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Re: Halo: Reach Discussion
#5 could be #2's hologram. However, it sort of looks like #5's spartan is looking/aiming to its left while its legs are moving in a forward motion. I'm sure they have settings at the office which allows them to up the defined max player counts, and since this was probably on a LAN, a 5 to 8 person synchronous game would probably be playable without noticeable input lag.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
http://www.bungie.net/News/content.a...news&cid=30783
And for the rest of Bnet to read. :D
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Re: Halo: Reach Discussion
This week's blame stosh is fanfreakingtastic
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
This week's blame stosh is fanfreakingtastic
Oh Jorge.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
#5 could be #2's hologram. However, it sort of looks like #5's spartan is looking/aiming to its left while its legs are moving in a forward motion. I'm sure they have settings at the office which allows them to up the defined max player counts, and since this was probably on a LAN, a 5 to 8 person synchronous game would probably be playable without noticeable input lag.
Or maybe AI spartans?
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Re: Halo: Reach Discussion
I'm warming up to Atom now. It's nice and straight-forward compared to any of Bungie's maps. I've been having a lot of fun in Firefight Arcade too, trying to get a certain medal each match, like Sunburst, Triple Double, or Corrected. My next goal is a splatter spree on Courtyard. I will make it happen.
EDIT: Hemmorage could really use some more kill zones. So many BS places to hide, especially with jetpacks.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
I'm warming up to Atom now. It's nice and straight-forward compared to any of Bungie's maps. I've been having a lot of fun in Firefight Arcade too, trying to get a certain medal each match, like Sunburst, Triple Double, or Corrected. My next goal is a splatter spree on Courtyard. I will make it happen.
EDIT: Hemmorage could really use some more kill zones. So many BS places to hide, especially with jetpacks.
And more cover on the ground. Speaking of which, I've been working on a map variant that does that and changes things up a bit. I'll post it soon, but the best way to describe the changes would be that Hemorrhage had an odd geometric movement that carried red base back to a higher location. It still needs work though, mainly getting more cover in some spots on Blue's side and what not.
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Re: Halo: Reach Discussion
I just played a game on Asylum against a team of four. One guy on the other team would use camouflage and grab the sniper. Whenever his camo would run out he would hide until it came back, then go back to being impossible to kill while having the most powerful weapon on the map.
Just to make it more fun, his teammates were protecting the hell out of him. You couldn't get close to him. One guy would stay close with a shotgun and the other two would DMR anyone that got within 50 feet of him. I've never got so annoyed in my life.
And how about this. Bungie just now changed it to where you can't use armor lock when deactivating a bomb in assault. Why the hell did it take them 5 months to realize that it was retarded to let people do this?
edit new weekly/daily challenges:
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
My next goal is a splatter spree on Courtyard. I will make it happen.
http://www.bungie.net/Stats/Reach/Ga...&player=jcap14
:realsmug:
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
jcap
Damn, nice. How did you even do that?
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Re: Halo: Reach Discussion
crash site has 2x shields and the covies are only focused on that damn generator
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Re: Halo: Reach Discussion
I've beaten a game of Crashsite on Courtyard before as well. Not too tough :P
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Re: Halo: Reach Discussion
He was referring to jcap's Sunday Driver...
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Re: Halo: Reach Discussion
god damn 1500 kills? i mean, the 4 daily challenges are easy. a couple games of swat and you have them.
whats the best gametype for alot of kills though.... invasion?
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
He was referring to jcap's Sunday Driver...
Oh, I didn't see that :P
Wait...what? How did he manage that?
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Hotrod
Oh, I didn't see that :P
Wait...what? How did he manage that?
you can get it using the concussion riffle and making the destroyed fork lift splatter everything.
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Re: Halo: Reach Discussion
did they change the damage tables or something? i just played a game of invasion where one melee killed me when i had full shields and no prior damage
E: and is there something causing me to be matched with higher rank players? it seems in every game i play im the only warrant officer where everyone else is a captain or colonal or something
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Donut
did they change the damage tables or something? i just played a game of invasion where one melee killed me when i had full shields and no prior damage
E: and is there something causing me to be matched with higher rank players? it seems in every game i play im the only warrant officer where everyone else is a captain or colonal or something
Military rank ain't much more than an indicator of how long someone's spent boosting in Firefight playing the game. Skill rank is hidden, remember?
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Re: Halo: Reach Discussion
Oh. no i did not know that. that explains it then
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Donut
whats the best gametype for alot of kills though.... invasion?
Griffball, if you have a decent connection. No one really has the upper hand in that playlist (no power weapons, etc). You get a maximum of 5 rounds and since this weekly challenge is so fucking huge, you'll MORE than likely have team mates (or enemy teams) who hog the ball until the last second. Assuming you don't have shit teammates, that could give you anywhere from 40 to 100 kills in a single game (with all 5 rounds)
To top things off, it's also the best fucking playlist to get multikills, bar none. Well, again, assuming you have a decent connection.
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Re: Halo: Reach Discussion
oh holy shit i totally forgot about griffball. thanks for the tip korn :iamafag:
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Re: Halo: Reach Discussion
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Re: Halo: Reach Discussion
Grifball has to be the only thing I really play anymore. It's really fun and it lacks the DMR spam.
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Re: Halo: Reach Discussion
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Re: Halo: Reach Discussion
BTB Spire + Jetpack Loadout = Botolf's Halo Reach Happy Place
Here's the science as to why:
- Rollin' with Jetpack Bros
- Rollin' the other team's Jetpack Hoes
- Sneaking around undetected
- Dropping down behind people and giving 'em trach scars
- Bailing out to make a quick escape
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Re: Halo: Reach Discussion
*sees Botolf on motion sensors*
*armor locks*
*team mates move in for the kill*
*walks away*, Haters gonna hate.
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Re: Halo: Reach Discussion
I just don't get BTB Spire. There's no particular flow to the map and it's much too large for 16 players. It's boring.
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Re: Halo: Reach Discussion
Spire and Boneyard need an overhaul in weapon placement, spawn points, and objective locations.
All the power weapons are clustered way too close together and both maps, and in the case of Boneyard, the team that spawns in the underpass has a much easier run to the rockets, sniper, and plasma launcher.
The back area of Spire (first round of invasion) should be cordoned off with kill zones to keep the map more focused. Really that's what both these maps lack in BTB - focus. Too much open unused area, and confusing weapon spawns.
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Re: Halo: Reach Discussion
Gotta admit, I enjoyed that map me teekup were on the other day.
Needs more grenades though.
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Re: Halo: Reach Discussion
Was it New Venice? I can't remember it's name. Or was it Severs map?
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Re: Halo: Reach Discussion
So I decided to play some Reach before I did some work earlier today...played three games of griffball and got 54, plus 69, plus 26 kills (total: 149) all under 30mins...definitely a good playlist to do this week's challenge (since you have to average ~214 kills per day)
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Re: Halo: Reach Discussion
im having this continual issue where it seems like the lag compensation always results in me and the other guy killing each other at the same time, to the point where there are situations where i clearly swing first and we both die, and situations where his hammer goes off before i even hit the RT and we both die.
on that same note, i usually end up with around 25 kills per game. any more tips korn? :-3
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Re: Halo: Reach Discussion
I usually use Good Connection for my filter. Skill takes WAY too long to get results in grifball so I don't use that anymore.
As far as hammering goes...idk, you have to get a feel for it. You can't accurately get that feel until you've had a couple of games which weren't affected by bad connections on your end.
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Re: Halo: Reach Discussion
I'll have to try good connection for Grifball. Kills don't seem to be anything other than arbitrary for me.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
TeeKup
Was it New Venice? I can't remember it's name. Or was it Severs map?
It was the map which made you shout at anyone using the grenade launcher, or for that matter sticky grenades and armor lock.
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Re: Halo: Reach Discussion
So, my map.
Yeah, I need to get Threshold squared away and ready for release - I still have to determine which, if any, gametypes other than slayer will work well on the map, and then implement them. I believe, however, that I've finally finished any and all structural work.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
I'll have to try good connection for Grifball. Kills don't seem to be anything other than arbitrary for me.
That advice helped a teeny tiny bit, and I got the weekly, reached Field Marshall, and attained a Killimanjaro Extermination in a single Grifball match. Wewt.
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Re: Halo: Reach Discussion
God dammit Arteen, you're not supposed to be ahead of me! In this week alone you've gone up 3 ranks!
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Re: Halo: Reach Discussion
Ha! The weekly and firefight arcade just ooze credits, so I couldn't resist. I'm less than <200,000 credits from inclement weather now, but I'm probably going to hold off on getting it until the next map pack.
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Re: Halo: Reach Discussion
Since MS finally flushed all of those old XBL accounts from the Xbox1 days, I was finally able to get my old kornman00 gt back :party:. Glad I spent the 800MSP on the gt change than the Noble pack tbh.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by Jeremiah
What does he mean by this?
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Shock120
What does he mean by this?
Halo 3 had an "Alpha Zombie" option in Infection, where players that started out as the zombie could have different properties than infected humans. I guess it doesn't work or is missing in Reach. I really wish Bungie's Infection gametypes would use it. Also, they need to bring back the 13 player Infection playlist.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Sever
So, my map.
Yeah, I need to get Threshold squared away and ready for release - I still have to determine which, if any, gametypes other than slayer will work well on the map, and then implement them. I believe, however, that I've finally finished any and all structural work.
Hey, my map really makes you shout at people using the Grenade Launcher.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
Halo 3 had an "Alpha Zombie" option in Infection, where players that started out as the zombie could have different properties than infected humans. I guess it doesn't work or is missing in Reach. I really wish Bungie's Infection gametypes would use it. Also, they need to bring back the 13 player Infection playlist.
Oh, I was just wondering how'd they go about bringing it back.
It had a very great use for Fatkid variants. :D
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Shock120
Oh, I was just wondering how'd they go about bringing it back.
It had a very great use for Fatkid variants. :D
Best. Gametype. Ever.
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Re: Halo: Reach Discussion
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Re: Halo: Reach Discussion
Really Bungie?
Nightfall: LASO for 12,000 cR? What a joke :>
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Re: Halo: Reach Discussion
Hahahaha, good one, Bungie.
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Re: Halo: Reach Discussion
Nightfall is the easiest >_>
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Re: Halo: Reach Discussion
Easiest only because we've had all the practise in the world doing Nightfall with these other outrageous requirements.
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Re: Halo: Reach Discussion
is there some kind of trick to nightfall? i tried it on legendary with NO skulls on and i died at least 40 times, most of which at the same spot.
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Re: Halo: Reach Discussion
trick - run past everything.
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Re: Halo: Reach Discussion
That trick has been in the books since the first game. It generally works.
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Re: Halo: Reach Discussion
I've tried that trick two separate times on co-op and enemies always spawn in the last area. Oh well.
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Re: Halo: Reach Discussion
The first part of the mission with all the Elite snipers is so tough and annoying. Especially with the invisible sniper...so not cool...
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Re: Halo: Reach Discussion
Halo Interview - Frank O'Connor, Franchise Development Director, 343 Industries
http://www.xbox360ac...Industries.html
Thoughts ?
Pretty bland interview, all very generic answers. Guess that's what happens when you're located internally with Microsoft and you'd have all their PR people breathing down your neck.
Few interesting things about Kinect though.
Quote:
In a way though, Bungie did innovate with the armour abilities in Halo: Reach, but if 343 tried to do something similar, fans might react differently.
Yeah, we're definitely going to be under a different spotlight. If we had done that, then we'd be judged differently than when Bungie did it. But then, that's a small segment of your audience that's making that kind of judgment and we have to be ready to take the good with the bad.
No AA's in next game?
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Re: Halo: Reach Discussion
I'm pretty sure he's just saying that some people are going to complain about whatever they do, even if Bungie would have done the same, and they're just going to have to deal with it. Haters gonna hate. I don't see how you read that as an indication of removing/retaining any specific features.
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Re: Halo: Reach Discussion
Armor abilities? Innovative?
:lmao:
I guess if by innovative they mean an innovative new way to make the game frustrating and stupid.
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Re: Halo: Reach Discussion
Armor abilities are pretty innovative and fun, most of the time. As long as I don't run into lots of armor lock or sprint double meleeing, I have a lot of fun with the various abilities and loadouts.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Pooky
Armor abilities? Innovative?
:lmao:
I guess if by innovative they mean an innovative new way to make the game frustrating and stupid.
They are innovative in the sense that they open new options for ways to take on gameplay. Only problem is that people exploit them or they aren't in conjunction with the settings of the gametypes or systems (Sprint+Melee and the hindering vulnerability of players with the Jetpack).
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Re: Halo: Reach Discussion
It's not the Armour Abilities themselves that are the problem (except Armour Lock...terrible idea). It's the fact that there are a few other game-breaking mechanics that get exacerbated when combined with Armour Abilities. Melee is one of them.
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Re: Halo: Reach Discussion
For me the only major problem is the hitscan. Not having it would solve almost all of the problems.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
*decided not worth the 60mi roundtrip worth of gas*
...
http://halo.bungie.org/news.html?item=32594
Quote:
Apparently, attendees got map codes. Nice!
FUCK
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Re: Halo: Reach Discussion
Damn, that must hurt.
E: Fix your sig, brah
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Re: Halo: Reach Discussion
lol that sucks korn.
as far as armor abilities go, the only thing iv seen many time to the point of annoyance is camo sniping. thats some bullshit, especially on boardwalk. there have been some armor lock issues too, for example, being able to use armor lock when youre on the second objective when attacking in invasion spire. sometimes multiple people putting dropshields on the core after they abuse armor lock can be annoying too, but i havent run into anybody coordinated enough to have more than 2 up. that, and i do it too to protect the core on boneyard, so i cant get too upset.
i love the armor abilities though. i didnt at first, but they have certainly grown on me. in games with loadouts, i usually only use a small amount of the things they give you, but in reach i actually can find a use for all of the abilities. idk why everyone uses jetpack in firefight. i can see the uses to get on higher platforms, but it seems like EVERYONE uses it. i use evade and survive SO MANY plasma grenades. getting shot from behind? shields down? youre going to die? evade to nearest cover, survive. evade supremacy. cant do that with jetpack.
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Re: Halo: Reach Discussion
With jetpack you never get shot. Even better.
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Re: Halo: Reach Discussion
i always die with jetpack. thats why im curious why EVERYONE uses it. when i first started firefight i noticed everyone was using it, so i did too, and it did very little for me. i avoid death multiple times per game with evade.
its like the second i turn the jetpack on all the AI are like "OH SHIT FLYING OBJECT EVERYONE SHOOT IT"
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Re: Halo: Reach Discussion
I agree Armor Abilities aren't the root of the problem, but they are an extension of it. I've said before that the thing that really made Halo 1 combat evolved was how much individual power a given player had. Unlike any other FPS I can think of, in Halo 1 it's perfectly possible to take on and destroy an entire team of enemies plus vehicles with just a Pistol and some grenades. Successive Halo games broke this critical element of gameplay by (among other things) overbalancing weapons and abilities to the point where superior numbers will always triumph. Armor abilities frequently act to create unwinnable situations, where you have no chance of survival no matter what you do. In Halo 1, you always had a chance.
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Re: Halo: Reach Discussion
^ this.
its why i still play halo pc.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Pooky
I agree Armor Abilities aren't the root of the problem, but they are an extension of it. I've said before that the thing that really made Halo 1 combat evolved was how much individual power a given player had. Unlike any other FPS I can think of, in Halo 1 it's perfectly possible to take on and destroy an entire team of enemies plus vehicles with just a Pistol and some grenades. Successive Halo games broke this critical element of gameplay by (among other things) overbalancing weapons and abilities to the point where superior numbers will always triumph. Armor abilities frequently act to create unwinnable situations, where you have no chance of survival no matter what you do. In Halo 1, you always had a chance.
Except on Colliseum 2 against that guy who can only be hurt by grenades.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Pooky
I agree Armor Abilities aren't the root of the problem, but they are an extension of it. I've said before that the thing that really made Halo 1 combat evolved was how much individual power a given player had. Unlike any other FPS I can think of, in Halo 1 it's perfectly possible to take on and destroy an entire team of enemies plus vehicles with just a Pistol and some grenades. Successive Halo games broke this critical element of gameplay by (among other things) overbalancing weapons and abilities to the point where superior numbers will always triumph. Armor abilities frequently act to create unwinnable situations, where you have no chance of survival no matter what you do. In Halo 1, you always had a chance.
I agree. to some degree
The way I see it, is that they keep injecting elements into the sandbox to make this exactly more challenging, but none the less I realized its what keeps me going. CoD is literally just point and shoot. Halo on the other hand requires you to think, and try to outsmart your opponent. Armor abilities play well into it, because regardless you can always still take down any fucker and the next that come along as long as you think it through well. I liked the armor abilities, because it just adds another way to do this, at the same time of challenging you further. Armor abilites dont create un winable situations, as long as you think 2 steps ahead, you can always beat the fucker and the next 2 coming along.
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Re: Halo: Reach Discussion
No you can't. You just came out of a firefight. Some douche comes barreling at you from around the corner and simply double (or single) melee kills you. How is that defensible? You can't explain that.
[/Bill O'Reilly]
By contrast, same situation in Halo 1: guy hits you, you recoil and throw a plasma grenade. Most likely you both die. At best you kill him and survive. At worst you miss the grenade and get killed or kill yourself.
It's not the armour abilities. It's the over powered melee, the melee lunge, the bloom (to a small degree, but not much), and the reticle magnetism. Also I swear that the hit boxes are bigger than Halo 1, but I have to see the files.
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Re: Halo: Reach Discussion
Well I was looking on Xbox.com and noticed the new Reach achievements on the compare achievements section.
What do you think of them?
Return to Sender -
Successfully return two flags in a matchmade CTF game.
Crackin' Skulls
Kill 3 players with the Oddball in a matchmade Oddball game.
Candy from a Baby
Capture two flags from an enemy capture zone in a matchmade Stockpile game.
So what do you think of these? There is only 3 (that i can find)
Any thoughts and ideas?
On Topic:
I think the biggest problem with Armor Abilities is how they are incorporated into the game. AA's should be pick up items on the map and treated as power weapons because that's exactly what they are in previous Halo's you would never start out with an Active Camo or Overshield you would fight for them and pick them up on the map, and they might only spawn 2-3 times over the course of an entire 4v4 Slayer game. They should not be constant abilities that you spawn with that you can use whenever you like.
At the very least the only AA's you should be able to spawn with should be movement AA's such as Sprint, Evade, and Jet Pack. You should be able to pick up the other AA's on the map and swap them out for your current AA.
In every other Halo game that is exactly how AA's would be treated, i don't see how Bungie made the jump from having an Active Camo on map that only spawns a few times during each match to being able to spawn with Active Camo and use it whenever you want, and to think people used to complain about how the BR was too powerful of a starting weapon and now Bungie spawns you with powerups like its no big deal.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Warsaw
It's not the armour abilities.
Except armor lock. AL's really good at setting up unwinnable situations.
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Re: Halo: Reach Discussion
I want one abstract like the one where you DMR someone from halfway across the map. Like, an achievement for sniping from a mancannon would be legit.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
Except armor lock. AL's really good at setting up unwinnable situations.
Yeah, I already covered that on the previous page. Bungie staff were on some kind of exotic drug when they came up with that one.
Another thing I noticed:
We all complain about BR/DMR spamming, but we didn't complain so much about the pistol in the first game. I think that's because while they all do the same thing, you can fight back in the first game and because the pistol also took some skill to use well. By contrast, the BR and DMR are piss easy to use because all you have to do is hold your sights at head level and spray away until 4 out of 12 shots hit....oh wait, they now give you 15 shots to achieve this in...great move, Bungie! The DMR was perfect in the beta, but they caved in to the MLG profag crowd.
What the big deal is is that the game is too easy to pick up. Games are games, yes, but when it's easy to pick up and go it gets aggravating when you know you have more practise but there's no return on it. As a result, the game loses players. Who wants to play a game where you get killed by the new guy every two seconds through no fault in execution of your own? Who wants to play a game where the only way to win is to exploit the same system every single time? Like I said before, who needs guns? We have fists of fucking adamantium.
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Re: Halo: Reach Discussion
idk about the camo. its an interesting spin to have it as an armor ability because you cant run with it without becoming un-invisible, you cant hear anything, and it makes your radar completely useless whilst giving away your stealthy intentions to all the enemies around you. i have used that effect to my advantage before though too. in a game of infection on that ascension remake i helped a team mate sneak into the tower to take out a guy that was camping up there by hiding outside and keeping camo on so he couldnt read his motion tracker.
camo in this game is hardly comparable to camo in the past games. i cant tell you how many times some random asshole jumps through the air and blasts me out of nowhere with camo and a shotgun or rockets in halo 3. i love how even though most of the power weapons are on the map, you still have a choice of something decent to start with. that has always been a complaint while playing halo 2 and 3 for me. you spawn with such shitty weapons sometimes that all you can do is get killed by people with better weapons. at least now even if you just spawn with a pistol, you can have SOME form of defense (not to mention that the weapons dont all inherently suck like they did in halo 3. yes, im looking at you AR spawn. fuck you ar.)
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Re: Halo: Reach Discussion
See, in the first game, the AR was a great spawn weapon. The only one that inherently sucked was the Plasma Pistol, but the Plasma Pistol is now useless compared to what it used to be. I'm sorry, but if you want over charge bolts to be the only useful thing, then just make it shoot overcharges.
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Re: Halo: Reach Discussion
The Plasma Pistol is great for cqc. 3 shots take out an enemies shield.
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Re: Halo: Reach Discussion
i thought the plasma pistol was pretty good in halo 1, especially in campaign. you could fire it so fast. i dont think there was actually even a fire cap on it now that i think about it. in halo 2 it sucked for everything but charge shots, which homed like a bitch. in halo 3 it was such a piece of shit that if the charge didnt EMP vehicles i swear to god the gun wouldnt have even appeared in MP. now in reach theyve actually given it its balls back... or one of them at least. iv actually gotten a few kills with the primary fire. i know when i play as an elite in invasion, i drop my repeater before my plasma pistol. the firing cap is the only thing about it i dont like in reach, but it kind of needs to be there imo. no fire cap and its way overpowered.
im pretty sure a charge shot on a vehicle in halo 1 dropped the shields of everyone onboard too, making killing them with the pistol pretty easy.
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Re: Halo: Reach Discussion
I'm liking what I see in the new maps, and I'm REALLY enjoying the look of Highlands. I think that will be the map I look forward to the most. I realized how visually un-interesting all of the stock maps (even the campaign missions) were until I saw these.
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Re: Halo: Reach Discussion
Giving the DMR 15 shots was a great move. I'm glad Bungie made that change, as it makes the DMR more enjoyable to use in both multiplayer and campaign/firefight. It's too bad the pistol's magazine size wasn't increased to 10 or 12 after the beta though.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Warsaw
By contrast, same situation in Halo 1: guy hits you, you recoil and throw a plasma grenade. Most likely you both die. At best you kill him and survive. At worst you miss the grenade and get killed or kill yourself.
If it was Halo 1 the guy wouldn't be able to melee you in the first place by just barreling around the corner like a tard. Without lunge the melee takes more conscious thought to get into position.
Quote:
Originally Posted by
Warsaw
It's not the armour abilities. It's the over powered melee, the melee lunge, the bloom (to a small degree, but not much), and the reticle magnetism. Also I swear that the hit boxes are bigger than Halo 1, but I have to see the files.
Yeah, those are all the points I made back when I first said this game (competitive multiplayer that is) sucked and nobody believed me.
Quote:
Originally Posted by
Necr0matic
I think the biggest problem with Armor Abilities is how they are incorporated into the game. AA's should be pick up items on the map and treated as power weapons because that's exactly what they are in previous Halo's you would never start out with an Active Camo or Overshield you would fight for them and pick them up on the map, and they might only spawn 2-3 times over the course of an entire 4v4 Slayer game. They should not be constant abilities that you spawn with that you can use whenever you like.
You know I never thought of it that way but I agree. I never thought the Camo or OS were really useful enough on big vehicle maps because they run out too quickly. If you could start the timer yourself after picking them up as an ability it might be more interesting.
Quote:
Originally Posted by
Arteen
Except armor lock. AL's really good at setting up unwinnable situations.
So is Sprint. Hurr double melee.
Quote:
Originally Posted by
Warsaw
We all complain about BR/DMR spamming, but we didn't complain so much about the pistol in the first game. I think that's because while they all do the same thing, you can fight back in the first game and because the pistol also took some skill to use well.
I whined about the Pistol pretty hard back in the day. It's only with the benefit of hindsight that I realize how perfectly balanced it really was. Going back to playing Halo 1 I can see how the Pistol really does give you a fighting chance in any situation and takes a world more skill than the DMR.
Quote:
Originally Posted by
Warsaw
What the big deal is is that the game is too easy to pick up. Games are games, yes, but when it's easy to pick up and go it gets aggravating when you know you have more practise but there's no return on it. As a result, the game loses players. Who wants to play a game where you get killed by the new guy every two seconds through no fault in execution of your own? Who wants to play a game where the only way to win is to exploit the same system every single time? Like I said before, who needs guns? We have fists of fucking adamantium.
That's the trend with all modern FPS games (read: MW2) which is why I stopped buying them. In fact I think I'm pretty much done buying new video games in general. They just seem to get more and more shitty each year.
Quote:
Originally Posted by
Donut
camo in this game is hardly comparable to camo in the past games. i cant tell you how many times some random asshole jumps through the air and blasts me out of nowhere with camo and a shotgun or rockets in halo 3.
The camo was OP as FUCK in Halo 3 because it disabled your autoaim which is absolutely essential to aiming in that game. Seriously, if you go play CoD 4 then back to Halo 3 you see how incredibly shitty Halo 3's aiming controls are.
Quote:
Originally Posted by
Donut
i love how even though most of the power weapons are on the map, you still have a choice of something decent to start with. that has always been a complaint while playing halo 2 and 3 for me. you spawn with such shitty weapons sometimes that all you can do is get killed by people with better weapons. at least now even if you just spawn with a pistol, you can have SOME form of defense (not to mention that the weapons dont all inherently suck like they did in halo 3. yes, im looking at you AR spawn. fuck you ar.)
Agree with this. The default spawning weapons in Halo 2 and 3 were so amazingly bad that once someone got a BR it was pretty much over for everyone else. Halo 3 made that problem even worse by making all the other guns suck balls. The only ones worth picking up besides the BR were the shotgun (just as a melee enhancer, not as a real weapon) and the sniper.
Quote:
Originally Posted by
Warsaw
See, in the first game, the AR was a great spawn weapon. The only one that inherently sucked was the Plasma Pistol, but the Plasma Pistol is now useless compared to what it used to be. I'm sorry, but if you want over charge bolts to be the only useful thing, then just make it shoot overcharges.
The plasma pistol is actually scarily effective sometime. Just ask Sever.
Quote:
Originally Posted by
Arteen
Giving the DMR 15 shots was a great move. I'm glad Bungie made that change, as it makes the DMR more enjoyable to use in both multiplayer and campaign/firefight. It's too bad the pistol's magazine size wasn't increased to 10 or 12 after the beta though.
Yeah the guy who initially posted about that on Bungie.net made a good point. With a larger amount of rounds in the mag a more accurate player has the ability to engage multiple enemies before having to reload.
One other point I made back then is that hitscan bullets were a terrible decision. The thing that made maps like Blood Gulch have any flow at all is that players have a limited effective range with the Pistol. There's a certain distance beyond which you can see someone but not engage them directly. Reach doesn't have that. Any time you can see someone, you can hit them. This means that you have to spend the entire game cowering in cover because the second you stick your head out you'll get hit by a hail of DMR spam from everywhere. It's also part of the reason why light vehicles in Reach are so phenomenally useless, since there's no way to regenerate a vehicle's health you can just chip away at them from across the map until they explode. Bungie must have had their head up a donkey's ass when designing the vehicle damage system in this game.
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Re: Halo: Reach Discussion
I thought I posted a reply in the vein to Arteen's post, guess my internet ate it before it made it to the server. vOv
Quote:
Originally Posted by
Arteen
Giving the DMR 15 shots was a great move. I'm glad Bungie made that change, as it makes the DMR more enjoyable to use in both multiplayer and campaign/firefight. It's too bad the pistol's magazine size wasn't increased to 10 or 12 after the beta though.
Quote:
Originally Posted by
Pooky
Yeah the guy who initially posted about that on Bungie.net made a good point. With a larger amount of rounds in the mag a more accurate player has the ability to engage multiple enemies before having to reload.
Nearly all bullet weapons in this game need more shots per magazine, in my eyes. The magazine sizes in Halo 1 are ridiculous compared to 3 and Reach, (Pistol from 12 to 6, AR from 60 to 32, shotgun from 12 to 6), and I think it's a good thing. Sure, nubcakes that can't aim (like me lololol) would be rewarded with a kill or maybe two, but crackshots would be rewarded with multikills and not have to put up with people spawning behind them while they're out of ammo as often.
Course, I'm sure putting more ammo in magazines would cause issues elsewhere that I can't see from here...
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Re: Halo: Reach Discussion
For a second, I thought I was browsing bungie.net...
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Re: Halo: Reach Discussion
More than in previous games, a lot of balance choices for multiplayer bleed into campaign/firefight in a really bad way. The shotgun is a prime example. It has only 6 shots and takes ages to reload, not to mention being a tad too weak.
A health system based around no-bleed-through shields, which essentially gives you a bit more durability in multiplayer? Screw you, because Elites don't play by those rules and can kill you in one punch at full health and half shields.
The grenade launcher's manual fire got needlessly nerfed after the beta to the point of being useless as anything other than a vehicle EMP. The primary fire is too weak, or the total ammo capacity is too small, for the weapon to ever be worth picking up. If you need an EMP weapon, you'll never have a problem finding a (much more versatile) plasma pistol.
Needler's targeting? Elites are just going to roll away, and they never have enough ammo. The plasma launcher, also nerfed after the beta, is similarly lacking. It's pretty ridiculous how the fuel rod is so overpowered, but enemies with the plasma launcher are all but nonthreatening.
The plasma grenade's short fuse and massive blast damage is fine in multiplayer, but a complete bitch in campaign.
Vehicles are useless, unreliable trash in both campaign/firefight and multiplayer. The rocket hog in particular is a joke. Seriously Bungie, would it kill you to put in a vehicle health meter?
The pistol is too wildly inaccurate and has too small a magazine size to be anything other than a shitty DMR, instead of being a useful weapon in its own right.
I get that weapons should have some consistency between modes, but the campaign would be a lot more fun if the "noob combo" wasn't the only effective way to play.
At least the needle rifle is pretty sweet in both modes. :dance:
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Arteen
Vehicles are useless, unreliable trash in both campaign/firefight and multiplayer. The rocket hog in particular is a joke. Seriously Bungie, would it kill you to put in a vehicle health meter?
Don't forget passengers. I never understood why they removed both of those after Halo 1 -_-
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Re: Halo: Reach Discussion
^This
It makes it a lot harder to rotate my gunner and passenger.
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
For a second, I thought I was browsing bungie.net...
Because I'm not a Bungie fanboy?
Quote:
Originally Posted by
Arteen
More than in previous games, a lot of balance choices for multiplayer bleed into campaign/firefight in a really bad way. The shotgun is a prime example. It has only 6 shots and takes ages to reload, not to mention being a tad too weak.
I thought Halo 3 was bad about this until I played Reach. In Halo 3 the shotgun couldn't kill a MINOR BRUTE on NORMAL in a single hit. What the fuck.
Quote:
Originally Posted by
Kornman00
Don't forget passengers. I never understood why they removed both of those after Halo 1 -_-
I don't understand why they removed the health bar after Halo 1. You still have health in Halo 2 and 3, it would be nice to know how much.
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Re: Halo: Reach Discussion
Why the heck do holograms intercept melees? That's gotten me killed more than a few times.
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Re: Halo: Reach Discussion
So the Blame Stosh this week was awesome, I wonder who's video that is?
OH WAIT!
http://www.bungie.net/Stats/Reach/Fi...ayer=Hotrod192
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Re: Halo: Reach Discussion
Bungie be using my screenshot for the Weekly Update. :3
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
CabooseJr
Bungie be using my screenshot for the Weekly Update. :3
We made the weekly update awesome this time around :realsmug:
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Re: Halo: Reach Discussion
Don't tell me, your teammates all died from the same encounter? Fucking noobs lol.
And speaking of AI, Max D. works at Blizzard now. Another AI programmer has left the building (the other one being Damian)!
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Re: Halo: Reach Discussion
Lovin the codes they're giving out.:realsmug:
VHKYQ-KKQGH-26R2R-FVH7C-VPMFZ
MJQH9-QC?HT-XT6JV-RJGWG-TW6RZ
XY2CD-K9PF6-GCGVF-KYGMJ-K?X7Z
HGH7M-V2XG6-6HKGH-CWWJH-9M2CZ
XHPCG-MVGRW-XD97?-?DWFM-XDX7Z
7??CH-XVTGV-6RM?R-TVCGV-FVC9Z
HJGWG-FQY?Y-6CTRK-V7JXQ-VY92Z
JYM?Y-PJPFQ-TH9XF-YGC2?-KRV7Z
VT6?9-W7XJY-K??HF-X?H9J-?KPDZ.
JXK?G-C9WWG-MQFPJ-?2?9G-H2K6Z
F?RV2-YH2XP-DFDMR-264V7-KXM?Z
YRDJF-WC6KV-WT?MG-QD6RV-CCHFZ
TFMJ9-FJ7MR-?MH2D-RHJXV-GFYQZ
XGW6X-H6VKR-?CYGF-QFGP?-VCVHZ
?YTKV-WFXYP-RCG6F-H2D6D-QX6XZ
9JTKX-PTW49-9CMX2-PQCCG-9?FCZ
CJTC?-VW9GF-HQX?9-G6K9T-RPGYZ
Q796Q-PVYFP-R2MF?-9MYH7-KWPCZ
FHTYC-DR7JD-YG?RR-QKJP7-2HYXZ
GM?Y-C?FMJ-RGXMR-F26?H-WR9FZ
MD2QD-T69D6-9F7GT-?FR7K-VHK?Z
J6J?H-V6YH?-92X9F-26RGK-G?2?Z
WR?R?-T7?DX-7VYFW-DC2X9-W6GWZ
RXC6D-XQ?2W-C6?QV-MPXF?-FT2DZ
JQTGP-YF?JY-R2GGF-7QTCX-KRM6Z
J?TP6-6W7VX-XT7J6-PKGPR-HQ6MZ
J9DGQ-PQW?6-KCTP2-J6XKP-HF?VZ
GV77Y-YG6DJ-X9T27-M2JJY-6CMKZ
D7CWT-72TW?-Y7?X2-DC9?M-HWCVZ
RT266-H?C?9-KKF?Y-FTM2X-296FZ
RD?JT-PCTM6-TM7PH-P7VR7-??MHZ
VMTYJ-?JW9K-XGMXJ-J?79C-?VC2Z
JQKW?-DK?FG-X?7XV-Y2FGD-VXHRZ
KXWCR-X?DVW-YTJVM-TRX?9-D?FFZ
JFGK9-FPYJP-C2?TW-HMGWQ-MXRDZ
FXQCH-JYFTJ-F?PK?-YC?76-9XXTZ
962?W-FKQV9-Q7X?6-DFMM2-HKGKZ
?VXK9-HXGM2-FFCTK-YTCJ6-6XF7Z
2GQKW-6?G6X-VDP?Q-MYJ9C-X6P?Z
7VK2?-?QVRK-7PGVC-?7MWP-YK7MZ
2XHF7-XXFG6-Y?MPV-C2GFD-VTF?Z
T7XXV-HKDQH-CRKX9-CYFFT-YWP2Z
KTQQ?-96RCF-2W972-Y9WKV-D2RKZ
HJD?6-9426J-VPK96-?J2JF-2YR9Z
?RJHV-QQDDR-QMYTF-9?W9?-7?VGZ
RGC7J-MGP6R-6GMM7-?WHYG-DY??Z
YR27T-TPW7M-FRJD6-F2DY?-QD?TZ
?CD7C-RMDP2-H??77-T?X?J-TD7VZ
6T7P?-GTJH?-MP?TM-RQQP6-T6WDZ
GCG2R-XW?VH-KDT2P-G6FH6-KR?JZ
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Re: Halo: Reach Discussion
Tried like five of these, all of them were used. Sadly, but then again I DID buy Microsoft Points yesterday, so no big yip.
edit: Did they update the codes today? Or are these the day old like ones?
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
Don't tell me, your teammates all died from the same encounter? Fucking noobs lol.
Yeah, they did :P I was playing with my friend when it happened, so I thought it couldn't hurt to record it and send it to Fails of the Weak. I didn't get into the one this week, but hey, being on Blame Stosh is fine for me :)
And yes, we somehow still won that game...
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Re: Halo: Reach Discussion
Quote:
Originally Posted by
Necr0matic
edit: Did they update the codes today? Or are these the day old like ones?
11hrs ago on waypoint (without question marks)
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Re: Halo: Reach Discussion
I tried a few of those codes, all taken.
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Re: Halo: Reach Discussion
I tried 7 codes; all of them were taken.
Fuck, I don't want to pay for 400 mspts when I only need 300.