You mean like how people with sprint using double punches are today?
Gee how the times change...
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I agree here. Half of the time I don't even need to melee fight when I have a weapon that has a large enough magazine, like the AR or Needle Rifle. But when I have a pistol or DMR, I'm forced to melee just because i haven't enough of a clip to carry on. Unless I'm assassinating, I never really intentionally melee.
Arguments? So far, I've seen people propose a change to something they claim is flawed, followed by people saying that they're wrong, followed by said naysayers changing their opinion and agreeing after playing a few games in the Team Slayer playlist. I'm about ready to call out anyone who claims two-punch rushes aren't cheap as someone that relies too heavily on that tactic (get out), or someone that's reserved themselves to mostly Big Team games (and stay there if you enjoy your sanity).
well hoppy shit to you too. the game has issues, and we are bringing them to people's attention. in the past months modacity has received site traffic from bungie.net, so whos to say what goes on here isnt influencing what goes on there? the more people know, the more people either agree or disagree, and if there are enough people disagreeing with an element of the game, bungie would be inclined to patch it. they patched the melee in halo 3, why not here? our "bitching" isnt as useless as you make it sound.
The problem is a problem everywhere. It's just obscured on the larger team playlists. Double melee is just a dumb, cheap way to die. They recognized this in the beta, it's just that their solution for retail didn't solve anything. It might as well be a one-hit kill -- that second punch is just a formality.
From my experience, Team Slayer and Rumble Pit games are usually played on smaller maps, where players are left with the options of midranged combat and CQC with power weapons. Big Team has more focus on vehicular combat, sniping, and heavy weaponry.
Statistics-wise, my deaths back this up. In Rumble Pit, melee attacks cause 24% of my deaths, the DMR and Needle Rifle cause 19%, and the Shotgun accounts for 8%. In Team Slayer, DMR kills me 27% of the time, melee deaths are at 17%, and I get sniped 13% of the time. In Big Team, the DMR tops the list at 29%, sniper rifle at 18%, all vehicles at 18%, and melee accounts for 10%.
I can't say how many of those melee deaths are double-punch rushes, but I'm willing to bet a good percentage of them are based on how much I'm bitching about them.
The problem with that is that the double-melee can give some spartans a little bit of leeway when it comes to close quarters fighting against bigger, faster, and stronger Elites. For the most part, I've really only seen the need for this sort of change in Team Slayer mainly because most of the maps are close-quarters enough to use the double-melee spastically.
Actually no, not even slightly like that. All the double punch rush morons are as garbage as eachother, and as often as not get killed right after getting their shitty melee kill by another shitty melee tard. It's one of those things where no one can really be any better at it than anyone else, which makes the game mindless and inane.
It's stupid and irritating any and every time it happens, there's no reason not to change it. Look at phase one on Boneyard, practically all anyone does is punch eachother and spam grenades because the guns are so ineffective.
I bet today was an easy day in matchmaking for people who don't care about the challenges, with everyone else trying to get 30 kills with automatic weapons. Wait, does punching with a weapon count as using it?
Seriously, I don't even know why full auto weapons are in the game. Those commendations for using them are basically Bungie encouraging you to play the game wrong. Ugh.
I know why it sounds like y'all are whining. Because some of you are saying the game requires too much skill and others are saying it doesn't require enough.
What they have done is made the golden tripod easier to use- more autoaim, melee lunges, more powerful grenades. The game is no longer dominated by your opponent's superior ability to have ungodly aim or horrendous accuracy with grenades or uncanny ability to lead melees. Those things still have an effect on the game, but much less so nowadays.
In my opinion, it has been replaced with more depth and strategy (in an FPS? pshaw!). You complain that there are some situations you can get in that are simply a no-win for you? Well now whose fault is that? OK, to be fair, every once in a while it's the luck of the draw. But when I play Reach the vast majority of the time when I die I can directly see, "well, I was too meek here, should have taken the initiative." "I let them grab the power weapon and then didn't use the right strategy to counter it." "I really need to stop charging them on my own while they're on the defensive as a team."
It still happens once every few games that there's some guy who has robot-like timing and aim that gets him to the top of the ranking without competition. But far more often than I did in Halo 2 or 3 I see rounds where the dominating factor is an opponent's foresight and teamwork.
Unfortunately, it's not perfect, because sometimes this equates to knowing exactly when the rocket launcher is going to respawn or knowing exactly when your teammate is going to go into armor lock...
I understand what you're saying here, but I disagree. Keep in mind that most of the complaints coming in here are directed specifically at small team games on infantry only maps. In these games, the only strategy is camping with power weapons. If the other team is camping with power weapons, then the only hope you have is for one of them to do something stupid and get killed, otherwise this strategy is unbreakable.
That's the main focus of my complaints. Reach has significantly less depth than any of its predecessors. The strategy is shallow, player skill is pretty much a non factor. It's a free for all where my grandma has as much chance of winning as the MLG pro champion as long as she knows to camp with heavy weapons and double melee, and there's something wrong with that. That's why I've suggested several sandbox changes that would increase the depth by giving players more choices and returning aiming skill as a primary factor in engagements.
For the sake of argument, I'm restating the list from before.
Now, tell me how anything suggested there would not improve the depth of gameplay and give players more choices in every encounter.Quote:
- 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 (on the DMR and needle rifle). 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. To clarify, skilled sticks from a decent range will still work, it's only complete point blank auto aim sticks that will not.
-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.
- I'm not a huge fan of the new vehicle health system, but I can see where it's useful in gameplay terms. That said, there's nothing more gay for a new player than to get into what seems to be a heavily armored tank, only to die from 2 assault rifle bullets. First off, if we're going to have vehicle health, we need to have a vehicle health bar (passenger health bars would be nice, too). No one can argue that the health of your vehicle is vital gameplay information, and there's no reason to hide vital information from players unless you're fucking retarded or something. Second, the vehicle health should regenerate up to certain thresholds, the same as player health. That way you can have a damaged tank, or a heavily damaged tank, but not one that dies in 2 bullets.
I'm from the era of DOOM, I like automatic weapons just fine. That said, I would never use an automatic weapon in Reach unless I had no other choice. Headshots always win.
I'm going to have to disagree with that.
In Halo 3 the game play was alot more shallow, it was more or less focused on the battle rifle and grenades, got a sniper rifle? no worries that guy with a battle rifle can out sniper you, got a shotgun? no worries that guy with a battle rifle can just shoot you twice and then melee you.
I don't deny that Halo 3 focused on the BR to the exclusion of most other weapons, however I don't care for the examples you used. Assuming you're at the optimum range for a sniper rifle or a shotgun in these situations, if you die from a BR, you're kind of bad.
Gameplay focusing primarily on a single mid range, all purpose weapon is not exactly unusual. Every Halo game has done this. The other weapons on the map are specialist tools, giving you an edge over the guy with the all purpose weapon when used in appropriate situations.
I feel like Reach suffers from a heavy handed attempt to fix something that wasn't broken. They've made the all purpose weapons kind of shitty, and put back the terrible weapon spawning system from Halo 2, which leads to a focus on camping and double melee (like Halo 2). If the melee got nerfed and we had the old spawning system back, Reach MP would be a lot more interesting, other changes notwithstanding.
:D Hit the level cap, and completed legendary today.
Full auto weapons are all the same. They can't do headshots, because that would be too easy. They error like a motherfucker over medium to long range. They are the most boring, vanilla, brand of DPS imaginable. And in Halo, they are little more than vestigial relics. The series has evolved past any need for them in their current form.
Anybody notice that whenever Bungie demo's their games, they almost always use a full-auto weapon and it makes the combat look boring as Hell?
If I were making a Halo game, I would convert the AR to a 5-round burst weapon, with a "Center mass" version of the headshot -- if all five bullets hit the chest of an unshielded enemy, they die. There would still be full auto weapons, but they'd be treated like the PR and Spiker in Reach as intended for AI and not players.
Suggestion:
Full-auto close-quarters weapons that do more damage the closer you are to an enemy. I'm not sure how the system works right now, but does an AR round from up-close do more damage than an AR round from a distance? If they'd do something like that, then people might stand a chance at shooting away at those double-melee players.
While they are at it, they might as well make the bullets have velocity and be affected by gravity.
I don't think it matters so much due to the size of most maps. Only Forge World really has enough distance to where the bullet could be even seen to be affected by gravity. Any other map basically has too many obstacles to in the way, so bullets would mostly hit before gravity would even be effectively accounted. It'd just be a waste of engine in other words.
I do agree a bit about distance and velocity needing to have effect on damage. However, are the common players that don't constantly ponder this type of addition really going to be satisfied. I think if an overwhelming majority agreed about it, then it'd be something to honestly consider, but the only weapons it'd honestly matter with would be precision weapons (not the Sniper Rifle) just because they're the only weapons that can be used moderately at long enough distances for the idea to be balanced.
@thehoodedsmack:
I think it's fine when it comes to the AR mainly because there are many other factors that come into play to balance it out. It's these kind of things that make me like Halo games just because it's totally unrealistic, but balanced enough to be fair to all players, not just some of those who complain about anything they think is wrong with the game. The AR works well against melee-users in Invasion mainly because the projectile error can hit Elites at point blank when the bloom has expanded out very far. I think if the Projectile Error was decreased just a bit to where each bullet didn't spray off into the distance when you fire the weapon (more or less like Halo3's projectile error), then double-melee in Team Slayer games would be not as easy.
I think that's something to do with a projectile's fall off arc or w/e it's called and not actually or truly affected by the current world gravity. Something mythbusters should look into.
Hey Kornman, change the global for gravity in Reach and see if it affects it :p
Can someone explain to me exactly what hitscan is? I've heard of it constantly and have not yet grasped the concept.
Upon the trigger pull, a line is (invisibly, under the hood) drawn, originating from the point where bullets spawn (your FP camera for normal weapons, from the weapon itself on vehicles and HMGs). The line is pointed in a certain direction, based on the weapon's base inaccuracy or current reticle bloom. The line continues until either the maximum possible range of the weapon, or something collidable is hit, and damage is dealt and particle effects spawn on whatever it intersects with. (In the case of the sniper rifle, the line keeps going to its max range until a shielded target, or a wall is hit.)
Most weapons that fire traditional bullets (or something like them) are hitscan in this game to relieve stress on the netcode; actual projectiles are more expensive than hitscan methods.
hit scan is like pistol vs plasma rifle. what hitscan means is when you fire, the game draws a ray from your gun to wherever youre pointing in one frame, and if theres anything in the way of that ray, its automatically a hit, whereas the plasma rifle has actual projectiles that must impact the target
Just putting this out there: gravity definitely affected some projectiles in previous games, at least in Halo 1. Increase the gravity in CE and fire a plasma pistol. You'll see it drop straight to the ground.
That'd explain why Bungie stated that the FRG is tough on the netcode. Thanks for the explanation.
What I want to know is how they got Firefight working so much better this time around. I have a Moderate connection with a Wireless Adapter and my performance is usually very consistent in comparison to ODST's Firefight.
can somebody tell me why theres a fuel rod gun in a matchmaking map?
actually, better question: can somebody tell me why theres a fuel rod gun that does one shot kills in a matchmaking map? it isnt in anything obscure either. spire on big team slayer. i killed some guy that had it up on the spire and ended up getting like 8 kills with it before i ran out of ammo. i would really like to know what the hell the map planner was thinking when they put that fuel rod cannon on there.
E: not that i minded the kills, it just felt really cheap is all.
Reach is still the same Blam engine. That whole 'rebuilt' quote I think is thrown around too loosely (it was spoken by the designers, who were probably told from a programmer in a KISS'd way). It's still very much the difference saw in going from Halo 1 to Halo 2, or H2 to H3, or even H3 to ODST. There may be some rewrites in the graphical systems and whatnot (to keep up with the times) but mostly it's just implementations getting tweaked (the complexity of the tweak being variable) or fine tuned.
Think of it in terms of cars. Generally as each new year model comes out not much has changed under the hood, but new features have been added due to technological advances. You may even get better gas mileage but it's still basically the same engine, just some performance tweaks. However, if the 2012 model turns out to be powered by a jet engine, has the body of a plane fuselage and, holy shit, can hover/fly then you can say it was rebuilt from scratch as the changes faaaaaaaaaaaar outweigh the advancements/tweaks.
why arent you on live,
ha nvm
it's a case of gameplay over realism
In this case, gameplay would be better without hitscan. We all know how over-easy the sniper is to use. Adding finite velocity would make it take some skill to wield and therefore balance it. Halo 1 did not have a hitscan sniper; I had to lead the target even on Xbox.
"Gameplay" not meaning just skill. Having a sniper rifle that actually connects with whatever you shot it at no matter what your latency is a hell of a lot less frustrating than one that does it whenever it feels like your ping is good enough.
Shut up. You're acting like a complete ars. By your logic, no matter what choice Bungie makes, I'll agree because I agree with many things in Reach's design because I find the game fun. Find the faulty logic in there if you will. I've mentioned and concurred about things that I've found aren't quite perfected yet too, so stop acting like I'm some one sided bigot with no opinion.
I generally agree with you Polar, but I think the magnetism should be less than what it is now, or make it so it's not as easy to snipe as Halo 2 at least.
From the horses mouth.Quote:
Credit Report
By now you’re all aware that there’s a limit on the level you can currently achieve in Reach. Based on the amount of noise and concern coming from the community I figured that the vast majority of you have already run face first into this virtual ceiling. I couldn’t have been more wrong. As it turns out, over 70% of the entire population is still at Warrant Officer or below. In fact, the amount of active players who are currently sitting at the level cap is less than 1% of everyone playing Reach.
I figured many of you would like to see how your current rank stacks up against the entire community at large so Jacob Miner, one of our infrastructure engineers and stats gurus, whipped up this quick chart for me:
http://www.bungie.net/images/News/In...chRankDist.jpg
Note that “Private A” is what’s known in-game as “Private Grade 1”, “Warrant Officer A” is “Warrant Officer Grade 1” and so on.
I just personally hit Major yesterday so I’m sitting in the upper echelons of the top 97% of our player base for virtual-ranks-with-no-tangible-real-value! I feel… special. This chart also shows what most of you already know – climbing the Warrant Officer Mountain is a monumental feat!
Luke Smith, the player investment designer for Reach, noticed this too, “Yes, Warrant Officer is a long stretch of gameplay so it’s not much of a surprise that there are a lot of folks still making their way to Captain.” There’s hope though. As Luke explains, “as some of you have found out – once you get to Captain it speeds up again.” Yes I can personally attest to this – once you finally get past WO Grade 3, its smooth sailing and downhill (mostly) from there.
So, what about that level cap then? I asked Luke to shed some light on the issue.
I’m at or near the current rank cap. Please say it’s being raised soon?
Luke: “We definitely have a plan for raising the cap and when those details can be shared, they’ll happily be conveyed here on Bungie.net. As far as “soon” goes, that’s a term that is pretty vague, so I guess your mileage may vary depending on what “soon” means to you.”
Once I hit the level cap, what’s going to happen to the credits that I continue to earn?
Luke: “Nothing, you’re still earning credits once you hit the cap and they are still counting towards your next rank. So, once the level cap is lifted, some players will shoot off into other ranks and get access to new stuff.”
Ok, so why is there a level cap in the first place?
Luke: “There’s a level cap in place for a number of reasons.
First, security: We’ve seen a bunch of games come and go where investment systems got exploited and broken early, completely throwing off the game economy (even though Reach progression is aesthetic only, it’s still important to us to preserve the ecosystem to the best of our ability) so one reason was certainly security. To use a hyperbolic example: If it turned out that teabagging players was giving mountains of Credits (try it, it gives nothing!), we’d have a failsafe in place to make a fix and continue the progression path
Second: We had some ideas on cool ways to lift it via communal effort.”
We should hopefully have more news to share on those “cool communal efforts” very soon and if I were a betting man I’d say that the current cap will be lifted in the next month or two, give or take. In the meantime that gives 99% of you plenty of time to continue playing, ranking up and banking credits while of course, most importantly, just continuing to have fun.
Definitely not what I wanted to read. I was foolishly, and even I know foolishly hoping for maybe next week, but if it isn't until November, I think I'll work a bit more at the rank this weekend and then stop playing Halo: Reach until they lift the cap. Just because I'm still gaining credits doesn't mean a thing to me honestly. I'm stuck somewhere, and I can't unlock anything so it actually makes the game a bit more boring. I love how since only 30% of the community is above Warrant Officer that they could care less about lifting the cap. And communal effort to lift it? That scares me. No offense to the people here who are the exception, but by and large I wouldn't trust the Halo community to be smart enough to save my god damn life if they had to. >_>
So Bungie is too busy massaging the cocks of MLG fangboys to keep them happy instead of working on elements that ultimately affect every player. Great...
What gets me is the fact Bungie have pretty much said they put the cap in place because they want the community as a whole to progress up the ranks together. They have advertised Reach as having shit tons of armour, to let yourself be unique! More helmets? More people will have different helmets! The cap is limiting that. People at moment only have a select few to pick, yes most people arent at the max, so they still have more to unlock. But the range would be even greater, if cap didnt exist.
The other 'reason' is security, the only thing the cap is doing is limiting the helmets from unlocking. Each player still has all the credits, the only difference, is the fact the rank name and helmet is locked. In my eyes having it locked makes it harder to find people who have hacked, if someone is somehow top rank after 5 days, Bungie can see "oh shit 3 people have inheritor, I'll look into that", if however Bungie see 10,000 people at Lt Colonel, how can the see the hidden stat?
The whole point in ranking systems, is to show that you are different than other players.
If this was H3 ranking system, I would say yes a level cap makes sense, because rank affected matchmaking, in Reach rank only affects the aesthetics of your armour.
So Hitscan == Raytracing
I just hit max rank, and I really have no problem whatsoever with the rank cap.
What are your thoughts Arteen, about DLC and other content that are on the disk, but locked on launch? Considering that is affectively what Bungie have done, yes its available offline, so technically, we are paying more money, and we get even less content.
Oh and you might all be reading my posts and being like "oh hes butthurt as hes hit the level cap"...yes I am, all the low rank armour pieces are absolute shite.
http://www.neogaf.com/forum/showpost...postcount=6581Quote:
The progression curve post-cap is a part of a file that gets passed down via networking, so theoretically the military ranks after the cap could have the deltas between them change.
Another reason for this, in the event that player earn rates were off from what we posited - i.e. players earned tons more or tons less than we believed they would in-game - we could've made adjustments to the military ranks beyond the cap.
Interesting feedback, though
Sure, the rank cap prevents me from buying all those Commander-rank armory items, but there's still a bunch of other stuff to buy, so it's not like I'm earning a bunch of credits with nothing to use them on. I'd have to put in the time investment either way. Heck, now that I don't have a progress bar to fill, I don't feel pressured to earn every credit I can.
It would make it harder for players to dominate a battlefield with a sniper rifle. As it is, it takes out just about any vehicle it hits (which is fine, but it's complete bull when all you have to do is point and shoot), and a player can pop multiple headshots off on a whim...even Halo 1 sniping was harder than Halo Reach. Matchmaking does a pretty damn good job managing your ping, it isn't like Halo PC where you lead once for the bullet, and then double it to compensate for lag.
Also, not to be a dick, but anyone complaining about the level cap has nobody to blame but themselves. Besides the economy reason they gave, I'm pretty sure Bungie's giving y'all a signal to slow down, try doing other things with the game in the meantime, like do more customs, forge some maps, firefight, etc. Get the most out of the game, more than what nets you cR quickly.
There is one thing alot of people might not think of at first glance, something Limited raged about when I mentioned.
Bungie are still cementing the final Cr required for ranks, it may be that somewhere down the road they may move the goal posts slightly and increase or decrease Cr required for certain ranks.
For instance highest rank is currently inheritor at a huge 20M Cr.
what is this about locked on-disk DLC?
But the thing is...why even bother with having a cap in place? They've said twice already that you can keep earning credits and leap forward several ranks once they lift the cap...so why even bother having it?
Really, it's fucking stupid. I really don't care, as long as I can keep earning credits, but it's really stupid to have such a pointless cap in place.
I think we're looking at it the wrong way. The ranks themselves are pointless. Perhaps curbing people's pursuit of a pointless objective has a point unto itself.
Sure, credits still count, but the immediate gratification is gone. Instead of poop-socking into the wee hours to get to the next rank, people are choosing to get up and use the toilet and going to bed at a reasonable hour. Hopefully when the cap is finally lifted, people will have found an equilibrium.
You know, there are other things to do when you are at Lt. Colonel Grade 3 like go forge, custom or even, oshi go out-side and hang out with friends (assuming they are not your half across the US or across the Ocean).
Also I wanna know what this locked DLC is on the disc.
There is no locked dlc on the disc. He's talking about armor.
1% are Lt Colonel? BS, theres 6 in this one game..
http://www.bungie.net/Stats/Reach/Ga...ayer=Limited55
I owned though, +13 :D
Oh yeah, no DLC on the disk and I think you cant have DLC armour
Im pretty sure the recon helmet is DLC. I know its an actual file saved on your HDD, cause its not linked to your account. I didnt have it on my account when i copied my profile over from my HDD to my flash drive. Had to copy the actual file for the helmet.
So I do believe there can be DLC armor.
There is no locked, on disc DLC.
Not so. The ranks restrict what you can and cannot buy. I want to customize my SIII a certain way. That way requires me to buy, eg, shoulder pads which require the rank of at least Commander. The cap is at LTC3, the grade RIGHT before Commander. They're not mentioning when the cap will be lifted so I, or anyone else, can't safely spend credits without knowing if I'll have enough to buy the shit I was saving up for to fucking begin with when the cap is finally lifted.
It's like having some toy manufacture say 'oh well we're done producing toy X, but here, buy and play with toy Y while we sit on X for a while and rethink it. We'll let you know later'. However, you've been saving up for toy Y and you won't know if you'll have enough cash around to purchase the shit you've actually been waiting and saving for when it comes out. You don't want to settle for second best as a appetizer.
They have the bone. Now throw us it.
E: The recon helmet appears at Commander IIRC. Or you could enter a redeem code which puts a DLC-based dohicky on your box telling the game, hey, you can haz recon now.
To be fair, I think all the armor looks kind of shitty. So that probably explains my indifference toward the cap.
That may be so, but you might as well find some kind of way to enjoy the "rewards" of earning commendations during gameplay as you try to continue to earn even more (or beat challenges).
They should have opted for a pimp hat helmet instead of the skull variant tbh. Then have a cane for a robotic arm variant. Then a utility which causes your player to limp. Then a wrist item which causes your melees to turn to back hand slaps...
Oh and a armor effect which spawns holograms of bitches, just like how Heart Attack spawns little itty bitty flying hearts from your body (and more when you take damage).
Are you guys really that concerned about pretty armour? How often do you look at anybody else's loadout?
halo PC still had auto aim, even with the leading. your cone of auto-aim still persists. you're not leading your shots themselves as much as you are your cone of effectiveness. Xbox LAN had lag too (roughly 20 ms, enough to be noticeable), and required leading. Play Xbox Connect and you'll see what I'm talking about. It wasn't because of the game mechanics as much as it was a side effect of poor networking on Bungie's part. the only reason you had to lead was because of the stupid half-assed netcode.
As far as mechanics... the sniper in Halo 1 had so much more auto-aim than in any other Halo game. the 2X scope made it easier to hit targets from mid-range, and the range was much further. faster rate of fire, no kickback. Oh, and you didn't zoom out when you got shot. they changed it to a 5X scope and gave it kickback for balance because it tightens the auto-aim cone and makes it less of a spammable mid-range weapon and more of a long-range "I have to pace my shots to be accurate" weapon.
The sniper does NOT dominate matches. You can hold back snipers with the DMR, since it unscopes them when they're hit. all you have to do is use some team tactics to close the gap and they're fucked. there's always a way to counter a sniper.
Precisely this and yet there are so many people who keep overlooking this.
Bungie have said themselves they weren't sure just what the average credits gained per match would be and the average rank over time would be.
It seems to me that they not only want the rest of the community to catch up but ultimately want to find a happy medium between credits and rank, like i said the highest rank currently is 20M more than enough to buy every item in game.
MJOLNIR MK. V - purchased
Achievement Unlocked
1000/1000
:iamafag:
fuckin ranks
I'll get there eventually
just you wait till I'm sporting my Security helmet...
Security is unlocked on the last rank hth
Wow like seriously? Security at Inheritor? Or is Inheritor truly Bungie only?
Inheritor is the last rank, yes.
Wow. Guess we won't see very much of Security from the helmet or the shoulders. I noticed the only things not unlocked at Brigadier is the Security Armor Variants. At least going by Armor Perm's on Halopedia, Mark V Shoulders, Sniper Shoulders, Mark VI Helmet, are all unlocked at Brigadier. O.o Makes the rest of the ranks seem pretty pointless after that. :P
Meh, reached Lt. Colonel and uh
Bought MJOLNIR Mark V
then
975/1000
I still need Wake up, Buttercup
My Spartan progression throughout halo.
http://derekdennison.codebrainshideo...rtanssmall.jpg
Larger http://derekdennison.codebrainshideo...h/spartans.jpg
Didn't have any way to take a pic of a halo 2 spartan so if someone could help me take one that'd be great
You know AVP if you had H2V you could download the app for movie making and such supersniper posted. I have H2V if you want me to do it.
I might actually not get the MarkV this go around. I'm very content with the ODST armor I have. We'll definitely have to see though.
The only problem I have with Forge's Selection is the fact that there aren't any curvy building blocks and there is a big limit on using those blocks for a bigger structure due to the lack of parts. My Tower of Babel map is difficult to make in this aspect because I'm running lower and lower on building blocks and making walls for it is a task due to having to have the measurements %100 correct for an Octagon to work.
PPPPPPPPERFECTION :D, In Arena which goes to 50
Yes I whored sniper and shottie :D
http://www.bungie.net/Stats/Reach/Ga...ayer=Limited55
Last 2 kills to reach 50 I hung back because I realised then I had 0 deaths :D
You damn wanker
go drive your jag or somethin'
PPPPFFFFFFFFFFF Gary Oak did it first.
I did it second. And yes, I whored the sniper, rockets, grenades, and sword with Active Camo (which to use right takes some sort of skill?).
http://www.bungie.net/Stats/Reach/Ga...er=DarkHalo003
Sure, If you can get the same colors, camera angle, and pose.Quote:
You know AVP if you had H2V you could download the app for movie making and such supersniper posted. I have H2V if you want me to do it.
The original shot was taken with the Reach spartan in it, so that is the angle I used for them all.
I have discovered something amazing.
Yep, I used that in my Legendary solo run. Fun was had.
In the Legendary commentary they said it was their goal to make every vehicle you could see drivable. The couple of trucks in the courtyard of Winter Contingency were the only exception.
Friends and I bought an HD PVR yesterday. Working on recording some ingame footage and making a little video. Got some epic kills already lol. Like my friend rushed a guy and assassinated him, had a guy behind him about to assassinate him, and he fucking jumps backwards over the other guy and assassinates him for the double kill assassination lol. That, and I got a kill on the cage where I threw a grenade that hit the sniper onto the lift on The Cage, I caught it, and sniped a guy who was on the lift chasing the sniper xD
http://www.bungie.net/Stats/Reach/Fi...r=Zack%20Ronin
So I rendered this, first one I did. I didn't know SD was such a lousy quality. All future renders will be in HD. Still I'm happy with how I cut the clip. Enjoy :P And I still love this game today.
Hmm, I just thought, perhaps the level cap is partly to do with CoD release date. Like a week before it gets released, Bungie will lift the cap at an attempt to get back some people that are on the fence :O
Would be interesting if cap was lifted around CoD release date
No, I just think you have no idea what you're talking about half the time.
Speaking of.
The thing with sniping in Halo 1 is that the player hitboxes were considerably smaller than any of the more recent games. Bullet magnetism is an entirely different factor from autoaim, and I should add that the Halo 1 sniper had dramatically less range than the Reach sniper. You can snipe people all the way across Forge World with the Reach sniper, you'd never be able to do that in Halo 1.
Of course you zoomed out when you got shot, are you serious?
Oh good they made the sniper zoom out when you press y and don't have a secondary weapon. That's the only way I zoom out and it alway tripped me up in Halo 3 since the snipers gametype didnt have a secondary.
On Winter Contingency, I used that Pseudo-hog to run over all of the Ultras and Elites where you have to defend the LZ and survivors. It makes the job so much easier.
@Pooky: Why? Just because you happen to die half of the time from some things and ragepost half of your posts doesn't mean it's a gameplay flaw. A gameplay flaw is when frag grenades kill you in one throw and having a starting weapon can rule the entire game. As cool as the DMR is, I would much prefer AR starts thank you very much.
http://www.youtube.com/watch?v=3MqPM7ynqFo
This might help some of you out on your legendary run of poa
Evade is a Wraiths worst nightmare. I use tanks... A LOT. It's the people using Evade on me I tend to get pissed at. Especially when they rush over to my side of the map with a revenant and board me instantly either because I missed my shot because I fucked up or because I'm not paying good enough attention. Let me at least get like 5 kills in before you start the douche baggery.
REALLY urks me. >_____>
Evade is definitely win. Its a million times better than Sprint that's for sure, and I love using it on Wraiths. Sorry man but those guys stole both Wraiths and were spawn camping, and I kept telling my team to handle the problem. They couldn't. Hence the title If You Want Something Done Right... :P And for the record those two guys -were- on spree's as you can see, I got two kill joys, and then went on a spree on my own with the second kill :P