XB1 Halo 4 MCC G24, 4P local splitscreen Team Infinity Slayer Custom on Impact, 8 Scattershot KOs!
ElGato rec. No battle chatter/commentary. We wrap up this week with our most intense Arena match: a close call featuring some serious Scattershot action! Power Weapon KOs:
(0:00) Intro.
(0:27) Match begins.
(4:07) Concussion Rifle fail!
(4:12) Auto Sentry.
(5:32) 1 Energy Sword KO.
(7:55) Scattershot KOs!
(11:21) Hardlight Shield.
(11:40) 1 Shotgun KO.
Also, a struggle for the Shotgun took place here. One that turned out to be a little frustrating! 😰 After taking out it's owner, I thought the coast was cleared. So I picked it up, and began reloading it... only to be taken out by his teammate in short order. Then I picked it up again... and, whooops!
Once again, I waited until after death to choose my earned Ordnance: in this case, switching to loadout 5's AA Efficiency, to make the Auto Sentry recharge faster.
After loosing my Auto Sentry, I switched back to loadout 1 so that I can have Ordnance Priority again.
For my second earned Ordnance, I decided to call in the Hardlight Shield right away to help me counter the treat of the pursuing Scattershot however.
So, there is this kind of an extra layer of decision making that one has to do regarding which loadout with which Ordnance.
Key tags:
#MCC
#FPS
#PartyGames
#RatedM
Enjoy!
Custom Game Specifications:
Kill points:
Kill: 10.
Assist: 5.
Death: -5.
Betrayal: -50.
Suicide: -20.
Headshot: +10.
Pummel: +10.
Assassination: +20.
Vehicle Kill: 0.
Splatter: +5.
Sticky: +10.
Solo: +5.
Revenge: +10.
Ladder: +5.
Spree: +5.
Round: 20 min.
Points to win: 600.
Respawns: 10 sec.
Synchronize with team: on.
Friendly fire: off.
Sprint: from 110% to default.
Radar: 25 meters.
Starting loadouts:
Tactical, loadout 1: Re-supply/Ordnance Priority.
I wanted this to be the starting loadout, prior to changing to one of the others after getting an Ordnance. It features some of the grenade pickup abilities from past Halo's and the Ordnance Priority Support Upgrade means one gets to earn a Personal Ordnance faster.
Assault, loadout 2: Mobility/Explosives.
A good set to switch to, if one acquires a melee or short range weapon from Ordnance. The more stronger grenades can be used to weaken the opposition, before using Mobility to close in quicky for the kill.
Support, loadout 3: Shielding/Ammo.
Meant to turn one into a tank. Good to switch to if one acquires a launcher type or other low ammo capacity weapon.
Marksman, loadout 4: Grenadier/Awareness.
Self-explanatory. Awareness allows one's radar to remain active while scoped. Good for sniper weapons.
Specialist, loadout 5: AA Efficiency/Dexterity.
Built if one chooses the Armor Ability option.
In-game Ordnance drop setup: on.
Organized in five groups of three: one with all the Primary weapons, one with all the Secondary weapons and Grenades, and one with all the Power ups. One will land every 60 to 120 seconds.
Ordnance: 100/50.
The second number is the incremental value increase after each Ordnance earned.
Personal Ordnance set up:
10: Sword - Thruster Pack - Gravity Hammer
9: Shotgun - Hardlight Shield- Sticky Detonator
8: Scattershot - Jetpack - Concussion Rifle
7: Needler - Regeneration Field - Railgun
-
-
4: Saw - Hologram - Rocket Launcher
3: Sniper Rifle - Promethean Vision - Fuel Rod Cannon
2: Beam Rifle - Active Camouflage - Incinerator Cannon
1: Binary Rifle - Auto Sentry - Spartan Laser
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