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Messages - Scatcycle

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61
ODST General Discussion / Re: Anyone still hunting?
« on: February 13, 2012, 00:35:56 »
NON FACETE NOBIS CALCITRARE VESTRUM PERINAEUM was first (Correct me if I'm wrong) shown in a Bungie news article back in mid 2010.
Actually, it's been around a couple of years longer. The trademark by Bungie has been around since '08 or so.

Noob
Not a noob at all. Does the use of latin not strike you as relating to the new IP? Sure, the motto has been around, but the new IP has been referred to a lot with Latin. Obviously this new way of motto is relating to the new IP, it even has a picture of it in the story. So now, this new use of latin hasn't be around all this time.

62
ODST General Discussion / Re: Anyone still hunting?
« on: February 12, 2012, 17:22:35 »
That is just outstanding work from you and your father Sep7ember.

NON FACETE NOBIS CALCITRARE VESTRUM PERINAEUM was first (Correct me if I'm wrong) shown in a Bungie news article back in mid 2010.

Since ODST released back on September 22 in 2009, this would have been quite the egg to find. While it still is, I guess we were meant to find it earlier.

63
BOBs / Re: Tip of the Spear BOB Hunt (MAJOR UPDATE)
« on: January 27, 2012, 01:05:47 »
So at this point, I believe the BOB is an invisible elite just like the data pad elite on Winter Contingency. We've checked everywhere. I've check random rooms protected by glass. He just isn't anywhere. Why? Most likely because we can't seem him. He's invisible. Now, Monx is taking pictures of the enemies spawning on both films (bob and non bob), and I'll use a difference filter to detect changes in the picture, revealing the Bob.

Now if this doesn't work, there is also a chance that you require something else for the Bob to spawn. All waypoint commendations, I don't know. Just something. So think, people. The Bob clearly isn't findable by anyone. At least not what we think the bob is, a gold elite. Start looking for shimmers. Start thinking different. We won't find him with our standard thinking. Put on your lab coat. Let's find this Bob.

64
Skulls / Re: Skull 09: "Headband" (???)
« on: December 27, 2011, 17:59:45 »
This skull gives you infinite ammo.

 :o
Welp. SLASO just got destroyed.

65
BOBs / Re: Tip of the Spear BOB Hunt (MAJOR UPDATE)
« on: December 18, 2011, 16:22:33 »
I don't understand why he didn't test the BOB spawn. For all we know, we may be on a wild goose chase. He confirmed that this other BOB exists, but he didn't confirm that it spawns. He said it should spawn, unless the code is bugged. 

66
BOBs / Re: The Official Lord Friendship's BOB Video Guide Thread
« on: November 29, 2011, 01:41:56 »
If you're jetpacking in the air and moving, shouldn't the fuel rods not be able to hit you?

67
Report In! / Re: Dan Miller on Glyphs, Plinths, QTA and BOBs
« on: November 23, 2011, 17:12:57 »
"The invisible elite is a way we saved a lot of memory to make New Alexandria even possible. The game keeps track of all enemies, their skeletons and everything. In order to fit more banshees in the level, we made a special non-skeleton/non-model elite."

Called it.

Anyways, nice work Pulse. We have learned much from this adventure!

68
Theorizers / Re: It's a game. And I know exactly how to play it.
« on: November 20, 2011, 02:38:08 »
Sorry for being vauge, I meant more of a 'parts of the glyph'... Time for another cinfusing description, Nightcrafter style! I will be refering to Scat's image for directions and such. First you would have the engineer go down, then back up the red path, making the vertical part of the glyph. Second, have it go up, then down the blue path, making the right arm.. Thirdly, up then down the green path making the left arm. Then possibly have it chill in the yellow area, like the sad mono glyph.
Pulse, I don't know what the problem was. Make sure you have completed your jump before they reach the destination. If they are just staring at you, shoot them once. Sometimes one engineer will just sit there, and not know what to do. I can consistently create their paths and they will always listen.

And Night, an Engineer cannot travel from inbetween Blue and Red to green. Actually, it might be able to. I may not have tested that.

And anyway, that would be a triangle? If I'm correct, you said they would go down and up red, up and down blue, up and down green. That's a triangle. What we could do is this: Start at yellow. Go Up and down blue. Go up and down green. Stand on the smallest stone to make them go to yellow. That would make a Y glyph with a short and stubby end.

69
Theorizers / Re: It's a game. And I know exactly how to play it.
« on: November 19, 2011, 21:07:38 »
It may just be the way you drew the lines, but it seems possible to force the engineers to make the shape of a Y glyph. Possibly do that, then stand on the shortest column?
Note that the engineers can only travel on the outer lines. There is a set triangle they can pace on. I don't think you can make a Y glyph with a triangle, but if you can, show me how. I have seen an engineer cut through the inside of the triangle to get to another target. I don't know why it did that. I was jumping around, but the engineers only move in whichever direction you're facing once they've reached their first destination.

70
Theorizers / It's a game. And I know exactly how to play it.
« on: November 19, 2011, 17:38:11 »
A while ago, in a thread about the squidhenge, I talked about how Engineers would pace back and forth in a set path if you stand on the highest stone in the squidhenge. I didn't think much of it.

Now I realize, it's a game. It's this. Now I know that image may look a bit complicated. Once you get to know it, it's not. Every stone faces one wall. If you stand on a stone, the Engineers will travel on the path that it's facing. Along the wall you're looking at. The smallest stone, the one you grenade jump onto, is facing a corner. This is also a corner where Engineers can switch walls. If you stand on this stone, the engineers will go and sit into the corner behind the Mono Sad stone, and then stay in that general area.

Using quick jumping, you can make the Engineers go in a triangle. I repeated this at least 4 times, and even made travel the opposite way.
So basically, jump on a stone, and whatever wall it's facing, the engineers will travel along it.

We know  how to play this game, but how do we win it?

71
Report In! / Re: Dan Miller on Glyphs, Plinths, QTA and BOBs
« on: November 19, 2011, 02:47:37 »
Quote from: Dan Miller
I don’t think you can attribute anything in Halo Legends as related to our stuff. Both things were built by separate teams.

So.... does this mean that BOBs have nothing to do with the GRD helmet?

72
Report In! / Re: Brute AI goes Neutral (Near Plinth?)
« on: November 19, 2011, 01:26:10 »
Neat. How about someone try moving Plinth Delta to a place further from its "spawn point" and test if it still happens? I would do it right now, but it's 1:25AM.
Tonight whenever I have time I'm going to bring the Plinth into the next district to where the Phantom drops enemies off. We'll see what happens.

73
BOBs / Re: Tip of the Spear BOB Hunt
« on: November 18, 2011, 19:14:27 »
Same exact thing happened to me on one of my runs. Foolishly, I did not wait till Jorge's Falcon came down when I tried to pilot the falcon. Did you? It could be that when Jorge's Falcon lands, the variable that shuts out boarding air vehicles could be changed, letting you get into Jorge's Falcon.

With this variable changed, you may be able to pilot the falcon.

74
Report In! / Brute AI goes Neutral (Near Plinth?)
« on: November 18, 2011, 18:27:32 »
On the level Mombasa Streets, I was trying to get a Brute to come face to face with the Super Glyph in the first weapons cache. The one with two mongooses. In the next district there is an open area, where a Phantom comes in to land. It drops off several Brutes and some Jackals you have to fight. I kept the door connecting the weapons cache district and this district open by putting a mongoose in the way of it. After many attempts, I finally got a Brute to berserk. I killed the other Brutes and guided the berserker to the weapons cache. Unfortunately, nothing happened.

I then guided it towards the door you can open to get near Dare's Recon Helmet. Inside that room is Plinth Delta. Once inside, right next to the plinth, the Brute stopped attacking me. It could look around and make noises, but It would just stand there, without a weapon. He was still in berserker mode, just not moving. Or attacking. I could push him, he just wouldn't attack.

After a while, I pushed him to the other side of the hallway, where there's another door leading to the outside world of New Mombasa. I pushed him right up to the door, and opened it. He immediately ran outside, with his back turned to me. He seemed to be unaware of me, and just wanted to run away. I shot him in the leg to get his attention, and he came back and started to attack me. I brought him inside, and even with the door shut, he was still attacking me. I brought over to the general area of the Plinth and he stopped attacking me. Back to his neutral state.

I think I tested it twice, and with the Plinth in its original spot, the Brute would always attack me at the other door. I brought the plinth over to that door, and tested it a couple times. He would not attack me at that door when I had the plinth next to it.

He remained an Enemy throughout the whole thing. Whenever I placed the Reticle on him, it was red.

The video is here, and it happens 10 minutes in so I strongly suggest you guys check it out.

75
Intel / Re: Waypoint's Custom Challenge Creator
« on: November 17, 2011, 18:54:51 »
There's an Elite Ranger; most actual Ranger-class Elites are Elite Specialists, so that might be the BOB.
I noticed that, and even if it is the actual Elite Ranger, the BOB might fill in under that category. It should be fairly easy to test.

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