Your patience with our development cycle has been much appreciated. As gamers, we’re all aware of the importance of developers taking their time with game making-
and to prove that point, we’re pleased to say that we’ve used that time well.
What is Halo CE: SPV3?
SPV3 vastly extends the levels, the enemy rosters, weapons, and game mechanics of the original halo, well beyond anything seen in a Halo game.
Having played the SPV3 beta myself, I cannot stress enough how original and engaging the gameplay has become over the original halos. While it is still recognizable as the classic Halo 1 we all loved, it has been greatly enhanced by the new selections of lore-friendly weaponry, brand new locations, and original enemies.
As aficionados of the extended Halo lore, we also enjoy how very well SPV3 represents the halo universe described in the novels.
It’s important to know that our development doesn’t only involve mission making, map creating, or the exporting of objects,
but also the invention of new game mechanics that don’t exist in Men of War.
This involves discovering new code commands, experimenting with the game engine, and writing new programs. All of which takes time.
Thanks to everyone’s patience and our diligence, we have some things to show for that.
In the halo games, the needler is defined by its ability to explode enemies in a shower of pink glass.
Because we took the time- we were able to re-create needler explosions for our needlers in Men of War
Each successful needle hit has a 1/7 chance of detonating in a deadly blast that can kill its target, and knockdown nearby soldiers.
one in seven may not seem like much, but when there are dozens of needles, it presents a serious risk. Think your soldiers have a position on lock? It only takes one needle blast to turn the tables against you.
A single Covie soldier with a needler now is more of a threat. A whole horde of needler wielding enemies is extremely dangerous. You will have to keep your soldiers in cover and prioritize taking our needler armed enemies.
Just like in halo, we have made it possible for soldiers in Men of War to use active camo, which conceals them against enemies, until they attack. Should the camouflaged unit escape line of sight, it will become hidden again.
Units that are active camouflaged will not be noticed or targeted by enemies. In order for you to fight camouflaged units, you will have to order your units to fire upon them, or wait for the camo units to attack first.
Some of the most epic moments of Halo Reach involved using the laser-designator to call down artillery on covie heads.
With the time we’ve spent, we were able to re-create that weapon for Winter Contingency
Perhaps the greatest of the new innovations, using complex scripting, Offensivebias was able to create energy shields for covenant elites.
These shields will absorb 60% - 100%* of bullet damage against an elite- leaving its health undamaged. You will be able to tell because bullets will spark off and ricochet on an active shield.
If the shield absorbs enough damage, it overloads and is removed for ~10 seconds. While the shield is overloaded the elite will take the normal 100% of incoming bullet damage to their health bar.
Once the shield recharges, the elite will take reduced/no damage to its health.
As in Halo, plasma weaponry will overload shields faster, and we are working on adding overcharged plasma pistol shots as a mechanic
Although the current prototype isn’t meant for Winter Contingency, Offensivebias was able to make it possible for a weapon to use multiple types of ammunition, each with a unique effect.
This is based on the scripts used by vanilla Men of War vehicles, which allow them to use different shells.
Our hope is to create special ammo types that can be used against enemies, or to assist in certain situations. Shotgun slugs, anti-shield ammo, illuminating tracer rounds, explosive ammo,
the applications are limitless.
There are still many changes we would like to make to the engine to enhance your experience. But if we tried to update those modified core files -after a release- there is a greater chance of bugs and errors that could render the mod inoperable, and we lack the means to staff a support center.
As such, we still have some ways to go before we release in full measure.
There are some things we need/want to work on:
Okay! Did you read all that? Good!
Then you should not need to ask us “When Release?”
You should also know by now that we don’t take credit for creating any halo-based asset or model.
We do take credit for the work involved in porting and rigging, and assembling content.
So there should not be a need to ask “Y U rip from halo??”
If you have a question, please make sure to read this update before you ask!
We will be happy to answer any of your questions regarding the new engine mechanics, etc.
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Highest Rated (19 agree) 8/10
Assault Squad is essentially the shinier more visually appealing version of Men of War, I dont find that it adds a lot other than the skirmish mode, some new maps. some new units, and some new models replacing pre-existing ones. It's not exactly groundbreaking however, seeing as it pretty much builds off of the success of it's predecessor, I'm really not even sure why Assault squad was even made, my guess was targetting a streamlined Multiplayer platform, but the game is equally popular as a singleplayer…
Aug 8 2011 by Kastrenzo
Lowest Rated (16 agree) 3/10
Men of War is successful because each game naturally generates its own narrative. It is brilliant because it has character. It is great because (in campaign missions at least) you feel attached to your troops. Assault Squad is Men of War minus all of this, and is horrid. Its lone addition is the new Skirmish mode: a depressing, soulless grind against entrenched AI. Instead of wire-tight combat against a fellow human comes wave after wave of artificially buffed but simple-minded robots; in place…
May 9 2011 by Varsity