the carrier at least SOME defense towards enemies. With that, plus anyone trying to escort him back to home base of course.
#4metroidman92Posted 10/12/2012 8:06:57 PM
If 343 truly wanted flag carriers to defend themselves, they'd do the traditional CTF style, where the flag is just on their backs.

Hell, if the armor can magnetize a rifle to their back, why not a flag pole?
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#5PredskullPosted 10/12/2012 9:04:18 PM
That just turns the 5 shot magnum with only one kill per clip with 3 extra shots into a 4 shot kill with 2 kills per clip. The clip size for both is still 8 shots. This situation not a big deal since the flag carrier can't use sprint, armor ability, or grenades.
#6NightTerrorX99Posted 10/12/2012 9:28:28 PM
metroidman92 posted...
If 343 truly wanted flag carriers to defend themselves, they'd do the traditional CTF style, where the flag is just on their backs.

Hell, if the armor can magnetize a rifle to their back, why not a flag pole?


Because CTF would degenerate into flag rush mayhem.
This would turn into people just rushing down flag to and getting a cap, because they can defend themselves just as they would in a Slayer match.
Have you played CoD type CTF? Unreal CTF? Nexuiz CTF? Counterstrike? RE ORC Biohazard mode? Ridiculous. It's more of a matter of who gets there first and hauls ass the fastest to cap flag. In Halo, you get a bit slower while running flag, so you actually rely on teammates, pick the best route to cap, pick the best way on how to cap, then you cap. You can also give up flag if the situation calls for it. There's just more depth to gameplay with Halo CTF.
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#7That1GuyyPosted 10/12/2012 9:37:45 PM
To me, this sounds like they realized it was a terrible idea, and now they're doing damage control to fix the idea. But the thing is, it's still a bad idea. They should just get rid of the forced hold. If they don't want juggling, they should just do what they did in Reach and set matchmaking to have a pickup delay on dropped flags.
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#8That1GuyyPosted 10/12/2012 9:40:58 PM
NightTerrorX99 posted...
Have you played CoD type CTF? Unreal CTF? Nexuiz CTF? Counterstrike? RE ORC Biohazard mode? Ridiculous. It's more of a matter of who gets there first and hauls ass the fastest to cap flag. In Halo, you get a bit slower while running flag, so you actually rely on teammates, pick the best route to cap, pick the best way on how to cap, then you cap. You can also give up flag if the situation calls for it. There's just more depth to gameplay with Halo CTF.


Quake and Unreal CTF is absolutely nothing like Call of Duty CTF, and this is a gross simplification of the flag carrying system used in all three series.
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Perfection. Where everyone fails.
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#9NightTerrorX99Posted 10/12/2012 9:46:39 PM
That1Guyy posted...
NightTerrorX99 posted...
Have you played CoD type CTF? Unreal CTF? Nexuiz CTF? Counterstrike? RE ORC Biohazard mode? Ridiculous. It's more of a matter of who gets there first and hauls ass the fastest to cap flag. In Halo, you get a bit slower while running flag, so you actually rely on teammates, pick the best route to cap, pick the best way on how to cap, then you cap. You can also give up flag if the situation calls for it. There's just more depth to gameplay with Halo CTF.


Quake and Unreal CTF is absolutely nothing like Call of Duty CTF, and this is a gross simplification of the flag carrying system used in all three series.


Is it really? I have played games where CTF isn't even CTF anymore because people are too busying killing each other after picking the flag up for one second. I'll cut Unreal and it's related games some slack because those games are popular for their extremely fast-paced games. But it's no excuse for others where Objective game types lose their meaning when it's simply "run over this item and run off". This is at least, how most people play it. People try that bs in Halo too, but they don't get far doing it mose of the time.
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#10Milk_CorePosted 10/12/2012 10:07:50 PM
That1Guyy posted...
To me, this sounds like they realized it was a terrible idea, and now they're doing damage control to fix the idea. But the thing is, it's still a bad idea. They should just get rid of the forced hold. If they don't want juggling, they should just do what they did in Reach and set matchmaking to have a pickup delay on dropped flags.


Kevin Franklin JUST said @NYCC today that they wanted to basically have the flag carrier to have a more major role. IMO I feel as if they want it to be like this so that the carriers are just that, carriers.

Support it or not.