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Halo:CE Anniversary Announced (MS Conf, Nov 15th 2011, $40)

Magni

Member
PooBone said:

Halo 1 just needed a visual facelift, but for Halo 2 a full remake is needed IMO. As in, go back to November 2001 and remake Halo 2 from there. I don't know what they would call the remake though, if Halo fans are rabid enough to be pissed at H:CEA, I don't know what they would say about H2:TR ><
 

PooBone

Member
I hope they don't show the flood in any trailers or demos.... I wanna see those spores in HD for the first time when they eat Jenkins.
 

Majanew

Banned
I cannot wait to play through this game with my bro over Xbox Live Co-op. Still have Halo CE sitting on my shelf and will sit this one right next to it.
 

PooBone

Member
Epyon MX said:
Have they said how long Anniversary has been in development?
Don't think so but I also don't think it really matters. 343 isn't doing the hardcore development, just managing it and maybe doing some of the audio (Saber is doing the redone graphics/online co-op, Certain Affinity is doing the MP maps.)
 

Booshka

Member
PooBone said:
What the hell else should it be?

A spiker?
It should be used for getting yourself back into camo quickly and spraying people down at close range. I don't like how in Halo 3 or Reach someone with AR can just hold forward and spray from 50 meters out and win while I try to strafe and shoot them. I know, sandbox and all that, I just don't like low skill weapons getting kills that easy. Not to mention how easy it is to just spray at a guy a little bit, get his shields to half or so then spam some nades and get a kill. You could do that in Halo CE as well, but not from as far away as you can now and you could also get killed by a Pistol in the process.

Jetpacking AR is especially annoying in Reach when players just float up, spray, then chuck some nades down, it's just bad Halo and not fun to me.
 

thatbox

Banned
JonCha said:
Perhaps reducing bloom, removing armour abilities and changing the speed and jump height. Whether they will go as far as changing weapon damage/spread etc. is unclear.
They'd have to do so much more than all that. Melee system. Health system. Grenade physics. Invisible legs.
 

PooBone

Member
Booshka said:
It should be used for getting yourself back into camo quickly and spraying people down at close range. I don't like how in Halo 3 or Reach someone with AR can just hold forward and spray from 50 meters out and win while I try to strafe and shoot them. I know, sandbox and all that, I just don't like low skill weapons getting kills that easy. Not to mention how easy it is to just spray at a guy a little bit, get his shields to half or so then spam some nades and get a kill. You could do that in Halo CE as well, but not from as far away as you can now and you could also get killed by a Pistol in the process.

Jetpacking AR is especially annoying in Reach when players just float up, spray, then chuck some nades down, it's just bad Halo and not fun to me.
Ever think that maybe everything you just said works exactly as it was designed and intended?

I'm not saying you're wrong, Lord knows I prefer Halo CE's weapon balance to all others.
 
OuterWorldVoice said:
Dialog is identical but remixed 5.1 to match the rest of the mix and cleaned up a bit to take advantage of better hardware.
Man, I feel so much better about this project than I would have if you didn't have anything to do with it. Sounds like you guys are giving the original game all the respect it deserves!
 
the fact that you can shoot someone once with a dmr/pistol and then a nade will kill them in Reach is just plain ridiculous. One of the reasons I rage at that game so hard
 
JdFoX187 said:
You're going to complain about spray and pray while touting Halo 3 as the bastion of good gameplay? That whole fucking game was dominated by spray and fucking pray assault rifles followed by a melee. Add to that the dumbass idea someone at Bungie had to institute double melees where both players would die. Only on larger maps or in MLG or "hardcore" gametypes did you see anything beyond idiots running right at each other with ARs.

Halo 2 had balance where dual wielding worked in close situations, but a skilled BR user could still take them out. Can't do that in Halo 3 because, once again, idiot design choices removed hitscan, making the BR a random, at best, weapon.

I'm sorry if your connection prevented you from using the BR or Carbine as the mid-range powerhouses they were. I can honestly say that I AR users are VERY easy to deal with at mid to mid-close range with either of those weapons. A skilled AR user will use grenades to push the BR/Carbine user out of position or force them out of zoom, allowing them to enter range where they are capable.

I didn't find running AR+melee to be particularly hard to deal with in Halo 3, and never really saw it again after reaching the higher ranks.

Dual-wielding was a bigger problem, because it hurt the overall balance of the game, not just the person choosing to use it. Too many weapon spawns were for dual-wieldable weapons that were generally useless UNLESS you were running around like an idiot.

ALL of the weapons in Halo 3 could be used effectively with the shoot/grenade/melee system, provided the player was smart/skilled enough to direct the battle into a range or environment that benefited their weapon.

By contrast, the only effective weapons in Halo 2 were the BR, Rockets, Sniper, and dual-wielded weapons. Everything else was a death-sentence.

JdFoX187 said:
The lock-on rocket did nothing to discourage vehicles in the way way the laser did. The laser is a damn vehicle sniper. I remember them touting how skilled one would to be to use it. Big laugh there. Due to shit netcode, you couldn't tell if you were getting painted and you'd blow up out of nowhere. Sandtrap was supposed to be a vehicle paradise, but was completely neutered by the laser. At least with the lock on rocket, it was extremely easy to avoid.

The Laser is very powerful. But it spawns on a timer, not according to when the team that has it runs out of ammo. So one team cannot dominate a map and keep vehicles at bay, simply by keeping their hands on the thing. Both teams will have multiple attempts at capturing and using that weapon. The Laser also gives it's position away to EVERYBODY on the map, vehicles and infantry alike. Using it paints a giant red target on your ass.


JdFoX187 said:
Bubble shield? Regen? How the hell did these NOT give second lives? I'm convinced you didn't play Halo 3. Because if you did, you would experience shooting a guy with a random BR, about to kill him and then he drops a bubble shield or shield regen and killed you because of terrible equipment. It was a crutch for bad players to have an upper hand, plain and simple.

The equipment spawns on the same place on the map, every game. Just as the rockets, sniper, overshield, camo and all the rest of the game-changers in Halo have before. The fact that you and your team did not have the skill or the foresight to take that equipment, or do not have the ability to counter-act it through teamwork, is not a flaw of game design.

A weakened player that drops a bubble-shield is still weak inside the bubble-shield. If he wants the extra protection afforded, he is stuck in one place. This is the same for the health generator. If you are unable to 'dance' in and out of the shield, or to coordinate with your team to take out a single, stationary target, then so be it. It's not different than attempting to take out somebody with the overshield, or take out the guy with the rockets. You're at a disadvantage. It happens. It's what makes battles interesting...unless you'd rather just pistol snipe in a giant, open box.

JdFoX187 said:
Armor abilities in Reach are just as bad. Armor lock is terrible because you can come close to finishing a guy and he enters invincible mode and can live while his teammates finish you off. It's completely broken in tight maps and in small skirmish gametypes. I don't have a problem with it in BTB like a lot of people do, but I can see why they hate it. The same goes for jetpacking, which breaks most maps. Invis completely breaks the sniper, allowing people to completely ruin games. Evade is even more broken allowing people to hop around large swaths of the map like damn frogs. The only armor abilities that aren't easily exploitable are sprint and hologram. Sprint is absolutely needed because of the molasses-paced speed of Reach. That's why Classic is the best playlist in Reach. No bullshit armor abilities, faster paced and a tighter feel. Nerf the AR and it'd be the perfect playlist. It's no coincidence the two worst games, multiplayer-wise, in the series tried to add all this extra bullshit into the formula.

Haha, and it's no shock to me that Classic is one of, if not THE, least played playlists in Halo Reach right now. Few people, a very vocal minority, want to play the same game they played back in 2001.

Armor lock is very easy to counter. You wait. Toss a grenade at the half-way point of the charge and watch pain unfold.

If there are other enemies in the area, you retreat, reqacuire the enemy later, and tell your teammates that <name> is using armor lock. Perhaps one of your teammates has Invis? It's hard to armor lock at the right time when you can't see the guy coming, for example. Or maybe just cross-shoot the fucker the next time.

Armor lock does give a player the ability to put off death for a few seconds and call in reinforcements. That's what it's for. It also has cons. The player is immobile, lights up like an xmas tree, and has a relatively slow recharge time.

He also can't cloak while he has AR equipped, so he can't be as effective a sniper, or sneak past enemies.

He also can't sprint, so he can't flank as effectively, he'll be out-run if he's being chased, and he won't get to power weapons as fast.

He can't use the jetpack to quickly ascend the map, break map control points, or get out of dodge quickly.

Choosing the benefits of one AA immediately disqualifies you from the benefits of the others. Players that adapt and play the game to their strengths, and use their AAs effectively will find success. Those that don't....die and then whine that they 'lost a kill'.

And I hate the 'map flow' argument. Somehow in Quake 3, players could rocket-jump their asses all over the damn map, whether they were going where iD intended or not. The game played fine. So does Reach with jetpacks. Halo CE players just whine cause they're used to playing the same tactic of locking down a particular section of the map, running a short route around the spawns, and winning. Boo hoo... no players can fuck up that strategy with the right AA. Adapt.

At the end of the day, two equally skilled, equally smart players will always have a battle settled by aim, and use of melees and grenades.
 

Booshka

Member
PooBone said:
Ever think that maybe everything you just said works exactly as it was designed and intended?

I'm not saying you're wrong, Lord knows I prefer Halo CE's weapon balance to all others.
Yes I do think that, which is why I think it is bad Halo, it's not a mistake they designed it that way, I just think it was poor design.
 

Striker

Member
The Antitype said:
By contrast, the only effective weapons in Halo 2 were the BR, Rockets, Sniper, and dual-wielded weapons. Everything else was a death-sentence.
The only effective weapons in Halo 3, by contrast, were a BR, Carbine, Rockets, and Sniper. At least in 4v4 general play. In vehicle oriented, you had to add in the horrific Laser. When you have a Laser on a map and no sniper, notably a map like Standoff, you are able to snipe players across the map, except with a larger blast radius. It's a terribly unbalanced weapon and serves no purpose no Halo MP.

Dual wielding, as much as you appear to not like it, is vastly more aggressive and dangerous in close quarters than any Assault Rifle that arrived in Halo 3 or Halo Reach. Their kill times are far ahead of the AR and can destroy a BR user without having to resort to a AR rush followed by a melee or grenade.

SMG+Magnum and SMG+Plasma Rifle were a strong combo, and could flush out multiple players in a room, rather than running around clueless with an AR in your hands hoping somebody can step on your grenade or are close enough to get smacked.
 
The Antitype said:
*stuff saying AR starts were balanced* (sorry for the huge oversimplification but there was just too much text and that's all I'm quoting it for)
Let's take a hypothetical situation where someone is on your Snipe 2 on the Pit with a BR. You have an AR and spawn BR 1, which isn't there. There is no way for you to get that guy off your Snipe Tower on your own. If you grenade, he'll just move, and probably kill you while it's flying through the air.

Halo is built on mid range battles, and it's necessary to be able to engage in them off the spawn.
 
Striker said:
The only effective weapons in Halo 3, by contrast, were a BR, Carbine, Rockets, and Sniper. At least in 4v4 general play. In vehicle oriented, you had to add in the horrific Laser. When you have a Laser on a map and no sniper, notably a map like Standoff, you are able to snipe players across the map, except with a larger blast radius. It's a terribly unbalanced weapon and serves no purpose no Halo MP.

The BR and Carbine were effective at mid-range. The AR was effective at short-to-mid range with complementary use of the grenades and melee. The Shotgun was also a valuable weapon...much less valuable in Halo 2, where a dual-wielder could eviscerate you in the time it took to get from short-range to instant-kill range.

I'm not going to argue about the laser anymore, because people have been arguing about it since its inception. I think the fact that it lights you up as a target for every infantry and vehicle on the map, combined with the charge time and the improved weapon respawn system, balance out the power/precision of the weapon.

I also think that despite prominance on the map, Valhalla ranks as one of my favorite Halo maps ever, and certainly my favorite 'Blood Gultch'. I've played hundreds if not over a thousand ranked and unranked matches on that map, and have never felt as though vehicles were implicitely taken out of the action simply out of fear of the laser. They were used, and used effectively, even when the other team had the laser. It just became a team objective to recover it or keep the laser user busy.

Striker said:
Dual wielding, as much as you appear to not like it, is vastly more aggressive and dangerous in close quarters than any Assault Rifle that arrived in Halo 3 or Halo Reach. Their kill times are far ahead of the AR and can destroy a BR user without having to resort to a AR rush followed by a melee or grenade.

SMG+Magnum and SMG+Plasma Rifle were a strong combo, and could flush out multiple players in a room, rather than running around clueless with an AR in your hands hoping somebody can step on your grenade or are close enough to get smacked.

Agreed. They are more aggressive and more powerful. Also took less skill to use effectively. Clearing a room was as simple as holding down both triggers, aiming, and praying the other dual-wielders shots didn't kill you first.

With the AR, at least you have to consider bursting fire, planting a grenade to either damage or force a player to move towards your melee. There's less 'hope' involved in thinking about where to plant a grenade, whether to use to flush an enemy towards you or try and take off shiels, than there is involved in a battle between dual-wielders. There's more skill to using it, even if it's not as much as head-shoting with a pistol or a BR or DMR.

Furthermore, you're right that SMG+Magnum and SMG+Plasma are effective combos. But an SMG, a magnum or a Plasma alone are basically worthless. So you were incredibly vulnerable upon spawning (both people with a second weapon and people with mid-range weapons had the upper hand), and anybody that didn't want to spray-and-pray had HALF the spawn points dedicated to weapons worth using.


thezerofire said:
Let's take a hypothetical situation where someone is on your Snipe 2 on the Pit with a BR. You have an AR and spawn BR 1, which isn't there. There is no way for you to get that guy off your Snipe Tower on your own. If you grenade, he'll just move, and probably kill you while it's flying through the air.

Halo is built on mid range battles, and it's necessary to be able to engage in them off the spawn.

Assuming the sniper isn't looking directly at the spawn point the MOMENT you spawn and you have a few seconds, there are two routes in the immediate area that will get you out of his line of sight. From there you can either coordinate with teammates to attack from two directions if possible, search for the ammo or a mid-range weapon, etc.

Halo is about mid-range battles. It's also about choosing your battles. In a fast-paced game like Quake, you can hop into the shit, realize you're screwed, and jump and weave your way out like a jack-rabbit on crack. Halo forces you to consider the situation before jumping right in and shooting some dudes in the face.

On the flip side, the shield system and weapon damage modeling also gives players an extra few seconds to turn the tide on the battle and win from a disadvantaged position if they use their weapon/environment correctly, or eek their way to cover to regenerate.
 
The Antitype said:
Assuming the sniper isn't looking directly at the spawn point the MOMENT you spawn and you have a few seconds, there are two routes in the immediate area that will get you out of his line of sight. From there you can either coordinate with teammates to attack from two directions if possible, search for the ammo or a mid-range weapon, etc.

Halo is about mid-range battles. It's also about choosing your battles. In a fast-paced game like Quake, you can hop into the shit, realize you're screwed, and jump and weave your way out like a jack-rabbit on crack. Halo forces you to consider the situation before jumping right in and shooting some dudes in the face.

On the flip side, the shield system and weapon damage modeling also gives players an extra few seconds to turn the tide on the battle and win from a disadvantaged position if they use their weapon/environment correctly, or eek their way to cover to regenerate.
I don't really think you can assume that. If the other team has managed to get a player on your tower, he's going to be looking at that spawn point. The routes from there are: shotgun, nowhere to go from there. Needle hut, shot in the meantime, easily grenaded once in cover. floor near needle hut, provides cover, but can't travel anywhere without going in the open. Floor, mostly in cover, easily grenaded with a quick clean up. Plat, completely open. Pit, not only easily grenaded, but there's no way out that can't be seen from the tower.

and assuming that your teammates can help doesn't work either, because the other player has teammates too, and chances are they are better set up than your teammates by virtue of having a guy on your tower.

in addition, you don't have absolute power to choose your battles, because more often than not your enemy will force your hand. especially since most gametypes on Halo 3 have radar.

of course, this is all assuming a high level of play.

I'm not saying the AR doesn't have uses. It's a good close range weapon to be sure. But for balanced gametypes it just doesn't work. It makes the BR (Needle Rifle/DMR in Reach) a power weapon, and whoever gets them basically runs the rest of the match.
 

Striker

Member
The Antitype said:
The BR and Carbine were effective at mid-range. The AR was effective at short-to-mid range with complementary use of the grenades and melee. The Shotgun was also a valuable weapon...much less valuable in Halo 2, where a dual-wielder could eviscerate you in the time it took to get from short-range to instant-kill range.
OK, if I knew you were going to add on weapons like Shotgun, I would've said the Halo 2 Sword which can be just as dominate. They nerfed the Sword in Halo 3 but at least added a battery. Dual wielding can rip up BR users in seconds. It takes a melee and/or grenade on top of spraying and praying your assault rifle. It's a weak weapon, and a piss poor starting weapon.
 

JdFoX187

Banned
The Antitype said:
I'm sorry if your connection prevented you from using the BR or Carbine as the mid-range powerhouses they were. I can honestly say that I AR users are VERY easy to deal with at mid to mid-close range with either of those weapons. A skilled AR user will use grenades to push the BR/Carbine user out of position or force them out of zoom, allowing them to enter range where they are capable.
My connection was fine, the weapon's spread was a piece of shit. The netcode was also a piece of shit. I'm not the only one that echoes these sentiments. Plenty of people in HaloGAF have said the same thing. For a better example, go back and actually play Halo 3 and compare its netcode to Reach. The difference is night and day.

The Assault Rifle was also a piece of shit. It took a whole clip to kill someone with, some times needing a melee to follow it up with. It was a terrible starting weapon all around, even on smaller maps. I don't know what Bungie was thinking when they put that thing in there.

I didn't find running AR+melee to be particularly hard to deal with in Halo 3, and never really saw it again after reaching the higher ranks.

Dual-wielding was a bigger problem, because it hurt the overall balance of the game, not just the person choosing to use it. Too many weapon spawns were for dual-wieldable weapons that were generally useless UNLESS you were running around like an idiot.
I reached level 49 and there was still plenty of running and spraying and praying with the Assault Rifle before a prompt melee. It didn't matter how high the levels were, that was the only way the game could be played on some maps unless some guy was fortunate enough to find a BR laying on the ground somewhere.

Dual-wielding was absolutely useless in Halo 3. Dual spikers were the joke of the game. In Halo 2, it was an extremely viable option that could still be overcome with any number of methods. It wasn't "game breaking" as you put it because it could be counters in close quarters by shotgun, sword, a quick melee and BR headshot or dual wielding of your own. I didn't feel absolutely helpless on Lockout, for example, spawning with an SMG and picking up a Magnum or Plasma Rifle as I did spawning on Blackout with an Assault Rifle.

ALL of the weapons in Halo 3 could be used effectively with the shoot/grenade/melee system, provided the player was smart/skilled enough to direct the battle into a range or environment that benefited their weapon.

By contrast, the only effective weapons in Halo 2 were the BR, Rockets, Sniper, and dual-wielded weapons. Everything else was a death-sentence.
Halo 3 weapons that were utterly useless: Assault Rifle, Spiker, Magnum and Plasma Rifle. Unless you combined one of those with a grenade, then they're actually useful. But that's more of the grenade doing the damage and the weapon finishing them off.

As far as Halo 2, you named every weapon in the game short of the Sentinel Beam and the Brute Shot, which was admittedly useless against anything other than flipping a Warthog. Well, that and the shotgun as well, which I admit was completely random due to host factors and the limitations of the netcode. Play Halo 2 PC right now and the shotgun is the beast that it was always meant to be.

The Laser is very powerful. But it spawns on a timer, not according to when the team that has it runs out of ammo. So one team cannot dominate a map and keep vehicles at bay, simply by keeping their hands on the thing. Both teams will have multiple attempts at capturing and using that weapon. The Laser also gives it's position away to EVERYBODY on the map, vehicles and infantry alike. Using it paints a giant red target on your ass.
It spawning on a timer just gives the team controlling said area the best opportunity to have more than one laser. Valhalla, once touting as a "perfect box canyon" by some idiots on this board is the perfect example. A decent team can hold the high ground in the middle and snipe with the sniper and the damn laser, whether they're shooting vehicles or infantry. It was too damn powerful and too unbalanced. One team can dominate a map with that. Again, I'm convinced you hardly played any Halo 3, and must have done so either against terrible teams or in isolated incidents. And you would have a point about it painting a target on the vehicle if the netcode was actually up to snuff. Nine times out of 10, your vehicle just blew up by a laser and you never got a location where it was at. That's fine in a place like Valhalla, where you have a good idea of where they'll be. But nothing is worse than playing on Sandtrap and randomly dying from a laser coming out of nowhere only hoping that one of your teammates happened to get a quick glimpse of where the laser came from.

The equipment spawns on the same place on the map, every game. Just as the rockets, sniper, overshield, camo and all the rest of the game-changers in Halo have before. The fact that you and your team did not have the skill or the foresight to take that equipment, or do not have the ability to counter-act it through teamwork, is not a flaw of game design.
It's still a crutch of game design when you give a player a second chance to live when he shouldn't have. If I jump a guy with a BR and he shits out a regen after taking three shots and the fourth should have killed him. There's no foresight if he just happens to spawn near one and picks it up while he's running across the map. Equipment was originally supposed to be a rare occurrence, but there were at least three to four pieces, if not more, on each map. Equipment should have been as rare as a power weapon,b ut it wasn't.

You keep bringing up skill as if it means something in this light. Skill does not equate to hitting a single button and getting an extra life. That is the OPPOSITE of skill. I jump a guy because he didn't have the tactical awareness to know I was coming. You don't just shit out an equipment piece and live. That is a flaw of game design.

A weakened player that drops a bubble-shield is still weak inside the bubble-shield. If he wants the extra protection afforded, he is stuck in one place. This is the same for the health generator. If you are unable to 'dance' in and out of the shield, or to coordinate with your team to take out a single, stationary target, then so be it. It's not different than attempting to take out somebody with the overshield, or take out the guy with the rockets. You're at a disadvantage. It happens. It's what makes battles interesting...unless you'd rather just pistol snipe in a giant, open box.
And if you're BRing said weakened player and he drops the bubble shield, you have to get up there and enter what amounts to either a melee fest with the guy, which he will have the upper hand in, or you wait him out. You can pull out your trusty Assault Rifle and go spraying and praying like a fucking idiot. You can sit there and watch the bubble drop and he'll have full shields ready to fight again. Second life.

Again, you bring up team work as if the three other guys on the team are only trained on one person. There are also three other enemies on the field too that you have to account for. The heat of the battle is one on one and equipment is a crutch, no counter-argument or skill quip or random insult of being a scrub is going to change that fact. It doesn't make battles interesting. It makes them a dice toss because you never know what the guy is going to have when you jumped him. At least with Reach there are colored markers on the players so you can tell if the guy you're charging with a ghost has armor lock or if the guy you're about to snipe has evade. Bungie at least learned from their mistakes in one facet.

Haha, and it's no shock to me that Classic is one of, if not THE, least played playlists in Halo Reach right now. Few people, a very vocal minority, want to play the same game they played back in 2001.
What's your point? Going by that logic, Team Slayer with its god awful community maps and terrible Assault Rifle starts filled with spraying and praying is the best way to play Halo. Team Objective was killed in Halo 3 because few people played it. The huddled masses of Halo players want to kill things, plain and simple. They like having their precious armor abilities because it gives them an extra chance at living. I prefer to have a faster, more intense game sans Assault Rifles without the added garbage of armor abilities. It's the best way to play the game. Vocal minority or not, if you jump a guy in Classic, nine times out of 10 you will kill him. If he kills you, it's because he was the better player, at least if you factor out bloom, which is another issue altogether.

Armor lock is very easy to counter. You wait. Toss a grenade at the half-way point of the charge and watch pain unfold.

If there are other enemies in the area, you retreat, reqacuire the enemy later, and tell your teammates that <name> is using armor lock. Perhaps one of your teammates has Invis? It's hard to armor lock at the right time when you can't see the guy coming, for example. Or maybe just cross-shoot the fucker the next time.
You still ignore the fact the dude deserved to die. He got jumped. or you have the wonderful armor lock, melee, armor lock, melee that plagues Countdown and many other close quarters maps. Somehow, you're going to tell me that's not broken?

Cross shooting also doesn't work half the time because guess what, he has armor lock. Players that use it to their advantage with teamwork have my respect. That's what it's designed for. But that doesn't mean that it belongs in the game. It's still a second life to a player. And that's what Halo 3 and Halo Reach were all about. You keep talking about skill, but Halo: Combat Evolved and Halo 2 were the purest games in the series when it comes to multiplayer. If you got beat in those games, more than likely you did something wrong.

Armor lock does give a player the ability to put off death for a few seconds and call in reinforcements. That's what it's for. It also has cons. The player is immobile, lights up like an xmas tree, and has a relatively slow recharge time.

He also can't cloak while he has AR equipped, so he can't be as effective a sniper, or sneak past enemies.

He also can't sprint, so he can't flank as effectively, he'll be out-run if he's being chased, and he won't get to power weapons as fast.

He can't use the jetpack to quickly ascend the map, break map control points, or get out of dodge quickly.

Choosing the benefits of one AA immediately disqualifies you from the benefits of the others. Players that adapt and play the game to their strengths, and use their AAs effectively will find success. Those that don't....die and then whine that they 'lost a kill'.
None of these things matter when it comes down to fighting a guy and he can enter invincible mode and survive a nuclear bomb. It's the ultimate ability to survive when he should be dead. Hence second life, hence game-breaking.

And I hate the 'map flow' argument. Somehow in Quake 3, players could rocket-jump their asses all over the damn map, whether they were going where iD intended or not. The game played fine. So does Reach with jetpacks. Halo CE players just whine cause they're used to playing the same tactic of locking down a particular section of the map, running a short route around the spawns, and winning. Boo hoo... no players can fuck up that strategy with the right AA. Adapt.
If you hate the map flow argument then there's no hope and you have no understanding of the game. We're not "whining," we're addressing a major issue. Jetpacks break maps like Pinnacle, Asylum, Breakpoint, Reflection and many others where it allows them to reach places no other armor ability can reach. It gives them a birds eye perch to look down and rain death on people. It's just as bad as superbouncing in Halo 2, only it's actually built into the game. You talk about adapting, but there's no reason to adapt to a broken gameplay idea that wasn't factored into the maps that were designed.

At the end of the day, two equally skilled, equally smart players will always have a battle settled by aim, and use of melees and grenades.
And whomever has the more useful armor ability at the time. Instead of skill, it comes down to a rock, paper and scissors battle.
 
JdFoX187, Striker and thezerofire:

You've put forth some very well-thought out arguments and I'm enjoying our discussion. I will continue it tomorrow after I fly back to Vancouver from London. So check back the thread later if you're still interested.

I don't think we'll ever agree on the issues, but it's still been fun on my end at least. :)
 
The netcode was also a piece of shit.

Hah, I think you're looking it from an unfair perspective. From the perspective of Reach, H3's netcode is terrible in comparison, but that's testament to how polished and optimised Reach's netcode is. I can't wait for the day that that quality is replicated across the industry.

Compared to the industry at large, I'd say H3's netcode is pretty good. Certainly I've played much more recent games that had far worse netcode. Hell I've even played games that were behind H2's netcode.
 

JdFoX187

Banned
Photolysis said:
Hah, I think you're looking it from an unfair perspective. From the perspective of Reach, H3's netcode is terrible in comparison, but that's testament to how polished and optimised Reach's netcode is. I can't wait for the day that that quality is replicated across the industry.

Compared to the industry at large, I'd say H3's netcode is pretty good. Certainly I've played much more recent games that had far worse netcode. Hell I've even played games that were behind H2's netcode.
Halo 2's netcode was awesome for consoles back when it came out. Looking back at it now, it was absolute shit with shotgun host plaguing like no other. But I was never a fan of Halo 3's netcode to begin with. It was only a marginal improvement. Compared to a game like Gears of War, yeah it was better. But that's still not saying very much. Reach, as you say, has an awesome netcode and I'm glad they finally got a handle on it. I hope 343i can replicate it, and I have no fears they won't.
 

Stinkles

Clothed, sober, cooperative
JdFoX187 said:
Halo 2's netcode was awesome for consoles back when it came out. Looking back at it now, it was absolute AWESOME with shotgun AWESOME WINNING like CHARLIE SHEEN.

fixed.
 

Stinkles

Clothed, sober, cooperative
PooBone said:
Don't think so but I also don't think it really matters. 343 isn't doing the hardcore development, just managing it and maybe doing some of the audio (Saber is doing the redone graphics/online co-op, Certain Affinity is doing the MP maps.)

Saber is not doing online or co-op. Saber did the graphics layer engine and its supporting elements. Netcode is a combination of Bungie's Reach netcode for MP, and internally developed code here.
 

JdFoX187

Banned
OuterWorldVoice said:
Saber is not doing online or co-op. Saber did the graphics layer engine and its supporting elements. Netcode is a combination of Bungie's Reach netcode for MP, and internally developed code here.
Then it shall be awesome.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
OuterWorldVoice said:
Saber is not doing online or co-op. Saber did the graphics layer engine and its supporting elements. Netcode is a combination of Bungie's Reach netcode for MP, and internally developed code here.
Will Halo Waypoint host our campaign completion stats? When are our stats migrating from Bungie.net? Also, if I play MP, where do will my stats be, Bungie.net or Halo Waypoint?
 

lybertyboy

Thinks the Evil Empire is just misunderstood.
godhandiscen said:
Will Halo Waypoint host our campaign completion stats? When are our stats migrating from Bungie.net? Also, if I play MP, where do will my stats be, Bungie.net or Halo Waypoint?

Going forward all your Halo stats will be available via Halo Waypoint. In fact you can already check your stats via the website plus the 360 and WP7 apps.
 
godhandiscen said:
Will Halo Waypoint host our campaign completion stats? When are our stats migrating from Bungie.net? Also, if I play MP, where do will my stats be, Bungie.net or Halo Waypoint?
Arent the stats already migrating via the last update for Halo Waypoint?

Edit.: Beaten by seconds argh.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
lybertyboy said:
Going forward all your Halo stats will be available via Halo Waypoint. In fact you can already check your stats via the website plus the 360 and WP7 apps.
I was not aware you could check them on HaloWaypoint.com. I just checked my stats and they are missing a lot of the detailed breakdown that Bungie has, but I trust they will improve things. I also like they Waypoint layout better, it shows more info at once. Ohh and it loads faster. I wonder if the backend is ASP.Net MVC, I wish I worked for these guys.
 

GhaleonEB

Member
lybertyboy said:
Going forward all your Halo stats will be available via Halo Waypoint. In fact you can already check your stats via the website plus the 360 and WP7 apps.
I hope the Service Record gets an upgrade before b.net drops the support. I know it's in Beta, but only a subset of the content and organization of b.net is on Waypoint currently.
lybertyboy said:
The services and backend team are constantly working to update the offerings for users. There are valid reasons for why the website stats are listed the way they are. Good things lie ahead.
Good to hear.
 

lybertyboy

Thinks the Evil Empire is just misunderstood.
GhaleonEB said:
I hope the Service Record gets an upgrade before b.net drops the support. I know it's in Beta, but only a subset of the content and organization of b.net is on Waypoint currently.

The services and backend team are constantly working to update the offerings for users. There are valid reasons for why the website stats are listed the way they are. Good things lie ahead.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
Wait, where are my detailed game breakdowns and uploaded videos? Come on guys, the info is there, it must be only a UX problem right? I mean, the API is REST, you can obtain the data easily.

lybertyboy said:
The services and backend team are constantly working to update the offerings for users. There are valid reasons for why the website stats are listed the way they are. Good things lie ahead.
Do you work for on the HaloWaypoint site? I have mad respect for you guys. I always liked the things you do with SL.

I want to see the non SL version of the page, I remember there was a switch, where did it go?
 

S1kkZ

Member
OuterWorldVoice said:
Saber is not doing online or co-op. Saber did the graphics layer engine and its supporting elements. Netcode is a combination of Bungie's Reach netcode for MP, and internally developed code here.
so, its not the reach engine that is used for the sp? the elites in the trailer looked like the reach models.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
S1kkZ said:
so, its not the reach engine that is used for the sp? the elites in the trailer looked like the reach models.
Most likely Saber modified the Reach engine and produced most of the assets. I thought I read the graphics layer was done on the Reach engine.
 
Striker said:
OK, if I knew you were going to add on weapons like Shotgun, I would've said the Halo 2 Sword which can be just as dominate. They nerfed the Sword in Halo 3 but at least added a battery. Dual wielding can rip up BR users in seconds. It takes a melee and/or grenade on top of spraying and praying your assault rifle. It's a weak weapon, and a piss poor starting weapon.
You're confusing "nerfed" with "balanced."
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
lybertyboy said:
The services and backend team are constantly working to update the offerings for users. There are valid reasons for why the website stats are listed the way they are. Good things lie ahead.


I probably already know the answer to this, but are you guys going to get the Halo 2/3 stats data? I only see Reach being able to be seen at the Waypoint, which is slightly disappointing as I haven't played Reach yet.
 

Toddler

Member
Am I the only person here who believes that a "true" remake, with all multi-player attributes included, can coexist with any brand of Halo that is hot on the market at the time (being Reach now, Halo 4 later)?

This news of the multi-player segregation is a huge bummer. I've had tons of faith in what 343i will give us, but now that this bomb had been dropped, this is the first time I've viewed the launch of a Halo title with any skepticism.
 

JdFoX187

Banned
Dax01 said:
Sure. It was the exact same except it now had only ten uses before it went kaput.
The lunge was short as hell and it would get stuck on every piece of geometry there was. It was neutered beyond belief.
 

Izayoi

Banned
Lyphen said:
Steady is definitely one of them. Have we read the same DF article?
I have. The real question is, have we played the same game? Slowdown on the very first level, only a few minutes in when you're climbing the hill after the bridge where you first encounter the Covenant. Slowdown all over the place in Campaign, and it's far worse in Firefight, especially on Glacier.

Mr_Brit said:
So you're saying your eyes are more accurate than professional framerate software. This is possibly the dumbest post I've ever read on GAF.
Holy shit, the fervor some of you have for the series is downright frightening. It's to the point where you completely block out any and all negatives. Reach had framerate problems. Unless you've got some kind of super Xbox that magically made the game not chug in a lot of places then you experienced them too. Stop being blinding by your love of the series and lighten up. You're not going to die if somebody paints your favorite game in a negative light, I promise.
 
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