• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Halo: Reach Beta Thread

arena is more fun than the regular

Dqka8.png


fuck grenades, fuck that trash called the dmr
 
SailorDaravon said:
Played my first Arena game (with 3 randoms, two of who were in a Party Chat and the 4th wasn't talking) and got a freaking Perfection 16/0....but only got 1590 points :lol

I'm a pretty average player, in 3,222 games of Halo 3 I have ONE Perfection, so this was probably the most exciting game of Halo I'll have in a long time. I'm still super pumped, I'll probably buy some more render minutes so I can save the whole thing for posterity.

HALO FUCK YEAH

This reminds me of something that happend to me during the Halo 3 beta. I managed to get a perfection on Valhalla on the first game I played. I think I've gotten maybe 1 perfection since then, but at the time I remember going crazy. :lol
 
backflip10019 said:
-During one game, one of the guys on the other team quit while my shield was regenerating. It switched host and my shield was stuck at about 50%. it didn't regenerate all the way.
Your shields do actually regenerate, it is just 'graphically' it doesn't show.

You can see what I mean in this clip. I come out of blackscreen with my shields down, but when I do get hurt by a grenade my shields go to where they should have been (full) minus the little splash damage from the grenade.
 
Here's 2 straight FFA games where I decided to screw around and exploit the melee system. I was literally spamming sprint and running at other players for the double melee kills. :lol

http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=3082559&player=Cerrius

http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=3099920&player=Cerrius


Placed 1st in both games while getting 16 melee kills in the first game and 18 in the other. This shouldn't happen. Melee is broken and overpowered! Fix this crap Bungie!
 
-PXG- said:
Has yet to happen. Guess you're smarter than the average bear :lol

Just gotta be patient enough to wait for them to exit armor lock -- you have the advantage of knowing exactly where they'll be standing, so a plasma pistol charge-up lock is assured.

Plus, you don't even have to fight them -- just run away. And if they're guarding any flag, charge them and beat them down it (usually requires sprinting).

I don't take armor lock because you're usually going to die if a nearby opponent has a plasma grenade.
 
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=291316

So there's this assassination bug.

Basically, on Swordbase, I go up the yellow lift. There are two guys there to greet me so I activate armor lock and both of them lose their shields. Good opportunity to kill at least one right? One of them manages to do the assassination animation before I could do anything. This is where the weird part occurs. I managed to "escape" the animation somehow and throw a grenade. The game tells me I get assassinated as the red guy finishes the assassination animation. I get a double kill.

Don't know if anyone wants to render it but that's the description basically.
 
I got my first overkill tonight. I know it doesn't mean a lot to a bunch of you, but I think I had one ever in Halo 3. One clip of a needler and one grenade. One guy was even using armor lock.
 
backflip10019 said:
-The matchmaking system was all over the place tonight. One match I would play kids who looked like they've never played an FPS before and the next I would be playing MLG try-hards. I was kid of hoping the games would be a little more balanced.
I had the same experience tonight.
 
backflip10019 said:
For new page: Ok so I played Arena tonight for almost three hours straight and noticed a couple glaring issues:

-Armor lock is completely overpowered and broken. I took three guys on with armor lock on Powerhouse and came out of the battle alive. It's broken because of how you are able to position the camera when using it so that once you pop out of it, you're free to double melée any enemy that is within range.
-During one game, one of the guys on the other team quit while my shield was regenerating. It switched host and my shield was stuck at about 50%. it didn't regenerate all the way.
-Powerhouse needs to have more long range weapons everywhere. It's so easy for one team with DMRs and Needies to hold down the base.
-The shotgun on Sword Base needs to go. It's too easy to take it, go up the ramp and just camp there.
-Grenades feel overpowered. The range is ridiculous. There were at least 5 time tonight that I just couldn't understand how I was hit from a grenade that landed so far away.
-DMR should be able to kill with 4 shots. Because of the melée system, it's ridiculous not to adjust the damage of the DMR, at least in Arena (or Slayer Pro) games when it's your primary weapon. Keeping it at 5 shots to kill encourages close range double meléeing too much.
-Why is it possible to shoot and kill your opponent and be shot and kille by your opponent at the same time?
-I wish reticule bloom would be less extreme or recovered a bit quicker than it currently does. I can't tell you how many kills I missed tonight because I squeezed off a premature shot trying to get someone before they rounded a corner. And the center of my reticule was dead on their heads too. Ugh I wish this could be slightly altered a bit.
-Jet packs are essentially useless. They're loud and make you a sitting duck. Sure they might be helpful in reaching higher up areas more quickly but the costs of using it greatly outweigh the benefits. Playing against jet pack users is like playing Duck Hunt.
-I really don't like the way that ammo is displayed. I don't know what it is but I just don't like that part of the UI.
-The matchmaking system was all over the place tonight. One match I would play kids who looked like they've never played an FPS before and the next I would be playing MLG try-hards. I was kid of hoping the games would be a little more balanced.

All in all I'm enjoying Arena a lot. And I'm pretty good at it too. I've got me a 1.59 k/d right now. :D

I gotta disagree with a lot of this.

-Armor lock is not overpowered, and usually leaves you as a sitting duck if the opponent uses the opportunity to reload or times a grenade right.
-Shotgun is no more overpowered than the sword or hammer -- still easy enough to kill someone with any of these with grenades and a pistol since they have to get in close to do any damage.
-I like the power of the grenades, it helps even the playing field when you're going up against opponents who have already grabbed power weapons.
-You shouldn't stick with the DMR at close range -- it shoots more slowly than the pistol, which is really deadly with someone who can get a headshot. Getting a double melee kill is exceedingly rare b/c you always at least have a pistol and 2 grenades to start with. Alternatively, pair the DMR w/ a plasma pistol -- if you get the charge-up shot to connect, the opponent will die with one headshot (from either the DMR or pistol) or a melee hit.

As for the utility of the jetpack, I generally agree -- perhaps for quickly getting high ground to snipe or use the DMR from. Perhaps one player on an organized team can get a feel for where the enemies are and relay that to teammates who take other abilities.

Generally, I've just been taking scout b/c it's an easy counter to armor lock and often gives you an opportunity to escape an unfavorable battle.
 
Grimm Fandango said:
Plasma Pistol overcharge should fuck up someone in Armor Lock. Should balance it out nicely.

Yeah.


I swear I remember someone saying EMP from plasma pistol/grenade launcher drops jetpacks, but I guess I misheard? That would be interesting, to have overcharged plasma pistols interrupt armor abilities.
 
Striker said:
Covie Slayer.

Invasion comes on the 7th. Spartans vs. Elites
ok, thanks because I played as an elite before and didn't know the gametype. But I really liked the evasion roll the elite have.
 
Ajemsuhgao said:
I swear I remember someone saying EMP from plasma pistol/grenade launcher drops jetpacks, but I guess I misheard? That would be interesting, to have overcharged plasma pistols interrupt armor abilities.
Yeah, that's been disproven in the Halo: Reach Mythbusters video posted a while back.
 
backflip10019 said:
Ok so I played Arena tonight for almost three hours straight and noticed a couple glaring issues:

1. The shotgun on Sword Base needs to go. It's too easy to take it, go up the ramp and just camp there.
2. DMR should be able to kill with 4 shots. Because of the melée system, it's ridiculous not to adjust the damage of the DMR, at least in Arena (or Slayer Pro) games when it's your primary weapon. Keeping it at 5 shots to kill encourages close range double meléeing too much.
3. Why is it possible to shoot and kill your opponent and be shot and kille by your opponent at the same time?

All in all I'm enjoying Arena a lot. And I'm pretty good at it too. I've got me a 1.59 k/d right now. :D

1. I kinda agree. Sword Base is mostly small spaces so it probably only needs 1 short range power weapon (the sword).

2. The DMR was designed for longer ranged combat than what we can normally use it with in the 2 maps currently available. It's glory will be fully evident in Invasion and Generator Defense. Also, it's designed to be a long range weapon. You're supposed to lose if you use it in close range situations.

3. A necessary evil to deal with the latency between the States and Europe I'm guessing.

I had a crappy 4 games in the Arena tonight. Finished with a 1562, which could be worse. At least 1 person quit in every game and the last game was against a whole team who used nothing but Armor Lock. That was mostly annoying except for a great sword kill:

I charged into one of the top level rooms with the Energy Sword brandished, sprinting right at my foe. He was reloading, looked up, saw me, and panicked. He tried to run away, but there was nowhere to go. My sprint would catch up to him before he could flee. So he took the only option he had: Armor Lock. So I stood, impatiently tapping my foot, just outside EMP range, and waited for it to wear off. The Armor Lock dropped, he popped up and I sliced him in twain.
 
Merguson said:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=291316

So there's this assassination bug.

Basically, on Swordbase, I go up the yellow lift. There are two guys there to greet me so I activate armor lock and both of them lose their shields. Good opportunity to kill at least one right? One of them manages to do the assassination animation before I could do anything. This is where the weird part occurs. I managed to "escape" the animation somehow and throw a grenade. The game tells me I get assassinated as the red guy finishes the assassination animation. I get a double kill.

Don't know if anyone wants to render it but that's the description basically.
Sounds pretty awesome...

It is rendering
 
Does it seem like the bloom is less extreme on the needle rifle?

Swordbase is awful, I really hate that map. Possibly worse than Snowbound imo. Halo is not meant to be played in small rooms.

And the Beta's been available to the general public for 2 days, obviously the matchmaking is going to be out of whack for a little while.

Also
nice.jpg


lolwat.jpg


I mean, I did get alot of assists that game...but still
 
One thought I had while playing tonight: melees should be slowed down enough to allow you to switch weapons and fire a shot before the second hit lands.
 
Mr. Lemming said:
I got my first overkill tonight. I know it doesn't mean a lot to a bunch of you, but I think I had one ever in Halo 3. One clip of a needler and one grenade. One guy was even using armor lock.
Got one last nght too in a fairly balanced game. It felt awesome. Never had one in ranked halo 3. Thanks "overpowered" grenades!
 
You know, maybe I was a little too hard on Bungie over the motion blur and aliasing, the more I play Reach the less I notice it. The bump in resolution and texture filtering is good enough for me. Not to mention all the other little things.

I wonder who at Microsoft thought it was a good idea to include only 10MB of eDRAM for the framebuffer? Probably the same group of people who were down with including only 256MB of RAM.
 
Ok, the attacks on the AR get more laughable the more I play the game. In confined spaces, trying to rattle off shots with the pistol and the DMR has gotten me nowhere. Meanwhile my +/- with the AR continues to rise.

Maybe its my connection, but I doubt it cause the pistol and DMR work brilliantly for me at mid-range.

I finally realized why I was jumping back and forth between 1300 games and 1600 games. I was swapping the AR for the DMR in the 1300 games instead of swapping the pistol. :lol
 
Accidentus said:
Does it seem like the bloom is less extreme on the needle rifle?

Swordbase is awful, I really hate that map. Possibly worse than Snowbound imo. Halo is not meant to be played in small rooms.
Needle rifle has very little bloom. People I've talked to online consider it superior to the DMR because of that, but I disagree; the DMR is a death-dealing machine. I fucking love it, and I find even when timing shot for precision that I get quicker kills than when using the needle rifle.

Also, I love sword base. It is incredible. Powerhouse is great, too, but sword base is easily one of my favorite maps in the entire series, if not my #1. I love everything about it.
 
The only positive use I've seen for the jetpack is on Swordbase 1-flag CTF. If you're on defense it is the only quick way to chase down a team running away with the flag once they are up to the second level.
 
I gotta agree with what's being said about the double meleeing. In previous games, it was a choice in close combat after you each got a melee in whether to go for a 2nd melee or try to finish them a weapon, their was viability for both. Now whenever i'm in close combat I just spam on the melee button until either one of us is dead. They need to increase the time between melees, otherwise I just feel it degrades the quality and any variation of close quarters combat that made it fun in Halo.
 
Zinthar said:
I gotta disagree with a lot of this.

-Armor lock is not overpowered, and usually leaves you as a sitting duck if the opponent uses the opportunity to reload or times a grenade right.
That's why you don't do it randomly in open spaces.
-Shotgun is no more overpowered than the sword or hammer -- still easy enough to kill someone with any of these with grenades and a pistol since they have to get in close to do any damage.
Sword can be blocked, so it's much more powerful =P But yeah, shotgun is fine.
 
purnoman3000 said:
I gotta agree with what's being said about the double meleeing. In previous games, it was a choice in close combat after you each got a melee in whether to go for a 2nd melee or try to finish them a weapon, their was viability for both. Now whenever i'm in close combat I just spam on the melee button until either one of us is dead. They need to increase the time between melees, otherwise I just feel it degrades the quality and any variation of close quarters combat that made it fun in Halo.

Melees are weaker in Reach and people are still used to timing them to kill in the same way they did in Halo 3, so the instinct is to just keep meleeing until the opponent dies.... shooting enough first to get one melee to kill is obviously the best strategy.

But, you're much more likely to live in this game if you stay away from CQC and pistol headshot people to death who want to charge in w/ a melee. Esp. considering the power of grenades.
 
Top Bottom