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Halo: Reach Beta Thread

Mr. B Natural said:
But thats the thing, that teleporter is the only way to do it without spending 4 minutes trying to find a way up to the top (you will die). If you gotta get to the bottom, then sure, just fall, but getting to the top is just aggravating without using that teleporter in some way.

Impressive nonetheless
I agree, Sword base is pretty aggravating (I was mainly giving Dax a hard time). Personally, it's a very difficult map to figure out and get my bearings on, which is never a good sign. I'm sure it'll get easier to navigate as time goes on, but so far it's close to the bottom of the list for my favorite Halo maps.

MagniHarvald said:
FUCK YOU if you're in chat
FUCK YOU if you quit
FUCK YOU if you grenade spam your teammates.

Party Chat better be disabled in the arena..
Hear, hear; I hate that shit. About half my games last night had quitters on the other team. Totally fucking aggravating, especially when the beta hasn't even officially started yet. Bungie really needs to work on this problem.
 
kylej said:
Oh, the BR becomes more inaccurate the faster you fire it in Halo 2 and 3? No.

Actually, yes. The second-and-third shot of each three-shot burst is less likely to hit than the first shot.

The DMR is a single-shot weapon. Instead of giving you two slightly-less accurate shots, you get the option to wait for the bloom to settle and fire off another perfectly accurate shot, or you can pull the trigger again and less accuracy. The time between firing off the shot and waiting for the reticule bloom to settle isnt that different from the time it takes the BR to spit out 3 shots of a burst.
 
The only reason the BR didn't have the same bloom on shots is because the speed of firing was locked. Now the speed of fire has been unlocked to a degree on weapons giving you a last chance if caught off guard. Doesn't piss me off as much as no scopes.

Reiterating that Swordbase is awesome once you learn the areas (you just need to remember that both sides have an upper level that can't be reached with either an airlift or walkway from the other side) and the shortcuts you can take with Sprint.
 
squidhands said:
Hear, hear; I hate that shit. About half my games last night had quitters on the other team. Totally fucking aggravating, especially when the beta hasn't even officially started yet. Bungie really needs to work on this problem.

two guys from our 4v4 CTF team quit immediately into the match, so me and the other dude stuck out the four rounds just getting wiped. sucked, but I just took that opportunity to practice/learn the map. there was a game completion credit bonus that makes it worthwhile, but maybe people haven't noticed/don't care enough not to quit?
 
Neverender said:
Also I think they need to change the text when you kill someone to red or distinguish it in some other way. Find myself glancing at the text after throwing a grenade or something and noticing I got a kill without even realizing it.

Agreed. Your kill gets lost in all the text.
 
Shake Appeal said:
Rhetorical question coming up.

Which is more skillful: lining up a fixed reticle on a target and pulling the trigger, knowing that your bullet will always hit that spot, unless you are at range, in which case your bullets may diverge and "spread" in an unanticipated and arbitrary fashion...

...or not only lining up a reticle as before, but adapting to and anticipating the changing size of the reticle, a size you control by pacing your shots appropriately to the (shifting) range between you and your opponent, knowing that your bullet will always, always land within the reticle as it is revealed to you?

The latter has removed the random element! It has put you in charge of every aspect of your weapon's accuracy, only with more variables to consider and assess ahead of every trigger pull. You, the player, are being asked to do more. More skillful players will do it better!
I don't think that's the case. Now since you have to perfectly time your shots so that they are accurate while still aiming and possibly jumping and/or strafing, there just seems to be too much going on, too much to focus on that will potentially fuck you up, to take advantage of the perfect hitscan that will occur when you're shooting slowly. I guess skilled players will do this better but it will also create a larger gap between skilled players and kids who suck at the game and become afraid to use the DMR... Which is exactly what happened in H3.

Plus it sucks just waiting for your reticule to reset when trying to DMR someone.
 
kylej said:
You're a fucking metal super soldier fighting giant monkeys with hammers and aliens who have purple needle guns on ring planets. I could give two shits about 'recoil'. I want fun gunplay.

I agree, but putting expansion on the reticule depending on fire-rate was invented 15ish years ago to try to emulate recoil. It's 2010. If you want recoil in your game, you add recoil to your game. Don't "fake it." You want skill? Add recoil that can be compensated for. It would also help to add some form of weight behind the guns, too.
 
Someone at Bungie should spend a week cooking up a multiplayer version of fucking Battlezone for the guys who think the epitome of skill is matching a set of pixels to the target as fast as possible.

"This thing that I have complete control over is so random!" Okay, guys.
 
backflip10019 said:
I don't think that's the case. Now since you have to perfectly time your shots so that they are accurate while still aiming and possibly jumping and/or strafing, there just seems to be too much going on, too much to focus on that will potentially fuck you up, to take advantage of the perfect hitscan that will occur when you're shooting slowly.

Plus it sucks just waiting for your reticule to reset when trying to DMR someone.

That's complaining about the DMR being a slower weapon in comparison to the BR, not on reticule bloom.

Doodlebug said:
Can someone provide me with the link to Tashi's stream, please? I had it before the thread swelled but can't remember which page I got it from.

http://www.justin.tv/tashi23#r=JUrREFE~

Offline right now.
 
Shake Appeal said:
Rhetorical question coming up.

Which is more skillful: lining up a fixed reticle on a target and pulling the trigger, knowing that your bullet will always hit that spot, unless you are at range, in which case your bullets may diverge and "spread" in an unanticipated and arbitrary fashion...

...or not only lining up a reticle as before, but adapting to and anticipating the changing size of the reticle, a size you control by pacing your shots appropriately to the (shifting) range between you and your opponent, knowing that your bullet will always, always land within the reticle as it is revealed to you?

The latter has removed the random element! It has put you in charge of every aspect of your weapon's accuracy, only with more variables to consider and assess ahead of every trigger pull. You, the player, are being asked to do more. More skillful players will do it better!

Thats a moot point because Reticule bloom has never existed before, there was a small amount of spread but it wasnt something that varied with rate of fire etc. The problem with Reticule Bloom from a skill perspective is the fact that a lucky spammer can kill a methodological pro in the time it takes to land 5 shots.
 
backflip10019 said:
Plus it sucks just waiting for your reticule to reset when trying to DMR someone.
I also hated when I had to reload my gun in Halo 3. That was really tiresome. It also sucked that the gun didn't just know where I wanted it to shoot. It was a real imposition having to aim at my targets is what I'm saying here. God I hate it when the game makes demands of me.
 
skip said:
same thing happened to me on my first Sword Base CTF. I grabbed the flag, then proceeded to run around with it for the entire duration of the round, unable to find where I was supposed to take it. time ran out with the flag in my hands. no indicator (but indicator came back in later CTF matches).
Thank you! Redeemed!
 
bobs99 ... said:
Thats a moot point because Reticule bloom has never existed before, there was a small amount of spread but it wasnt something that varied with rate of fire etc. The problem with Reticule Bloom from a skill perspective is the fact that a lucky spammer can kill a methodological pro in the time it takes to land 5 shots.

The problem is that they allow all the weapons to fire faster instead of locking their rate of fire to their reticule, like the BR.

Note: This is one of the main advantages to the pistol over the AR.
 
Proven said:
The problem is that they allow all the weapons to fire faster instead of locking their rate of fire to their reticule, like the BR.

I would rather have a locked firing rate for all players than have the system as it is now. In a BR battle im completely equal with my opponent. In a Pistol battle I can fire slowly and accuratly or I can spam the trigger and hope to get lucky.

The trouble is spamming the trigger works too well.
 
kylej said:
Because a gimmick trumps pure aiming skill, which goes against the entire point of competitive multiplayer. Reticule bloom is a creation solely to prevent people who have great aim from pummeling people who are worse than them. It adds nothing to the game except a layer of uncertainty.

No, it's there to force a weapon into its specific niche. The pistol and the DMR are not there to provide you with ultimate supremacy in every fire-fight just because you mastered the motor-memory to rattle off head-shots in quick succession.

The pistol is there to protect you at mid-range from DMRs at spawn. At mid-range, the pistols higher rate of fire (that is, the time between the shot and full reticule bloom recovery) gives it an advantage over the DMR. At like-wise, its accuracy gives it an advantage over the AR. Come in too close, and the time between the shot and reticule bloom recovery is too long to survive AR fire. Get too far away, and the DMR's accuracy at range will overpower the pistol.

Reticule Bloom forces it into its niche.

Likewise for the DMR, only its niche is mid-to-long range.

You are not owed the ability to dominate every weapon in the game, in any situation, with headshots just because you can rattle them off quickly. This is a sandbox full of weapons, all of which should be viable under specific circumstances. If you want to use the DMR and Pistol in close quarters against an AR, you're out of luck.

I get the problem, Im having a hard time adjusting to the fact that the 'new BR' doesnt give me an advantage at all times over most of the weapons. But Im coming around, and the game is more tactical and the combat has more variety as a result.
 
backflip10019 said:
Well the two are really one in the same. I wouldn't be shooting slower if there was no reticule bloom.

Honestly, the more I play the more I think the DMR has a longer range than the BR did, and then they also made it weaker at midrange to help buff the pistol. I suck at the DMR in midrange and don't have enough patience to try and kill someone in long range. the Needle Rifle on the other hand seems made for more midrange fighting, as you can always just fire quickly and go for a super combine when you're in trouble.

Also, whenever I play SWAT and bust out the pistol I tend to come out a little bit better. I have to stalk the sides though.
 
squidhands said:
I agree, Sword base is pretty aggravating (I was mainly giving Dax a hard time). Personally, it's a very difficult map to figure out and get my bearings on, which is never a good sign. I'm sure it'll get easier to navigate as time goes on, but so far it's close to the bottom of the list for my favorite Halo maps.

Hear, hear; I hate that shit. About half my games last night had quitters on the other team. Totally fucking aggravating, especially when the beta hasn't even officially started yet. Bungie really needs to work on this problem.

I'm wondering why the hell people would quit in the damn Beta. What the hell is there to lose? So what if you're getting your ass kicked. Either play for fun or don't play at all.
 
Punishing quitters is stupid. Need to make it so that games don't drag on forever after quitting happens. Being punished because someone quit is 100x worse than someone quitting in the first place.
 
Right now, backflip and kylej are battling it out for who can keep their k/d above 1.

backflip is winning with 1.07 to kylej's 1.06.

And these are our authorities on how Reach's weapons work?
 
Bout to get on and play more :D

Fake edit: Anyone know what "Technician" is on B.net? Its description says "Perform an incredible feat in Matchmaking.", and I've gotten the first rank of it, I suppose, but I'm not sure what I did :lol

Also the plasma launcher is my new favorite weapon ever.

Edit: Watch the best game of Juggernaut EVER right HERE
 
I don't know why there is all the hate, but I personally love this game.

Nothing super interesting for now, just two random screenshots... Once I take a break from it I will try and get some good clips and screenshots together.

QpRN1.jpg


AUKzR.jpg
 
dslgunstar said:
No, it's there to force a weapon into its specific niche. The pistol and the DMR are not there to provide you with ultimate supremacy in every fire-fight just because you mastered the motor-memory to rattle off head-shots in quick succession.

The pistol is there to protect you at mid-range from DMRs at spawn. At mid-range, the pistols higher rate of fire (that is, the time between the shot and full reticule bloom recovery) gives it an advantage over the DMR. At like-wise, its accuracy gives it an advantage over the AR. Come in too close, and the time between the shot and reticule bloom recovery is too long to survive AR fire. Get too far away, and the DMR's accuracy at range will overpower the pistol.

Reticule Bloom forces it into its niche.

Likewise for the DMR, only its niche is mid-to-long range.

You are not owed the ability to dominate every weapon in the game, in any situation, with headshots just because you can rattle them off quickly. This is a sandbox full of weapons, all of which should be viable under specific circumstances. If you want to use the DMR and Pistol in close quarters against an AR, you're out of luck.

My problem is specific to Pistol Vs Pistol battles. One user can spam and get lucky and kill quicker than the guy who controls the bloom. Bloom isnt exactly a fun thing to add to the game, I understand why they did it, but I wont enjoy using a Pistol or DMR much. =(
 
Someone said it earlier, and I agree:

We need a Rockets and Jetpack gametype.
Shake Appeal said:
Right now, backflip and kylej are battling it out for who can keep their k/d above 1.

backflip is winning with 1.07 to kylej's 1.06.

And these are our authorities on how Reach's weapons work?
If they were dominating do you really think they would be on here complaining about it?
 
Willeth said:
You should be able to choose the next loadout you spawn with from the pause menu or scoreboard. That way, team spawning is all you need to worry about while actually respawning, and you don't get that massively frustrating situation where you wanted to pick Jetpack a while ago but then you died and didn't remember until you respawned and now you're still stuck with Armor Lock dammit

I like hitting bumper to fly and turning invisible.

DAMMIT.
 
skip said:
two guys from our 4v4 CTF team quit immediately into the match, so me and the other dude stuck out the four rounds just getting wiped. sucked, but I just took that opportunity to practice/learn the map. there was a game completion credit bonus that makes it worthwhile, but maybe people haven't noticed/don't care enough not to quit?
I don't think they care, the bonus isn't that much IIRC. I like the idea that someone here had a while back of making the person who quits wait out the remainder of the match they should have been in to rejoin matchmaking. Penalizing credits/EXP/whatever just isn't going to cut it.

SpacLock said:
I'm wondering why the hell people would quit in the damn Beta. What the hell is there to lose? So what if you're getting your ass kicked. Either play for fun or don't play at all.
Exactly. Enjoy what we can get for a short amount of time.

Son of Godzilla said:
Punishing quitters is stupid. Need to make it so that games don't drag on forever after quitting happens. Being punished because someone quit is 100x worse than someone quitting in the first place.
I take it you're a quitter?
 
Christ, people definitely weren't kidding when they said grenades were overpowered. Just had a game of 1 Flag CTF on Sword Base and it was awful. You couldn't stand anywhere near the flag because of grenades killing you from seemingly 10 foot away. Whatever dial frags have been turned up to seriously needs to be turned down a bit.
 
kylej said:
You're a fucking metal super soldier fighting giant monkeys with hammers and aliens who have purple needle guns on ring planets. I could give two shits about 'recoil'. I want fun gunplay.

Someone update the Halo Wikia. This sums up the franchise right here.
 
Shake Appeal said:
Right now, backflip and kylej are battling it out for who can keep their k/d above 1.

backflip is winning with 1.07 to kylej's 1.06.

And these are our authorities on how Reach's weapons work?

Thats a bit harsh, its a new game they probably spent ages looking at the details. I know I spend all my time flying around in a jetpack and dieing in stupid ways. :lol
 
Jeez these nades are starting to piss me off :lol nerf these things
full health and I die instantly with one granade thrown at me
and :lol at stock pile being choosen every game I play
it's alright but I haven't played any others, team oddball please
 
Neverender said:
Also I think they need to change the text when you kill someone to red or distinguish it in some other way. Find myself glancing at the text after throwing a grenade or something and noticing I got a kill without even realizing it.
this.
 
Son of Godzilla said:
Punishing quitters is stupid. Need to make it so that games don't drag on forever after quitting happens. Being punished because someone quit is 100x worse than someone quitting in the first place.

Oh, I never thought about that. Shorten all the round times based on players left. Thirty seconds to a minute less for each person that quit, no matter which side. Maybe a larger bonus time taken off if they're all from the same side. Either the game ends fast, or you win fast, either way, you can still have some fun with that.
 
bobs99 ... said:
My problem is specific to Pistol Vs Pistol battles. One user can spam and get lucky and kill quicker than the guy who controls the bloom. Bloom isnt exactly a fun thing to add to the game, I understand why they did it, but I wont enjoy using a Pistol or DMR much. =(

In my experience, at mid-range, the slower, methodical pistol will win. Bungie told us that the pistol's optimal range was just outside AR range, but everybody I see in pistol duels is going at it at close-mid range, just inside AR range.

Get in close, out of the pistol's niche, and spamming is more likely to work. But that spamming pistol will go down quick to an AR, because the lost accuracy means the pistol cant match the DPS of the AR.
 
Shake Appeal said:
Right now, backflip and kylej are battling it out for who can keep their k/d above 1.

backflip is winning with 1.07 to kylej's 1.06.

And these are our authorities on how Reach's weapons work?
:lol Except that I haven't even played half of the games on my account. My brother played most of them.

And aren't you one of those kids who "plays to have fun?" Shouldn't you be worried less about k/d ratios and focus on making videos of that one time you threw a random sticky in the air and stuck someone across the map?

And what does k/d have to do with an innate understanding of how Halo should be played
I'm being sarcastic here -- you are all playing Halo wrong
?

Why is my opinion not valid?

And isn't that the point? If the game was made like it should be, I would be diarreahing on kids' faces.
 
friskykillface said:
Jeez these nades are starting to piss me off :lol nerf these things
full health and I die instantly with one granade thrown at me
and :lol at stock pile being choosen every game I play
it's alright but I haven't played any others, team oddball please
the default vote needs to not be just the first one on the list.
 
bobs99 ... said:
Thats a bit harsh, its a new game they probably spent ages looking at the details. I know I spend all my time flying around in a jetpack and dieing in stupid ways. :lol
As far as I'm aware, kylej is a five-star general at Halo 3. I have the utmost confidence in his ability to be good at Reach, too.

But he's played thousands of games of one and about twenty of the other.
 
RdN said:
Dude, what a coincidence.. I got E68 yesterday too after a long time playing Reach. Fortunately I disconnected and connected the HDD and everything worked again. Have you tried it?

Yeah man, I tried everything I could think of without needing to break the HDD, and still nothing.

But it's all good. I went out and got a used 60 GIG HDD for $67 and it works great.

I guess it was a good deal.

EDIT: Check out my Screens! :D http://www.bungie.net/Stats/Reach/Screenshots.aspx?player=RebornYeti
 
friskykillface said:
Jeez these nades are starting to piss me off :lol nerf these things
full health and I die instantly with one granade thrown at me
and :lol at stock pile being choosen every game I play
it's alright but I haven't played any others, team oddball please

This this this this.

Nades are this Beta's Carbine.

AR is this Beta's AR. Fuck that gun.
 
dslgunstar said:
In my experience, at mid-range, the slower, methodical pistol will win. Bungie told us that the pistol's optimal range was just outside AR range, but everybody I see in pistol duels is going at it at close-mid range, just inside AR range.

Get in close, out of the pistol's niche, and spamming is more likely to work. But that spamming pistol will go down quick to an AR, because the lost accuracy means the pistol cant match the DPS of the AR.

Hmm, spot on. I dont know how I feel about that, if my problems are by design then I guess im going to enjoy this game a lot less than I thought. I guess this way promotes the most use of the sandbox, but I dont find that fun. This game will make a lot of people happy with that design decision though so fair enough really.

Shake Appeal said:
As far as I'm aware, kylej is a five-star general at Halo 3. I have the utmost confidence in his ability to be good at Reach, too.

But he's played thousands of games of one and about twenty of the other.

If what he found fun about H3 isnt providing satisfaction in Reach I think he has a right to bring it up. The combat in Reach and combat in Halo 3 is pretty much chalk and cheese so dissapointments will happen.
 
Exterm medal is gone. (First Overkill, yay! :D)
Powerhouse is too easy to defend.
1 Flag rounds are too short (2:50..)
Sudden Death is waaaaay too short.

Games/Rounds should start after the initial LO selection, not before.. Makes 10 seconds of black in saved films.
 
I think we need a test gametype which is pistol only starts, sprint only, double points for assassinations and only plasma grenades.

And fox only, final destination.
 
MagniHarvald said:
Exterm medal is gone. (First Overkill, yay! :D)
Powerhouse is too easy to defend.
1 Flag rounds are too short (2:50..)
Sudden Death is waaaaay too short.

Games/Rounds should start after the initial LO selection, not before.. Makes 10 seconds of black in saved films.

Extermination is definitely still in.
 
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