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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
teh lag
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.
As I remember, Bungie said that they wanted the Elites to have a weapon that matches the AR for multiplayer. In the campaign, we'll still see the PR, but for multiplayer the plasma repeater is the new primary elite weapon. I like it- feels powerful, and both it and the PR were really spray-and-pray weapons, much like the AR. Bungie's choice makes sense to me.
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Re: The Upcoming: Halo Reach
Frag grenades can 1-hit kill? Are you sure? I was playing Team Slayer on Swordbase and some guy was camping one of the side ledges. I tossed a perfect grenade that settled right under his feet, but still had to DMR him to finish him off.
By the way, would they PLEASE stop spawning my team right in front of the yellow grav lift that leads to the room that the entire opposing team happens to be camping? It's like everyone on your team has to die before they figure out that it isn't safe.
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Re: The Upcoming: Halo Reach
they one hit kill. if they dont, something is fucked because i got killed by frags alone so many times.
also melees. what the fuck. sprint up, double melee, success. even if someone is shooting you, you still win. use a shotgun and nobody will touch you
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Re: The Upcoming: Halo Reach
I agree that double melee is kind of wrong. There should be a knockback to put the enemy out of range temporarily so you can't just immediately follow up the melee with another one. Unless he has his back to a wall.
E: Also, I don't really understand why they bothered with a health system. In Halo 1, the shields were a smaller percentage of overall health and recharged slower, so base health was an important resource that you had to closely monitor. In Reach, most of your health is shields, they recharge quickly, and you die mostly from headshots, explosives, or melee, which completely circumvent whatever base health you may have and kill you instantly when your shields are down. As a result, I barely pay attention to my base health, as it just isn't very important.
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Re: The Upcoming: Halo Reach
Damn it, why is that whenever I see "AA" I think antialiasing, god I'm a nerd >__>
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Donut
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.
If you are sitting on a fucking grenade, it's your own damn fault if you die. That's why if the fuse was longer and the walking speed was increased, it would balance out the grenade damage. If you can't move out of the way, then tough shit.
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Re: The Upcoming: Halo Reach
sorry, cant survive a hailstorm of grenades :U
basically, i just played this game for 4 hours, hated every game i played, bitched whole time, etc... i seriously doubt they are going to fix anything anybody complains about anyway, so i will not be buying this.
i guess halo just isnt my game :nsmug:
E: did this beta totally ass fuck odst or what? iv been trying to load the campaign for a half hour. im not even exaggerating. it was a little before 10:30 when i tried to play the campaign. its 10:56 right now. what the fuck?
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
FRain
Damn it, why is that whenever I see "AA" I think antialiasing, god I'm a nerd >__>
I think "anti-aircraft". As an aside, can missions where you have to take out AA emplacements in shooters please die? So sick of stock military objectives. I'm currently placing the over/under on anti-aircraft assaults in Reach's campaign at 3.
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Re: The Upcoming: Halo Reach
http://www.bungie.net/Forums/posts.a...-p=18#43884342
Guys, back me up please!
Also, repost this stuff in the HUD thread, since I don't know where it really belongs: http://www.bungie.net/Forums/posts.aspx?postID=43855771
E: oh and someone please make mention of "Red team - score". It might also help to link to them directly: http://nikon.bungie.org/misc/dialogu...by=name&page=1
E2: Ugh, this might need its own thread. -_____-
If anyone thinks it needs one, you can create it with your own opinion, just link it here and we'll keep it alive.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ejburke
I agree that double melee is kind of wrong. There should be a knockback to put the enemy out of range temporarily so you can't just immediately follow up the melee with another one. Unless he has his back to a wall.
E: Also, I don't really understand why they bothered with a health system. In Halo 1, the shields were a smaller percentage of overall health and recharged slower, so base health was an important resource that you had to closely monitor. In Reach, most of your health is shields, they recharge quickly, and you die mostly from headshots, explosives, or melee, which completely circumvent whatever base health you may have and kill you instantly when your shields are down. As a result, I barely pay attention to my base health, as it just isn't very important.
That's exactly what I said on the last page. The health is just there as a lip service, it's almost like Bungie would rather just stay with the regenerating health.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
That's exactly what I said on the last page. The health is just there as a lip service, it's almost like Bungie would rather just stay with the regenerating health.
And I'd respect them more if they went firmly in one or the other direction. The current health model occupies a no man's land of pointlessness.
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Re: The Upcoming: Halo Reach
Health does seem useless as most times I'm either full health or 3-1 bar(s) melee is the most used ToD...
on a side note, invasion starts today, hopefully THIS wont be a fuck up
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Re: The Upcoming: Halo Reach
Yes, Invasion certainly looks promising. It's really the only mode I'm interested in at retail. I just hope it doesn't take forever to match 12 players (with frequent "failed to match" restarts) and it isn't impacted too badly by players dropping. Those are the things that killed BTB playlists for me in previous games.
The best 16-player Halo experience is still on PC. Do something about it, Bungie.
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Re: The Upcoming: Halo Reach
going to play it ALL week this week, and good luck to malloy who is goin for the 20K Cr add-on for the police helmet
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ejburke
The best 16-player Halo experience is still on PC. Do something about it, Bungie.
AR/pistol/2frag/noAA starts. Classic weapon set only. Touch return on flags. Flag carriers run at full speed. No marker above a stolen flag. Invincible vehicles. Flag must be at home to score. Decrease shield strength. Large, symmetric, outdoor vehicle map. Friendlies on radar only. OS and camo powerups. 8v8.
Bungie, make it so.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Arteen
AR/pistol/2frag/noAA starts. Classic weapon set only. Touch return on flags. Flag carriers run at full speed. No marker above a stolen flag. Invincible vehicles. Flag must be at home to score. Decrease shield strength. Large, symmetric, outdoor vehicle map. Friendlies on radar only. OS and camo powerups. 8v8.
Bungie, make it so.
You haphazardly scrawl that on a semi-crumpled piece of paper and I'll affix it with a dagger to Bungie's front door. Wait, is their front door glass? Well played, Bungie. Well played.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ejburke
You haphazardly scrawl that on a semi-crumpled piece of paper and I'll affix it with a dagger to Bungie's front door. Wait, is their front door glass? Well played, Bungie. Well played.
so? daggers can be wedged in glass windows...
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Re: The Upcoming: Halo Reach
Security would have you on the ground before you could lift the dagger 'n paper to the door :snafubar:
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Re: The Upcoming: Halo Reach
Oh, I have a plan for Jerome. I hear he is susceptible to bears.
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Re: The Upcoming: Halo Reach
Beta wishes so far:
- Increase jumping height. Powerhouse especially has a few spots where you should be able to jump up effortlessly, but can't. For example, near where the focus rifle spawns. Yeah, you can still jump up there, but it's easy to get caught on the ledge there. It feels a bit sloppy, design-wise. Similarly, Elites can sometimes be a bit too tall for certain parts of the map, like the mid bridge/reception window on Swordbase, or below the roof of the small building near the focus rifle on Powerhouse.
- Slight speed increase. It doesn't need to be super-fast like Elites, but it makes strafing and general movement a bit too slow.
- Nerf grenades. Either in range or power, I'm not sure which, but as of now they're way too easy to kill with. If you can throw well, you should be able to kill someone with a pair of frags, but now, you just need to throw in their general direction and you'll get the kill. I thought Halo 3's grenades were perfect.
- For the pistol and DMR, decrease the bloom, and slightly decrease the minimum rate of fire. The NR seems pretty good as is, and I think the bloom is perfect for the sniper. I think bloom is a neat idea (and not new to Halo), but its implementation in Reach is a bit excessive.
- For the pistol and DMR, drastically increase the magazine size, and slightly increase it for the NR. You should be able to at least kill two people with a single magazine, or possibly even three if all your shots are perfect.
- Slightly nerf the armor lock. I think perhaps only two usages per full charge, longer recharge time, slightly shorter usage time, and slightly decrease the shield recharge rate with in an armor lock.
- Make CTF not suck. As in, no marker above a stolen flag, and use the Halo 3-style flag return system where more players can return a flag faster, and you don't have to stand right on top of the flag to return it. If the offense can get the flag a ways out of the base on Powerhouse, the only way the defense can prevent the cap is through a time-over.
- For 1-flag on Powerhouse, move the defending point to somewhere between the current point and the (non-broken) bridge. Everyone takes the flag the same way, because it's the fastest, most reliable way.
- For 1-flag on Swordbase, just do something to make it more interesting, and prevent the 20-second captures by taking the grav lift.
- Slightly decrease the focus rifle's strength and slightly decrease its overheat time.
- Get rid of the Splaser on vehicle maps, or at least don't put it on every single vehicle map. "But you haven't even used it yet!" Yeah, so? Bungie's said it's basically unchanged. Well, it was a terrible weapon in Halo 3, so it's probably going to be terrible now. It's a 1-hit sniper rifle that can instantly destroy a vehicle and kill everyone in them, and since the beam has width, you only have to be 'close' with your shots, as opposed to actually hitting your target.
- Similarly, make flying vehicles more susceptible to gunfire. Yeah, I don't really know how they work in Reach yet, but I'm really hoping that we don't need a designated anti-air weapon just to take them down. They were lame in Halo PC, lame in Halo 2, and lame in Halo 3.
- Decrease ammo on the plasma launcher. It's like the FRG of Reach. Too many shots for a weapon that's really easy to use.
- OS, camo and custom powerups. They are most certainly not made redundant by armor abilities.
- For territories, territories should become neutral before you can capture them. If you're taking an enemy's territory, it should go enemy->neutral->yours. It should take a bit longer to capture a neutral territory than an enemy territory.
- Let me see how many of each medal I get in the post-game carnage report, and display them better so I can see more of them at a time. The Halo 3 system was better.
- Slightly increase sword lunge range.
- Top half of players should get a win in FFA, not just first place.
- I shouldn't get the Close Call medal if I die a moment after killing my opponent, and I shouldn't get the Revenge medal if I die a moment before killing my opponent. But with Revenge, if I also get a Death from the Grave, then I should get the Revenge too.
- Still show the location callout name after I die.
These are mostly minor request now:
- More colors (where did the magenta-esque colors go?), all of the previous games' emblems, and more medals! There should definitely be a special medal for killing someone with the special animation.
- Bungie, if you're getting rid of equipment because "you don't know what the other player has", then make it more obvious when a player has a certain armor ability.
- Even if it has a long refresh time, how about a bubble shield AA? Armor lock just isn't the same.
- Good job Bungie, Juggernaut is actually fun now, but I still want a purely FFA version which plays like regular slayer, except there's a juggernaut in play, too.
- Flamethrowers!
- Slight stun/speed decrease on the target when firing the plasma repeater or plasma pistol. The repeater right now just feels like a blue assault rifle.
These modifications would make the game feel great, not that the game isn't fun already.
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Re: The Upcoming: Halo Reach
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Re: The Upcoming: Halo Reach
Invasion slayer is awesome.
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Re: The Upcoming: Halo Reach
Heading into Reach now to see how Invasion plays- can't wait.
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Re: The Upcoming: Halo Reach
it plays great, just wish you saw the area get glassed if elites won...only cool stuff happens when SPARTANs win
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Re: The Upcoming: Halo Reach
Invasion is fun when you have competent team mates.
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Re: The Upcoming: Halo Reach
I don't know about the respawn system. Some like it, but I really absolutely hate it. I wish it was just standard respawning and you didn't need to wait for your team mate to be out of combat. With only 6v6, it's a mess. Additionally, you always tend to spawn on the complete opposite side of the territory in Invasion Slayer, which is a load of bull. It takes only 10 seconds to capture, and by the time you get there, it has already spawned a vehicle and you get your ass kicked.
It also needs to be 8v8.
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Re: The Upcoming: Halo Reach
I agree with Jcap, respawning is awful. I also freaking hate invasion, why on earth to elites spawn directly below where spartans spawn, therefore they will just fuck you up instantly.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Arteen
Beta wishes so far:
- Increase jumping height. Powerhouse especially has a few spots where you should be able to jump up effortlessly, but can't. For example, near where the focus rifle spawns. Yeah, you can still jump up there, but it's easy to get caught on the ledge there. It feels a bit sloppy, design-wise. Similarly, Elites can sometimes be a bit too tall for certain parts of the map, like the mid bridge/reception window on Swordbase, or below the roof of the small building near the focus rifle on Powerhouse.
I Agree completely. More than once have I been killed because I couldn't jump over that ledge in a timely fashion.
- Slight speed increase. It doesn't need to be super-fast like Elites, but it makes strafing and general movement a bit too slow.
I think we need more increase on the strafe, but not as much in the forwards and backwards movement. Maybe a 5% increase in forward motion, and a 10-15% increase on the strafe.
- Nerf grenades. Either in range or power, I'm not sure which, but as of now they're way too easy to kill with. If you can throw well, you should be able to kill someone with a pair of frags, but now, you just need to throw in their general direction and you'll get the kill. I thought Halo 3's grenades were perfect.
I don't think the grenades themselves are the problem, rather they highlight two other problems. One of them is player speed, which, as you mentioned, is too slow. The other is the terrible resilience of the health. Give us health that is as tough as it was in the first game, and grenades will behave properly.
- For the pistol and DMR, decrease the bloom, and slightly decrease the minimum rate of fire. The NR seems pretty good as is, and I think the bloom is perfect for the sniper. I think bloom is a neat idea (and not new to Halo), but its implementation in Reach is a bit excessive.
Still not seeing the problem with the bloom on either of these weapons. The point is to force you as a player to regulate fire without actually capping the rate, thus preventing spamming for headshots like we used to do with the pistol in Halo 1 and the Battle Rifle in all the other games. If they lower the rate of fire at all on either of the guns, then there is no point to the bloom at all, especially if you also decrease it. If I had to take a guess, I'd say that you are trying to use the DMR and pistol at too close of a range to fire slowly but too far away to have that not matter; that tells me you need to use a different gun for that engagement range, period.
- For the pistol and DMR, drastically increase the magazine size, and slightly increase it for the NR. You should be able to at least kill two people with a single magazine, or possibly even three if all your shots are perfect.
Again, haven't had problems. I will say that it's much harder to get headshots, and that can be frustrating. Theoretically, you can kill three people with a full magazine, since it's a four-shot kill weapon. It's just that the hit-box for the head is tiny now, and we don't get a headshot indicator in the crosshair (or if we do, I can't see it). I think the magazine on the DMR should remain, since it checks players from sitting atop their favourite spot and raining down death with abandon. You can still do it, but you also have to watch out since you'll be vulnerable more often. Essentially, the DMR is the M6D from Halo 1, but with a 4SK. If it's actually 3SK, someone please tell me, because I haven't been able to pull that off.
Everything I said there also applies to my opinion of the Needle Rifle. Remember that it also supercombines. If you keep fire on the target, it's much more effective than if you just chipped away.
- Slightly nerf the armor lock. I think perhaps only two usages per full charge, longer recharge time, slightly shorter usage time, and slightly decrease the shield recharge rate with in an armor lock.
Hell yes. Most annoying ability in the game.
- Make CTF not suck. As in, no marker above a stolen flag, and use the Halo 3-style flag return system where more players can return a flag faster, and you don't have to stand right on top of the flag to return it. If the offense can get the flag a ways out of the base on Powerhouse, the only way the defense can prevent the cap is through a time-over.
Yes.
- For 1-flag on Powerhouse, move the defending point to somewhere between the current point and the (non-broken) bridge. Everyone takes the flag the same way, because it's the fastest, most reliable way.
But you also die 50 times along the way. I've seen players take it the long way past the Plasma Repeater spawn, and do so with relative impunity. Still, I agree, the bases are too close together.
- For 1-flag on Swordbase, just do something to make it more interesting, and prevent the 20-second captures by taking the grav lift.
They did. The grav lift is gated off now. At least, it was last time I played.
- Slightly decrease the focus rifle's strength and slightly decrease its overheat time.
Agreed
- Get rid of the Splaser on vehicle maps, or at least don't put it on every single vehicle map. "But you haven't even used it yet!" Yeah, so? Bungie's said it's basically unchanged. Well, it was a terrible weapon in Halo 3, so it's probably going to be terrible now. It's a 1-hit sniper rifle that can instantly destroy a vehicle and kill everyone in them, and since the beam has width, you only have to be 'close' with your shots, as opposed to actually hitting your target.
While this would make the Splaser pointless to have in the game, period, I still agree. Though here's a better idea: leave them in FFA Slayer vehicle maps, but remove it in team objective games.
- Similarly, make flying vehicles more susceptible to gunfire. Yeah, I don't really know how they work in Reach yet, but I'm really hoping that we don't need a designated anti-air weapon just to take them down. They were lame in Halo PC, lame in Halo 2, and lame in Halo 3.
I didn't have issues taking down Banshees in Halo PC, but they were a load of hooey in Halo 2 and Halo 3, especially with the lack of fall damage and loss of the guided rocket launcher. Bungie, fix it.
- Decrease ammo on the plasma launcher. It's like the FRG of Reach. Too many shots for a weapon that's really easy to use.
Side stepping behind a barrier or sprinting away perpendicular to enemy LoS can evade. It's not that bad, especially because it has to charge. More often than not, it's a Pyrrhic victory for the user.
- OS, camo and custom powerups. They are most certainly not made redundant by armor abilities.
Perhaps have an option in the game creation menus where you can either have armour abilities OR traditional powerups, but not both.
- For territories, territories should become neutral before you can capture them. If you're taking an enemy's territory, it should go enemy->neutral->yours. It should take a bit longer to capture a neutral territory than an enemy territory.
You mean take longer to capture an enemy territory than a neutral one? If it's going enemy->neutral->yours, that's more steps than neutral->yours. But yeah.
- Let me see how many of each medal I get in the post-game carnage report, and display them better so I can see more of them at a time. The Halo 3 system was better.
Agreed.
- Slightly increase sword lunge range.
Definitely. This weapon is near useless against anyone who sees you coming, which makes it pointless to have because otherwise you could just get an assassination. Also, the shotgun and hammer top it.
- Top half of players should get a win in FFA, not just first place.
First, second, and third place all get a win bonus in FFA. At least, I've been getting win bonuses for that. In addition, also had a game where we ended up in a 3-way tie for first place, and the game gave all three of us the first-place winnings.
- I shouldn't get the Close Call medal if I die a moment after killing my opponent, and I shouldn't get the Revenge medal if I die a moment before killing my opponent. But with Revenge, if I also get a Death from the Grave, then I should get the Revenge too.
Agreed.
- Still show the location callout name after I die.
Would come in handy for telling team mates where the enemy is/was two seconds ago.
These are mostly minor request now:
- More colors (where did the magenta-esque colors go?), all of the previous games' emblems, and more medals! There should definitely be a special medal for killing someone with the special animation.
Hell yes. I want to be my classic Halo 1 pink colour, since we are back in Mk. V armour. :maddowns:
- Bungie, if you're getting rid of equipment because "you don't know what the other player has", then make it more obvious when a player has a certain armor ability.
Jetpacks are easy to find, camo gives itself away. Armour lock and sprint, on the other hand, have no indicators.
- Even if it has a long refresh time, how about a bubble shield AA? Armor lock just isn't the same.
[b]I would say only allow that for team games, since it would be pretty useless in a Free For All. You could use it to shield team members taking fire while they in turn protect you.
- Good job Bungie, Juggernaut is actually fun now, but I still want a purely FFA version which plays like regular slayer, except there's a juggernaut in play, too.
Hell yes. Ninjanaut, here I come!
- Flamethrowers!
Lul.
- Slight stun/speed decrease on the target when firing the plasma repeater or plasma pistol. The repeater right now just feels like a blue assault rifle.
Plasma repeater does stun...at least, it did when I was using it to hose people. It only stuns if the shields are down though.
- Adding one of my own here, but change the way weapon respawns work. It's infuriating to have to wait for whoever has the shotgun or Rocket or Sniper to put it down before being able to pick one up yourself. And no, people wouldn't just be whoring it because it would still take forever to spawn. It worked fine in Halo 1, so why the hell is there allowed only one shotgun or one sniper rifle? On that token, change the shotgun back into a regular weapon because it is a terrible power weapon. You can't do shit with it unless you are at "in-your-face" point blank, otherwise the other player has just as much chance (actually more) of killing you than you do of killing him; that does not fit the definition of power weapon. Hell, it's like the only things not power weapons are DMR-type guns and bullet hoses. No wonder everyone spams the AR, that's all you can have.
These modifications would make the game feel great, not that the game isn't fun already.
Done.
E: Also want to reiterate that the melee lunge needs to go. Serious, I want to get kills with my trusty cannon, not my fists. If I wanted to do that, I'd play the latest fighting games, not Halo.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by jcap
I wish it was just standard respawning and you didn't need to wait for your team mate to be out of combat
You don't have to respawn by your teammate.
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Re: The Upcoming: Halo Reach
It takes too long to respawn even when the timer is 0. >:(
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Re: The Upcoming: Halo Reach
Okay invasion slayer is fucking awesome, regular sucks balls though.
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Re: The Upcoming: Halo Reach
It's almost like Halo is trying too hard to be UT or Tribes.
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Re: The Upcoming: Halo Reach
anyone up for invasion? so far I like it
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Re: The Upcoming: Halo Reach
Invasion Slayer is ANNOYING as hell when the other team is coordinated and all your allies want to do is kill things instead of getting objectives. 2 games in a row all my allies were running around like headless chickens, I saw an ally trying to snipe an elite with the DMR for 5 goddamn minutes before I TK'd the idiot. Honestly I prefer regular invasion when the Defenders aren't MLG idiots and the game can go somewhere. As for Slayer, I like it when both teams are organized and work well, not why I just stated about the idiots.
Slayer also tends to bug me when I randomly die from half-way cross the map by some idiot with a DMR, but thats mostly player behavior. Slayer also needs to work on where it spawns you in conjunction with the objective. I don't like trekking the entire damn map only to have a scorpion in my face.
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Re: The Upcoming: Halo Reach
To be fair, the DMR is supposed to be used half-way across the map...that player is using it properly.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
To be fair, the DMR is supposed to be used half-way across the map...that player is using it properly.
Using the weapon correctly, yes. Doing the right thing, no.
Also, played a game and I like the concept behind it very much. Though I refuse to play without a buddy.
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Re: The Upcoming: Halo Reach
I have yet to play Invasion at all, and will probably do so tonight, but if part of the objective includes preventing the enemy from achieving his, how is it not doing the right thing assuming he's effective at it?
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Re: The Upcoming: Halo Reach
bug: says 'flag' dropped when the 'data core' is dropped :\
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Re: The Upcoming: Halo Reach
My impressions so far?
Other than some spawn issue's I've had I'm actually enjoying this beta a lot.
Reminds me of playing Halo CE at a afterschool social club I went to when it came out.
The health system I quite like, I'm not seeing any of these grenade spam issues people are complaining about.
Halo was always about Guns, grenades, Melee and that is how it should remain, You start off with 2 grenades and if you are lucky you will get 2 kills with them which isn't really something to be raging about.
More often than not I get kills by assassinations or the magnum.
I noticed they've decreased the shots fired by the Spartan laser down to 4 shot's which took me by surprise a little, for a day or so I avoided the pistol but at one point I was forced to use it and realised just how decent it was in close range.
My current opinion is this is what Halo 2 should have been like, same with Halo 3.
I can see myself playing invasion an awful lot if they fix the spawn issues, I was spawning in the middle of no cover as a elite and being picked off until I used the load out with the evade ability.
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Re: The Upcoming: Halo Reach
Is it just me, or does the UNSC announcer in Invasion sound a hell of a lot like Colonel Campbell from Metal Gear Solid?
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Darqeness
Is it just me, or does the UNSC announcer in Invasion sound a hell of a lot like Colonel Campbell from Metal Gear Solid?
I was actually thinking the same thing.
Just been shown this:
http://www.bungie.net/Stats/Reach/Fi...spx?fid=640542
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Re: The Upcoming: Halo Reach
What the fuck is up with bungie's player? I can't click any of the buttons, or even right click the flash object.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
=sw=warlord
My impressions so far?
Other than some spawn issue's I've had I'm actually enjoying this beta a lot.
Reminds me of playing Halo CE at a afterschool social club I went to when it came out.
The health system I quite like, I'm not seeing any of these grenade spam issues people are complaining about.
Halo was always about Guns, grenades, Melee and that is how it should remain, You start off with 2 grenades and if you are lucky you will get 2 kills with them which isn't really something to be raging about.
Except we've all but left out the guns for the most part. 90% of kills are by melée or grenade, and half of those still are pure melée. I agree that this is much better than Halo 2 and 3, but it still needs some serious tweaking.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
*bloom and stuff*
Basically, my issue is that if we're supposed to pace our shots, why not just make the gun shoot slower? They accomplish the same goal. I can see how a bit of bloom would be cool. For example, you quickly make 4 body shots, wait a moment to let the bloom decrease, and BAM headshot. It also makes you have to be precise to shoot targets far away. My main issue is that after you fire one or two shots, your next bullet isn't going to go anywhere near the center. It just seems disingenuous. I do like how bloom works for the needle rifle. You need to slow down your later shots, but the first few shots are pretty accurate. I think a slight decrease in bloom would do wonders. Yeah, you can get used to it, but there doesn't seem to be a good reason for having the bloom as drastic as it is.
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Re: The Upcoming: Halo Reach
Well, let me phrase it this way: it's puts the balance in the hands of the player as opposed to having the game hold your hand all the way. It forces you to be a responsible shooter. Managing the bloom is what will set the new player apart from the experienced player. If you just make it shoot slower, then there is no gap at all.
Also, I've been firing it about as fast as I can, and I have yet to see my shot not go where I was pointing. To be honest, it feels like the bloom is there to look fancy but does nothing to the performance of my gun.
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Re: The Upcoming: Halo Reach
It definitely makes a difference at longer ranges. Close up, not so much at all.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
=sw=warlord
HOT WARTHOG ON ROOF ACTION
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Re: The Upcoming: Halo Reach
Bungie weekly update: Yay fixes!
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Re: The Upcoming: Halo Reach
I find that clip most amusing. If one could get into the gunner's seat like that, it would have some awesome implications.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
English Mobster
HOT WARTHOG ON ROOF ACTION
how does something like this even happen.... I thought gravity was something devs devs had down pat :\
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Re: The Upcoming: Halo Reach
Watched a video of an Invasion game (Elite perspective, guy also has a Spartan one too and other junk):
Laser starts around 3:47, skip to 4:00 though and..well, just watch >_>
http://www.youtube.com/watch?v=ktfJE...eature=channel
Looks like it is exactly the same as Halo 3, rapes any vehicle that comes in its way.
Edit: What's up with the elites holding the weapon with two hands now, I kind of liked the one-handed way found in Halo 2 and 3.
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Re: The Upcoming: Halo Reach
Ok, yeah, laser needs to go. That, or make it into a one-time use weapon. Actually, I really like that idea.
Also, I thought they were trying to make the Elites seem more alien. Should make up some Covenant language for the Covenant announcements which would alert players into reading the message.
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Re: The Upcoming: Halo Reach
no problem with the laser, not seeing it TOO much to complain...is it me or do elties seem to win 8/10 times in invasion
still a fun game type, if anyone is up for it Im ready to go anytime
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Re: The Upcoming: Halo Reach
Spartans have won 8/10 times on me, buddy. I think it's just you.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
English Mobster
Spartans have won 8/10 times on me, buddy. I think it's just you.
another victory for the elites :3
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
Well, let me phrase it this way: it's puts the balance in the hands of the player as opposed to having the game hold your hand all the way. It forces you to be a responsible shooter. Managing the bloom is what will set the new player apart from the experienced player. If you just make it shoot slower, then there is no gap at all.
Also, I've been firing it about as fast as I can, and I have yet to see my shot not go where I was pointing. To be honest, it feels like the bloom is there to look fancy but does nothing to the performance of my gun.
It isn't a particularly fun new feature. I find it to be just an unnecessary overhead, since it's not that difficult to fire the gun a bit more slowly. The only reason it sets a new player apart from an experienced player is that the new player doesn't realize how quickly his shots will start missing if he fires the gun as fast as possible. I was watching a video on Waypoint, which was a recording of an MLG guy during one of his first matches. It was so painful to watch because his shots are all lined up perfectly but he still misses. It just seemed so wrong to me. A little bloom (like on the NR) if nice, but on the pistol particularly it is too much and it's a significant deviation from how a player would expect the pistol would behave.
Bungie's not afraid to make using certain weapons easier when they could otherwise require skillz, such as the new ghost reticle on some of the Covie weapons. The excessive bloom seems contrary to this.
And, totally called it. The splaser is still a terrible, terrible weapon and Bungie should feel sad about creating it. Also, vehicles seem to have no durability whatsoever and it's hard to tell when they're going to explode.
Also also, Invasion is kinda-sorta fun, but Invasion Slayer is really fun when it's not horribly glitchy. Two games, Elites spawned with ARs, noone had AAs in tier 1, nothing dropped from territories in tier 1, and throughout the game, you could only spawn on your bro; you couldn't select any default spawn point. I wasn't expecting anything this broken, Bungie. Good thing it's a beta.
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Re: The Upcoming: Halo Reach
Detailed Invasion review:
Vehicles are made of paper
Elites spam plasma grenades
Spartans spawn kill with the DMR
THE LASER IS BULLSHIT
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Re: The Upcoming: Halo Reach
I would have enjoyed the most of the things invasion if it weren't for the simple fact that the Spartan Laser exists and that whenever I try and snipe everyone on the entire enemy team berserk rushes me or spams me from long distance with a goddamn needle rifle.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Pooky
Detailed Invasion review:
Vehicles are made of paper
Elites spam plasma grenades
Spartans spawn kill with the DMR
THE LASER IS BULLSHIT
...yeah thanks for the -rep because i hold a different opinion about the laser than you
anyways still haven't been killed enough by the laser to warrant "it sucks" , Invasion slayer could use some tuning as MLG pro overran the playlist from the looks of it, but oh well
I repeat I haven't been killed enough by the laser to warrant the "its cheap" opinion
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Arteen
It isn't a particularly fun new feature. I find it to be just an unnecessary overhead, since it's not that difficult to fire the gun a bit more slowly. The only reason it sets a new player apart from an experienced player is that the new player doesn't realize how quickly his shots will start missing if he fires the gun as fast as possible. I was watching a video on Waypoint, which was a recording of an MLG guy during one of his first matches. It was so painful to watch because his shots are all lined up perfectly but he still misses. It just seemed so wrong to me. A little bloom (like on the NR) if nice, but on the pistol particularly it is too much and it's a significant deviation from how a player would expect the pistol would behave.
Bungie's not afraid to make using certain weapons easier when they could otherwise require skillz, such as the new ghost reticle on some of the Covie weapons. The excessive bloom seems contrary to this.
And, totally called it. The splaser is still a terrible, terrible weapon and Bungie should feel sad about creating it. Also, vehicles seem to have no durability whatsoever and it's hard to tell when they're going to explode.
Also also, Invasion is kinda-sorta fun, but Invasion Slayer is really fun when it's not horribly glitchy. Two games, Elites spawned with ARs, noone had AAs in tier 1, nothing dropped from territories in tier 1, and throughout the game, you could only spawn on your bro; you couldn't select any default spawn point. I wasn't expecting anything this broken, Bungie. Good thing it's a beta.
I dunno, if I saw that video I'd be all smug inside knowing that MLG players have to start over just like everyone else, learning how to compensate for recoil. Seems plenty fair to me. Bungie may have made things easier in the past, but that doesn't mean they will or have to this time. Hell, I'm all for making the game harder, the last two were too easy, which is why I sucked at them in multiplayer.
I guess you and I will just have to be content with our opinions. We'll see what Bungie does in the end. I have a feeling that the bloom won't deviate much from where it currently stands.
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Re: The Upcoming: Halo Reach
I, for one, am in favor of the bloom.
As a vehicle guy out of preference, I'm not liking the return of the laser, but a skilled driver can avoid them. I managed to force a guy with the laser today into using all of his shots trying to shoot my Banshee down. I dodged until he was out of ammo, then I fuel rod'd him.
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Re: The Upcoming: Halo Reach
In the last Invasion game I played I saw 5 vehicles die in 5 laser shots. It's so powerful and easy to use I have to wonder why the vehicles exist at all. You can just sit up on a faggoty little ledge where no one can see you and destroy all the vehicles before anyone knows what the fuck.
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Re: The Upcoming: Halo Reach
And when those shots are gone, it won't be back for at least another several minutes. Cry some more, learn to avoid it. I haven't even used it more than once, and I've been killed very few times by it. People are generally incompetent.
Also, I convinced several parties that I was Scottish today.
<3 invasion
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Re: The Upcoming: Halo Reach
I just realized why everything seems overpowered.
No one does anything about it.
Oh, theres a lazer guy. K, ignore him, cause he totally wont cease fire just for me.
(lased)
WTF THE LASER IS SO OVERPOWERED.
This is what EXACTLY happened in a game of mine except replace Laser with a Scorpion.
the Data Core was on the stairway to the phantom
okay guys, last stand, 30 seconds left, lets go! GET THE DATA CORE
(DATA CORE TAKEN)
(SCORPION BLOWS UP CARRIER AT DISTANCE)
(3 seconds later)
(DATA CORE TAKEN)
(SCROPION DESTROYS CARRIER AGAIN)
(another 2 seconds later)
(DATA CORE TAKEN)
(FUCK MAN DO I NEED TO REPEAT MYSELF)
Whiny kid: MAN THAT FUCKING TANK IS SO FUCKING OVERPOWERED FUCKING GET RID OF IT REAAAA (quoting his almost exact verbatim lmao)
Me: (facepalm), yeah yeah yeah, i'll go jack it, brb.
(destroyed)
(core taken)
(core captured)
Whiny kid: man why am i doing all the work on this team.
Me: ...
See, if I know there's a laser up, I attempt to find him and avoid vehicles, not just grab a vehicle and hope for the best.
Also, invasion is fucking amazing and you suck.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Pooky
In the last Invasion game I played I saw 5 vehicles die in 5 laser shots. It's so powerful and easy to use I have to wonder why the vehicles exist at all. You can just sit up on a faggoty little ledge where no one can see you and destroy all the vehicles before anyone knows what the fuck.
I htink I know why Im not aggravated by the laser, I'm the one on the end shooting it...thats not to say i spam targets, I only shoot more dangerous targets (ex. wraith) for some reason the banshee survived the a direct laser blast...
I admit the cool down time between shots needs to be upped, because its too quick to fire
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Re: The Upcoming: Halo Reach
The Banshee is fast, and a skilled pilot can make what appears to be a direct hit just clip the Banshee's wings. I'd imagine that's what happened; boot the film up for theater and slo-mo when the Banshee almost gets lasered; I guarantee you the pilot "strafed" (of a sort) in the Banshee.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
English Mobster
The Banshee is fast, and a skilled pilot can make what appears to be a direct hit just clip the Banshee's wings. I'd imagine that's what happened; boot the film up for theater and slo-mo when the Banshee almost gets lasered; I guarantee you the pilot "strafed" (of a sort) in the Banshee.
to be honest he wasnt boosting or coming at me, he was doing the "liesurely flyby" thing and i hit him dead on, oh well some guy on my team two shoted him with a DMR and killed him xD
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ExAm
Cry some more, learn to avoid it.
Quote:
Originally Posted by
FRain
Also, invasion is fucking amazing and you suck.
Personal attacks, blanket "QQ" responses, what quality arguments :allears:
Though I do like that suggestion to "avoid" a hitstan, instant kill weapon with near infinite range and massive aim assist, while sitting in a vehicle which is a huge, often slow target. Don't tell me about the charge time and targeting laser either. The former is irrelevant when firing from cover (which any intelligent person will be), and the latter is barely noticeable even when no attempt is made to hide it.
It's also super fun trying to hunt the laser guy down when all your vehicles are gone and you're being spawn camped by a scorpion, because he probably isn't hiding way up on a high ledge, and your ONE available sniping weapon totally doesn't paint a gargauntuan "KILL" sign above your head the moment you open fire.
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Re: The Upcoming: Halo Reach
You're speaking as if you have absolutely no options for cover. GET THE FUCK BEHIND SOMETHING.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ExAm
You're speaking as if you have absolutely no options for cover. GET THE FUCK BEHIND SOMETHING.
I'm speaking because I think that vehicles have lost nearly all their influence and power in a firefight due to the sheer dominance of the laser. A Wraith or Ghost that has to spend all its time hiding from the laser campers isn't contributing much to the game, is it? The Spartans in Boneyard already have the Rocket Launcher, which is a powerful anti-vehicle tool in its own right, but one that actually requires skill and effort to use. The laser is just an unnecessary redundancy that rewards people for unimaginative tactics and makes getting in your vehicles a rather unappealing prospect.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
ExAm
You're speaking as if you have absolutely no options for cover. GET THE FUCK BEHIND SOMETHING.
Speaking from my luck and experience on the matter in similar scenarios:
Incoming hail of grenades. :v:
Or a spammy scorpion.
I think the biggest issue with the laser is the fact that it's often used when nobody sees it coming. Like, oftentimes, say, on sandtrap in H3, of course everybody expects to get lasered if they get in a vehicle at match start. But, after it gets used and the game goes on, vehicles come out and start doing their thing. Then out of seemingly fucking nowhere, you get lasered while trying to escape after your gunner just died in a firefight.
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Re: The Upcoming: Halo Reach
regardless of vehicles, boneyard still focuses heavily on "on foot" combat so laser becomes more or less a anti-personnel weapon
still think invasion is pretty fun
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
Hell, I'm all for making the game harder, the last two were too easy, which is why I sucked at them in multiplayer. I guess you and I will just have to be content with our opinions.
Yeah, but I don't really see it as making the game harder, since you just have to shoot slower to be accurate. It just feels tedious to always have to fire a gun slightly slower than it allows any time you want to use it, when the playability could be improved just by making the gun shoot slower in the first place. I can live with it if it doesn't decreasein the final, but meh.
More thoughts on the beta:
- How to balance the plasma launcher without nerfing its tracking: make its projectiles do half-damage. This would change the dynamics of the weapon tremendously, for the better, but it would still be a powerful weapon.
- The vehicle combat, at least on Boneyard Invasion, isn't any good. It's way too easy to EMP a vehicle when an entire team gets grenade launchers. As an Elite, you can jetpack high above a Scorpion, hit it with an overcharge, then drop grenades on it. Bye, bye tank.
- I have no idea when my vehicle is about to blow up or die. I've committed suicide in a Banshee because I performed a loop up into a ceiling accidentally and that apparently killed me? When I'm flying around in a Banshee and get shot by a Scorpion, I usually have no good indication what happened to me until I respawn and see the tank. It just looked like I suddenly died. I've seen (and been in) Wraiths that didn't last 5 seconds after spawning, same with Scorpions. When you're in the midst of combat, you have no clear indication as to when your vehicle is going to blow up, and it's always invariably 'way too soon'.
- Fix Invasion so I can actually see where all my teammates are at all times, not just when they're obstructed by geometry. While we're at it, don't make their indicators so pale. I've seen (and caused) so much friendly fire because people cannot tell at a glance if a vehicle is hostile or friendly.
- Similarly, as an Elite, if someone else has the core and I don't have line-of-sight, then I cannot even see the marker above the core. What the heck?
- I dunno, but Spartans seem to get all of the cool loadouts. I know they should get a slight advantage due to being slower and weaker, but Elites don't get any fun weapons, and the sword is severly gimped compared to a shotgun, since the sword has barely any lunge and can be blocked.
- Laser? Terrible, terrible weapon. It seems unchanged since Halo 3, which is a bad thing. You really can't evade it, even in a Banshee, if the user is half-competent. No, the charge time and red beam really don't make a difference. How to balance it? I'd suggest not giving the beam a width. If you miss, you miss. On vehicles, the beam has to intersect the driver or else it does much less damage. Or preferably get rid of it. The laser doesn't miss because you have leet banshe skillz, it misses because the user f'ed up.
- What happened to the turret seat on a tank being durable? At full health and shields, I'll just get killed by a Wraith mortar. I liked how in Halo 3 you could survive a bit longer than that.
- Regular Invasion isn't all that fun. As an Elite in tier 1, have fun rushing past all of those DMRs. If you and your battle bro die, have fun trekking all the way back to the ship from your spawn point. Either that or one of you hides near the ship the whole time, and the other one rushes the territories. Too bad that's not any fun for half the team. For tier 2, the inside territory is too easy to defend, so there is no reason to try taking it over the outside territory. Overall, the progression from territories->territories->1FlagCTF isn't particularly interesting. It doesn't feel like there is much variety between each match.
- In Invasion, spawns (especially for Elites) tend to be very far away. Either one Elite hides and their battle bro continually respawns and rushes for the objective, or they both try to fight, die, and have a long trek back. Not fun.
- In Invasion Slayer, one third of the map is never used. No territories spawn over there and there are no spawn points over there, so Bungie might as well just block it off.
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Re: The Upcoming: Halo Reach
The vehicles were so damn overpowered in Halo 3 and invincible to literally anything that there weren't enough lasers on maps.
I haven't played against enough vehicles yet, since I usually die by another heavy weapon before I can even do damage to the vehicles, but when I was driving in them they did feel like they take damage easier. Well, maybe they don't take damage easier, as more damage is inflicted on them...
Invasion needs to be faster paced.
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Re: The Upcoming: Halo Reach
I like the warthog chaingun turret, now people can jsut sit on that all day and kill, the turning speed is :\
I hate hate HATE incopitent teammates on invasion, whats that you say? the elties have the laser and rockets? well now HOW THE FUCK DID THEY GET THOSE?
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Re: The Upcoming: Halo Reach
They rushed past the armoury on the way to the Tier 2 objective? Somebody doesn't have to die for them to get those.
Personally, I think Invasion would be infinitely more entertaining if it were more similar to a Halo-spun version of Unreal Tournament's Warfare or Assault modes instead of a hack of Territories and CTF.
Also, when the Elites get the core, a base alarm should sound off until it's returned or end of the match.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
They rushed past the armoury on the way to the Tier 2 objective? Somebody doesn't have to die for them to get those.
Personally, I think Invasion would be infinitely more entertaining if it were more similar to a Halo-spun version of Unreal Tournament's Warfare or Assault modes instead of a hack of Territories and CTF.
Also, when the Elites get the core, a base alarm should sound off until it's returned or end of the match.
there is a sort of alarm that sounds when the core is "cracked"
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
jcap
The vehicles were so damn overpowered in Halo 3 and invincible to literally anything that there weren't enough lasers on maps.
I haven't played against enough vehicles yet, since I usually die by another heavy weapon before I can even do damage to the vehicles, but when I was driving in them they did feel like they take damage easier. Well, maybe they don't take damage easier, as more damage is inflicted on them...
Invasion needs to be faster paced.
Uh, what ?
Shit, vehicles, run for cover! Quick, use one of the four available anti-vehicle explosives or 2 methods to EMP (most of which spawn right in the goddamn bases)! Failing that, shoot any given part of the vehicle with a laser for an instant kill!
Vehicles were gimped as fuck in Halo 3, and Halo 2. The pattern needs to stop.
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Re: The Upcoming: Halo Reach
I remember when killing a vehicle took a well-timed grenade and a series of well-placed shots. :-3
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
I remember when killing a vehicle took a well-timed grenade and a series of well-placed shots. :-3
That, or an overcharge plasma pistol followed by a mag or two of pistol spam. Halo 1 had methods of vehicle ownage that were powerful and useful, but still allowed the machines to have a position of prominence on the maps.
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Re: The Upcoming: Halo Reach
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Re: The Upcoming: Halo Reach
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Re: The Upcoming: Halo Reach
You can't see the random face stretched across the doorway?
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Re: The Upcoming: Halo Reach
Yeah, saw that in my first match, but couldn't remember where it was to post it.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Warsaw
I remember when killing a vehicle took a well-timed grenade and a series of well-placed shots. :-3
Yeah, I liked that. But that was when vehicles would actually flip and eject passengers. That was also during a time where grenades did severe damage.
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Re: The Upcoming: Halo Reach
That's why I feel like they should drop the pretentious bullshit with anti-vehicle instant kill weapons and go back to the old system, where vehicles can take damage from any form of attack save melee, yet they're durable enough to take a decent amount of said punishment.
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Re: The Upcoming: Halo Reach
They do severe (if inconsistent) damage in Halo: Reach, too. Problem is not the grenades, it's the excruciatingly slow player speed and the general lack of resiliency in the health bar. Oh, and the addition of realistic vehicle physics doesn't help. :maddowns:
E: Oh, that's what I was looking at. I wasn't sure if it was a stretched face or if that was a legitimate piece of the map. I've only played one round of Invasion, so I'm not too familiar with the map. I do like the large number of sniper rifles and rocket launchers available...:D
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Re: The Upcoming: Halo Reach
btw, that you suck, was directed at everyone.
Quote:
Originally Posted by
Pooky
Personal attacks, blanket "QQ" responses, what quality arguments :allears:
Though I do like that suggestion to "avoid" a hitstan, instant kill weapon with near infinite range and massive aim assist, while sitting in a vehicle which is a huge, often slow target. Don't tell me about the charge time and targeting laser either. The former is irrelevant when firing from cover (which any intelligent person will be), and the latter is barely noticeable even when no attempt is made to hide it.
It's also super fun trying to hunt the laser guy down when all your vehicles are gone and you're being spawn camped by a scorpion, because he probably isn't hiding way up on a high ledge, and your ONE available sniping weapon totally doesn't paint a gargauntuan "KILL" sign above your head the moment you open fire.
So, go spawn with a pro pipe, and go disable his shit, and go jack it, thats almost EXACTLY what I did when we were getting spawncamped by a tank.
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Re: The Upcoming: Halo Reach
Played Invasion Slayer, didn't find it all that fun. Probably because my team was a bunch of randoms who didn't talk or really know how to play, just focused on spamming whatever explosives they could get their hands on and whoring vehicles.
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Re: The Upcoming: Halo Reach
Quote:
Originally Posted by
Atty
Played Invasion Slayer, didn't find it all that fun. Probably because my team was a bunch of randoms who didn't talk or really know how to play, just focused on spamming whatever explosives they could get their hands on and whoring vehicles.
seems to be a rampant problem in invasion slayer
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Re: The Upcoming: Halo Reach
i have not yet found a single sniper rifle, nor have i even seen a laser in invasion so far, and so far elites have won every single time
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Re: The Upcoming: Halo Reach
Sniper spawns at the "junkyard" position in Phase 3, as does the Splaser and Rocket Lawn Chair
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Re: The Upcoming: Halo Reach
ok spartans have won one time, but that was because we killed a tank that blew up on top of the core thing so nobody could get to it
E: spartans won again, but thats because i was playing on their team :-3
actually no, we won because we camped with shotguns, and i blew shit up with the laser. holy fuck the laser...
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Re: The Upcoming: Halo Reach
I like it when there's one Elite thinking he's all badass camping with the sword, and then you show up with a shotgun and teach him who's boss. :-3
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Re: The Upcoming: Halo Reach
yeah i would have gotten an open season hanging out on top of the core if i hadnt used the laser to blow up 2 banshees.
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Re: The Upcoming: Halo Reach
seems spartans are learning to duck to avoid a elite's fists
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Re: The Upcoming: Halo Reach
It's good to be short, what can I say. They also better not edit that, since it's a legitimate tactic.
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Re: The Upcoming: Halo Reach
2 things: on invasion, elites can stand on top of the objective for the first part, and apparently still score while being immune to any kind of grenade spam
also, i think i just got a double kill for blowing me and a team mate up with a rocket after the game ended. lol.
E: i just tried. how the fuck did they get on top of the objective?
E2: shotgun + armor lock need to get the fuck out. basically just armor lock gtfo.
E3: wow playing invasion, my team mate died as a guy quit out, and i cannot spawn now. im sitting here watching this as i type. i have been "waiting to spawn" for over a minute now
E4: spawned after 1:30, it seems the announcements for "shut out" and "skunked" are reversed. as in, it will read "shut out" but the announcer will say "skunked" and vice versa
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Re: The Upcoming: Halo Reach
found an interesting video on Bnet show casing elite using an armor lock animation and spartans doing a unique evade animation, I put pics of it in the Reach thread that I took from the film, lost link itself
anyways im getting jack shit with Cr now after being a WO grade III
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Re: The Upcoming: Halo Reach
Got to play it. (Not sure if this has been talked about) 1 Flag CTF on Swordbase is the easiest shit ever. Me and my friend just cooperated, ran in there spamming grenades into the tunnel the defends have to come though, took the flag and ran like hell back to base through the gravity lift. Defense? Pfft, have a guy sprint up there quick to spam grenades at the falling attackers, and the other guy gets into a position behind the barrier behind the flag with armor lock. Once the scout guy dies, have him go armor lock too.
Cheap shit, fun shit, doesn't feel much different from Halo 3 though.
Sevlag: Perhaps this might be the video? It's backwards Invasion, so Covenant are defending and Spartans are attacking, sprint animations are being used for elites and evading for Spartans.
Edit: Then again, Elite's running animation is just sped up whenever they sprint, not sure about Spartan evading. Elite at around 1:30 DOES use Armor Lock, and has a red shield rather than blue.