I don't see why they wouldn't use sign-in profiles. You have to choose a username in the first Conduit's multiplayer, so it's just a simple extension of that. On top of that, they've already promised advanced player customization, so it would be pretty dumb to not just make your customized controls part of it.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
the username is just for first player though. i'm talking about the other 3 players who'll probably want their own individual control setups ready to go at the start too.
In Conduit 1, you could only have one player per console. With local multiplayer in Conduit 2, there's no reason why they wouldn't give each player their own username and by extension their own customization settings.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
It would be very nice if the ASE could determine weak spots on bosses by scanning it.
Something like: "The ASE scanned this monster. The weak spot will be illuminated on your visor." or something like that.
Looking forward to The Conduit 2 and CoD: Black Ops for DS For really cool avatars for a forum, go here! http://callofduty.wikia.com/wiki/Callsigns/Emblems
The have said it will have more uses this time, so maybe that will be one of them.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
maybe the first few times, but inching through entire fields of them gets pretty tedious, especially when you're trying to fight off a bunch of enemies. it feels like a pretty cheap thing to put in a game... an obligatory little task to add substance to otherwise empty rooms. on the subject of video game cliches, i also hope they tone down the amount of endlessly spawning little enemies. i'm done killing these guys!
Check that link. Noticed a weapon called the AR-C Eclipse. I also saw what appeared to be the AR-C in action, firing what looked like green laser bursts. At 2:25 in the video it shows the AR-C Eclipse used by the player. It appears to have a reflex sight of some kind on it. SMAW is back, along with MP5k, Hive Cannon and SCAR. SCAR still has zoom function. When the player character died, I saw three options to edit loadout, follow next player (I suppose this is spectating) and scoreboard showing. Still a lock function, (hoping this doesn't mean no ADS) and you're gonna also be able to sprint!
THis is another MP trailer. Check out that gun at the beginning. It's called the Phaser Rifle. Also saw on the left a 3 kill streak 150% xp, meaning there might be a loadout system similar to MW2's. Also, an iron sight has been added to the SPAS 12, and I hope that means it has an ADS function.
Looking forward to The Conduit 2 and CoD: Black Ops for DS For really cool avatars for a forum, go here! http://callofduty.wikia.com/wiki/Callsigns/Emblems
Um, you already get 150% XP for a 3 Kill Streak (200% for 4, which is the best I've done) in the original Conduit.
Anyway, in preparation for this game, I've written up a little guide for the most frustrating part of the Campaign Mode in Conduit 1: The Jeffeson Memorial fight at the end of Level 3. I finally beat it last week and then discovered online that I did it the hard way (already used up my prototype pistol; only 1 health pack capable of respawning; didn't use zooming or charge shots; used the provided SMAW to wipe out the conduits), so I compiled all of the best tactics I found online into the following:
Level 3: Enemy - Jefferson Memorial Fight This fight is very hard if you don't know the best tactics to use. First of all, there are 4 health packs in the area, one by the ammo box where the cutscene/checkpoint plays, one in a pool of water on a broken area of the steps, and two on the walls at both sides of the entrance to the Memorial. Do NOT use any of them on your first attempt. If you do and you die, for some strange reason they won't respawn for future attempts from the checkpoint. Another thing to note is that the ammo box will restock your Frag Grenades, so use it right away, and you may be able to come back for more later. The first wave of drones is best taken out from long range behind the partial cover of the wall at the checkpoint with a scoped weapon, preferably charged shots from a Strike Rifle. (If you don't currently have one, you should grab one from a downed Drone as you advance.) Advance forward and make sure you hit the pair of rolling, kamikaze Ther-mites from a safe distance. Once you get close enough to see two of the active conduits (you may want to take cover behind the highest set of sandbags), there are two good methods for taking them out, but the SMAW rocket launcher provided is not one of them. The lengthly reload after each shot and the splash damage if you accidently hit a pillar or Drone at close range will most likely get you killed. If you still have the HVS45 Prototype Pistol from earlier in the level, use it to take each one out in a single shot (and a few Drudge as you go), otherwise use charged shots from your Strike Rifle. Fight your way on inside (don't forget about your grenades or the health packs at the entrance), and use either the HVS45, Strike Rifle, or Frag Grenades to torch the other two conduits. After you clean up the remaining Drudge, you'll get another message (and a checkpoint, thank goodness) saying that you've been sent a rescue chopper. Pick up any health units available if you need them and head outside. You can pick up the SMAW for this part if you'd prefer. Two human enemies will appear. After you kill them, head down the stairs (Don't forget about the collectble disc to the left), and Drones will jump out of the water. You can either pick them off from the safety of the Memorial, or you can go after them and use the health pack and ammo box (more Frag Grenades) from the beginning of the fight to help. After you take them all out. head to the helicopter to finish the level. If you're still having trouble on Guarded or higher difficulty, you can always switch to Low difficulty for this fight.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
that must be a glitch with your disc because my health packs respawn every time. (and by the way where do you find the HVS?)
Looking forward to The Conduit 2 and CoD: Black Ops for DS For really cool avatars for a forum, go here! http://callofduty.wikia.com/wiki/Callsigns/Emblems
There is a video on Youtube that shows the same thing. You must not have grabbed any on your first attempt, in which case they will respawn every time. It must be something concerning how the checkpoint is created.
The HVS45 Prototype Pistol is in a secret room early in the level guarded by an all-seeing eye symbol puzzle, but it's not very hard to find. I found it easily on my playthrough of the level without using a walkthrough.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
NOOO! It better not be delayed just to add the traditional control schemes, something that will add little value to this game.
Ash: Professor Oak, how's your Bulbasaur?
Prof. Oak: Oh, it only hurts when I sit.
...
Prof. Oak: It's only Chansey if Krabby won't let go. Bye, now.
Ash: I don't think I'm going to call him anymore.
Looking forward to The Conduit 2 and CoD: Black Ops for DS For really cool avatars for a forum, go here! http://callofduty.wikia.com/wiki/Callsigns/Emblems
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