god headhunter is intense, but sprint breaks it, managed to get a guy with a skullamanjaro, then booked it to the score zone on sword base by literally leaping off a cliff into the zone
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god headhunter is intense, but sprint breaks it, managed to get a guy with a skullamanjaro, then booked it to the score zone on sword base by literally leaping off a cliff into the zone
What they should do to make it more intense and to balance sprint, would be to decrease the armor ability time increasingly based on how many skulls you are carrying.
That's actually not too bad of an idea...
So, if your carrying 10, you have no armor ability.
Question about Stockpile: Can't some jerk teammate pick up and drop flags that are already in the scoring zone to claim credit?
Any thoughts on what they'd do to address the stockpile problem in retail? Make it so that who ever drops it is the only one to get the point untill it is taken out of the capture point by the other team? I dunno - might be something simpler i can't think of.
Quite obviously [CAPTAIN OBVIOUS] we're playing a beta so there's alot that will change between now and retail, so it will be interesting to see what changes. I'm trying to think what changed between Halo 3 Beta and retail other than Trip Mines, Carbine and play model material.
Anyway, i've played a good 60 games, not as many as i would have liked but i've got end of year final exams and deadlines going on at the moment so its crazy, i will continue to play though - and soon... INVASION will be playable.
I guess it would be a pretty simple fix; they could just disable the ability of the team to pick up flags that are already in the scoring zone, like a Blue player can't pick up the blue flag on CTF. It's kind of weird that this never occurred to them, though.
For the skullamanjaro/sprint issue, they should make the 10th skull act as an oddball and replace your weapon, except without the reduced foot speed. If you use an armor ability, you drop the 10th skull.
I don't see what's wrong with using sprint for the skullamanjaro in headhunter. Gimping a player with 10 skulls is just going to make skullamanjaros rarer and significantly more luck-based.
I've had the ammo display bug out a few times, where two different ammo meters would be displayed at once, but I don't know the conditions since it was during fights.
Focus rifle is death incarnate. Freaking badass weapon.
Oh. Youtube reduces quality, so I assumed there was an actual link in the desc. MY BAD
http://www.bungie.net/Stats/Reach/Fi...aspx?fid=70153
Not mine, but it's hilarious.
I've played quite a bit and for the most part I love it. The biggest thing for me aside from the obvious bugs that will be fixed is that ever-present concern of armor ability abuse, which we've been afraid of since it was announced. I love the jetpack, and I can't really see anything wrong with it- each pro it offers has an equally strong con and it feels balanced. I haven't seen sprint or dodge abused at all either- it doesn't feel "unfair" for somebody to have a brief rapid movement (on the contrary, I smile and applaud every time a distant guy with a sword surprises me with a sprint). What these abilities all have in common is that all they affect is your movement. I think we're used to people having varying levels of skill in movement- taking a sneaky path, narrowly avoiding the melee, pulling off an impressive jump. The point is I think that it extends their existing ability in a way that doesn't affect your ability to kill them.
Armor lock and camo, on the other hand, are starting to irritate me. In the vast majority of cases, they're just another ability, and I love to use them and have them used. It adds variety to the game. Still, they're open to abuse. The recharge time on the armor lock is so short that if two people have that ability they can alternate so that one of them is locked at all times while another can shoot at all times. This is a good tactical move, but it is quite difficult to counter without strong coordination and its effectiveness doesn't fade with time; it feels unbalanced. I'm not calling it broken, and in most cases I'm perfectly fine with it, but every once in a while in team slayer I'll lose 50-20 because two guys on the other team are spamming armor lock.
I was going to cite an instance where the camo was abused in KOTH, but really the problem was in the placement of the hill and the fact that the guy was camping, something you really can't do much about anyway.
I've heard people complain about the grenades a lot, saying they're too powerful, but I feel ok with them. Many times I'll be surprised to be killed by a single grenade while at full shields and health, but I don't think there's anything wrong with that in itself. There does seem to be a bit of an issue with grenade spamming in some gametypes, but that's just something that needs to be tweaked in the loadouts.
On the whole I am very much enjoying this game despite the few gripes one is bound to have about any game.
I too am enjoying the beta. The Armour Abilities have given the game a significant boost and have certainly refreshed the tried-and-tested Halo framework. I particularly like Sprint and I use it constantly. I also love being able to do long-jumps while using Sprint, very cool.
I think the weapons fill their roles a lot better than they have in previous Halo games, especially with the replacement of Halo 3's overused BR with the pistol, DMR and the carbine weapon. I believe that Reach's iteration of Halo 3's all-round BR is certainly a step in the right direction, and certainly discredits the "one weapon for all" use of the BR.
The covenant sniper laser is just awesome, very cool weapon. I also think that the AR is the best out of all the games it has appeared in. I don't really know what it is I like about it, but I just works. I've had very little experience with the grenade launcher mainly because I still have no idea where it spawns. Having said that it's only on one map. Same goes for the covenant sniper laser too, in both respects.
I'm also impressed with the quality of the game in terms of its development. It is still in a pre-released state, yet it is so very polished and balanced, very impressive. It is far from perfect though, as I do believe that the grenades' and the aa's need some tweaking, but very enjoyable so far!
lol, my odst disk is 300 miles away. oh well
Will your credits go over to the regular game, or will you have to start from scratch?
That's bs :\
Not really. From what I know it's not quite as simple as that.
Here are some neat tidbits you may not have known.
loved the air assassination. that was wonderful.
How is "there are mid-air assassinations" a myth? I've done mid-air assassinations a dozen times already and have been assassinated like that at least half-a-dozen times. Bungie even showed off a 3D rotating image of a mid-air assassination prior to the beta. That said, I liked the myth about grenade momentum being able to kill.
Its Bungie we are talking about here. There are probably loads of cool features no one notices. Lmao.
actually as a witness, (being the reciever of it). grenades do a SMALL amount of damage, so if one where to put someone at one bar and say hit them with a nade, it COULD possible kill them
direct impact with frag seems to cause a small amount of damage.
also P. Pistol is rape, they brought back the awesome H1 one
Those guys don't really do 'myths' so to speak, it's just a bunch of tricks and glitches really.
Is it just me, or does the Needler take more than a single clip to kill somebody? I don't know how many times I've tried using it, only to have it empty on me and see the enemy bash me in the face.
I just had a long string of games in a row where 2 or more players on the other team quit at the start of the match. This "opt out" matchmaking seems to be to blame. People have no intention of playing a new game, but are busy admiring their stats and are inadvertently rolled into the next game and have to abandon the match in order to quit playing.
It wouldn't be so bad if matchmaking made any effort at all to replace them, but it never has and still doesn't. What a shame.
I'm sure there will be, but if Halo 3 is any indication, it's not going to ensure very much. It seemed like half the games I played in Halo 3 before I quit were "kiss your sister" affairs that were won or lost by uneven teams. This recent experience has brought a lot of bad feelings to the surface.
Matchmaking should funnel new players into games-in-progress and then give them the option to stay in that "thread", in which case they will be in every subsequent game from the start, or leave the "thread" and possibly join another game in progress (or lobby in progress, if a new game hasn't started yet). It would be exactly like how a dedicated server works -- you initially join mid-match and then just keep playing there until you hop onto another server. When players leave (as they should be allowed to do with no penalty), they at least have a chance of being replaced. I don't understand why, after 3 games, it isn't do-able.
I know they give a subtle little beep/click noise when you get placed into a new game, but I feel like the problem would be slightly resolved if that indication were a lot more obvious. I can't tell you how many times I've been checking my stats and then been surprised to see it's already selected a gametype I would have voted against. Perhaps if there were a visual indication on the stats screen once you're placed in a game- like a small pullout comes out from the left previewing the options you have available, or something.
...Hm, it would probably make more sense for me to post this on b.net, where it would have an infinitesimally better chance of being heard by Bungie folks.
e: Also, where the hell are my goddamned player-versus-player stats? They were in Halo 2- one of the stats menus would let you highlight one of the players in the list and all the other players would be updated with the number of times you killed them and the number of times they killed you. Why on earth did they take that out?
Also also, are your medals in those stats? I haven't seen a way to view all the medals I got in a game (through the stats in-game), but it occurs to me I haven't really looked for that so it might be there and I haven't noticed.
Jeez Rob, just click A on your name in the post carnage report.
First day was amazing. Second day was shit. Holy hell all the pro-fags invaded on the second day, I tried playing and got out-fagged by GRENADE SPAM, everyone on the enemy team spamming the jetpack and consistent other faggotry.
They have the DMR, they should stop complaining. Still has long range headshots, you just can't spam it as much.
I've been using the armor lock ability alot recently, I used to not like it, I suppose I didnt use it in the right situations.
I now only use it when I'm about to get owned by nade spams, or the guy has a sword or whatever.
I just had possibly the best game of swat I've ever had.
2 of my team mates left so it was just two of us left against 4 and I somehow got more kills than the entire other team combined.
http://www.bungie.net/Stats/Reach/Ga...=hpc%20cobby87
Team SWAT = WIN
Covi Slayer = WIN
Oh, and because I am retard I have only just figured out why the plasma launcher thing didn't fire when locked on. You have to release the trigger... I though that it fires when charged, but holding the trigger just allows you to lock and charge more plasma to fire.... Dammit.
I've only played about three games on a sdtv, it's pretty fun but I have no idea what half the damn weapons are anymore :x
The sniper rifle has returned to is former glory. I swear the sniping mechanic in Halo 3 was fubared beyond belief. The pistol is awesome, so happy to see this. The assault rifle is SPAMMY as ever. The Needle rifle is better than the DMR could ever hope to be. The needler is still jesus (that's a good thing). The Focus rifle is kinda cool. The shotgun is actually useful, and the grenade launcher is awesome.
GRENADES NEED TO FUCK OFF THOUGH.
Yeah, grenade spam and jetpacks are pretty annoying. The thing that really irritated me though was when I got booted for teamkilling from a JUGGERNAUT game from ONE random unlucky grenade. Bungie really needs to pull the stick out of their collective ass and turn off friendly fire for social playlists.
The Needler is 7 needles to drop shields, then stick 7 into your victim for a supercombine. As always, the needler is fairly easy to dodge by strafing.
is it friday yet... also more H3 BR fags whining about Reach not taking "skill" to play
The BR in Halo 3 was just fail... The main thing about this game that I HATE is that almost EVERYONE are just AR fags and just keep there finger on the trigger until the clip is empty then spaz out on melee. It pisses me off... Bungie should allow you to create classes so that you aren't stuck with the AR every time you spawn which people just use to spray and pray...
The AR is the reason i don't play Halo... spray frenzy...
...but allowing customization youi make a gap between new players and those who have had the game for X amount of time
having the pistol AR spawn with different AAs is fair as EVERYONE starts off on even ground with weapons instead of having some faggot spawn with a DMR and scout then rushing to his favorite spot...
on a side note, Jetpack is getting annoying, "wanna fight like a little bitch and spray from the sky"? well do I have the AA for YOU
I'm laughing at this because of all three released core games so far, only Halo 1 took any measure of actual skill to play.
I don't see where all the jetpack hate is coming from, to be honest. Unless that person has a grenade/rocket/plasma launcher, they are pretty easy to take down. I never use the damn thing for that very reason (only really use Sprint, but sometimes I use Camo). Also, I see nothing wrong with the AR either. In Halo 1, everyone sprayed with the AR. In Halo 3, everyone sprayed with the AR. What else are you going to do? Burst firing in a furball fight is just moronic; if you want to mix it up go grab that nearby plasma repeater (there is almost always one near anywhere, and I love it).
My favourite gametypes so far are Head Hunter on Powerhouse and Oddball/Juggernaut on Sword Base. In Oddball, I just ignore the ball and mess with the srs players. Can you say assassination bonanza?
I was going for a skullamanjaro last night, and I got assassinated while standing in the score zone. I'm still trying to work out how that happened, and why they didn't count before I died. Glitch mb?
Yeah, I notice it takes a fraction of a second to score in headhunter; it's not instantaneous, for whatever reason.
The first time I played headhunter I absolutely cleaned up 25 to a next best of 10, but since then I've been getting my ass kicked. There's so much shit going on I never can seem to hold onto any skulls long enough to score. :C
Not that I'm claiming the gametype is broken. I just suck.
Guys I have work to do but I can't stop playing the beta halp.
I left after I died, but that was because I had to go eat dinner. Not including that one, I've only lost a single round of head hunter. Every other time I just clean house; the trick is in scoring every single skull you find instead of waiting until you have a decent amount to turn in. This ain't Tribes 2, so Flag Whoring doesn't help; you don't get any special bonus for turning in a lot at once.
Speaking of Tribes 2, they should put in a "Yard Sale!" announcement whenever someone loses 5 or more skulls and mark it with a nav and maybe get rid of the skull counts over ourheads.
The delay is probably due to the scripting. Or lag.
I haven't encountered headhunter yet. I pretty much stick to grab bag and was hoping to see a Team Headhunter, but I guess it's not there. Free-for-all is too much of a clusterfuck of grenade spam for my taste.
When does Invasion kick in? Friday? Early? Late?
I'm eager for invasion friday. I'm about to go try and bear some more rounds in the already MLG beta.
Some, of you I don't have your LIVE tags. KnightOfAvalon. Hit me up guys.
If you shoot someone with the needler a few times, they don't explode and the needles don't break, then you bring out the needler rifle and shoot them with that, will they superdetonate?
The only game type where I find grenade spamming to be a problem is any CTF (including Stockpile) game. It's almost impossible to recover the flag because you have to sit there, vulnerable, for 10-15 seconds. All the enemy has to do is lob a grenade and give you a whack to the face and they've got your flag again. Possible remedy is allowing the flag recovery to go faster the more team mates you have around it.
The new flag return system is terrible. They should just use the Halo 3 system.
They should award extra cR if you switch to the enemy team to balance it out.
So far my least favourite map/gametype combo is 1-flag on Powerhouse. Headhunter is a cool idea but it gets frustrating. Picking up any skulls makes you a huge target and you just end up getting killed after all the work you did killing the first guy. It's really hard to get the skulls then make it all the way to the drop zone safely.
I don't see why they can't just have a cumulative hard cap on the amount of time the flag can be on the ground before it's returned.
Personally, I like the old school Halo 1 CTF system -- flag carriers move at normal speed and flag returns on touch. Now that there's sprint and jetpacks, do we need a slowed flag carrier, since he already can't sprint or jetpack? The old school way required clean getaways, which were infinitely more exciting and rewarding than the BS of inching the flag forward we've had since Halo 2. It should be harder to capture a flag than defend it.
And yes, I do know that touch return and normal movement speed are options, but if they don't get used in playlists...
GT: Echo Ten
I'm not getting how the needle rifle works. I can't seem to get a single kill with it.
What do you guys think of the armor customization? Nothing looks good to me. I'm sure there will be better stuff in the retail, but it all just looks so amateur. One of these helmets has a joker grin and everyone's footwear has caution tape on it. Sloppy, lazy, unappealing stuff. Also, where do the emblems go? Also, also, I still am unhappy with the available emblem options. Are we that afraid of penis emblemss that we can't have any creative freedom? [/fashion police]
GT: Echo Ten
The only reason I can figure the feet have the caution tape is because they were prototype armor. And I think it's silly that the emblem isn't on the shoulder pad like normal... : /
Emblems are stupid anyways.
The only time you really notice them is in the pre-game lobby.
but i like my frowny face :saddowns:
I liked to see them on my armor so I could tell myself from the other players when i took a picture...
The needle rifle and needler shoot different .projectiles; you can tell because they have different speeds, attachments, and their associated .damage_effects have different properties.
So, no.
Also on the topic of emblems, they've taken out the Marathon emblem :(
1 flag CTF on Swordbase is the most broken thing I have ever seen. If the attackers have decent flag guards, then it's the easiest thing to do to take the flag to the grav lift and launch it up the capture point, waiting for someone to quick cap it. I had a round last 30 seconds. What the fuck man.
I hate anything with flags in this game. 1 flag on Sword Base is BULLSHIT. If the people are playing are halfway intelligent, the flag will be taken within 3 seconds of the game starting and up the lift to the score zone within 10. 1 flag on Powerhouse is the exact opposite. It's virtually impossible to flush all the defenders out of their base, and by the time you do, there's usually 30 seconds left in the game. Then they start spawning behind you and camping your score zone.
I've had too few pleasant objective games in the beta... Now I just play this game for Team Slayer.
Also, the Plasma Launcher with the seeking nades is fucking cheap.
The plasma launcher is indeed cheap.
Also, loving the grenade launcher.
The Plasma Launcher isnt 100% accurate with seeking, it seems to like to take sharp turns with its projectile and sometimes doesn't lock onto the target AT ALL
Invasion is tomorrow, get ready for more wambulance
also, more "I want my BR back" on the Bnet forums
I barely ever run into it, and the few times I've gotten to use it I usually manage to stick the wall in front of me, and blow myself to oblivion. :downs: Makes for some funny moments.
I've only used the Plasma Launcher once, and I've found it to be a great addition to the game. It's something new and interesting, which is always good if you ask me.
Actually, the needle rifle and needler can use each others needles to make a supercombined explosion.
seen it.
E: I also do not think it is cheap.
Apparently bungie is getting pissed off with all the MLGfags.
http://www.bungie.net/Forums/posts.aspx?postID=43858579
Quote:
Originally Posted by Urk
BUT THE BR WAS THE BST IN HALO THIS GAME JUST COPIES OFF OF CALL OF DUTY WITHOUT THE BR EVEN THOUGH CALL OF DUTY HAS MORE 3 ROUND BURST WEAPONS THAN ALL THE HALO GAMES PUT TOGETHER.
there are only a few kids at my school who have played the beta, and theyre all whiny bitches about the br being gone. i cite E3 halo 2. the DMR is the halo 1 pistol mixed with the E3 halo 2 battle rifle. in other words, its sex in one of those ball pits like they have at mcdonalds, except not dirty and not full of aids.
also BR IS ARE FAVORITE WEAPON. BRING IT BACK PLZ!.:maddowns:
hopefully the mlg profags will just stick with halo 3 and let us casual halo players have some fun with reach.
+rep for Urk is all I gotta say
Holy shit, I'm glad Bungie actually grew a set instead of bending over to MLG.
I do think the game has some weapon problems. The grenades are overpowered for your walking speed, though I really like the increase in damage from the pussy grenades in Halo 3. I just wish they had a longer fuse and that the player speed was increased.
As much as I hate MLG, I really believe all of the weapons are too identical. I don't agree with them that everyone should always start with a DMR that is 100% accurate and can kill in 4 shots, but I do think the weapons need to be a little more useful. I find that most of the weapon damage is fine, but the clip size kills it. When you add the reticule bloom, it makes it extremely difficult to get a kill in 1 clip. Yeah, you are supposed to pace your shots, but you can't possibly think that 1 shot per second is reasonable...
The problem I've noticed is that this game is turning into more of a melee-fest than Team Slayer ever was in Halo 3. Now that one clip of any weapon can hardly kill someone at medium range, I find myself in melee battles about 90% of the time. In close-range combat, it's sadly more efficient to run up to someone and BRB combo them than it is to shoot. Sure, BRB is a glitch I found in the first 10 games I played last Thursday which will be patched (I'm not claiming credit, OK!), but I don't even need the combo to kill most of the time since I still have shields left.
To fix the beat down issue, aside from either increasing damage or decreasing reticule bloom, they need to make each consecutive melee take longer. The first melee fires off instantly, but it takes 1.5 seconds before you can melee again. The next melee takes 3 seconds, and so on. It should also help the problem seen in both Halo 3 and Reach where players will charge pressing their melee button, just hoping to get within lunge range. It could also be applied to the sword melee.
See how I can balance the game, though? You don't need to make all weapons do identical damage in one clip, you just need to properly balance everything else so the weapons fit in. This is my biggest gripe with "weapon balance" bullshit.
Also, I said earlier on that the reticule bloom should be reduced. Really, it does need to be. Look, reticule bloom is fine in games like COD which are essentially 1-hit kill. In Halo, you need to bring down shields, and then bring down health, so the bloom is offset already.
Why are people whining so much about the bloom? I have yet to get any issue with it preventing me from making a kill. My DMR shots always land where I want them, I fire off about two rounds every second, and the bloom hardly goes anywhere. I just loathe this melee lunge which, upon more games played, I have realised is still in the game. It needs to be gone. Period. Remove it, and it becomes less of a UFC-type slam fest and more gunplay...kinda like how Halo 1 is.
Also, Bungie tells is health is back. Well, in my opinion it's only "sort of" back. Over 90% of the time you either have full health or three bars. The health is so weak that you can die in one punch once your shields pop. I was under the impression that our Spartan-III super soldiers were wearing high-tech armour, surely they can take at least two, right (and don't tell me "hurf durf it's a game derp", because this affects gameplay)? As it stands, health is just a lip service. It's almost like Bungie would prefer we go back to the regenerating health because as it stands, it might as well be. I say make health more resilient, leave shields alone, and make all the guns just a hair stronger while leaving melée damage around the same.
is it just me or are the spawn points kind of what the fuck? like ill kill one guy, turn around a corner, and get rail roaded by everyone on the enemy team at the same time in the same spot like a traveling pack.
the grenades are A LOT too over powered. if im at full shields and health, some asshole shouldnt be able to throw a grenade across the fucking map and kill me with it.
also just played a team of kids that all used armor lock. that is the most broken shit i have ever seen. all 4 of them camped in the same area with armor lock, and just as you would try to kill one, the asshole would turn on armor lock and his buddies would kill you.
i thought i might enjoy this game. now im realizing that its just as fucking irritating as every other halo game.
...Please... no...
The more I play the beta the more I get used to it (armor abilities are becoming second nature) but also the more I'm noticing its flaws. Stuff just bugs me mainly. Small things.
Health packs don't stand out from the environment - I was talking with Searphim earlier and he thought they were scenery before he figured out he could use them. The PR... why is it gone? What is the meaning of the plasma repeater? I guess this is just whiny-whiny-I-like-old-stuff-better but if it was me I'd just buff the PR for MP only if I really needed a direct Covie analog to the AR. Why is stealth in the KOTH gametypes when it doesn't seem to earn you points when you use it on the Hill? (At least that's what it's been like for me in the FFA playlist...) What's up with
and
? What's up with the FP animations on some weapons? (AR+DMR+Pistol+Shotty are the main offenders, some things I'm actually fond of).Quote:
everyone's footwear has caution tape on it
It's these little things that bother me. It's fun but it just feels like an "ehh"-worthy jump from Halo 3.