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Messages - nightcrafter27

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361
http://www.youtube.com/watch?v=4-yC6yfHq0o&playnext_from=TL&videos=8zrh1vBWKIk

Guys... Shotcodes are everywhere. I think bungies trying to draw our attention to THEM, while something secret is going on in the backround... maybe we need to search a bit harder. As SBTTLS said, maybe we need to think outside the box.
They're definitely trying to draw our attention.
[Well, maybe.]
Right now, we have 3 shotcodes:
-1. from Powerhouse: Works, but doesn't lead anywhere right
-2. from CAA Factbook: Is not real
-3. from The Noble Team Legendary Edition Statue: Is not real

Let's do some analyzing, shall we?

1st Shotcode:
While being the only Shotcode that works, decoding it didn't give us any results, and it seems to be a plunder. *cry*
So why did Bungie show this to us?
So we would be aware of Shotcodes.

2nd Shotcode:
It doesn't work, because of the lack of bulls eye and a datarings.. It also has some extra databits on the inner sectors that shouldn't be there.
However: beside it's round shape and other similarities in it's look to real Shotcodes, it has exactly 24 sectors in it. Just like in a real shotcode.

3rd:
Nope, doesn't work: Lack of bulls eye, too much stuff...
But when you take out the thinner sectors in it, and count the remaining ones: Guess how much that is? 24. (At least if I counted right...)

So while the 1st one was a wake-up call, these two others could already be something.  Either that, or there are more Shotcodes to be revealed.
You know what would be an nice tool for this? A Shotcode maker; An app where you could 'draw' your own shotcode, clicking the databits in the circle...
Hey, any handy Engineers out there? A little favor, pretty please? :)

Wow. I think you nailed it. Nailed it better than when Doughnut stuck Tex.

Possibly combining them. I could do an simply complicated Scratch program. I'm on it.


362
Someone at b.net made this.

Here's a good shot at the shotcode:

363
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 21, 2010, 15:18:55 »
Well, they do get aploded a mile away...
That is because of the overshields they give each other. But they survive.

364
SGP Task Force: The Librarians / Re: Enders Game and Halo
« on: July 21, 2010, 15:16:33 »
Some how Jane does it. Basically, they teleport.

365
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 21, 2010, 14:07:49 »
I would like to see the death-in-pod, and we did get the Engys Scatting in multiple paths.

And they don't react to being stuck.

366
SGP Task Force: 7 / Re: J Banner 7
« on: July 21, 2010, 14:02:14 »
I thought there were only three. POIDO.

367
SGP Task Force: The Librarians / Re: Enders Game and Halo
« on: July 21, 2010, 14:00:53 »
More like, the leave the known universe, then re-enter at another point

368
But what if a player gets everyone killed in the first mission. That would make the rest of the game be not very team oriented.

369
I dont think you can take that as an answer. I think that means they let them soak up as much damage as they could withought dying.

What we can see from the footage is ally's shields playing the "Taking Damage" animation. We do not know wether they really are taking damage or not. Most likely, Allies can be "killed", but hop back up after a few seconds. IIRC, doesn't Arby do this in solo campaign?

370
Quote from: The Weekly Update
according to them, their strategy has been to take it all very, very slowly and try as much as possible to let the AI Noble Team members absorb as much of the punishment as possible.

Friendlies are invulnerable.

371
I will look into this

372
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 19, 2010, 14:24:13 »
Any further developments? I would like to test:
    •Does difficulty affect this behavior?
    •Will the Engys continue this behavior if one has been killed?
    •Are other Covenant units react to standing on SH?
    •What happens with three players? Four?
    •Do the Engys react to being stuck, while participating in this behavior?
    •Do Engys still react to snipers?

Also, I think we need a name for this behavior. My vote is for "Scatting".

373
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 13, 2010, 14:34:34 »
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.
O_o

....that's what it sounds like.

374
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 13, 2010, 01:24:02 »
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.

375
SGP Task Force: Marty / Re: Ideas on Musical Tones in Squidhenge
« on: July 13, 2010, 00:26:13 »
Linky-Dinky.

For now, I am going to ignore the music.

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