It's still Halo: Reach.
Yea, in name only.
Bob made a good point, the power weapons are OP as hell in Reach, that's not really what people are talking about when they say they feel underpowered compared to older Halo titles.
It's still Halo: Reach.
Thanks for the warning, Ill try to make a decision here soon.
This. Be sure you update to the latest version of Internet Explorer 5.
Wu is never going to frontpage my stuff again.
I hate you.You have to go into your prefs and set your front page to classic/bb/stack list style/oldest to newest, otherwise it is just a series of hexagons.
I hate you.
the power weapons are OP as hell in Reach
I wouldn't say there's anything readable about themoh god what is this how do I get back to the readable forums
Yeah, but they almost made it too easy in Reach. The rockets' explosion radius is huge and the sniper almost seems to headshot for you sometimesPower weapons should be powerful...
One of the things I think Reach got right is the power of the "power weapons". They should be balanced by placement, number of power weapons on a given map, ammo capacity, and frequency of spawn.
That's where things break down for me in Reach. There are maps with WAY too many power weapons that respawn WAY too frequently in poor locations.
You mean compared to CE.Yea, in name only.
Bob made a good point, the power weapons are OP as hell in Reach, that's not really what people are talking about when they say they feel underpowered compared to older Halo titles.
Good question. Same as us copy/pasting text from the Waypoint bulletins except it's not as big of an issue because people aren't paying to read the bulletins. Still, lifting info and taking away from site hits. Although Waypoint does like to fight you on its own from letting you read it to begin with.Can I ask you guys a question, I don't want to ask it in the AC thread for fear of getting bant.
Why is not ok to post scans of the pics, but it is ok to post a 2 page summary of every single bit of info out the mag? lol, makes no sense to me, are people really gonna go pick the mag up for 10 pics when they know everything the article says?
Can I ask you guys a question, I don't want to ask it in the AC thread for fear of getting bant.
Why is not ok to post scans of the pics, but it is ok to post a 2 page summary of every single bit of info out the mag? lol, makes no sense to me, are people really gonna go pick the mag up for 10 pics when they know everything the article says?
Power weapons should be powerful, but come on man, the rockets don't even have to hit near a guy to kill him, and the sniper is retard proof compared to the one in 3. The Nade Launcher is how a power weapon should be done, powerful in the right hands, but not so easy that anyone can pick it up and dominate with it like rocks/snipe.
You mean compared to CE.
Although bloom does dampen individual effectiveness in multi-kills compared to the primary rifles from 2 and 3, at least at range.
I wouldn't say there's anything readable about them
Yeah, but they almost made it too easy in Reach. The rockets' explosion radius is huge and the sniper almost seems to headshot for you sometimes
Power weapons should be powerful, but come on man, the rockets don't even have to hit near a guy to kill him, and the sniper is retard proof compared to the one in 3. The Nade Launcher is how a power weapon should be done, powerful in the right hands, but not so easy that anyone can pick it up and dominate with it like rocks/snipe.
It should have completely replaced rockets in Reach.The Nade Launcher is how a power weapon should be done, powerful in the right hands, but not so easy that anyone can pick it up and dominate with it like rocks/snipe.
It should have completely replaced rockets in Reach.
Agreed on the Grenade Launcher... it is extremely well balanced, and is my favorite addition to the Halo sandbox.
Take the rockets as they are and only allow two rather than four, place in a centralized location on a longer spawn time, and they are balanced perfectly.
The same with snipe... reduce the ammo and place in the correct location on much longer timers...
Now you have power weapons that don't overshadow the game play as a whole.
I wouldn't say there's anything readable about them
That's because it is heavily affected by adverse network conditions. It feels like the dead-man's trigger is host-authoritative.The Nade Launcher is how a power weapon should be done, powerful in the right hands, but not so easy that anyone can pick it up and dominate with it like rocks/snipe.
Take the rockets as they are and only allow two rather than four
Man I feel internet-old now. I still remember when every forum was threaded view and UBB was the new flat-posts kid on the block.
That's because it is heavily affected by adverse network conditions. It feels like the dead-man's trigger is host-authoritative.
I hate you.
is it? A video about that would be really interestingThat's because it is heavily affected by adverse network conditions. It feels like the dead-man's trigger is host-authoritative.
Yes and times have changed. I really hope DBO uses some newer forum software.
You and I both know that reducing ammo and increasing spawn times is something that will never happen in the regular version of the game though.
ex: Swordbase/Countdown retaining 2 OP CQB weapons years after launch, plus the beta!
Yes and times have changed. I really hope DBO uses some newer forum software.
It's still Halo: Reach.
Hopefully, 343 Industries' experience with the TU has encouraged them to continue making future iterations of Halo versatile games that can cater to a wide variety of styles and interests.
swordbase stands as one of the worst multiplayer maps I've ever seen. I have no idea how it made it out of that beta
The Cage is the worst on disc Halo map ever.I'll see your Swordbase and raise you The Cage. I can still remember seeing the first reveal and fly through with the commentary and going "you can't be serious, this is a terrrrrrible idea".
Yes and times have changed. I really hope DBO uses some newer forum software.
I'll see your Swordbase and raise you The Cage. I can still remember seeing the first reveal and fly through with the commentary and going "you can't be serious, this is a terrrrrrible idea".
Yeah, The Cage is worse, but Swordbase was in the beta. They should have seen how terrible it was.The Cage is the worst on disc Halo map ever.
I disagree with the notion that people should be handed super easy kills just because they stumbled upon a power weapon. Entering a room, seeing an enemy with a rocket launcher looking at you and just immediately knowing that there's no way you'll survive is just the type of awful unsatisfying feeling Halo should move away from.
For me they got it right with the Halo 3 sniper and rockets, and the Reach grenade launcher (retail version). They're high threats but if the enemy is not at least decent with them I have a chance.
I agree with thisI disagree with the notion that people should be handed super easy kills just because they stumbled upon a power weapon. Entering a room, seeing an enemy with a rocket launcher looking at you and just immediately knowing that there's no way you'll survive is just the type of awful unsatisfying feeling Halo should move away from.
For me they got it right with the Halo 3 sniper and rockets, and the Reach grenade launcher (retail version). They're high threats but if the enemy is not at least decent with them I have a chance.
I disagree with the notion that people should be handed super easy kills just because they stumbled upon a power weapon. Entering a room, seeing an enemy with a rocket launcher looking at you and just immediately knowing that there's no way you'll survive is just the type of awful unsatisfying feeling Halo should move away from.
For me they got it right with the Halo 3 sniper and rockets, and the Reach grenade launcher (retail version). They're high threats but if the enemy is not at least decent with them I have a chance.
I disagree with the notion that people should be handed super easy kills just because they stumbled upon a power weapon. Entering a room, seeing an enemy with a rocket launcher looking at you and just immediately knowing that there's no way you'll survive is just the type of awful unsatisfying feeling Halo should move away from.
For me they got it right with the Halo 3 sniper and rockets, and the Reach grenade launcher (retail version). They're high threats but if the enemy is not at least decent with them I have a chance.
10/10Lol but people don't just "stumble across them" - good players time them, know when and where they spawn and how to control that with their team. There's no random element at all. What you are saying is you want a chance when you "stumble across" someone that has them.
You want power weapons that you "have a chance" in killing them rather than them killing you... you always have that chance. It's incumbent upon you as the player to be smart, aware, and skillful in countering it, or controlling it yourself. The function of a power weapon in Halo is not to "have a chance" against them - it's to provide a powerful weapon over which to fight for control. Once secured, it's an advantage for the length of time you can employ them.
If they are too easy to counter, they are not performing the role in which a power weapon is intended. They aren't a power weapon at all. H3 power weapons worked fine - I'm not suggesting otherwise. But that's an amalgamation of map design, weapon design, and player characteristics that worked together to make it so, and fit what I'm talking about.
I disagree with the notion that people should be handed super easy kills just because they stumbled upon a power weapon. Entering a room, seeing an enemy with a rocket launcher looking at you and just immediately knowing that there's no way you'll survive is just the type of awful unsatisfying feeling Halo should move away from.
For me they got it right with the Halo 3 sniper and rockets, and the Reach grenade launcher (retail version). They're high threats but if the enemy is not at least decent with them I have a chance.
Re-listening to the podcast, they mention take-home builds, which could be a good sign for those hoping for a beta. I wonder if news on a public beta will be part of the media drop on Monday.
that reminds me of the "AR starts are balanced because you should have gotten the power weapons and BR's at the beginning of the game" argument. Sure good play and good teamwork should be rewarded, but the kills should not be handed to you just for knowing weapon timings.Lol but people don't just "stumble across them" - good players time them, know when and where they spawn and how to control that with their team. There's no random element at all. What you are saying is you want a chance when you "stumble across" someone that has them.
You want power weapons that you "have a chance" in killing them rather than them killing you... you always have that chance. It's incumbent upon you as the player to be smart, aware, and skillful in countering it, or controlling it yourself. The function of a power weapon in Halo is not to "have a chance" against them - it's to provide a powerful weapon over which to fight for control. Once secured, it's an advantage for the length of time you can employ them.
If they are too easy to counter, they are not performing the role in which a power weapon is intended. They aren't a power weapon at all. H3 power weapons worked fine - I'm not suggesting otherwise. But that's an amalgamation of map design, weapon design, and player characteristics that worked together to make it so, and fit what I'm talking about.