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Halo |OT6| I will not allow you to leave this thread!

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Omni

Member
Team Slayer 7100
Super Slayer 494
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Rumble Pit 1593
Living Dead 6985
Team Swat 6008
Team Sniper 2381
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Doubel Team 1016
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Griffball 2269.

:(
Buying the Noble and Defiant map packs was surely the most wasted "investment" I've ever paid for. I haven't played any of those maps in months... egh. Can never get a game in Squad DLC.
 
For those who played halo 4 already, do you know what the kill difference of the dmr and carbine are?
Also, were there any other differences?
 

Vire

Member
Halo's public betas aren't real betas. Hardly anything would have changed and folks might have decided to polarise already strong opinions pre-launch.

Well I mean that's Bungie's fault that things didn't change drastically. We tried to warn them about it feeling sluggish, bloom, and Armor Lock, but they didn't listen to that feedback and now we have Reach being the way it is.

At least they toned down the nades from the Beta...

Don't get me wrong, I still enjoy Reach and its campaign, but it could have been a lot better with a few simple tweaks.
 
Buying the Noble and Defiant map packs was surely the most wasted "investment" I've ever paid for. I haven't played any of those maps in months... egh. Can never get a game in Squad DLC.
I played Highlands and a variant of Tempest yesterday with a full GAF party in BTB. It was kind of awesome.
It depends.
What do you mean?
For those who played halo 4 already, do you know what the kill difference of the dmr and carbine are?
Also, were there any other differences?
The Carbine takes a few more shots when compared to the DMR/BR. The Carbine is more precise, but a player with good aim would probably be better off picking a 5sk weapon. That isn't to say the DMR/BR ar inaccurate, in fact they were deadly accurate.
 

BigShow36

Member
Halo resolves team BR, DMR, and AR because you can select your starting weapon. Now it's up to each camp to prove which is better.

I don't think the argument has ever been about which is "better." Its pretty obvious that mid-range precision weapons are generally better than the AR. What the disagreement is about is how starting with each affects how the game plays out.

I'm fine with AR users playing their charge and spray game as long as I have the option to play mine.
 
That doesn't make sense. That's one of the AAs that would work the easiest with a single press. Please change it for the final build, 343.
What they need to do is make a double-tap to stab the shield into the floor, lol

Awwww yeah.
;-)

It appears to absorb damage similar to the stationary plasma shields in the series, flaring from purple to yellow to red as it absorbs damage, before popping.

Thanks for the impressions. The biggest point of excitement for me is movement; it's gotten universal praise, which is a huge relief after Reach.
Someone mentioned earlier that it was like the jumping in H3, without the feeling that moon-jumpy feeling. Pretty accurate description.
 

daedalius

Member
Well I mean that's Bungie's fault that things didn't change drastically. We tried to warn them about it feeling sluggish and Armor Lock, but they didn't listen to that feedback and now we have Reach being the way it is.

At least they toned down the nades from the Beta...


This just isn't true.

They may have shaved off like 1 point of damage, and 1 point of radius; but they still feel just as lethal as the beta.

You can still get shot once with a DMR, and have a grenade go off near you, and you're dead.
 

GhaleonEB

Member
What do you mean?
I'm just repeating my mantra from the old AR vs. BR arguments. Each weapon has a set of circumstantial advantages and disadvantages depending on range to target. So the question as to which is better is best answered with, "it depends".

From what I've seen with Reach, the BR is idea at medium range, the AR at close, and the DMR will own both at longer range (further than the BR). So, it depends. I never really understood the point of debating the universal application of circumstantial weapons.

Someone mentioned earlier that it was like the jumping in H3, without the feeling that moon-jumpy feeling. Pretty accurate description.

My understanding is, it's like Halo 3's speed and height, with Reach's pull down effect (dropping faster than you jumped up), to provide a feeling of heft. Which sounds great to me.
 

TheOddOne

Member
Well I mean that's Bungie's fault that things didn't change drastically. We tried to warn them about it feeling sluggish, bloom, and Armor Lock, but they didn't listen to that feedback and now we have Reach being the way it is.

At least they toned down the nades from the Beta...

Don't get me wrong, I still enjoy Reach and its campaign, but it could have been a lot better with a few simple tweaks.
Makes me wonder though, the stuff we are annoyed buy seem to be "core" concepts designs that are build that way. It would have been a huge undertaking to change many of those designs, maybe resulting in to more randomness.

Speculation of cource.
 
I'm just repeating my mantra from the old AR vs. BR arguments. Each weapon has a set of circumstantial advantages and disadvantages depending on range to target. So the question as to which is better is best answered with, "it depends".

From what I've seen with Reach, the BR is idea at medium range, the AR at close, and the DMR will own both at longer range (further than the BR). So, it depends.
Oh ok. I agree with that.
 
I'm just repeating my mantra from the old AR vs. BR arguments. Each weapon has a set of circumstantial advantages and disadvantages depending on range to target. So the question as to which is better is best answered with, "it depends".

I think this is only true to a degree and very depended on how powerful the AR is. Iv still seen BR beat AR at close range more than a handful of time.
 

GhaleonEB

Member
I think this is only true to a degree and very depended on how powerful the AR is. Iv still seen BR beat AR at close range more than a handful of time.

In Halo 3 I did it quite often, but then I recognized that its advantage was at very close range - just outside of melee, or coupled with it. Beyond that a good BR player would four shot you about the time you stripped their shields.
 

Risen

Member
I'm just repeating my mantra from the old AR vs. BR arguments. Each weapon has a set of circumstantial advantages and disadvantages depending on range to target. So the question as to which is better is best answered with, "it depends".

From what I've seen with Reach, the BR is idea at medium range, the AR at close, and the DMR will own both at longer range (further than the BR). So, it depends.

A headshot capable precision weapon in combination with other game mechanics that are in Halo will always be superior to the AR. The AR may strip shields faster at close range, but you then have to chew away health. A headshot capable weapon in combination with grenades, melees, secondaries like PP, or a team shot is vastly superior at all ranges across the span of any single game given equal skill.

Edit: to say that the always assumes the AR doesn't get a radical power boost such that it doesn't resemble it's predecessor in earlier Halos.
 

GhaleonEB

Member
A headshot capable precision weapon in combination with other game mechanics that are in Halo will always be superior to the AR. The AR may strip shields faster at close range, but you then have to chew away health. A headshot capable weapon in combination with grenades, melees, secondaries like PP, or a team shot is vastly superior at all ranges across the span of any single game given equal skill.

Edit: to say that the always assumes the AR doesn't get a radical power boost such that it doesn't resemble it's predecessor in earlier Halos.

Funny. I recall a whole lotta bitching during Halo 3's run from universal BR players about the AR + melee beatdown combo. :p

All I can say is, I had a lot of success with it. This may say more about my level ~20 opponents than the weapon balance, but I still think it describes the situational roles of the weapons well.
 

Ryaaan14

Banned
All this talk about early impressions and the "honeymoon phase" reminds me of when I was merely a lurker pre-Reach, and Ghal posted his lengthy impression from the F&F Beta about it "not feeling like Halo".

I was standing at the front desk at work and I literally just felt the blood drain from my appendages. Worrying shit, and funny how it is kind of relevant to this day.
 

Vire

Member
You know I was thinking about Frankie's response to Promethean Vision and how he was saying that the drawback was that you couldn't use other AA's.

Isn't this the same exact logic Bungie said when it came to Armor Lock? Well, you can't use Sprint! So Armor Lock is clearly balanced...

Well, no Bungie it isn't.

All this talk about early impressions and the "honeymoon phase" reminds me of when I was merely a lurker pre-Reach, and Ghal posted his lengthy impression from the F&F Beta about it "not feeling like Halo".

I was standing at the front desk at work and I literally just felt the blood drain from my appendages. Worrying shit, and funny how it is kind of relevant to this day.

I didn't have any Honeymoon phase with Reach, my initial impressions were pretty negative in the Beta and I began to adapt to it slowly. I remember getting into the Reach beta early and my brother was so jealous, he called me up and asked me how it was, and I was brutally honest, I told him I didn't like some of the changes - and he was like "waaaaaah, yeah whatever let me play".
 

heckfu

Banned
All this talk about early impressions and the "honeymoon phase" reminds me of when I was merely a lurker pre-Reach, and Ghal posted his lengthy impression from the F&F Beta about it "not feeling like Halo".

I was standing at the front desk at work and I literally just felt the blood drain from my appendages. Worrying shit, and funny how it is kind of relevant to this day.

Whenever Ghaleon posts I have blood drain to a certain appendage.
 

Tunavi

Banned
The guns dominate Halo 4 gameplay. Kills were FAST. I mean like kids were sprinting towards me with the swords and I could take them out with the BR before they got to me. That's unthinkable in Reach. Felt more like H2 than any other Halo.

Played for about 3 hours on and off. The first map I played was Adrift, 8 player Regicide. It was interesting to to always know where the guy in first place was. It was fun when I was king actually. You get quite a rush when you know that EVERYONE is coming towards you at that very instant. Quite a "back to the wall" feeling. It's a good fun gametype. It's still essentially FFA though, the gimmick doesn't destroy the game.

Guns
BR - feels a little hard to control at first, this thing will take a while to master. But when it works, its glorious.
Carbine - much more precise than the halo 3 version, something I hated about the H3 version was that its spread was huuuge. This time it's got Minimal spread. fun to shoot
DMR - the thing is a beast at long range. It will lose to a BR close up though.
Scattershot - felt like a silenced weapon from battlefield. fun to get kills with. big spread so its only worthwhile close up.
AR - the thing is a beast at close range.
magnum - straight up garbage. good for single headshots I guess.

Armor Abilities's - they didn't dominate gameplay like Reach's AA's do.
hardlight shield seemed pointless. Some guys used it against me and I beat them every time. not to mention they are very vulnerable.
jump thruster - It doesn't seem to go very far or fast at all.
pro vision - I probably used it about once every 5 respawns. it's good to see if some guy is camping with a sword around the corner or if he's sprinting away to teammates. Didn't feel very OP at all. It's essentially babbys first radar.

Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more." My friend rev3rb, who longs for the days of H2 and hates reach with a passion, couldn't get enough. He never liked the Reach Beta and now he has high talk of h4.
 

Ryaaan14

Banned
I didn't have any Honeymoon phase with Reach, my initial impressions were pretty negative in the Beta and I began to adapt to it slowly.

Same here. I think I was kind of making a point that many times, although I cannot deny games lose their sparkle over time, first impressions go a LONG way. And I don't know many people at all who loved Reach at any point.
 

Risen

Member
Funny. I recall a whole lotta bitching during Halo 3's run from universal BR players about the AR + melee beatdown combo. :p

All I can say is, I had a lot of success with it. This may say more about my level ~20 opponents than the weapon balance, but I still think it describes the situational roles of the weapons well.

Oh I hear you... In multiple communities there are those that screamed about the AR... unfortunately it's just like people screaming about the laser, or the rockets, or any other item that killed them. It's always been a non-issue at higher level game play. I have no doubt people can be successful with an AR if they are careful how they apply it. But that's not the issue at hand. It's a comparison between the AR and a precision weapon capable of headshots, and how that plays out over a typical game.

No matter how you slice it, a well placed nade and a headshot is faster than anything you can do with an AR... and it can be done at any range. Same with the PP use... or team shot.


The guns dominate Halo 4 gameplay. Kills were FAST. I mean like kids were sprinting towards me with the swords and I could take them out with the BR before they got to me. That's unthinkable in Reach. Felt more like H2 than any other Halo.

Played for about 3 hours on and off. The first map I played was Adrift, 8 player Regicide. It was interesting to to always know where the guy in first place was. It was fun when I was king actually. You get quite a rush when you know that EVERYONE is coming towards you at that very instant. Quite a "back to the wall" feeling. It's a good fun gametype.

Guns
BR - feels a little hard to control at first, this thing will take a while to master. But when it works, its glorious.
Carbine - much more precise than the halo 3 version, something I hated about the H3 version was that its spread was huuuge. This time it's got Minimal spread. fun to shoot
DMR - the thing is a beast at long range. It will lose to a BR close up though.
Scattershot - felt like a silenced weapon from battlefield. fun to get kills with. big spread so its only worthwhile close up.
AR - the thing is a beast at close range.
magnum - straight up garbage. good for single headshots I guess.

Armor Abilities's - they didn't dominate gameplay like Reach's AA's do.
hardlight shield seemed pointless. Some guys used it against me and I beat them every time. not to mention they are very vulnerable.
jump thruster - It doesn't seem to go very far or fast at all.
pro vision - I probably used it about once every 5 respawns. it's good to see if some guy is camping with a sword around the corner or if he's sprinting away to teammates. Didn't feel very OP at all. It's essentially babbys first radar.

Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more." My friend rev3rb, who longs for the days of H2 and hates reach with a passion, couldn't get enough. He never liked the Reach Beta and now he has high talk of h4.

GIVE ME WHY'S MAN! Tell me why the BR feels a little hard to control, why will it take awhile to master... why will the DMR lose to BR up close... why is the magnum garbage... why don't armor abilities dominate game play like Reach... etc, etc. Otherwise you are just telling me... " H4 is gud... hype".
 
This just isn't true.

They may have shaved off like 1 point of damage, and 1 point of radius; but they still feel just as lethal as the beta.

You can still get shot once with a DMR, and have a grenade go off near you, and you're dead.

While the grenades are still quite powerful in relation to previous games, the difference from the beta is quite noticeable . Similar stuff happens in release-build Reach, but, in my experience at least, not to that extent.
 

Overdoziz

Banned
You know I was thinking about Frankie's response to Promethean Vision and how he was saying that the drawback was that you couldn't use other AA's.

Isn't this the same exact logic Bungie said when it came to Armor Lock? Well, you can't use Sprint! So Armor Lock is clearly balanced...

Well, no Bungie it isn't.
Yeah, it makes little sense. Now if people using Promethean Vision had no radar or just a smaller one that would be a decent drawback.
 

Omni

Member
I played Highlands and a variant of Tempest yesterday with a full GAF party in BTB. It was kind of awesome.
I'm jelly. I think the last time I played on Highlands was when the sniper spawned almost instantly and there were power weapons everywhere.
 

GhaleonEB

Member
The guns dominate Halo 4 gameplay. Kills were FAST. I mean like kids were sprinting towards me with the swords and I could take them out with the BR before they got to me. That's unthinkable in Reach. Felt more like H2 than any other Halo.

Played for about 3 hours on and off. The first map I played was Adrift, 8 player Regicide. It was interesting to to always know where the guy in first place was. It was fun when I was king actually. You get quite a rush when you know that EVERYONE is coming towards you at that very instant. Quite a "back to the wall" feeling. It's a good fun gametype.

Guns
BR - feels a little hard to control at first, this thing will take a while to master. But when it works, its glorious.
Carbine - much more precise than the halo 3 version, something I hated about the H3 version was that its spread was huuuge. This time it's got Minimal spread. fun to shoot
DMR - the thing is a beast at long range. It will lose to a BR close up though.
Scattershot - felt like a silenced weapon from battlefield. fun to get kills with. big spread so its only worthwhile close up.
AR - the thing is a beast at close range.
magnum - straight up garbage. good for single headshots I guess.

Armor Abilities's - they didn't dominate gameplay like Reach's AA's do.
hardlight shield seemed pointless. Some guys used it against me and I beat them every time. not to mention they are very vulnerable.
jump thruster - It doesn't seem to go very far or fast at all.
pro vision - I probably used it about once every 5 respawns. it's good to see if some guy is camping with a sword around the corner or if he's sprinting away to teammates. Didn't feel very OP at all. It's essentially babbys first radar.

Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more." My friend rev3rb, who longs for the days of H2 and hates reach with a passion, couldn't get enough. He never liked the Reach Beta and now he has high talk of h4.
*blood flows to certain appendage*
 
The guns dominate Halo 4 gameplay. Kills were FAST. I mean like kids were sprinting towards me with the swords and I could take them out with the BR before they got to me. That's unthinkable in Reach. Felt more like H2 than any other Halo.

Played for about 3 hours on and off. The first map I played was Adrift, 8 player Regicide. It was interesting to to always know where the guy in first place was. It was fun when I was king actually. You get quite a rush when you know that EVERYONE is coming towards you at that very instant. Quite a "back to the wall" feeling. It's a good fun gametype.

Guns
BR - feels a little hard to control at first, this thing will take a while to master. But when it works, its glorious.
Carbine - much more precise than the halo 3 version, something I hated about the H3 version was that its spread was huuuge. This time it's got Minimal spread. fun to shoot
DMR - the thing is a beast at long range. It will lose to a BR close up though.
Scattershot - felt like a silenced weapon from battlefield. fun to get kills with. big spread so its only worthwhile close up.
AR - the thing is a beast at close range.
magnum - straight up garbage. good for single headshots I guess.

Armor Abilities's - they didn't dominate gameplay like Reach's AA's do.
hardlight shield seemed pointless. Some guys used it against me and I beat them every time. not to mention they are very vulnerable.
jump thruster - It doesn't seem to go very far or fast at all.
pro vision - I probably used it about once every 5 respawns. it's good to see if some guy is camping with a sword around the corner or if he's sprinting away to teammates. Didn't feel very OP at all. It's essentially babbys first radar.

Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more"
Regicide: King, "SHIT SHIT SHIT!" :D
Very much like your review, sooo much Hype now.
 

Vire

Member
The guns dominate Halo 4 gameplay. Kills were FAST. I mean like kids were sprinting towards me with the swords and I could take them out with the BR before they got to me. That's unthinkable in Reach. Felt more like H2 than any other Halo.

Played for about 3 hours on and off. The first map I played was Adrift, 8 player Regicide. It was interesting to to always know where the guy in first place was. It was fun when I was king actually. You get quite a rush when you know that EVERYONE is coming towards you at that very instant. Quite a "back to the wall" feeling. It's a good fun gametype.

Guns
BR - feels a little hard to control at first, this thing will take a while to master. But when it works, its glorious.
Carbine - much more precise than the halo 3 version, something I hated about the H3 version was that its spread was huuuge. This time it's got Minimal spread. fun to shoot
DMR - the thing is a beast at long range. It will lose to a BR close up though.
Scattershot - felt like a silenced weapon from battlefield. fun to get kills with. big spread so its only worthwhile close up.
AR - the thing is a beast at close range.
magnum - straight up garbage. good for single headshots I guess.

Armor Abilities's - they didn't dominate gameplay like Reach's AA's do.
hardlight shield seemed pointless. Some guys used it against me and I beat them every time. not to mention they are very vulnerable.
jump thruster - It doesn't seem to go very far or fast at all.
pro vision - I probably used it about once every 5 respawns. it's good to see if some guy is camping with a sword around the corner or if he's sprinting away to teammates. Didn't feel very OP at all. It's essentially babbys first radar.

Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more." My friend rev3rb, who longs for the days of H2 and hates reach with a passion, couldn't get enough. He never liked the Reach Beta and now he has high talk of h4.
tumblr_lsdb6v5odW1qeynq1.gif


Tears of joy.
 

EvB

Member
You know I was thinking about Frankie's response to Promethean Vision and how he was saying that the drawback was that you couldn't use other AA's.

Isn't this the same exact logic Bungie said when it came to Armor Lock? Well, you can't use Sprint! So Armor Lock is clearly balanced...


And just like the sprint , all the MLG people will latch onto it, and hatred will spew forth about every other armor ability that ISN'T "PRO" Vision.

That's my prediction for Halo 4.
 
My understanding is, it's like Halo 3's speed and height, with Reach's pull down effect (dropping faster than you jumped up), to provide a feeling of heft. Which sounds great to me.
Yup, it's one big thing to mark of the list of "Things I hope 343 gets right". The movement is great, the visual feedback/overall visuals are REALLY great, and the sounds are spectacular (apart from the pistol, still not a fan of how it sounds). It's going to be a particularly long 4 months.

Edit: to say that the always assumes the AR doesn't get a radical power boost such that it doesn't resemble it's predecessor in earlier Halos.
The AR doesn't seem any more powerful than other iterations, so take that as you will. I only used it once or twice in short-range situations and it worked just as well as I figured it would.

The Storm Rifle, on the other hand, seemed relatively useless with that particular build. I didn't find out 'til later that it's single-shot when scoped in, but the event was about to end at that point.
 

daedalius

Member
Game is good. My first impressions with Reach were "Grenades suck, bloom sucks, AA's are overpowered." Impressions with 4 were, "gunplay is good, I want more." My friend rev3rb, who longs for the days of H2 and hates reach with a passion, couldn't get enough. He never liked the Reach Beta and now he has high talk of h4.

Hmmm, I remember this feeling from somewhere...

Otherwise sounds great.


Risen we should do more h3 MLG customs sometime... and make sure we don't have a Dutch host.
 

Vire

Member
Or, what if each bullet they shot costs 2 ammunition? lol.

Bad ideas are bad.

Ways to tweak PV:

How often you can use it, distance it covers, if you can shoot while in it, and time allowed in it.

Yup, it's one big thing to mark of the list of "Things I hope 343 gets right". The movement is great, the visual feedback/overall visuals are REALLY great, and the sounds are spectacular (apart from the pistol, still not a fan). It's going to be a particularly long 4 months.

The AR doesn't seem any more powerful than other iterations, so take that as you will. I only used it once or twice in short-range situations and it worked just as well as I figured it would.

The Storm Rifle, on the other hand, seemed relatively useless with that particular build. I didn't find out 'til later that it's single-shot when scoped in, but the event was about to end at that point.

Every impression I've heard of the Storm Rifle is that it's weaksauce. Hopefully it get's a buff to be comp with the AR.
 

Risen

Member
*blood flows to certain appendage*



You have added a caveat that was not present in our discussion.

It was always present in mine... the weapons do not exist in a vacuum. That's been my point. A headshot capable precision weapon in combination with other game mechanics has always been a superior weapon. This is why better players gravitate toward it. I mentioned it in almost this exact way the first time. You can't look at the AR and a BR/DMR in exclusion to all else and make a valid comparison.
 

Overdoziz

Banned
AA drawbacks

Thruster - Slower movement and sprint speed
Camo - You die the moment you use it
Promethean Vision - No radar
Hologram - You will be laughed at by your teammates for using Hologram, lowering your morale
Hard Light Shield - Slower Shield recharge time
 
I played Highlands and a variant of Tempest yesterday with a full GAF party in BTB. It was kind of awesome.

I really like that assymetrical forged Tempest map (forget the name, but there's a gazebo across the middle and a sort of boardwalk on the beach side). It was made for doubles/4v4 and played really well. I liked the variety possible when using Tempest as a forge space over FW, and the map was very intuitive. I think I saved it to my box. After work... must play...
 

Tunavi

Banned
GIVE ME WHY'S MAN! Tell me why the BR feels a little hard to control, why will it take awhile to master... why will the DMR lose to BR up close... why is the magnum garbage... why don't armor abilities dominate game play like Reach... etc, etc. Otherwise you are just telling me... " H4 is gud... hype".
BR - less auto aim. The learning curve for aiming with the BR is gonna take a little longer than previous games. The game doesn't aim for you
DMR - slow firing rate. BR will easily dominate a DMR user close range.
Magnum - bloom is huge, long kill times, the weapon is pretty pointless in the sandbox except for single headshots.

oh and I used the rocket pistol once and got a few kills with it. It still doesn't compare to the pro-pipe though. :(


heading out now, if anyone has any questions, ask them now and I'll answer when i get home
 
Bad ideas are bad.

Ways to tweak PV:

How often you can use it, distance it covers, if you can shoot while in it, and time allowed in it.

I think it should scan, but only show a player sized heat map that is stagnant. This would give you an idea of where they were when scanned, but no idea of the direction they were heading. Would also make you use it strategically as trying to engage enemies with it on would be impossible. Just some thoughts.
 
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