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  1. #11

    Re: Halo: Reach Discussion

    Quote Originally Posted by Rob Oplawar View Post
    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.
    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.

    - 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.
    Now, tell me how anything suggested there would not improve the depth of gameplay and give players more choices in every encounter.


    Quote Originally Posted by =sw=warlord View Post
    That is pretty closed thinking to be honest.a
    there is practically no way to play a game "wrong".
    You may not like automatic weapons but some people who are from the ages of doom and wolfenstein actually prefer automatics.
    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.
    Last edited by Pooky; October 7th, 2010 at 12:54 PM.
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