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Thread: halo 3

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    Veteran Member shaolinsword's Avatar
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    nearly $100!? Fuck that it may have the beta for Halo 3 but that's far too expensive. Anything that's released around the time of Halo 3 aint gonna sell as much

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    Quote Originally Posted by Fredy Mech View Post
    thats an aussie press release. im sure the game will be cheaper in us $




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    fuck bump this shit




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    The Mongoose
    Posted by KPaul at 1/10/2007 4:24 PM PST


    LEGENDS OF HALO

    Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present

    M274 ULTRA-LIGHT ALL-TERRAIN VEHICLE

    Excerpt from long-term, in-field interview with the soldiers of E2-BAG/1/7.




    M274 ULATV “Mongoose”

    Top speed:
    60 mph / 96 kph
    Mpg: Between 45 and 65 (depending on load)
    Power plant: 1000cc liquid-cooled, longitudinally mounted, four-stroke, hydrogen-injected ICE
    Weight: 896 lbs / 406 kg









    Description:

    The M274 Ultra-light All-terrain Vehicle provides an alternate means of transporting messages, documents, and light cargo between units. It may also be used to transport forward observers, reconnaissance personnel and sniper teams. Its proven versatility has made it a vital asset to field commanders when used as an alternate means of communication.



    Observations:

    Overall soldiers are very appreciative and even fond of this asset. They believe the vehicle could benefit from greater power and the ability to tow a trailer. They would also like to be able to mount a crew-served weapon for personal protection.




    Remarks:

    “(The M274) is pretty nimble for its size; add to that the fact that it can do ninety plus kilo papa alpha over uneven terrain and you’ve got the ultimate commando hot rod.”

    “Speed is the only protection this vehicle provides; it is unarmored, noisy, and prone to roll-over. It demands a level of skill from its operator that is impossible to expect from the rank and file during combat conditions. Those not qualified as expert need not apply.”

    “That thing will go from zero to thirty in three seconds on anything short of snow covered ice.”

    “The M274 doesn’t have a radio of its own, isn’t equipped with GPS, it doesn’t even have any gauges. The only piece of equipment more primitive is the crate it ships in.”

    “The first thing everybody does is yank the front cargo cage – if you were to carry anything on it your forward visibility would be obstructed out to about six meters – that and less weight equals more speed… anyway it’s the first thing everybody does.”

    “It’s a super versatile ATV in the tradition of the Sperry FCMMagLEV and Willys Jeep; without the former’s vulnerable drivetrain or the latter’s innards-rupturing suspension.”

    “If they’re not gonna give us armor they should at least give us a mounted weapon. And you should be able to tow a trailer with it. And, god forbid, you try to ford bodies of water more than seven feet deep.”

    “The M274’s range is excellent, and that’s even before you consider that you can double or triple its range that without severely impacting its max load – just a couple of jerrys of slop¹ and a carbon feeler.”

    “Some fellas piss and moan about the M274’s lack of offensive capability, but it’s not meant to be an AFV! Still; with a brave fella riding pillion you should be able to put out enough disencouragement to break contact with all but the most bloodthirsty bravo kilo.”

    “The (M274) is definitely the most Buddhist land-based motive system in the UNSC’s arsenal… I’ll just let that sit with you for a while.”

    General Strategy:

    Despite its size and limited offensive capabilities, the Mongoose is instrumental in many quick-striking strategies. It is decidedly difficult to damage in battle because of its speed and maneuverability delivered by its forgiving suspension and E-brake. Coupled with its speed, the capability to power-slide through turns gives the Mongoose unparalleled maneuverability on the battlefield. Drivers familiar with the M12 LRV Warthog should be able to easily transition into the Mongoose once they become familiar with its speed.
    While susceptible to small-arms fire, the Mongoose is generally too quick to be affected by it. The Mongoose’s biggest foe on the battlefield will likely be the Spartan Laser. The Laser’s three second warm-up can make all the difference between a kill and a wasted shot, however. Specifically on big, hilly terrains like those found on Valhalla, the three seconds can give you enough time to over a hill, behind a base or behind cover of some other sort. The emergency brake on the Mongoose also helps you evade the Spartan Laser, if you’re able to time it properly. If they don’t see it coming, a slide in one direction or the other can help to evade the blast. As soon as you see the little red beam following you (and if you’re near enough, you’ll hear the weapon heating up), it’s wise to count off a second and then swerve the hell out of way to make as difficult a target as possible.

    The Mongoose’s primary use is as an objective ferry. While you can use it to branch out quickly and gain control of key areas, ultimately the brass believes that the Mongoose’s most appealing trait is its ability to carry the driver and a passenger holding an objective. A driver and passenger can go from base to base or two assailants can grab a Mongoose laying around at the enemy base to transport the flag back to their home base.

    Usage Scenario:

    Example - Valhalla CTF

    Located at each base station on Valhalla are two Mongoose units. In a typical encounter, both might be ignored initially while your team takes off on foot, through the Mancannon or even in a Banshee. Ignoring them is a rookie mistake however, especially in objective-based scenarios. While attempting to capture say, an enemy flag, sending out two Mongoose riders with passengers can be a brilliant tactical move.

    Head through the narrow river gully, or up through the rocks (the Mongoose is slim and agile and can fit through gaps that would stop a Hog dead) and head straight at their base. Rear passengers both exit Mongoose simultaneously at the east and west sides of the enemy base and hop up over the wall to grab the flag. By the time one of them makes it back over the wall, one vehicle can have safely looped around the base for a pick up right there, or alternatively, the other ‘Goose can head straight back to the Mancannon landing spot and pick up the flag carrier there.



    Example- High Ground 1 Flag

    Situated behind the command center within the base at High Ground are three Mongoose units. While defending one’s flag, the boldest of squads may actually open their protective gate. All three Mongoose vehicles will come screaming out from behind it to gain control of the map in a surprise assault. Send one Mongoose, with or without passenger, to each area of interest outside the base. Striking with quick and overwhelming force is the key, simply running down targets or snatching and grabbing the items that you want and returning to the base with due haste.

    The surprise assault should take the enemy off-guard and with any luck they won’t be prepared to defend against it. The strike is designed to detract from the opposing force’s offensive capability and this will be accomplished even if only two of the three Mongooses achieve their task. By the time the enemy has a chance to regroup and counter, the Mongoose vehicles will be long gone.




    Example- Valhalla Slayer

    Again, in each base of Valhalla is a pair of Mongoose vehicles. While other vehicles spawn at the bases (currently Warthogs, Banshees and Wraiths) it is often smartest to take a Mongoose or two out into the field to establish an early foothold in the battlefield. The middle of Valhalla is an important area to control and sending Mongoose vehicles out to control the area by the downed Pelican and/or the turret across the stream from the Pelican can set the tone for the battle.

    Once control of the middle of the field is established, you have an opportunity to bring up the support and assault vehicles. Station the Wraith on top of the hill and use the Banshee to cover it and counter their Banshee. A Warthog could charge out around this time and go on the offensive at or around the enemy base. A sniper should also be able to move up to the middle of the map while the vehicles dominate and help to pin down the enemy at their base.


    1 Slop is military slang for Nanoreagent Hydrocarbots - a suspension of nanomachines that renders nearly all carbon heavy matter into usable fuel for the UNSC’s ubiquitous internal combustion powerplants.




  5. #35
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    fuck yeah ^

    halo2.junk.ws

    ^ mad site that has more info on your past matchmade games than the bungie info. only for the hardcore fan who needs to know everything even hit % and assasinations etc.. this thread will continue till #3 is released. keep your eye out for a beta version in febuary PEACE
    Last edited by NIGHT MAYOR; 01-12-2007 at 02:58 AM.




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    behind my gameboy i got game girl it comes easy........... bump, bump bump, bump-bump




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    MA5C Assault Rifle
    Posted by KPaul at 1/17/2007 4:57 PM PST


    Excerpt from long-term, in-field interview with the soldiers of E2-BAG/1/7.

    MA5C Individual Combat Weapon System

    Official designation: MA5C
    Length (o/a): 88 cm (34.6 in.)
    Length (barrel): 60.7 cm (24 in.)
    Weight (empty): 3.8 kg (8.378 lbs)
    Weight (loaded): 4.1 kg (9.05 lbs)
    Cartridge: 7.62mm x 51 FMJ
    Max. effective range: 300 meters (984 ft)
    Muzzle velocity: 905 m/s (2970 f/s)
    Magazine capacity: 32 rounds
    Rate of fire: 750 – 900 rnds/min
    Unit Replacement cost: 1686.00

    Description:

    The MA5C 7.62mm rifle is an air-cooled, gas-operated, magazine fed weapon designed for automatic fire. The weapon has an attached electronics suite that provides information on rounds remaining in magazine, compass heading, as well as several other "housekeeping" functions.

    Improvements over the MA5B include:
    - a heavier barrel with a 1 in 7 twist;
    - a redesigned cowling to house the electronics suite that reduces weight and increases pointability of weapon;
    - a redesigned handguard which is sturdier and provides a more positive grip.

    Observations:

    Soldiers are very satisfied with this weapon. It performed well in a variety of environments especially given the perceived delicacy of the attached electronics suite. The general consensus is that every infantryman wants a MA5C.

    The most significant negative comment was reference to the MA5C’s lack of a secondary weapon system.


    Remarks:
    “The (MA5C) is the workhorse for us ground-pounders. Just holding it makes you feel like God’s own anti-son-of-a-blam!-machine.”

    “I have slogged through snow and mud and sand with my (MA5C); even got dumped into an open sewer with it and it has never given me a bit of complaint. I trust it like I trust my own arms.”

    “The MA5C is built like a brick outhouse with Venetian blinds. You can pound on a mike foxtrot with it like it was a sledgehammer.”

    “For every time I’ve felt outgunned by those alien bastards shooting blobs of energy at me I have felt like death himself watching their bodies come apart under a hail of lead from my (MA5C).”

    “The romeo echo mike foxtrot’s decision to mechanically reduce the (MA5C)’s magazine capacity by nearly half is pretty frustrating; even if their data was showing that jamming because of loss of spring strength was becoming an issue.”

    “The only thing I can think of that would make the (MA5C) any sweeter would be an under-slung shotty or a forty mike mike.”

    “Next time I’m dirtside I’ve gotta try and find a red filter for the flashlight; slipspace travel screws with mail-order something fierce.



    Your Standard Point and Click Interface
    There is much to be said about the MA5C with regards to tactics and strategies. The weapon’s power can be described as being somewhere between the original MA5B Assault Rifle and the BR55 Battle Rifle. Obviously it shares more with the MA5B, though as we'll demonstrate, aesthetics aren’t everything. It shares more with the BR55 than one might suspect. The clip capacity has been reduced to the 32 rounds that you’re used to seeing in the BR55, but the rifle’s range has been slightly improved over its predecessor to make it more formidable as an Assault Rifle. It also deals greater damage per round than did the original MA5B
    At close range, the MA5C can be used to rain hurtin’ bombs upon one’s adversary. Fully shielded Spartans can take two blows from the rifle before dropping. Strategically, however, peppering your target with a healthy amount of rounds (ten, give or take), followed by a crushing blow from the butt of the rifle will score a kill nearly every time.
    At medium to close-range, you’ll want to simply unload and put as many rounds into your target as possible. If you’re looking for a quicker kill, or if you have multiple targets, you’ll want to hit them with a 'nade first to drop their shields and then clean them up with a few sustained bursts from the rifle. Often, when engaging multiple hostiles, it will be wise to try put nearly all of your clip into one target and after that one’s been dispatched, you’ll want to put a frag on the ground beside your next opponent and proceed to empty the remainder of your clip, the last seven or so rounds, into your target to finish off the kill.
    Many new recruits will succumb to the temptation to lie on the trigger for targets of all ranges. Hopefully, over time they’ll learn from the veterans in their squads to pulse the trigger. Pulsing the trigger gives you a significant advantage with targets at medium range. It can be the difference between needing to reload, versus only needing a single clip to take down your target. The more disciplined soldier will win that battle every time.






    Compliments of the Chief

    The Assault Rifle is easily one of the most versatile weapons in the UNSC’s arsenal; fittingly so, as it is the standard-issue weapon for infantry forces. Due to this versatility, the AR is complimented by many of the UNSC’s other weapons as either the primary means to a kill or in a secondary role as the fallback weapon.
    Battle Rifle and Assault Rifle
    This combination might be one of the safest available to you in the field. The Battle Rifle will enable you to manage targets at medium to long-range while the Assault Rifle allows you to handle short to medium-range targets. The combination really just enables you to kill everything in your path. There’s no greater strategy to it, if you’ve got a BR and an AR then you’re likely on the offensive trying to cut a path into the enemy base. This well-balanced combo protects you in the open field from pretty much anything except skilled snipers at great distances and heavy vehicles. Like any mid range weapon, its greatest weakness is its relative ineffectiveness at close quarters against the likes of a Shotgun or sword.

    Sniper Rifle and Assault Rifle
    If you’re setting up roost with the Sniper Rifle somewhere out of the way and/or in defense of your base, then you will typically grab the Sniper and a BR. However, if you’re going on the offensive with the Sniper Rifle in an attempt to gain control of the middle of an area like Valhalla, then the Assault Rifle may well be a better choice to compliment the sniper. While the BR gives you a chance to clean up targets that you only hit once with the sniper, the AR gives you a chance to defend yourself in a relatively tight space. Valhalla, while being a large, wide-open area, has a large hill in the middle of it. When setting up atop this hill, the AR can be more affective in supporting your sniping because there are multiple angles of approach and it’s very likely that someone will get close enough to bring the fight in to a close range, which people generally prefer to do to a sniper. The AR is easier to handle and deadlier at close ranges than is the BR, which leads us to recommend it in such a scenario. Fast pulsing is also a good way to steal kills from your buddies.






    Shotgun and Assault Rifle

    This is an excellent pair of weapons to set up a defensive stand. This combo will be very effective in tight quarters, the likes of which you might find in the bunkers of the High Ground base. When defending such an area, the enemy rarely has a chance to avoid the initial Shotgun blast. However, if they’re smart, they started backpedaling as soon as they saw the business end of the Shotgun and may possibly be out of the its range by the time you’re ready to pump another serving of buckshot into his chest. In this instance, the Assault Rifle picks up the slack. By firing controlled bursts at the already wounded target, the AR will make quick work of the job. In the event of an assault by multiple targets on an objective such as a flag, it will be wise to go with the AR as your primary, put a grenade into the approaching enemies and then tear into them with the AR from a distance.




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    halo 3 beta footage leaked !!

    "berrratartatatattatat"




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    Spike Grenade
    Posted by KPaul at 1/24/2007 5:00 PM PST


    Excerpt from long-term, in-field interview with the soldiers of E2-BAG/1/7.
    Type-2 Antipersonnel Fragmentation Grenade
    Official designation: Type-2 Antipersonnel Fragmentation Grenade
    Length (o/a): 91.4 cm (36 in.)
    Weight: 1.93 kg (4.25 lbs)
    Filler: Unknown
    Killing radius: 3 meters (10 ft)
    Casualty radius¹: 11 meters (36 ft)
    Unit Replacement cost: N/A

    Description:

    The Type-2 is the standard antipersonnel fragmentation grenade of the Covenant heavy infantry. It resembles the early 20th century Model 24 Stielhandgranate superficially, which has lead to it being called “potato masher”. It has also acquired the monikers “spike grenade”, “table leg”, and “nail bomb”.
    Observations:
    The directional explosive characteristics of the Type-2 makes it particularly suited to defensive and antivehicle use.
    Remarks:
    “It’s like a table leg with machetes bolted to it. Who the hell makes a weapon like that? Did those guys actually get up into space on their own?”
    “It’s not as heavy as it looks, but it’s still like trying to throw a softball bat.”
    “When you decide to throw one of these things make sure to tell everyone around you, ‘cause they are dangerous all the way there.”
    “Those things ain’t made to wound anyone – to make you use up time and resources treating casualties. They were designed to make you die screaming.”
    “The casing is constructed of an unusual porous metallic compound. Shrapnel from the Type-2 reaches a temperature of approximately 270 to 315ºC and retains that heat for upwards of seven seconds. By design.”
    “I’ve heard guys say that there’s nothing as scary as seeing one of these slam into a wall – or a man – you’re standing next to. Well, those guys have never seen a whole squad of baby kongs huckin’ ‘em in their direction at the same time – ‘cause that is some scary ****.”
    “It’s like a shotgun that shoots flaming chainsaws at mike foxtrots – except you throw it.”
    ¹ The explosive force and fragment distribution of the type-2 APFG is channeled into a narrow cone perpendicular to the surface it strikes. The mechanism by which the explosion of the type-2 is directed is similar to that of the M383C Linear Shaped Charge Demolition Kit.






    Not a helicopter.
    What, Like a Spider?
    In the UNSC’s limited encounters with the spike grenade, we have learned much of its tactical applications both through contact with the Brutes and field tests of our own using discarded equipment. The quills of the spike grenade seem to be able to grip almost any surface upon which it’s been tested. This includes rock, glass and even some Covenant shield systems, unlike the plasma grenades which we have encountered before. The other feature unique to this grenade is its directional blast. Our researchers have discovered that the directional blast of the grenade is not designed to come out of one end or the other, but instead is relative to the surface against which it rests. If thrown against a perfectly flat wall, the grenade’s blast will disperse perpendicular to the wall.
    The Brutes have proven the strategic advantage of the grenade time and again in their recent activities on Earth. In the type of street to street urban combat we’ve been forced to participate in, and the close quarters therein, the Brute grenade is a ferocious problem. Its most useful application thus far has been to throw it directly across from an enemy, or rather where an enemy will be. The blast is typically enough to kill a marine or grunt but conversely, it will heavily damage a Brute.
    Applying the grenade directly to an enemy will invariably result in death. While the initial wound, akin to being run through by mini-baseball bat with nails sticking out of it, is survivable, the device arms upon impact and invariably detonates before it can be extracted from the body.
    Laces Out
    The application of the spike grenade will at first come naturally to UNSC forces that have experience with the plasma grenade and its capacity to stick to the enemy. This element of its feature set will not take much getting used to. The main difference between the spike grenade’s sticking ability and the plasma grenade’s is the fact that the spike grenade will still maintain its directional blast as opposed to the plasma grenade’s spherical blast. If you stick an enemy with the spike grenade you will want to get away from the blast as quickly as possible. Spartans have made a habit of sticking the enemy and then jumping straight over them to avoid the blast. Our more tactful marines will stick a brute and immediately find cover. If you have multiple targets, it may be advantageous to stick the rearmost of them and let the blast claim the targets in front of it, meanwhile shielding you from the blast.
    There are many scenarios in which the spike grenade can be used more like a claymore mine than the grenade designation we’ve given it. The base at High Ground presents several such opportunities for the defending force. The many flat surfaces and 90 degree agles make it an ideal environment in which to set up a trap for an approaching opponent. One can, for example, use the corridors of the base to trap opponents in the line of the spike grenade’s fire. Two such corridors leading in through the bunker are quite narrow and throwing a spike grenade onto the wall as an enemy passes, can be just as effective as placing a frag grenade right at their feet. It’s better than tossing a frag however, because you don’t need to calculate for the bounce - and better than a plasma because you don’t need to be precise enough to hit a moving target. It is certainly a weapon benefitting the smarter and more patient soldier willing to wait for the right moment to strike.
    Another of the spike grenade’s claymore-like features is its ability to cover an individual’s retreat. When falling back to better cover in the battlefield, soldiers can toss the spike grenade at passing walls and objects in order to slow the advance of pursuing foes. This can apply to any area but one specific scenario in which it has been particularly useful has been in the Covenant facility at Snowbound. The shield doors that are riddled throughout the base do not permit active projectiles or armed grenades to pass through them, and therefore the spike grenade sticks to this as it would any other surface. Our soldiers have found this particularly useful in enemy encounters, as they stick a spike grenade to the door, pass through and then turn around to watch the spike grenade take its toll on the following enemy.




  11. #41
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    I was all for Halo and stuff, but don't you think that just maybe there is nothing of the game left when they launch it. They are so over saturating their product now. I for one don't care anymore about these updates. They almost compare to the likes of the hype for OB4CL II, two years running. Show and tell gives only a colletcion of mixtapes.

    Don't know if you read the interview though. Talking about the one from Edge magazine that's on their site [Edge]. Quite interesting how that guy from Bungie says Halo 2 wasn't all that, and neither was the Multiplayer.

    Singleplayer could be finished within 5 hours on hard or legendary, some kid did it. And multiplayer wasn't exactly build like the old one to be played at home. Now that sucks.

    Oyeah somebody still got a tutorial on how to go online with your XBox over LAN?
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    new maps 4 halo 2 are comming out in like a month..... halo 3 beta about to be released for polishing up of multiplayer... so i dont know how that compares to ob4cl with its dates constantly on wait.

    who cares what some dude said about halo 2 multiplayer its the most played game over any console over a live connection - thousands of people play it every hour.

    i'd be close to finishing halo 2 on hard in 5 hours easy - not legendary - but lets see anyone who has'nt got a very keen knowlege of the game to even finish a level on legendary

    i agree the campaign on #2 was'nt as great as #1 ONLY because of the levels - and the fact that they wernt as open and as free as say.......... all of the open air levels on #1 - i still throw it in the ol' black box now ang again

    and no i dont think they are over doing the info on #3. they realy havent said shit except maybe the weapons - but most people already knew what they were expecting..... (AR etc.) Only thing people know about the actual game is that something on earth thats made by the forerunners is opening up in africa and master chief see's it......... and you'll "finish the fight"
    *pushes up glasses*
    Last edited by NIGHT MAYOR; 01-27-2007 at 09:54 PM.




  13. #43
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    But you are sure fucked over if you don't have an XBox live account and so can't download any decent maps for Halo 2.

    The only reason Halo 2 is so Live, is because 1 isn't. If oen would have had all those features. Maybe it would be fairplay.
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    you can "download" maps for halo 2 without live.... a hole nother disc was released for the 1.1version i still have it (most people pawned it after the update was complete) i can post a pic if you want (i dont want to go and do it now im "capped")

    you could play #1 on ya p.c. version......number one was flawed for live. certin things did'nt work to well....




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    halo3.com




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