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Halo: Reach Beta Thread

Meus Renaissance said:
I am useless with the DRM

I was too at first, but I've gotten used to it now and it's the weapon I have most kills with now, over melee and needle rifle.

Ganhyun said:
Needler Rifle kinda sucks from the bit I've used it. Takes too long to kill someone compared to a DMR or other weapon.

I'd say that very much depends on when you use it. If you try to kill someone from across the map, needle rifle is much better than the DMR thanks to the bloom being much smaller.
And if your accuracy isn't good enough to competently land a lot of headshots, needle rifle can also be a better choice since it can super combine.
 
kylej said:
My head literally just exploded when I read this post. I am now speaking to you from the grave.


thats fine. I don't really care what you think. Team Slayer is a better gametype then slayer pro. You have AAs to counter power weapons and you have a pistol. That automatically makes it a better gametype.
 
This game reminded why I left halo3 for mw/bfbc.. Takes more than half a clip to drop an opponent and the silly melée system. The double melée ive been seeing in the beta is absurd esp when ur pumping some dude full of bullets point blank after we melée each other (shields down) and the guy manages to kill me with another melée attack. It's been a while since I've played h3 but was the cooldown time always short? And the gfx aren't a huge jump as I expected but then again my tv isnt that great..

On the fence whether or not I want to buy the full game (I still want to complete my halo collection sans halo wars)
 
Striker said:
Believe its four body shots, and one heatshot (which super combines).


Needler Rifle would be the only Covenant weapon that stresses headshots, so it isn't a viable choice. Wouldn't mind Covenant-style CTF or something. Though I would like it better for Multi-CTF on a different (
better
) maps.

Really, what sets the DMR apart then, the Nerfle even has less reticule bloom.

Kuroyume said:
How is one frag and a couple of bullets that different from Halo 3? Wasn't that the case there too? One frag and one shot from the BR to the head?

It just didnt feel as cheap in 3, plus in 3 you were able to avoid them a lot more easily.

Being fully shielded and getting killed by one nade just feels wrong. I dont mind getting naded and then DMR'd but right now people can throw nades across the map and get a lucky kill. On Halo 3 that would only happen if the guy was already weak.
 
Lead Based Paint said:
Slayer Pro is for people that can't play regular slayer and feel the need to cling to that last bit of MLG in them. Team slayer is perfectly balanced. Stop ruining Arena with your pro bullshit.

Harsh. I don't like Slayer Pro either. Its there for people that believe skill is solely a measure of how fast you can rattle off headshots with a few, specific weapons.

Slayer rewards higher-level thinking, things like anticipation, adaptation, positioning and battling out of disadvantages. More weapons in play, more variables to consider, more complicated and demanding combat scenario.

It's not for everybody, but I prefer it because it allows for different players to use whatever play style they prefer.


bobs99 ... said:
Really, what sets the DMR apart then, the Nerfle even has less reticule bloom.

That's my biggest problem with the DMR. It should be a four-shot kill. That way, you have the choice between a stronger weapon that demands exacting precision, or a more forgiving weapon that takes more shots to kill.
 
Cerrius said:
oh and stats time! DMR FTW. Die melee noobs.
cerrius.png

TeknomanEX.png


:lol well at least i'm starting to get the hang of remaining calm with the magnum in close quarters. Also i'm seeing most of my deaths result from not grabbing a health kit/being to gung ho when going for objectives.
 
Meus Renaissance said:
I am useless with the DRM

Are you trying to use it as an all-purpose weapon? Its usefulness is often dependent on your ability (or willingness) to hang back away from the action. Pistol is for chargin'. When Invasion is unlocked Friday, the DMR will be much more beneficial than it is currently.
 
Just lagged out of another Arena game. It doesn't happen to me in Grab Bag, though, which is really strange. I dunno what's been going on with this Beta and I over the past few days. It's like this game is going out of to emphasis all its flaws in the sandbox to me.

Also, I fired a rocket earlier in a game at a guy who was rushing at me with the hammer, and the rocket went straight through him.

I really hope this is just a really long run of bad luck. :/
 
Thinking about imaginary Forge ideas.

Shoot the Human!

FFA where 1 player is a Spartan with unlimited Jetpack, Recharging Overshield and Unlimited Rocket Launcher. Rest of players are Elites with Nerfles and Plasma Repeaters. Kill Human, become Human, get points!

Bizarre variation on Juggernaut. :lol
 
I find it funny
and a little bit sad
that so many of the complaints about the game basically boil down to "it's not another map pack for Halo 3."
 
Raide said:
Thinking about imaginary Forge ideas.

Shoot the Human!

FFA where 1 player is a Spartan with unlimited Jetpack, Recharging Overshield and Unlimited Rocket Launcher. Rest of players are Elites with Nerfles and Plasma Repeaters. Kill Human, become Human, get points!

Bizarre variation on Juggernaut. :lol


This is what I want. Custom games. All my friends ever want to playis Arena right now and its boring. The grab bag stuff is much more fun. With cusytom games, this time, I'm going to perfect my Tom Clancy game type.
 
Raide said:
Thinking about imaginary Forge ideas.

Shoot the Human!

FFA where 1 player is a Spartan with unlimited Jetpack, Recharging Overshield and Unlimited Rocket Launcher. Rest of players are Elites with Nerfles and Plasma Repeaters. Kill Human, become Human, get points!

Bizarre variation on Juggernaut. :lol

Haha I love that idea!

Oh and BenzMoney, I agree with you man.
 
dslgunstar said:
Slayer rewards higher-level thinking, things like anticipation, adaptation, positioning and battling out of disadvantages. More weapons in play, more variables to consider, more complicated and demanding combat scenario.

Arguing with people like this is like trying to reason with Glenn Beck viewers.


Hope some of you are up and around tonight. I'll be back around 8pm EST to poopsock Arena.
 
bobs99 ... said:
It just didnt feel as cheap in 3, plus in 3 you were able to avoid them a lot more easily.

Being fully shielded and getting killed by one nade just feels wrong. I dont mind getting naded and then DMR'd but right now people can throw nades across the map and get a lucky kill. On Halo 3 that would only happen if the guy was already weak.

Really? I'm tempted to say that's bullshit because I can't recall an instance of when a grenade killed me instantly while fully shielded but I'll have to check it out. Honestly, I find throwing grenades a bit more difficult than how it was in Halo 3. You can't bounce them off surfaces now like you could there, and they sure as hell don't go as far as they did in that game either.
 
Dax01 said:
Just lagged out of another Arena game. It doesn't happen to me in Grab Bag, though, which is really strange. I dunno what's been going on with this Beta and I over the past few days. It's like this game is going out of to emphasis all its flaws in the sandbox to me.

Also, I fired a rocket earlier in a game at a guy who was rushing at me with the hammer, and the rocket went straight through him.

I really hope this is just a really long run of bad luck. :/

I just lagged out of my 2nd Arena game today :/
 
wwm0nkey said:
Anyone else here thinking there might be just too many power weapons on Power House?

Yeah, drop the Hammer and move Rocket Launcher to the middle of the water. Make it a little more dangerous to grab it.
 
kylej said:
Arguing with people like this is like trying to reason with Glenn Beck viewers.

Well, when supporting your position fails, I guess backing out of the discussion altogether is always an option. A sad, pathetic option, but still an available one.

The whole point of Slayer Pro is that it eliminates variables. I think removing variables makes combat a simple and shallow test of only a few skills.

Keeping more weapons and armor abilities in play gives players more elements to take into consideration, more options for attack, more scenarios for them to think their way out of. I think that requires a deeper skill set than rattling off headshots.

Feel free to argue the point. But if you cant, I respectfully accept your concession to my position.
 
There is nothing pro about Slayer Pro.

Hate playing without radar. Hate, hate, hate it. It's just an never ending game of "who can run up behind someone the fastest".
 
Crunched said:
I find it funny
and a little bit sad
that so many of the complaints about the game basically boil down to "it's not another map pack for Halo 3."

Yeah I kinda agree, a lot people sound like they bassically want halo 3 with new maps, graphics and guns.

pringles said:
There is nothing pro about Slayer Pro.

Hate playing without radar. Hate, hate, hate it. It's just an never ending game of "who can run up behind someone the fastest".

The reason for lack of radar in slayer pro is that the "pro" people communicate constanly and call out to their teammates whenever they see an enemy. Making it very hard for people to sneak up behind them.

Try to check some mlg footage to see what I mean :)
 
Raide said:
Yeah, drop the Hammer and move Rocket Launcher to the middle of the water. Make it a little more dangerous to grab it.
I like the hammer but I agree with the Rockets moving, also I HATE the damn beam rifle :lol
 
Raide said:
Thinking about imaginary Forge ideas.

Shoot the Human!

FFA where 1 player is a Spartan with unlimited Jetpack, Recharging Overshield and Unlimited Rocket Launcher. Rest of players are Elites with Nerfles and Plasma Repeaters. Kill Human, become Human, get points!

Bizarre variation on Juggernaut. :lol

or do like skeetshoot in CS :D Get people launched out of tubes and everyone on the other team has sniper rifles!
 
b5icuv.jpg


Blue Spartan is so OP. Look at him do an SRK on the red Spartan, while talking a bullet to the shin. Fuckin' priority man. Shit's broken. Needs to be nerfed.
 
Trickster said:
Yeah I kinda agree, a lot people sound like they bassically want halo 3 with new maps, graphics and guns.
Sad, but true.

The final game will obviously see some tweaks, and I'm interested in how they go about these changes. Better 4v4 maps will also be something to keep an eye on. Swordbase is very meh to me, though Powerhouse isn't bad (just an inspired version of High Ground), but it is lacking some of the symmetrical sized maps, or larger objective variant areas like Last Resort (for instance). Small, bunched up maps usually lead to more grenade spamming and lack of DMR/Needler Rifle uses.

pringles said:
There is nothing pro about Slayer Pro.

Hate playing without radar. Hate, hate, hate it. It's just an never ending game of "who can run up behind someone the fastest".
Slayer Pro is a different variant, so of course it is different. In games I play, some players are afraid of the big bad red dot and at first sight, throw their grenade or run away. It was the same way in Halo 3.

Raide said:
Yeah, drop the Hammer and move Rocket Launcher to the middle of the water. Make it a little more dangerous to grab it.
Rockets placement is there for the defense of Powerhouse. But I do agree there seems to be a lot of power on that map.
 
Slayer Pro would be *so* much better with full AA listing and stock AR/Pistol starts. AR/Pistol just feels *right*. When you get a DMR you can dominate for a bit, but the ammo is tight so map movement is more open.

In fact, all the modes that don't offer AR/Pistol start suck.
 
Diablohead said:
25fps? now that just be trolling.

I think it's 25 fps too.

It has a more cinematic look to it than other games and not just because of the grain filter.

Ken K in the Fresh!!! said:
The double melée ive been seeing in the beta is absurd esp when ur pumping some dude full of bullets point blank after we melée each other (shields down) and the guy manages to kill me with another melée attack.

When you get close it becomes less a shooter and more "Mortal Kombat".

Kuroyume said:
You can't bounce them off surfaces now like you could there, and they sure as hell don't go as far as they did in that game either.

Jump + Throw gets them far still.

Could be because you move slower...that it's hard to avoid the blast than it was in the past.

Played a bit a little while ago and "dumbed down" my strategy and I'm doing better. Was doing piss-poor when I first played it with my Halo 3 habits.

So I...
Spam nades. Fire AR at body. Melee twice in succession to kill.

Halo 3 seems to have more depth to the 1 on 1 combat.

Don't want to sound like a negative nancy I think Bungie did a great job with the armor abilities and getting rid of equipment. Equipment meant that if you got it you would play it but in a big battle it wasn't worth going out of your way getting it in many situations. Armor abilities are so relevant and useful in every battle.

Not happy with the 1 on 1 battling ATM but Reach can be a great team game. Don't know yet because most people either don't want to talk on the mic and do their own thing or quit.
 
Kuroyume said:
Really? I'm tempted to say that's bullshit because I can't recall an instance of when a grenade killed me instantly while fully shielded but I'll have to check it out. Honestly, I find throwing grenades a bit more difficult than how it was in Halo 3. You can't bounce them off surfaces now like you could there, and they sure as hell don't go as far as they did in that game either.

I have honestly been killed by a single nade, I had just killed a guy who turned around and threw a nade just before I landed the final headshot. Im pretty sure the rest of his team were all camping flag room.

Pissed me right off, because it was my first death that whole game. :lol
 
Sai-kun said:
or do like skeetshoot in CS :D Get people launched out of tubes and everyone on the other team has sniper rifles!

Hrmmm...maybe a Stockpile mode. 1 Team Collects Flag, Sprints into Mancannon and have to land on the safe zone. Get shot in the air, you die, miss the landing zone, you die. Once everyone has jumped, the sides swap.

Hrmm....I need Forge to play with ideas. :lol
 
Genesis Knight said:
Who here actually switches out the pistol for a DMR?

Me, but not all the time. No need to have two head shot weapons. One accurate (head shots), one pray-n-spray (body shots). Balance each other out :)
 
Maybe I'm doing this wrong but my style never uses the AR or DMR. I only use the pistol or power weapons. My reasoning is that a pistol can beat the AR even at close range, and that mobility can usually negate the DMR>Pistol range advantage. Am I wrong?

Honestly the DMR just takes too long to fire. What range do you guys use it at? (Same with the AR. I might have scored Onyx but my skill isn't that great, give me some advice.)

These are the results (kind of misleading - I usually play with my friends and they suck, hence the bad win percentage. Arena's a bit closer.)

http://www.bungie.net/Stats/Reach/default.aspx?player=Maj0r BuzzK1ll
 
Deputy Moonman said:
I feel the same way. It's most unfortunate to pull off an exciting kill only to have the moment marred by a 2nd player who runs in on you right afterward. I feel like I'm trading kills for deaths 90% of the time. The only way to counter that is to always be with teammates, or else to sit back with power weapons and camp. The first is not always possible, and the latter annoys the shit out of me. Dating back to Halo:CE, I've always enjoyed being a player on the move and having to rely on fast twitch reflexes. With each new Halo game it has become increasingly more difficult to get away with this style of play.

I agree, but I feel part of that is the size of the maps and the numbers of players. I'd say 3 on 3 for both sword base and powerhouse would slow the pace down just enough.

Also, I've never experienced as much camping in in halo as on sword base, paritcularly the elevators. Even in the pit's sword rooms you could huck grenades in first to weaken enemies.
 
I used to think the melee-sword block mechanic was a great idea...now not so much. I really hope Invasion is as much fun as I'm hoping, and I really hope Bungie listens to the folks who are saying that this doesn't really feel like a Halo game (it doesn't) and corrects it.
 
Genesis Knight said:
Who here actually switches out the pistol for a DMR?
I do. I am more of a CQC person, and the pistol feels better at CQC than the DMR. Also, the pistol provides me with all the range I need. However, I will ideally use the needler over the pistol. My main gun is the shotgun.
 
Kuroyume said:
Really? I'm tempted to say that's bullshit because I can't recall an instance of when a grenade killed me instantly while fully shielded but I'll have to check it out.
Yeah, pretty sure that Shiska (or Urk, can't remember) said that a single grenade won't kill you if you're fully shielded.
 
Genesis Knight said:
Who here actually switches out the pistol for a DMR?
I switch the DMR for the AR. Pistol kicks entirely too much ass to be swapped out for anything but a shotgun or hammer. All other power weapons go into my "long range" weapon. Focus rifle > sniper > rockets > DMR. It's that, plus pistol or shotgun. No need to make it complicated.

Also, I wanted to remark upon the host of new stickies in the Reach Beta Feedback forum on Bnet. I like this system a lot better than the spew of shit that it used to be. Not that it's not still full of garbage. *glares at Butane*
 
Genesis Knight said:
These are the results (kind of misleading - I usually play with my friends and they suck, hence the bad win percentage. Arena's a bit closer.)

http://www.bungie.net/Stats/Reach/default.aspx?player=Maj0r BuzzK1ll
When we're on larger, more open maps, the DMR and Needler Rifle will be utilized better (especially because some loadouts allow them). On small maps, using them isn't necessarily a strong suit.

Dax01 said:
I used to think the melee-sword block mechanic was a great idea...now not so much. I really hope Invasion is as much fun as I'm hoping, and I really hope Bungie listens to the folks who are saying that this doesn't really feel like a Halo game (it doesn't) and corrects it.
Bungie listens and does what, make it Halo 3.5? There will be tweaks, surely you can bank on it. I'm hoping things that work nice, for example the trip mine in Halo 3, are not removed or completely rendered useless in the final game. Some things like clip size, weapon placement, grenade availability, and few other minor tidbits are adjusted.
 
BenzMoney said:
At this point, the reduction in agility and mobility is my biggest gripe with the game...

[...]

That said, I'll continue playing the beta for the next 2 weeks... and cross my fingers.

Just wanted to say I agree with everything you wrote 100%. I've been trying to articulate why I'm finding Reach so incredibly frustrating but you just summed it all up for me perfectly. Totally agree with you.
 
Iknos said:
I think it's 25 fps too.

It has a more cinematic look to it than other games and not just because of the grain filter.

I think the "cinematic" look you're talking about is the motion blur that's been fixed already, just not in the beta. Sometimes when I've looked that the needle rifle, it has almost looked like that was moving in slow motion for some odd reason, and I'm fairly certain it's the motion bluring causing it.

Genesis Knight said:
Who here actually switches out the pistol for a DMR?

God yes, always. The pistol is shitty, it's accuracy unscooped is terribad, and the clip size is about a third to small, countless times have the last shot been the one that removed the enemies shield, but then because I have to reload I end up being the dying.

I realize that it's me that can't use it properly so no need to get your panties in a twist, pistol defence force
 
Doodis said:
Yeah, pretty sure that Shiska (or Urk, can't remember) said that a single grenade won't kill you if you're fully shielded.

Im going to test it next time im on (in a few days) by nading my feet, if someone else can cofirm beforehand I will be happy though. :D

I have noticed it a lot since the incident I mentioned, most of the time I have lost some shield though, even still I dont think losing a slither of shield should expose me to nade deaths.

Halo 3 had the nade power balance right in my opinion, if they could scale the Reach nades to match Halo 3's then I would be happy, what I mean by that is I wish Reach nades did the same damage to shields relative to Halo 3.

Striker said:
Bungie listens and does what, make it Halo 3.5? There will be tweaks, surely you can bank on it. I'm hoping things that work nice, for example the trip mine in Halo 3, are not removed or completely rendered useless in the final game. Some things like clip size, weapon placement, grenade availability, and few other minor tidbits are adjusted.

Stop being so hyperbolic, no one is asking for Halo 3.5 and Reach is clearly a huge step up. They have however changed some core Halo mechanics which people loved in Halo 3 though, mechanics people played Halo 3 for.

If this was Bungies new I.P. then people wouldnt mind, but considering its a Halo game removing movement, floaty jumping and the like is a little annoying.
 
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