Halo: Reach Beta Thread

:/

Maybe it's because none of the hardcore players can play arena, so I'm stuck with playing a lot of the good people, but I have been losing a lot of games lately. It's leaving with a bad taste in my mouth.

I think I have a bit of a problem with the Focus Rifle.
 
I think I actually prefer the grenades to be this strong. We have enough options to get away from them, after all.

What I need to figure out is the pistol. Sometimes I pop someone in seconds flat, and other times its like i'm not even hitting them. Then once in a while, some chump with a pistol walks up to me and drops me dead in a few quick blams. It feels weird. But then again, I've been playing shooters on the PC for ages now and haven't touched them on the console. Maybe I just need to get back into the groove of things.
 
EvaPlusMinus said:
So far, all the armor items seem pretty badass. The only ones I feel so so about are the camo and jetpack. Camo because half the time you can see them anyway and it seems useless at times, and the jetpack because of how slow it takes to get up. Hard to use it as a getaway. But those are not really an issue.

The jetpack's not really an effective escape tool, but I don't think it was intended as one. It's more of a shortcut for finding new lines through the level.

Camo's best for setting up camp at a flag, skull turn in, or chokepoint. When you're not moving it's pretty hard to spot you.

It's also great for this :lol
 
Chrange said:
The jetpack's not really an effective escape tool, but I don't think it was intended as one. It's more of a shortcut for finding new lines through the level.

Camo's best for setting up camp at a flag, skull turn in, or chokepoint. When you're not moving it's pretty hard to spot you.

It's also great for this :lol

Like a bird of prey. :lol
 
Chrange said:
The jetpack's not really an effective escape tool, but I don't think it was intended as one. It's more of a shortcut for finding new lines through the level.

Camo's best for setting up camp at a flag, skull turn in, or chokepoint. When you're not moving it's pretty hard to spot you.

It's also great for this :lol
AVP got nothing on Halo.
 
Dax01 said:
Maybe it's because none of the hardcore players can play arena, so I'm stuck with playing a lot of the good people, but I have been losing a lot of games lately. It's leaving with a bad taste in my mouth.
I think the standard's reasonably high right now. A lot of hardcore Halo fans and players, MLG guys, people who were in the pre-beta and brushed up their skills, etc.

I'd expect it to plummet on Monday, though. Think of this as putting in some hard practise before you get to rain on the people who are in your position now, many of whom rarely play Halo 3 as it is.

I lost a lot of games last night because I was playing with the same group of guys and we were basically rotating victories depending on how the teams were stacked, but I'm happy with my K/D so far, considering it's the most radically different Halo game yet and there's a lot to adjust to.
 
CAMO to me is made for hiding in corners and waiting for a moment to strike, like say in a ctf match or oddball, running around with it is like when you find a grenade or firefight coming your way and you need to move. The radar scramble is cool too as it can mess up a team as they go nuts crazy thinking you are behind them :lol

Jetpack is cool but I need to try it out more, I am ADDICTED to sprint! if I use another perk I forget and keep thinking LB is sprint, to find that I activate my armour lock instead.
 
I also kind of wish the game wouldn't spawn you unless you've decided on a loadout. It doesn't give me enough time to evaluate the game in its current state and pick the best option. Often times I'm too late in deciding the right loadout I need and I end up with one that is completely unsuitable for the situation at hand.
 
Dax01 said:
I also kind of wish the game wouldn't spawn you unless you've decided on a loadout. It doesn't give me enough time to evaluate the game in its current state and pick the best option. Often times I'm too late in deciding the right loadout I need and I end up with one that is completely unsuitable for the situation at hand.

This. Especially at the beginning of a game. During the game it isn't so much of an issue but at the start sometimes I'll look away for a moment and when I look back I realize that the game has started and I didn't get to choose my loadout. Happens to my friends too.
 
I only played an hour, at first I was getting really frustrated because of the new controls and the small hectic map, and a mode where I didn't know what I was doing in, but after a couple of matches, it finally caught up with me, holy shit this the real sequel to Halo 2 multiplayer, it doesn't feel like your controlling a 500 pound spartan walking under water, and the levels aren't super boring with a lot of action. The weapons are fun as hell and there needs to be some tweaking of course, like the grenades. jesus those things are overpowered.

Now I got a 3 hour exam, and I want to play more and can't stop thinking about finishing that shit and coming home.

BTW is there a team slayer variant in the beta yet? I only played that CTF mode with a team and everything else like Headhunter and Slayer were solo.
 
There is regular Team Slayer (four loadouts, all with AR/pistol), Team Slayer Pro (DMR starts, sprint, no radar), Team SWAT, and Covy Slayer (Elites v Elites with two loadouts featuring Evade), as far as I remember. I could be mixing some Grab Bag stuff with FFA here.
 
I played the game a while last night, and I'm having a blast. It is different from Halo 3, but it's supposed to be different.

I like the Jetpack the most so far. I like being able to go over enemy lines and flank them. I can't imagine how fun this will be in the campaign.

I also like the Armory and the credits system. I wasn't sure what it was for, but I can't wait for them to release some special armors and helmets.

One thing I didn't like was the indicator of flags on Swordbase. It's confusing, and, because I didn't know the map, I ended up in the wrong base sometimes. But I'm sure the more I'll know about the maps, the better I'll get.

All in all, for a casual Halo fan like me, it brought me back in with open arms. I changed my control to Recon, I quickly understood Loadouts and the new gametypes, and I'm now enjoying it.
 
was playing this morning but was doing pretty shit, final nail in the coffin was when i was paired against a really good team and my team was shit, came out -10. most of my games this morning haev been in the minus

welp not playing for awhile.
 
Played 26 games yesterday.

Really liking the game so far. It definitely feels more FUN to me and that's what was keeping me away from Halo 3 for so long.

First day spread:

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I like the stats breakdown a lot. Melee seems to be working fantastically for me right now, not sure if it's because people are still not used to having melee not go through shields and I'm getting the 2nd melee off faster because of it or what.

Also, I don't get Commendations. As far as I can tell (at least in the Beta) you build them up by getting some of the medals such as Multikill, Assists, etc. My problem is that every single one of these things you will get naturally just by playing the game well. Maybe I mis-understood, but they were talking about how it would show a player's playstyle and all that, and that seems to be total bullshit right now. Every single one of the current Commendations absolutely anyone would get just by playing the game well in general. Outside of arguably the Plama Grenadier one, none of these are really obtained by or reflect any particular playstyle. Maybe I'm missing something?
 
SailorDaravon you are a beatdown whore! :lol

Blimblim said:
Got my key, videos coming tonight hopefully.
Blim you interested in taking some community recorded clips to record? I think I remember you doing so with halo 3, would be nice if you want a batch of awesome kills :D

Always-honest said:
stupid question, but how are the jaggies compared to H3 at this stage?
It's there but much better, the resolution is a bit better so it hides it more plus the way the motion blur works also helps in areas.
 
One last thought before I call it a night:

Stockpile on the outdoor map is unbalanced. The team returning flags downhill has an advantage. If someone on the downhill team makes it to the top, he can take the flags from the scoring area (at the top) and throw them down into the water basin while only carrying the flag a few steps. Then a jump throw down into the water is all it takes to force a long route back to the top for those who want to return it. There is no equal "throw away" zone for the opposing team.

Just some food for thought.
 
Najaf said:
One last thought before I call it a night:

Stockpile on the outdoor map is unbalanced. The team returning flags downhill has an advantage. If someone on the downhill team makes it to the top, he can take the flags from the scoring area (at the top) and throw them down into the water basin while only carrying the flag a few steps. Then a jump throw down into the water is all it takes to force a long route back to the top for those who want to return it. There is no equal "throw away" zone for the opposing team.

Just some food for thought.
There is a ledge behind the blue spawn but it's faster to recover from then the water, Not seen that happen yet but it sounds annoying for the reds.

Howcome the teams don't swap positions after the first round? it happens in most of the other flag gametypes to keep things fair.
 
Diablohead said:
It's there but much better, the resolution is a bit better so it hides it more plus the way the motion blur works also helps in areas.
okay thanx. i thought they were a bit distracting in H3. but mainly in SP
 
Diablohead said:
There is a ledge behind the blue spawn but it's faster to recover from then the water, Not seen that happen yet but it sounds annoying for the reds.

Howcome the teams don't swap positions after the first round? it happens in most of the other flag gametypes to keep things fair.

Yes, that ledge is there, but as you say its faster to recover. Not only that, but it is away from the opposition. It is nothing to hop down there and bring it back. It's another thing to hop down into the middle of the map (the water) and survive with the flag completely exposed.
 
Does Covie Slayer turn up as a named option in Grab Bag or do you have to vote 'none of the above' to play it? Played about ten games in Grab bag last night and didn't see an option for it once.
 
broony said:
Does Covie Slayer turn up as a named option in Grab Bag or do you have to vote 'none of the above' to play it? Played about ten games in Grab bag last night and didn't see an option for it once.
It sometimes does, but I think you have a better chance if you vote 'none of the above'.
 
Love playing Oddball games where the bottom guys have zero or close to zero ball time and massive k/d spreads.

Just love it. Some things stay the same.
 
SpudBud said:
It sometimes does, but I think you have a better chance if you vote 'none of the above'.
Yes you do, I voted None of the Above twice, and both times came covie slayer. Too bad the enemy team both times (even when they got owned the time before) wanted to play Team Oddball, sigh. I doubt if the grenades are overpowered. I don't know how well they are suited against Elites, but since they are faster and can use evade I think the grenades should be more powerful.
 
Shake Appeal said:
Love playing Oddball games where the bottom guys have zero or close to zero ball time and massive k/d spreads.

Just love it. Some things stay the same.

Or CTF or Stockpile.

People don't seem to realize you need to capture flags or something.
 
Another good thing about the grenades is now it takes movement momentium into the throw, try lobbing one while moving forward, it can clear the map easily :lol it's tricky when trying to lob a nade through a window as it doesn't always go where you expect.

Also I think a melee on a fully shielded opponent should not completely remove the shield, if you sprint up to someone and get first smack you will always win if you follow up with a second, it's that strong.

I wish halo 3 looked this good at launch, 3 just didn't stand up well enough and seeing reach proves it :P

*edit* oh and time for me to buy bungie pro, woop!
 
A good friend of mine hooked me up with a code late last night. I was able to squeeze 2 games in before crashing. So quick impressions..

• This is by far the slickest Bungie/Halo game. From the moment it fires up to the matchmaking system this game oozes love. You can tell Bungie really is putting their best foot forward on their way out of the Halo universe.

• Matchmaking was much quicker than H3 .. or at least during the 2 games I played it was fantastic.

• Game runs so damn SMOOOOOTH. This game just looks and feels right.

•Played a capture the flag game and king of the hill. King of the hill was a blast.. the hill moves very quickly and each team was just running all over the map and it ended in a very close game.

• New armor abilities fit in very well.. I saw all of them being used but Jetpack was the favorite of the group I was matched with.

Again just really quick impressions but I am beyond impressed. I played the crap out of H2 and played a fair amount of H3 but burned out on it. Reach is gonna pull me back all the way back to H2 levels.. it is that well done.

Anyways, just wanted to share.
 
Littleberu said:
Or CTF or Stockpile.

People don't seem to realize you need to capture flags or something.
On the other hand, I just finished third from bottom in a Headhunter game where everyone else except the leader finished negative and I was +7.

That game type is infuriating in FFA. Team Headhunter, plz.
 
Wow, this thread is moving insanely fast. Gonna have to leave feedback and then backtrack to catch up. Thank god all the "I need a code" talk is done.

Dax01 said:
I think I may like the Nerfle more than the DMR.
I certainly do. DMR seems kind of underpowered at the moment, but it takes me a lot longer to get into a stride with weapons than it does with most folks.

But I do have to say, that as a former Bumper Jumper junkie, the new default layout works much better for me that the Reach BJ equivalent.

A lot of the games we played last night had people on the other team quit out. Jesus, already with the quitting?

GhaleonEB said:
Sword Base isn't as bad as I first thought, but it's not a good map. It's needlessly convoluted and the overall design feels arbitrary. But it's a TERRIBLE one-flag CTF map. Rather than place the flag somewhere where there are several ways in, the flag is in the bottom corner. Worse, the map has been modified to block off several routes; there's only two ways to the flag: from the front, and a side tunnel. On such an intricate map, this strikes me as both absurd and boring. A great CTF map has many ways through it and to the flag; this has two.
First game of 1 Flag on Sword base was ridiculously easy. Offense goes Sprint or Jetpack and we scored pretty quickly. Defense was most of us using Armor Lock and hung out next to the flag. It was waay to easy and I was really surprised at how islolated the flag was.

Dax01 said:
:/

Maybe it's because none of the hardcore players can play arena, so I'm stuck with playing a lot of the good people, but I have been losing a lot of games lately. It's leaving with a bad taste in my mouth.

I think I have a bit of a problem with the Focus Rifle.
I will from now on be calling it the Face Melter. :D
 
Diablohead said:
Blim you interested in taking some community recorded clips to record? I think I remember you doing so with halo 3, would be nice if you want a batch of awesome kills :D
During the beta, sure :)
 
Sorry, Dani! My router pooped out on me. I'm sure you guys still won though, and that was supposed to be my last game(the match before that, actually... :lol).

[EDIT] - Said it to Dani earlier, but sprinting just feels so right. I've been begging for it ever since the Halo 2 days, and it's been implemented more or less the way I would've wanted. I can't see myself playing Halo without it now.

... And yes, please tone down the 'nades, Bungie. >_<
 
Alright people, the only thing I agree with about the complaints is the grenade damage. I think it definitely needs to be toned down. Jumping also needs an increase. I don't care if we are only Spartan IIIs, I want my floaty jump back.

I don't see why a lot are hating on some AAs. Each has their own unique role.
  • Armor lock is great for defending flags. When it gets out of the base, use it over the flag while returning it, and give your teammates some time to get there.
  • Camo's use comes into play while trying to capture flags. Use it to sneak around your enemies while crouching for maximum effectiveness.
  • Sprint is all-around useful; not much explaining needed.
  • Jetpack is really just a niche AA. It's good on SB, but makes you a huge target on PH. I'm sure it will find uses in some of the larger maps during Invasion.

Overall I'm loving the changes, especially the pistol. I don't feel handicapped when I spawn anymore. I think so far the changes have been for the best.
 
Heh, feel like I'm the only one who doesn't have the Beta yet. This sucks.

Game sounds and looks fucking awesome though.

Nice to hear that grenades are powerful, they've always been my strongest side so it's good news for me.
 
Schmitty said:
[*]Jetpack is really just a niche AA. It's good on SB, but makes you a huge target on PH. I'm sure it will find uses in some of the larger maps during Invasion.
[/list]

You have to learn to ski, my friend. :P I find it quite fast to evade and approach heated battles, too. And skiing makes the navigation of Powerhouse much faster.
 
Just got randomly popped into a game with Sai and Dani :) 1 Flag on Swordbase has become so much fun with that little throw onto the ledge.

And yes, we won that game, Sai :3
 
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