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Recruiting for a project!

After some brainstorming, I believe I have come up with a way to “light a spark” so to speak, but I can’t do it alone.

I was thinking of starting a Youtube Channel for Halo Archives, something of a combination of the Halo Council, and Xbox Ahoy’s Call of Duty weapon guides. Unfortunately, writing is really my only strength. I can’t edit video footage or images to save my life. 

Which is where the Halo fanbase comes in. You guys are immensely talented and I really would like to do this to reinvigorate not only this blog, but possibly the Halo population in general.

If this sounds like something you’d be interested in doing please send Halo Archives a message

PSA: Halo Archives Needs you!

Followers of Halo Archives,

I’d like to apologize for the severe lack of content these past few weeks. Life has gotten in the way of maintaining this blog. As much as I’d like to update with content every week, It’s simply not possible for me to do so anymore; and I fear that Halo Archives will eventually die out due to lack of new content.

I don’t want that to happen.

Because of the aforementioned, I would like to recruit a few fresh faces to help turn the blog around and make it the best damn Halo related blog on Tumblr. If interested please let me know by sending Halo Archives a message of interest and a demonstration of an article related to the Halo Universe to show off your writing abilities and knowledge of the lore. 

Remember, this blog can’t survive without you!

For those unaware, the first Halo 4 Title Update went live today. This update is mandatory to play on Xbox Live and includes the following updates:

Gameplay Fixes:

• Reduced the range of the Boltshot’s damage scaling over distance. The previous effective range for 1-hit kills was around 20-25’. The range has been reduced to 15’.
• Fixed an issue where modified loadouts were not being saved correctly.
• Fixed an issue where attempting to sprint while crouching using “hold to crouch” would cause players to be unable to shoot for 1-1.5 seconds.
• Fixed an issue where some players were not able to get into matches on new map/game variants after playlist updates.
• Fixed a DLC-related Join-in-Progress issue that kicked players back to the title screen.
• Fixed various issues regarding glitched Autosentry deployment.
• Fixed an issue where one player per session was unable to stay scoped with the Flagnum.
• Fixed an issue where clients playing multi-round matches were not propelled by Man Cannons after the first round on Wreckage.
• Fixed an issue for players who had licensed content for the specialization offer, and had the free Map Pack content, but did not have the Map Pass or Map Pack license by displaying a new error message: “You have Map Pack content that requires a license. Please purchase the War Games Map Pass, purchase the Map Pack individually, or delete the Map Pack content from your console.”

 

Vehicle Fixes: 

• Fixed issues with friendly fire against vehicles. If FF is disabled, damage/EMPs from friendly sources will no longer damage vehicles that are fully controlled by your team.
• Fixed an issue with where the Wraith secondary turret became disabled when shot with a Plasma Pistol. The feature has been updated to be consistent with previous Halo titles.
• Fixed a Mantis functionality exploit that allowed pilots to survive planted grenades.

 

Specific Game Mode Fixes:

• Friendly fire turned off in Flood to prevent exploits.
• Fixed Flood character models to allow for Warthog and Mongoose use.
• Fixed an inconsistency with King of the Hill deathcam.
• Fixed an issue where the Grifball would get stuck in geometry and never respawn.
• Fixed the issue for Extraction where players did not regain full control of their character for extended periods of time after interacting with a site.
• Fixed multiple Extraction scoring issues, including an overtime fix that ensures that a victory will not be awarded to a team who is controlling the go-ahead extraction point when the game ends.

 

Custom Game Fixes:

• Fixed an issue that did not allow players to create respawn timers or disable instant respawn in custom games.
• Fixed an issue on Shatter where players couldn’t start a custom Dominion game.
• Fixed an issue where the Ordnance game options reset when scrolling up or down in custom games.
• Fixed an issue where custom game descriptions did not appear in the “Settings” preview screen.
• Fixed inconsistencies and bugs in the final death cam for custom games.

 

Spartan Ops Fixes:

• Fixed an issue where the “Dedicated to Crimson” Achievement could not be unlocked.
• Fixed an issue where players in Spartan Ops Episode 6 Mission 1 were able to look around before the vignette.

 

Miscellaneous Fixes: 

• Fixed a selection of issues where theater clips were missing map-specific audio, including ambient noise and announcer voice.
• Fixed File Share preview images for films and map variants.
• Fixed issues with in-game translations.
• Fixed title screen camera clipping.
• Fixed an issue with Forge pieces and the shadows they create.
• Fixed aliasing split screen HUD issues.
• Fixed an issue where some saved films of Forge games featured no Forge lighting.
• Fixed incorrect “change description” text in File Browser.
• Fixed assorted crashes.

 

(Source: blogs.halowaypoint.com)

MJOLNIR POWERED ASSAULT ARMOR/V VARIANT

Yet another variant of the Mjolnir armor that has found its way into the second generation of high tech assault armor fielded by Spartan IVs, the Extra-Vehicular Activity armor’s earliest issued variant can be traced all the way back to the Mjolnir MK IV; the very first Mjolnir system ever equipped by Spartans.

With the goal of improving Spartan survivability and efficiency in zero gravity environments, the EVA armor has prove quite capable in the vacuum of space and equally well on numerous terrestrial locations.

Developed and tested by the UNSC at a Low/Zero Gravity Testing facility in Lister, Aigburth on Ganymede, the EVA armor was developed by integrating feedback on the Summa Deep Space Incident, and is also speculated to have been influenced by the brief skirmish between the UNSC Commonwealth, and a Covenant vessel in orbit above Chi Ceti IV. During that battle three Spartan-IIs, newly outfitted with the Mjolnir MK IV armor boarded the Covenant ship and attempted to detonate in from the inside. Due to Mjolnir being pushed forward by Doctor Catherine Halsey, the armor was not yet as efficient against Covenant weaponry as it would later be.

Unlike the EVA armor, the MK IV was breeched relatively easily, costing Samuel-034 his life.

The hallmark of the armor system is the wide visor, which not only greatly increases the field of view of the user, but also aids in visibility should the Spartan for any reason; leave the area of operations.

As Mjolnir advanced, so too did the EVA variant. Not long after the Chi Ceti IV incident, the MK IV version of EVA was introduced and worn by several Spartans, the most notable being Kelly-087 during a rescue mission.

That model was soon replaced by the MK V version that saw use during the Fall of Reach in late 2552 by Spartan-III, Emile-A239. With Reach glassed, all Mjolnir development was shifted to Earth temporarily. During this time the MK VI variant was completed but never saw wide spread adoption due to the limited number of remaining Spartans and the Battle for Earth taking place shortly after Reach fell.

With the Covenant War officially ending in 2553, the EVA armor was one of the few original variants that were not only continuing development, but also one of the few that were still designed and produce by ONI’s Materials Group.

MJOLNIR POWERED ASSAULT ARMOR /R VARIANT

One of the more highly sought after Mjolnir Armor variants amongst Spartans is the /R variant, more popularly known as Recon.

Originally developed alongside the /S variant in the late 2540’s, the Recon armor set was not formally introduced until the release of the Mjolnir MK VI Powered Assault Armor. However, a prototype model was available for the MK V version.

The main purpose of the Recon armor was to maximize stealth capabilities while minimizing endurance loss. The armor is specifically designed to reduce it’s own infrared signature and has a lower output of Cherenkov Radiation than other Mjolnir variants. Recon also was designed in such away that reflective surfaces would not give away the wearer’s location.

The Recon helmet, or at least a variant of it was also used by several higher ranking Orbital Drop Shock Troopers, including ONI Section I operative Captain Veronica Dare, who took part in the aftermath of the Covenant’s first failed assault on Earth.

As it’s name suggests, the Recon armor is meant to gather intelligence on the opposition. It is also excellent for infiltration of fortified enemy locations, though this is a secondary purpose and should only be considered WETWORK or INFILTRATOR class personnel are unavailable.

The design of the Recon armor has remained remarkably consistent, especially so when Imbrium Machine Complex (IMC) took over development in 2553. Seeing no reason to fix something that clearly was not broken, IMC built upon the rock solid foundation of the Recon armor and expanded its capabilities. Among the general improvements IMC improved the armor’s movement stabilizers to increase the wearer’s ability to keep up with mobile objectives. IMC also added adjustable shield distribution channels for versatility during deep-field reconnaissance. These adjustable channels allow the user to specify shield strength over vital or more exposed areas during recon activities. 

The Recon Armor is available for requisition upon reaching a Spartan Rating of 26 in War Games.

(Source: halopedia.org)

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