I don't have a 360, and I didn't bother Pre-ordering it 'cause times I get a 360, I'm sure their will be an abundant amount of H3 copies lol
but yea... I played it at my friends house the night it came out from like 1:30am-5:00am
we mostly played campaign.. It was pretty sweet I suppose
as for multi player tho, we messed around a bit in a custom
you can't duel wield the needler, but it's now an 8 shot kill, and shoots 2 shots per trigger pull.
There's a whole lot less of auto aim/ Magnetism, gives it an H1 feeling to it, it makes 4 shotting people with the BR our sniping someone actually mean something now. It takes more skill to use the weapons, and is just more fun
Most of the maps are decent, and fun to play on
the HOST advantage! well if you played H2 a lot, you noticed that host had quite a noticeable advantage to say the least.
so far, I haven't figured out how to check for host, but from what I can tell the advantage is no where NEAR that of H2's.
so that's a huge +, and makes me happy now that Host isn't god lol
and they have some SWEET new controller lay outs. say hello to BUMPER JUMPER
You melee with the right bumper, jump with the left bumper (makes you completely in control of what you're doing, you can jump and melee with out ever taking your thumb off the control stick HEAVEN!
oh wait! the spawns!
The New Spawn System
By Anonymous | Published: September 25, 2007 4:42am EST
Bungie explained Halo 3's new spawn system as “complex”, with several elements determining where a fallen foe will come back to life. What weapons a team holds plays a factor in determining where enemy respawns as well. While it’s going to take awhile gain mastery of the spawn system here are a few first impressions:
In slayer Valhalla, spawning behaves like flags. You spawn on your team’s side of map
It seems matchmaking may have different spawn systems for different maps – this needs testing.
On High Ground it seems that holding a sniper on the beach will force enemies to spawn behind you. For this reason you have to be sure to watch your back and not move too far forward. This may be the case on other maps as well.
The possibility for exploiting the weapon-logic of the system may present a problem as knowledgeable teams set up in a way to force enemies to spawn in to an inescapable trap.
As of now the affect that certain weapons have on the spawn system needs further testing. The system has changed and no longer operates like Halo 1 or Halo 2, of this we can be certain. More to come.
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and here's a lit form of some stuff
1. The lunge (non-sword) has been greatly reduced
2. Melee hits connect easier (best noticed when jumping at/down on someone)
3. Autoaim reduced across the board
4. The sword (and iirc all weapons) now have a delay when being switched to before they can be used. No more switching to the sword and lunging in the same stroke. This delay applies to reloading weapons as well as firing them.
5. The sniper rifle has a longer wait period after being fired before being able to be fired again, and your aim is taken off mark by the recoil after shooting.
6. Conversely, the plasma pistol is obviously less effective. Less tracking, and you can no longer hold a charge indefinately.
7. The Pistol: Now takes 4 shots to the body and 1 to the head to kill. That means when dual wielding it is effectively 2 to the body, 1 to the head.
8. No more BXR, BXB, or double shot (yet, but I've heard rumors)
9. Invisibility is more effective (it actually makes you invisible !!!!
10. Grenade jumping is back (even if you're off host)
well anyways, that's all I have for now
in conclusion: I'm really liking this game so far, from what I've played.
I was a HUGE H1 fan, and I absolutely hated H2..but with this, I can just forget all about H2

I wasn't planning on getting a 360, but now I'm looking forward to it