Christ, kornman, you're already Onyx in three commendations.
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Christ, kornman, you're already Onyx in three commendations.
Any oldfag is going to be wearing the Mark V.
....Kornman you play halo too much. :-3
Dude, I got to Warden Officer Grad 3 yesterday and reached 150,000 credits. Using these credits I got the Master Chief firefight voice (I'm a firefight frequent) and at first I was a little concerned. MY TV's volume was turned lower than normal and I could only here the death noise and the pain noise. But as you play along, he says awesome crap I can't remember at this time and it really enriches the firefight experience in a settling sort of way.
Does anyone know if Firefight Voices are affected by the IWHBYD skull?
Also, nice campaign commendations Korn. What difficult and skulls do you play on?
I use Aunti Dot and Stacker. As always stacker is a hoot.
Dot is odd but funny, The first time I jumped she literally said "Jumping," for some reason that made me laugh a bit.
When you pick up a fuel rod gun or a laser she'll say:
"Combat effectiveness has increased by 34.3 percent..."
If anyone ever does the whole offline thing to see the ranks/armor, let me know what rank you unlock Mark VI at. It's really gonna bother me until I know. =/
Gold visor Mark V, FJ/PARA shoulders, Tactical/Tacpad wrist, UA/NxRA utility, FJ/PARA knee guards. What chest piece idk.
cpatain grade 3...fortune smiles upon me
also bought jorge's voice for FF becuase jorge is the man
I'm curious about Jun's FF voice. He asian, with a Japanese name, yet he talks like a dracula.
Thanks to p0lar, it's going to be a bitch to look a Jorges name the right way again.
http://www.bungie.net/Stats/Reach/Fi...Onca%20Rapotee
Watch it. It's amazing.
I think Jun is actually Russian-like more than East-Asian-like.
Hahaha Forklift win!
That's the fastest I've seen the forklift move...
I enjoy tk'ing with the forklift in the Campaign.
http://www.bungie.net/images/Games/R...lltoHDD/02.jpg
^
59 achievements, 1250? DLC BABY :D
I'm willing to bet anything that the DLC is maps that were ready for the final game but they took them out so they wouldn't have to work on it after release.
I'm knee deep in Forge, figuring out how Invasion and Invasion Slayer work on a netgame flag level. It makes me realize that both modes are fairly half-assed -- or maybe half-hearted. I didn't even attempt Invasion, because my map isn't ideal for it and I didn't have the budget left to erect huge ugly force fields everywhere. I went ahead and implemented IS, but.... that's a pile of crap on a big map. They strip out all vehicles and randomly choose drop locations. I ran a test by myself and it chose the drop loaction closest to the enemy base. I even set the spawn sequence with 0 being the hill in the center of the map. It ignores it, apparently.
Well, maybe their next game will have a PC editor which has a proper level editor interface that doesn't require you to use all sorts of non-sense union fields for defining object properties.
I mean, what better way to secure your next game than by secretly making the previous one not as awesome or fully developed but including it in the next which is fully owned by you :trollface:?
Just hit Captain. I want Mark V.
You only need about 200k credits until you're able to buy it. No biggie
You can see it at Captain but can't unlock it until Lt. Colonel.
Save up your points. I am able to buy it but I have not hit that rank just yet. I need to do grunt/sniper farming.
What's the trick to getting your armor to show up on bungie.net? I thought I just had to buy something, but it's still stuck on what it looked like before I started the campaign.
They've turned it off until the initial server bumps are worked out and the amount of players updating their armor winds down.
Just got the rest of my 130k saved up and bought my Mark V helmet. Also just hit LTC3 and I'm now at the current max rank. I can continue to gain cR...who knows if they'll count towards my rank when the cap is lifted.
POST SCEENS DAMNIT. ALL MARK V AND DEFAULT CHEST.
Maybe later.
Just did the daily challenges, still gaining cRs smoothly. Bought the command module for my Mark V.
I got Mark V two days ago after hitting Lt. Colonel. I guess it's cool. I really need to buy the gold visor for it to look right, but I really don't want to spend 250k cR on it now. What else would I buy, though.....
E: Oh and you can't get gold until you are Colonel.
Clearly, Tactical/LRP is the chestpiece of choice for the Halo 1 MC. CLEARLY! I mean, pockets.
Personally, I feel like they could have done a better job up-res'ing that helmet. It has too much of an imprecise, carved-out-of-wood-by-an-Appalachian-bootlegger look to it.
Personally, I think the default helmet with the visor (a combo they had in the beta but not in the retail game, apparently) looked like a better Mk. V redux than the actual Mk. V helmet in the game...which is redundant because we are wearing MJOLNIR Mk. V armour anyways.
Do I just play too much Reach or are people really finding today's "Office of Not Dying" challenge that hard? I mean, it's only on Heroric, I did it on my first try.
e: oh whoops, I mean it's "only" on Legendary. Guess I do play too much then.
Wraith's over-sized explosion radius killed me which ruined the challenge. After that I don't think I died until the Rocket part where Emile didn't kill the Fuel Rod Elite in time. Oh wait, I might have also died right after the Wraiths with the freaking Elite Ultra and Jackal sniper too. :(
If I revert to last save after I die will I still get it?
^ Thats what I meant Dark
So I don't get this: I started playing Arena Doubles and for a while it seemed okay. Lately though, ESPECIALLY when I bring someone else into it, it's terrible; either the enemy team is pants-on-head retarded and pose no threat whatsoever, or they're invincible and we can't do shit about it. I'm not seeing any more even matches where it's neck and neck right up 'til the end.
And again, winning seems to not be about player skill whatsoever, it's all about who can spam the most grenades and get to the power weapons first and hold out with them in a designated stronghold-like area until they run out (like the top floor of Ivory Tower), whereupon they bail and run back to their spawn areas, waiting for them to respawn (which isn't long at all). Lather-rinse-repeat until you've won 25-12. On one hand, power weapons aren't necessarily a bad thing and I'm not calling for them to be removed entirely, but there need to be less in Team Doubles, ESPECIALLY the sniper rifle (you spawn with a fucking long-range weapon, it's redundant).
On that note, there's something seriously wrong with the sniper rifle; my money's on player hitboxes. It feels way too easy to use, and considering how much damage it can do per shot, that's a bad thing. IMO it's one of the reasons Arena Doubles is getting worse; any given map with a sniper rifle on it, whoever controls it basically wins. I've seen instances where I shoot someone in the back and get a headshot, or completely and entirely miss my target yet still somehow get a kill. In fact, I feel like a complete dick using it against anyone except other snipers because it's so accessible and powerful; case-in-point (load up the game viewer and check the spots for The Cage, limit it to just my kills/deaths).
Well I could up load my saved film if you like lol
I used whatever I had to get the job done just as any normal thinking, breathing, living human would.
That is, first section I used my trusty DMR/sniper rifle.
Second section I used Kat on the turret of a hog and gave a RL to a marine. It would have been foolish of me or anyone to let them do anything besides shoot. The driving should always be left up to a non-NPC when on anything harder than Normal. I continued to use a SR to clear both objectives.
Third section I made sure I got my still living marine with RL to come with Kat and I to clear swordbase. From there I snipped the two lame elites, advanced up to the hunters which the marine and I took care of then after they were down I got back my RL from the marine.
Fourth section I think I gave my SR to a marine. I know I gave the RL to one. From there I went with a shotgun and AR (IIRC). Then when we got to the level below the FRGing-elite-asshole I took my rockets back and shoved a round up his ass.
From there on out it was really, really gravy.
The AI is there to help you. They're just a tool in the toolbox (or more appropriately, one of many buckets in the sandbox). However, I didn't just crouch down behind them and slowly push them in the direction I wanted to go, effectively using them as a shield, if that's what you were asking.
I hate Grenade spamming. That's why in all of my gametypes I choose not to give the players 2 grenades to start with; it makes using that grenade more artistic than just spamming it like hell. And Halo 3 has this problem too. I think it's generally one of those problems that can only be fixed by removing said weapon, or at least limit the ammo available greatly.
I like the Sniper, but I do think it's too powerful to be used so easily. IMO, for balance reasons, the Halo 3 Sniper Rifle is probably the best of the series. It has a decent rate of fire and isn't Autoaimed to death.
I think if power weapons were actually placed on a regular timer and not that retarded "hurr durr, only one on the map at a time" crap, the game would be less annoying. As it is, if one side has the power weapons, the other team can't time it to get its own set to counter. You will never see two players with shotguns shooting at each other in Reach unless the gametype has players spawning with shotguns or it's Invasion/Generator Defense.
Fake E: Actually, the shotgun shouldn't even classify as a power weapon.
I did a bit of Team Slayer, Team Slayer on Countdown is extremely annoying >_>
I think I just wet myself a little looking at that.
I want that as a wall-sized mural.
Yeah, I was the one playing Doubles Arena with p0lar earlier. He can attest to how hard I was raging at it.
Reach is basically a good game, but the gameplay is flawed in a lot of fundamental ways. My suggested fixes to make it less horrible are as follows:
- The melee attack needs a damage nerf. It is far too powerful for something that requires no aiming whatsoever. My suggestion would be to nerf the melee attack to take off only 2/3 of a player's shield in a single hit.
-Get rid of the fucking sword/melee parry. It was a good idea to make the sword loadouts in Invasion more balanced, but it's bullshit anywhere else. My suggestion was to have two versions of the sword, one for Invasion, and one for everything else.
-Either tone down, or remove the reticule bloom. I really don't understand what the point of this was supposed to be, all I see is that retards can occasionally spam their DMRs at point blank range and get lucky headshots. Randomness is the bane of any game intending to be played competitively, and it certainly doesn't have any place affecting the primary competitive weapons of Reach.
-Give the plasma grenades a tiny 'arming time' of about 1/3 of a second after you throw it. During this time, the grenade will not stick to anything, but will just bounce off. This is to prevent that annoying and skill-less point blank sticking crap.
-Either make the hitboxes smaller, or tone down the bullet magnetism, because the sniper is fucking ridiculous right now. It takes virtually no effort to use, and basically dominates everything.
-Like Warsaw said, can we please go back to purely timer based weapon spawns? I'd prefer games to be decided by who is the best power weapon user, not who is the only power weapon user.
Anything on Countdown is annoying. Countdown is the new Pit. I hate it. I hate zealot too. When it comes right down to it, Zealot is basically:
Who can run around the out ring the most double meleeing or spamming grenades and the assault rifle. I hate anyone using the assault rifle. Next to Concussion Rifle the Assault Rifle is THE most irritating weapon to be shot by.
I'll stick to invasion until the playlist update, maybe then the other playlists won't be fuck all retarded. One flag on Reflection had to be the stupidest thing I've played to date. Everyone on the enemy team basically camped our flag as we TRIED to return it with swords, rockets, and sniper rifles. Dear fucking god Bungie what is wrong with you. FFA on Reflection can be very fun though and generally I love the map overall.
Also that autumn picture was beautiful.
Random stuff that pissed me off today:
I'm starting to miss Halo 3. I don't like the new vehicle health system. And double melees. And the lack of proper teammate indicators in Invasion. Or lack of good HUD indicators in general. Or the fact that you can't choose to spawn at the same location as other fireteams when on offense in Invasion. And tanks and revenants in Hemmorage. And drop shield in oddball.
I hate how jumpy Elites are (nothing like the Halo 1/2 Elites). Same with skirmishers. The proportion of high-level Elites compared to low level Elites is way too high. I think I've seen few blue/minor Elites than any other type. They have way too much health/shields, too, and their shields recharge ridiculously quickly.
You can't get too close to Elites because they'll 1-hit kill you with a melee, and even if you can avoid it, it's not like any of your close-range weapons will have much of an effect. You can't stick them because they jump around so much. Even if you do stick them, they have so much health that they'll shrug it off. Good luck trying to kill them with a needler. Your choices of dealing with them end up being DMR from a distance or PP overcharge to DMR closer up. Compelling. At least with the Brutes, you can use a variety of weapons against them effectively. Bungie can call them Elites, but they're nothing like what I fought in Halo 1 and 2, and not nearly as enjoyable to fight.
There are also far too many 1-hit kills in the game. Elite and Brute melees are almost always 1-hit kills. The 1-hit kill fuel rod is also a pain in the ass. What were you thinking, Bungie? Giving the enemy a rapid-fire rocket launcher? Most of my deaths to the FRG end up feeling cheap and unfair.
Hunters are absolutely awful to fight because they can kill you in one hit with a melee or with their fuel rod. You can try getting in close and circling them with a shotgun, but they seem to have a certain melee attack that you can't really dodge, so you have to hope they don't use it. Oh, and since they're two hunters as a time, you really can't have a CQC battle with them like you could in every other game. Slowy whittling down their health from a distance is not compelling gameplay.
I also hate how useless camo is. If a covie is anywhere within three feet of you, he will invariably turn around and melee you to death, even if you were crouch-walking the whole time.
And whose idea was it to make the Grunts not speak english? And why even have the Gutas, Engineers, Drones, or Scarabs in the game? You hardly did anything with them, Bungie!
The game is fun, sure, but just tweaking a few damage variables and such could have made the game so much more fun and so much less frustrating.
Also Spire is terrible in every gametype. And Zealot. And Countdown is pretty bad too. And Paradiso.
Or you can throw a sticky, use a plasma pistol, snipe him, or counter with another shotgun...oh wait, you can't because the shotgun, plasma pistol, and sniper rifle all effectively count as power weapons and you only get two grenades which you probably tossed down the hallway at the previous schmuck. Silly me.
Long story short, the problem with all the Halos after the first is that all the different guns count as power weapons. That is partly to blame for all the DMR/BR wanking we have rampaging through the game.
The only thing I disaggree with is Spire there Arteen, I love it on Invasion. Just hate Boneyard so much.
Paradiso is good on flag gametypes. I typically roll with the tank, sure someone will try for an easy sniper kill on my gunner but thats normally followed by me shooting him with the main gun. Congratulations you got an easy sniper kill with a hit box cannon, oh look your body is on the other side of the island, lets see how many more times you do this before you realize it's a bad idea....dumbass.
Have to agree on all points. The amount of times I was "sniped" by a mass of homing FRG shots from across the map was damn annoying. That last part in the tank on the 9th (?) mission was terrible on legendary - if you wanted to keep the tank you had to kill an RPG turret that didn't even render because it was so far away. Since the tank backs up slower than a grunt runs there's no way you could get into any cover before two shots found and killed you. Also had to redo many decent fights on foot because the last grunt or two managed to one shot me with an frg.
I'm finding one major problem with the game besides a few obvious things.
In the beta the Spartans had two load outs and then had the DMR load-out removed due to spawn killing on the elites.
This was when the Spartans had the high ground now on maps like spire, the elites have the high ground and are easily able to spawn kill the Spartans.
So many times have I spawned only to be spawn killed by an elite in camouflage, also who the hell came up with the idea of having a aerial vehicle which basicly has two warthog turrets attached to it? It's ridiculous how easy it is to dominate the entire map with a single falcon even worse if one of the gunners just so happens to have the only rocket launcher on the map which wont respawn untill the launcher is dropped.
Speaking of more Invasion BS:
Okay, so your non-battle-bro teammates have semitransparent, light blue indicators above their heads which don't render if you don't have line-of-sight with them, meaning you hardly ever know what the rest of your team is up to or where they are. In addition, you have to stare at vehicles for a few seconds to try and discern if they're friendly or not, because the indicator can be hard to see.
On the other hand, every once in a while, an enemy will get a big, obvious, opaque red indicator above their head for no apparent reason. Even when they're using active camo. I just don't get it.
Oh, and they're using Halo 2's completely terrible heavy weapon respawn system? Wasn't that shown to be completely terrible in Halo 2?
From working in Forge, it's obvious that Invasion is such a hacked-in affair. I'm amazed it works at all. It's really not worth the headache to implement in a map.
Quote:
Originally Posted by Arteen
Seriously...when the plasma pistol now counts as a power weapon, something is fucking wrong.Quote:
Originally Posted by Me
I thought that power weapons were on timed respawns; I've picked up rocket launchers with 6 rockets in reserve before (albeit with empty mag, guess why? :v:) and many sniper rifles with 10-16 reserve shots.
I just loaded up Standoff with standard CTF rules. I had one player grab one of the rockets and the splaser, and the second player grabbed the other rocket launcher. Then I waited without either player firing a shot. The splaser and both rocket launchers respawned just fine.
EDIT: I also just confirmed that Reach uses Halo 2's weapon respawn system.
Whatever excuses Bungie offers for the sword parry, I'm still not going to agree with it. The majority of people I play with find it obnoxious, unskilled, and frustrating. If the game isn't fun, you have a problem.
I'm aware what the reticle bloom does. Go look at any of the previous Halo games, the only midrange headshot weapon that had any sort of bloom was the Halo 1 pistol, and that was only if you held down the trigger, which no one ever did. Bloom is fine for CQB spray weapons, but it has no place on the primary competitive weapons of the game.
There's no reason people should be able to spam the DMR at chest level any get lucky headshots. As said before: randomness is the opposite of skill.
You misunderstand. This wouldn't remove the sticky function in any way, it would only make the grenade become sticky very slightly after it was thrown, instead of instantly. Skilled sticks from slight range will still work, but pure autoaim sticks from point blank will not. The theme here, if you couldn't tell, is player skill.
Old sticky armed at this point:
http://img101.imageshack.us/img101/7231/sticky1.jpg
New stickies would arm at this point:
http://img822.imageshack.us/img822/8706/sticky2.jpg
I am happy as long as it isn't like Halo 3 were every weapon does the exact same damage.
i see your point about the reticle bloom on the DMR pooky, but i have yet to have anybody get a lucky spray and pray kill on me up close with it. halo 2 and 3 got MLG'ed to shit and back because of the br and lack of projectile error (and i suspect halo 1 would have too if it supported online from the get go). it became a "whoever shoots first wins" game where two people just jump back and forth landing all their shots. i like the new reticle bloom system since you do actually have to pace your shots to avoid them spraying everywhere. now its not just whoever shoots first wins, but also whoever keeps their bloom inside the reticle's circle. i think its a nice addition.
im in total agreement with the bloom on the sniper, though. when i was playing with it at first, it seemed like the reticle bloom settled before you could even fire a second shot. im not sure if its the bloom or the autoaim, but i have popped more headshots and noscope headshots in the past week in reach than i ever have in halo 3. im not even good at sniping, let alone noscoping.
I agree with this. The point being, the Pros actually have to be Pro with the skill of such a weapon to win instead of being the first one to shoot winning. Besides, the BR was probably the most Uber starter weapon to be on XBL in any game series ever. I think it took skill to find someone and shoot first and maintain that fire, but took no skill to actually use it. Now using the AR without melee to get a kill takes skill.
90% of the time I play any Halo game, it's on Heroic. There are hardly any blue Elites, IIRC. Elites in Reach aren't fun to fight on Heroic. Yeah, I shouldn't treat them the same as H1/H2 Elites, but H1/H2 Elites were much more fun to fight because they were still dangerous, but they were approachable.
It's freaking Heroic. What do you expect? Them to greet you with open arms and allow you to charge them while they're easily two feet bigger than you are while trying to perform mass genocide on the entire planet (or preparing to)?
Doesn't mean it's fun.
If you've been able to play Heroic meleeing at enemies with low shields, then something is wrong with the difficulty of Heroic for those games. I found Reach's Heroic to be a lot of fun. But that's obviously just me I guess.
I know how to play Halo Campaigns, so don't say I just don't know how to use the weapons. Shotguns are okay up until the Elites stop caring about keeping their distance, charge at you, and beat you to death. Most CQC weapons just aren't very effective and way too risky to use. If I don't have any other weapon handy, I can make use of them, but they just aren't reliable enough. I could tear through most of the Halo 1 campaign on Heroic with just the plasma pistol. I could reliably kill Elites with any weapon, as long as I used a strategy that suited my choice of weapon. Now Elites just shrug off rockets, plasma grenades, and needles. Halo 1 and Halo 2 Elites were too easy, you say? Well making them harder doesn't make them more fun to fight.
Reach is an entirely different story. There are so many more options than just the 1337 combo. The AI in Reach are by many means A LOT SMARTER than past Halo games and simply putting you should never charge at an Elite expecting the best when they have always been the ones to charge you first. Halo 2 had one hit kills at the same range too, so the only real missing feature there is the AI's bluntness and missing uber weapons. The only Elites that shrug off high ballistics are the Ultras (which makes sense on Heroic I guess, they could survive three Fuel Rod blasts in Halo 2) and the Zealots (which makes a ton of sense on Heroic), which you should expect from the getgo unless you played Halo 1 beforehand. When using the shotgun at Elites, it's more of a rush, backpedal a bit, then one more shot to finish the job. I used this tactic whenever possible in Legendary without getting caked and it worked very well. You've generally just have to adapt to the new hostile and generally smarter AI, as well as learn to use even the most common weapons to get by in Halo Reach, which isn't the same as the past games at all.
Sometimes I can survive a melee, but usually if I'm in melee distance, then I don't have full shields/health, so they will usually kill in one hit. It's too much of a deterrent for CQC.
Well who's fault is it then? Maybe you shouldn't always charge Elites like you're doing then. I always wait till they're distracted and I have a decent level of shield before I rush them with AR, PR, or Shotgun fire. If distracted means grenades or just firing a few pistol rounds at them from one spot and changing, then that's how I'll drop their guard.
I've found allies to be completely useless as distractions. And slowing chipping away at their health (because getting too close to them is suicide) is not compelling gameplay. Halo 2 Hunters sucked, too.
Noble team is terrible at being distracting, especially with Hunters. That's why you have to use every chance possible to utilize a strategy to better win the situation. And these hunters are easier to kill than Halo 2's as far as weapon diversity goes (dies easier from Needler and Needle Rifle), but their mechanics and intelligence keeps that from being an easy task to complete. I like the Hunters because they are exactly what Bungie has always said for them to be, at last; walking tanks that are intelligent, powerful, disregard other soldiers on the field, and can't be killed immediately.
Fuck how you're supposed to use it. If I'm invisible and standing still, they shouldn't walk up to me and start shooting. The ability should be more versatile than it is. Jun did his darnedest to make my active camo useless by walking towards me whenever I tried to sneak up to an enemy.
Camo is a double-edged sword in one way: you depend on it to change the situation, but if you're caught there isn't much you can do. What I do with Camo is use it to escape, get closer, and scout enemy positions. From a distance, it's great. Up close, you have to be very freaking careful because the AI aren't stupid like past games about it. It's best for assassinations, scounting enemies from a distance, and using it to sink away to allow you a chance to breath or formulate a strategy. When actually using it, you have to use it selectively instead of spastically to where the AI aren't as aware of it. These AI catch on to the same old tricks, especially on Heroic and Legendary. If you need a video, I could upload to my Fileshare of when I played an Elite Ultra on Legendary using Active Camo. Also, use Camo when doing things away from your allies; it doesn't do you much good when you get caught in the crossfire. Sometimes the AI may intend your ally, but accidentall hit you because their aim was bad or you just happened to be within the fire zone.
An atmosphere of boring. That and the dullness of the other Noble members took away a lot of the personality of the game. Drones, frequent? I remember seeing them in three encounters. A group of three or so by the AA tower in Tip of the Spear (so bizarre, why even bother putting them in that encounter?), the Reflection area, and a cool fight in Pillar of Autumn. Engineers are pretty much a non-issue now that they're effortless to kill and don't even explode. They're just... there. As for the Scarabs, I prefer the cool stuff to happen where I am, not off in the distance. I disliked the Falcon flyovers for that reason, too. I want to be down there in the thick of it. Even in Winter Contingency, I would have liked to drive along that windy road. That looked fun!
Engineers are a bigger problem on Legendary. The Drones are also mentioned in Reach's info as Irregular Soldiers, so that explains their rarity if you want to know that (albeit the reason is only good if you like the canon over the gameplay). I like the Falcon sequences though (not on Legendary however) mainly because I liked the ground action and being air lifted into combat.
Basically, Heroic is the difficulty for Halo games. Normal and below are cakewalks, and Legendary can be nigh-impossible for all I care, but on Heroic, I expect formidable enemies that I can't rush into blindly and have to take somewhat seriously, but enough forgiveness that I can make a few mistakes and take a few hits, with more than enough room for shenanigans.
Try Normal for a playthrough, then try Heroic. I think it'll be a lot different after that transition, mainly because you're used to the weapons in a different way than you've been accustomed to these past ten years with Halo games.
Heroic in Reach is just too punishing to hit the 'sweet spot' that Halo 1, 2, 3, and ODST hit perfectly.
I differ because I think Heroic for Halo 2 and 3 was a cakewalk, especially after playing the games for 3 years at least. Halo 1's Heroic was tough for me for some reason and ODST was its own set of challenging considering the conditions. But Halo Reach was probably the most epic of the three in terms of AI aggressiveness and providing a challenge that remained possible, but challenging to accomplish.
Elites should never be able to survive a sniper shot to the face. Any class, any difficulty. It just shouldn't happen. The Halo 1 Elites were the high water mark. On Legendary, just about every weapon worked on them, yet they were still bad-asses to be feared. Elites in Reach... it's like they hacked the game in their favor or something.
The Elites in Halo 1 were jokes until they started berserking. I think the Sniper made them too easy, which is why people thought they were so fun. The Elites in Reach can survive one sniper round to the face, but the second one will finish it unless it's a Zealot, which takes three shots (two anywhere and one on the face). I think it makes a LOT of sense in making sure the player can't just clear away a bunch of enemies like they're just targets; this is the problem I had with Halo's 1, 2, and 3.
protip: master chief tactics don't work. at all.
The H1 Elites were great because you couldn't stand toe-to-toe with them, but you could take them out in a heartbeat under the right circumstances. I probably wouldn't be a Halo fan if not for that. If they had made Elites simple bullshit bullet sponges like every shooter before it, I would have had no interest.
Making things harder by cranking up the HP of enemies is what I expect from lesser game studios. It's one shot, one kill, not three shots, one kill. If I have one precious plasma grenade in reserve, I should be able to count on it killing an Elite if I'm able to stick him. It was a fun resource-management meta game and it just hasn't been the same since the first game.
The bloom on the DMR really doesn't bother me at all. Sure, it is annoying if you fire it too fast, but they did tone it down from the absurd amount in the beta to something way more reasonable.
What pisses me off most is the bloom on the pistol. That in addition to the ridiculously stupid small clip size makes the weapon a last resort. I know it's a side arm, but there's no reason it should be that gimped. Congrats Bungie on making a weapon more useless than the plasma pistol. (Speaking of the plasma pistol, that is the one weapon which has had the biggest improvement, and is actually a GOOD weapon to use.)
jay
cap
stop being stupid.
learn2pistol.
also, learn2earn-cR while you're at it. you took the hella long way (and I'm not even talking about "farming") and it's going to bite you in the ass later.
Don't tell me a sniper rifle firing anti-tank rounds has no business being able to take out ANY Elite in one shot...that slug has over 32,000 joules behind it. If Elites can take the hit then fuck me, I should be nigh unstoppable since it's been said in the books that the MJOLNIR shields were superior to the Combat Vest shielding worn by the Covenant. They could balance it out by making the gun a bolt action like it is in real life or just having a massive recoil in addition to making the AI run and hide after the first shot...which any real living thing would do when it just saw it's buddy's head explode out of nowhere.
That being said, I don't have a problem taking out Elites on Heroic or Legendary. Even with a shotgun, I don't have to backpedal at all; just shoot, punch, duck, shoot.
@jcap: except the plasma pistol doesn't like to be proliferous...
Had the misfortune of playing Invasion Slayer again today. Paradiso is quite possibly the worst Halo map ever made, I've never seen gameplay so atrocious in the entire series. Whoever designed that map should be ashamed.
I don't like how they've increased the window for two players to kill each other. I've got about three bull trues now, and every time the guy with the sword still killed me :|
Do the unlockable armors effect the first person hands?
I think the Emile helmet scratches should obscure most of your vision except for two eye-holes in the center.
http://img.photobucket.com/albums/v2...35509_Full.jpg
This is the BS I'm talking about. That Elite melee is a one-hit kill. I've taken, what, two hits from a needle rifle and now I'm at risk of dying to one melee? That is awful. And I definitely wasn't rushing mindlessly into the middle of a battlefield.
You do realise Noble 6 has weaker armour than MC?
I couldn't care less. Gameplay should always trump canon. I swear, the Rookie, who doesn't even have a state-of-the-art combat exoskeleton, energy shields, or cybernetic enhancements, feels a lot more durable than Six. The Rookie just needs to grit his teeth for a few seconds to regain his hot-metal-spike-absorbing, plasma-dissipating 'stamina'.
Yes, so you mention the ODST guy, did you bitch and moan about ODST saying you couldnt take much damage back then?
You've clearly missed the point that Reach is showing the human race was extremely weak, and unprepared for the war with the Covenant.
The gameplay makes sense, your tactics do not.
why the fuck a melee is ever capable of killing you with even a little shield left is beyond me. didnt bungie say that melee damage wouldnt carry over from shields to health? wasnt that supposed to be the new thing?
I'm with Arteen. Canon and thematic underpinnings have no place in a discussion about fun gameplay. Either the combat is as fun, more fun, or less fun than previous Halo games and right now I would have to circle the "less fun" option. Citing a story reason for the game being less fun is no help at all.
I still enjoy the game.
Define fun ;)
But I do see where your coming from, if it is causing a big problem, a frustrating problem then its an issue. If however, its just because 'you think Noble Six should be more powerful' well, whos the game developer you or Bungie :D
Personally I've never had a problem with Elites punching me, yes it has happened to me and I have found you die quicker than in other games but to me its no biggie. What is more of an issue for me, is the they jump and bob around the screen like CRAZY. Too much so, in my opinion.
I agree with Donut, although I'm not 100% sure if Bungie meant both SP or MP, or just MP.
I don't think of it in terms of Master Chief vs Noble 6 vs Rookie. I think of it in terms of me vs them. The game is less fun to me on Heroic (relative to other Halo games), because I feel like they took away many more combat options than they gave us. On Heroic, it used to be that if you knew what you were doing and played things perfectly, you could drop a whole room in a demonic blur of sniper shots, PP combos, grenade tosses, and melee attacks. It doesn't feel like that's there anymore. It feels more like a game of attrition on Heroic, which is what Legendary is supposed to be. You whittle down the enemy force and move on. They missed out on that super-efficient sweet spot.
I dunno...I found that having a shotgun and DMR/Needle Rifle allows me to do that whole demonic blur of dropping enemies pretty effectively. What I've found is that Halo 1 requires you to play smart period, where as Halo 2-Reach reward aggressive gameplay behaviour on any difficulty save Legendary. Even on Legendary, if you try and wait it out you will die in some stupid, trivial fashion where if you suck it up and bumrush at the right time, you'll come out victorious.
I've noticed on Legendary all I use, pretty much, is a PP DMR combo. DMR to take out jackals, grunts, etc, and a combo to kill elites extremely fast.
I can agree with this to an extent. I think the bloom should definitely decrease from how fast the projectile error widens. I fire three consecutive shots and I'm already away from the headshot box. Regardless, I use that pistol like I use the Active Camo; use it when it's available and trade it off when needed.
The Elite Rangers are annoying as hell on legendary, especially with Focus Rifles. It's not that they're difficult to confront, but it's that they are there to kill just as you're about to escape or get a good snipe.
Bungie wanted the Elites to be a bit more powerful with melee in MP, but it's not a major issue in MP because the system is basically identical (you have like two bars of health gone after an Elite melee in MP I think, not sure atm though). I think it's to fit the Elite's already massive size, faster speed, and higher jump. Oh and it slightly balances the use of the Plasma Repeater in concurrence to the Assault Rifle; the Plasma Repeater does less damage to health in that sense.
Crap. I double posted. Ignore me.
No, I did not. Yes, the ODST is noticably less durably than MC, and you no longer had recharging health, so I couldn't be quite as gung-ho in combat, but he still is relatively durable, and the enemies weren't as jumpy or prone to BS one-hit kills. My main issues with Reach Heroic are:
1) Essentially 1-hit melee kills from Elites and Brutes. I love to get in close to the enemies, but if they can just smack me once and I die, it's not much fun. Not a problem in Halo 1/3/ODST.
2) 1-hit kill FRGs, how fast they travel, and how aggressively Grunts shoot them. Plasma grenades could also do with a slightly longer timer, since they'll 1-hit kill you even when they don't stick you. Not a problem in Halo 1/2/3/ODST. Brute shots were pretty bad in ODST, but nothing like Reach FRGs.
3) Both of the above problems combined in Hunters. Not a problem in 3 or ODST, and not much of an issue in Halo 2. Halo 1's were jokes, of course.
4) Jumpy Elites. Isn't this why everyone hated Drones? Some occassional jumpiness is fine, but this is too much. We already have Skirmishers and Drones as the 'jumpy' enemies anyway.
5) Overall, Six's are slightly too weak, and Elites' shields are too strong, or at least the higher-level Elites are too frequent.
When talking about smart enemies being better, we have to keep in mind that if the enemies were truly smart, we'd stand no chance. How frustrating would Firefight be if every enemy charged you at once, running as fast as possible, shooting you as they run, instead of attacking you a few at a time? Or evaded every single time you tried to throw a grenade, or never stood still and raged? Or if both Hunters chased you and never let you hide in cover? Enemies have to be artifically dumb to be fun. Not that smart enemies are bad, but there has to be a balance.
And to elaborate on the Hunters: The Hunter's FRG also seems to have a lot of splash damage, and they seem to aim for the ground, instead of your body. They end up unapproachable if survival is top priority, and if you do risk getting in close, you're tempting fate. They have one swing in particular that almost always seems to hit. This is a major difference with Hunters in every other game. At the end of Tayiri Plaza, for example, I can jump in-between the two Hunters and partake in a 'dance of death'. It's super risky, but very doable, and I can still survive a mistake or two. Halo 2 Hunters did have 1-hit kill melees IIRC, but they were much easier to dodge, as were their FRGs, so it wasn't nearly as bad.