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Halo: Reach Beta Thread

Monocle said:
I'm with you more or less. I only mentioned the health system changes to reinforce my point about Halo's core gameplay being altered.

Health in Reach is brilliant. One of by biggest frustrations with Halo 3 was drilling a guy, only to have him run around a corner and emerge seconds later fully shielded and healthy again. Reach is simply more deadly and the kills much more satisfying.
 
Time for another Arena complaint.

I see that now some people have their Arena rating showing up in matchmaking, that's cool you can see who you go against... oh wait what's that? I am a gold 4 ranked player yet I go against Onyx? fair enough maybe no gold players are on... wait why is there a bronze 2 player in our game?

Shows how well matchmaking works, eh? keep me in the division I am in please, why was I paired up with a bronze person and then an Onyx?
 
soldat7 said:
And I'm arguing that Halo's core gameplay is still there: Guns, Grenades, and Melee. Bungie has nipped and tucked each of these elements into a more streamlined and refined experience, IMO. I personally LOVE the changes to each of these, both in practice and principle. Guns feel strong again; no more rushing to the BR (Sage and probably Bertone are wizards). Grenades are powerful again; no more running over grenades with nary a scratch. And melee, broken as it may seem to some of you, feels equally balanced for both combatants. I agree that something doesn't quite feel right about it, but I'm not going to be sad if it remains the same.

The result of these changes is a more tight, compact, and better paced Halo experience. Jumping higher or running faster might appease some of you, but overall, I don't think it would be a change for the better.
Am I to understand you've never been frustrated by grenade spam in the beta? Never felt you need to strafe faster, never wanted to make a jump to a good vantage point but couldn't? I suppose you rejoice that fall damage has made a return, accompanied by a new stun on landing. I imagine you don't mind when your melee attack whistles through empty air, only for your opponent to rush forward and take you out with a pair of punches faster than you can react to them.

It would seem the Halo you enjoy is a different game than the one I do.
 
soldat7 said:
Health in Reach is brilliant. One of by biggest frustrations with Halo 3 was drilling a guy, only to have him run around a corner and emerge seconds later fully shielded and healthy again. Reach is simply more deadly and the kills much more satisfying.
What he said!
 
haha, posted this in the Alan Wake thread by mistake first.

Two UI complaints I have to Bungie

1. Home Base colours should match team colours. It's horribly unintuitive that if I'm playing as the red team that my home base is indicated by a blue indicator. Would be if base colour was your team colour.

2. Matchmaking settings menu layout is confusing. The column arrangement isn't obvious so it's hard to tell what you are changing.
 
soldat7 said:
I'm not trying to be rude or anything, but serious question: were you old enough to play the original Combat Evolved when it came out?
....

Okay. Something about this is clearly going right over your head, so let me see if I can lay it all out for you. I want to like Reach. I really do. This is something you cannot dispute, this is something you cannot argue against. I'm as big of a Halo fan as you are, and if I could have been there from the beginning, I would have. However, up until this post you haven't been qualifying any of your so called positions as to why Reach is the best Halo multiplayer yet, you've just been refuting any number of criticisms and have been attributing any of those said criticisms to people who are resistant to change. I. Do. Not. Have. A. Problem. With. Armor. Abilities. Or. Loadouts. Or. What. Bungie. Is. Trying. To. Accomplish. With. Gametypes. Like. Invasion. It's just that, in a lot of areas, Bungie doesn't seem like it's even trying, and a lot of these areas need tweaking in order for the game to play better.
 
soldat7 said:
Nothing anyone says will change HaloGAF minds on jump height, reticle bloom, armor abilities, or any number of the other changes that Bungie has very consciously made.
Since I'm not really a gaf member of high standing and have little to lose, I'll go ahead and ask this. WTF are you talking about?:lol The opinions on gaf are widely varied, and greatly differ with the degree of dislike or like on each topic, from member to member. You make it sound like gaf is of one mind, and everyone shares the same opinion.
 
soldat7 said:
Health in Reach is brilliant. One of by biggest frustrations with Halo 3 was drilling a guy, only to have him run around a corner and emerge seconds later fully shielded and healthy again. Reach is simply more deadly and the kills much more satisfying.
That push-pull dynamic was central to Halo's gameplay. The series has always been about placing opponents on a level playing field filled with deadly goodies. The one who can outshoot or outmaneuver the other is the one who survives. The course of a game can turn on a dime. That's what makes it exciting; you have to stay on your toes or you'll get your feet knocked out from under you.
 
urk said:
Return of the Manbabies. This thread needs a title change, stat.


no, u.

Seriously though, the guy who suggested adding wheels to each Spartan was right, could you get the programmers to do this? Reach would be the bestest game eva :D
 
urk said:
Return of the Manbabies. This thread needs a title change, stat.
I'm assuming that label doesn't apply to posters who have been providing constructive criticism by describing the problems they have with the beta, rather than shouting "fuck bungle ur series sukks!1one!!"

Wait, were you joking? This is no time for frivolity, man! We're talking about games.
 
urk said:
Return of the Manbabies. This thread needs a title change, stat.
2ithq41.jpg
 
first time playing with Theater mode

this guy tried to run down the stairs away from me.

I was outside, over the bridge were you get the plasma grenades so I was chuffed with this kill

jwHac.jpg
 
Dax01 said:
It's just that, in a lot of areas, Bungie doesn't seem like it's even trying, and a lot of these areas need tweaking in order for the game to play better.

They have pizza to eat. Give them a break.

Monocle said:
Am I to understand you've never been frustrated by grenade spam in the beta? Never felt you need to strafe faster, never wanted to make a jump to a good vantage point but couldn't? I suppose you rejoice that fall damage has made a return, accompanied by a new stun on landing. I imagine you don't mind when your melee attack whistles through empty air, only for your opponent to rush forward and take you out with a pair of punches faster than you can react to them.

It would seem the Halo you enjoy is a different game than the one I do.

- Grenade spam is no more a problem now than it was before. It just doesn't frustrate me, maybe due to my more defensive style of play.
- You still strafe just as fast as the next guy, I don't see a problem with it. In fact, it's rather thrilling circle-strafing a dude with a pistol.
- Jumping less high leads to less bunny hopping, so yes, this is good. Frustrating at times, yes, but good overall.
- Fall damage is overstated. It's not that significant.
- Melee is something I'm getting used to, and consciously aware of before I run in. It could use some tweaking, yes.
 
I admit I hated the beta the first two nights, but now I don't think I could ever go back to Halo 3. I actually made a joke to my brother last night about how during one game everything just clicked. It was like when Neo realized he was"The One." Sure, some some changes need to be made, but almost all of my criticisms were addressed in the weekly update last night and hopefully won't be in the retail game. Anywho..has there been any confirmation that stuff like jump height, recharging armor, melee strength, etc. can be adjusted in custom games?
 
Son of Godzilla said:
why does one laser blow up anything.
splazer is OP as it is but seriously should the wraith actually stand a chance in this game? I don't think one wraith shot blows up a tank so why does a near instant travelling shell blow it clean up? it never did in the old halo's and because of that you could actually have tank v wraith battles because they both took 3 or so hits before they blew.

Vehicles are a mess, everyone can agree with that i'm sure.
 
I was gonna wait to throw this out there but seeing as how this thread is going, I might as well, when the Halo 3 beta rolled around, I couldn't stop playing it, I enjoyed every second of it, and tried to play it every day I could. Now seeing that Reach was gonna have a beta, I was hyped up, but now that it has arrived, the feeling of wanting to continue to play it day after day is gone. I know it's a beta and things change, and I'm not tired of Halo, but there is something with it that just isn't clicking with me, I have seemed to lose all motivation to constantly play it every day like the H3 beta. I don't know what is wrong, but somethings just feel off, people say change is better, I say that I hate change. In time I'll grow to like it more maybe, but as of now, it just isn't holding my attention as much as what the H3 beta did. /rant

soldat7 said:
They have pizza to eat. Give them a break.



- Grenade spam is no more a problem now than it was before. It just doesn't frustrate me, maybe due to my more defensive style of play.
- You still strafe just as fast as the next guy, I don't see a problem with it. In fact, it's rather thrilling circle-strafing a dude with a pistol.
- Jumping less high leads to less bunny hopping, so yes, this is good. Frustrating at times, yes, but good overall.
- Fall damage is overstated. It's not that significant.
- Melee is something I'm getting used to, and consciously aware of before I run in. It could use some tweaking, yes.

I was interested in what you had to say and then you mentioned this, while grenade spam was in Halo 3 and Halo 2, it was nothing compared to what it is in Reach, end of story...
 
I would also like the way you return the flag to go back to the way it was in 2/3. By only making it so the defending team can return the by only touching it, it makes it a lot easier for the attacking team to just chuck grenades and clear them out.

Sudden death needs to be tweaked as well. Does the current system only continue sudden death if one person is holding the flag? Cause I was about two feet from the flag in one game, so close to touching it, and it started a new round. None of the red guys would've been able to stop me.
 
Chittagong said:
Just gave cache cleaning a go but still dirty disc error every time I start an Invasion game.

Then I re-downloaded and reinstalled the Beta. Still the dirty disc error, and only in Invasion. Grab bag games work just perfect.

Something is definitely broken in the Beta.



same thing is happening to me. i even downloaded the beta through the odst disc and still got the same thing. it really sucks. i want to play invasion:(
 
Played a few games of Invasion last night:

Ugh.

Invasion seems to destroy the slayer/objective gametypes by including vehicles that cannot be blown up by one sticky grenade. I remember in Halo 1 that this was not possible. If your vehicle was stuck by a plasma, you're dead. Instead, I need to throw both grenades and keep on firing at the vehicle to defeat it???

Invasion Part 1 sucks. Those 4 perks need to be included, and the game could just use a basic loadout arsenal.

Why can't I find any spare weapons lying around the maps as common as the other maps (Power House and Sword Base or whatever)?

Also, a minor gripe. Bungie still needs to make it that people can join in other games freely like it happens in Modern Warfare. These 3v4, 2v6, or 1v4 team battles are really stupid.
 
It's incredible how the biggest problem in Halo is quitting but Bungie never manages to overcome it. I've been playing MW2 for ages and quitting affects very little the game. It's both that people don't feel the need to quit, that quitting doesn't screw the whole game and that new people join.
 
Chittagong said:
It's incredible how the biggest problem in Halo is quitting but Bungie never manages to overcome it. I've been playing MW2 for ages and quitting affects very little the game. It's both that people don't feel the need to quit, that quitting doesn't screw the whole game and that new people join.

Yeah totally.

Oh wai-

Bungie said:
So, you may be wondering why we haven't fixed the quitter problem yet. Thing is, we probably have, but we just haven't turned it on yet.
As we speak, the Banhammer is watching, amassing data about who's been quitting, the manner in which they have quit, and who suffered as a result of that quit. Numbers are feeding into complex heuristics and deep databases, and somewhere in the middle of it, our very own disembodied soul howls for revenge.

"Swing Banhammer, swing!" you cry out. Well, problem is, this is a Beta and we don't want the Banhammer swinging wildly until we know for sure that the numbers coming in are correct, and that the Beta itself is stable and not disconnecting people (creating the illusion of quitting.) Currently, we are only logging data for future action.

So what do we have in store for when it goes live next week? Let me pull back the curtain just a bit:

For starters, our Banhammer is getting more data than even Halo 3 produced, which is going to let us dial it in and more aggressively deal with habitual quitters. The real jerks are going to run into this, and then you're not going to see them online anymore. It'll be great.

Second, quitting a game will forfeit any credits you may have earned for that game. In fact, it may even cost you some credits. We're waiting to see how effective the Banhammer is before deciding exactly how much.

Lastly, and all new for Reach, we have a new type of ban called a Quitter Ban. This is a relatively soft ban, so we will be using it quite aggressively, activating after only a handful of quits and lasting a rather long time. What does it do? A player with a Quitter Ban will be temporarily unable to re-enter Matchmaking for 15-30 minutes following any further quits.

Oh, and we're playing around with some gametypes which end early (think "Sudden Death") when most of a team quits out, so that you don't need to play 8v1 Slayer to 100 (aka. "Hide and Seek".) You may see some of these in Matchmaking if we're unhappy with the other countermeasures.

As custodians of the online experience, we will be monitoring and adjusting out countermeasures as necessary to keep things ticking along nicely, without games being marred by habitual flakes who quit when they don't get the Sniper Rifle first. So in the meantime, enjoy the Beta!
And quit quitting, because we are watching, and it is going into your personal Banhammer dossier.
 
claviertekky said:
Played a few games of Invasion last night:

Ugh.

Invasion seems to destroy the slayer/objective gametypes by including vehicles that cannot be blown up by one sticky grenade. I remember in Halo 1 that this was not possible. If your vehicle was stuck by a plasma, you're dead. Instead, I need to throw both grenades and keep on firing at the vehicle to defeat it???

Invasion Part 1 sucks. Those 4 perks need to be included, and the game could just use a basic loadout arsenal.

Why can't I find any spare weapons lying around the maps as common as the other maps (Power House and Sword Base or whatever)?
There are a few nerfles about but most gear outside of what you spawn with are on the spartan side, especially on wave 2 as you can run and grab rockets, splazer and sniper rifles while the covenant get a light drop of plasma launcher and beam rifle, though the places where the elite gear drops is also in easy reach of spartans, who will grab them and run away leaving elites powerless.

lol balance!
 
Dani said:
Here's a question. Is Reach an evolution or revolution? How does the jump from Reach compare with previous jumps in gameplay in the Halo series?

One could argue that Reach represents the biggest change in gameplay that the series has ever seen and the jumps in gameplay from previous iterations don't compare to the scope of wide ranging changes and fresh ideas Reach brings to the table.

However, with each new Halo game is such a huge change warranted? Wanted? Needed? Would Reach be as successful if the changes were kept to a minimum?

Will Reach retain the strong growing Halo fanbase? Will it top the Live activity charts years from release?

So many questions, from so many angles. It'd be foolish to assume anything at this point and as fans we only have our own experiences with this current Beta to form our opinions on. A rough beta with unfinished game modes, bug and glitches and incomplete features. It's not even a representative portion of the final game with a fraction of a fraction of the content that the final game will have.

We have new experimental game modes, new weapons, new mechanics all wrapped into a package already busting with strong, favoured features.

Just from looking at the Beta you can tell that this is Bungie's final Halo game and not only that but that the game is made by passionate Halo fans. They are brining everything they can to the table. They are going all out, trying new things whilst trying to retain popular features and yet modernise them at the same time.

It's their final pitch and it's obvious they want to go out on a bang. They aren't doing anything half assed, the scope is wildly ambitious on one hand yet perfectly achievable on the other.

After this Beta is over, I'm going to purposely dislodge any preconceived notions about the gameplay flow, the mechanical balances and other issues. Some of the things confirmed that have been fixed from the Beta build already suggest drastic changes and hints from Bungie employees suggest more tweaks are incoming.

I think it's just too early to cement any sort of opinion on the game yet - the beta seems to be serving the goal of a true beta. It's not a demo, a sample of the dish to be served. We're testing things out and the experience is not representative of the final product.

Well that's a good set of questions but I think you answered your own question several times.

With every previouis Halo title they've added weapons, vehicles and gametypes to bolster teh Halo formula, (Guns, Grenades and Melee). With Reach, they've basically added an extra element to the halo formula that used to be Guns, Greandes and Melee but now has Armor Abilities. Something they havent touched in years, think about that for a second.

If that is an indicator of anything it's that they are at least extremely talented for reinventing an already balanced formula so carefully without breaking it, as we're obviously not all collectively raging about AA's right about now. So many things could have gone wrong with touching a multiplayer centric game's formula, that didn't go wrong with Reach that should throw insane amounts of Kudos Bungie's way.

Armor abilities are something that you learn your way around in a few matches. Something like a formula change that you can get adjusted to and even start to like within your first few hours of play is mind-boggling for a fanbase so used to a certain formula for years though 3 Halo games.


Basically: It's the definitive Halo title developed by the people who made Halo.

If you look at their track record with the past Halo titles: They've both grown with the times, and been ahead of their time. Bungie knows what's best for halo better than anybody else. Like I trust a baby to it's mother, mother knows best.

I guess i just have a bit more faith in Bungie than some think is healthy... well too bad.
 
Could you please stop quoting and responding to soldat? I have that idiot on ignore and I'd rather not have to read his blustery ramblings or see you guys raise your blood pressure over 1 tiny little douchebag.

I think some of my disappointment of the Reach Beta stems from the Halo 3 Beta. The H3 Beta was not intended to test the gameplay. It was a logical extension of Halo 2, and after years of Halo 2, Bungie knew exactly what needed to be tweaked and changed. The Beta's main purpose was to test out the networking code. Off the top of my head, I can only think of 2 gameplay changes made because of it: nerfing the Carbine and the Trip Mine. I also can't think of any major bugs that cropped up during the Beta. Again, this was probably because they weren't heading too far off the beaten path. In essence, the Halo 3 Beta seemed like a Beta in name only.

By contrast, the Reach Beta feels very much like a Beta and that seems like it's by design. They've made a lot of tweaks to the Halo formula and it's impossible to know how the community will react, or how it will really play out in the wild, without giving the public the chance to play it. The last Weekly Update alone listed more changes and fixes to the game than I remember Halo 3 seeing between Beta and ship. And we haven't hit the halfway mark yet. I agree that there seem to be a lot of small problems that add up to an unsatisfactory feeling. But I'm taking heart in the fact that, at least for me, nothing is flat out broken. Everything that I dislike could be changed with some simple tweaks and not an overhaul.
 
CrazedArabMan said:
I was interested in what you had to say and then you mentioned this, while grenade spam was in Halo 3 and Halo 2, it was nothing compared to what it is in Reach, end of story...
Slayer Pro. (50% grenade spam vs Vanilla Reach)
 
Oozer3993 said:
After my initial displeasure, I am loving Invasion. Despite the big initial advantage the Spartans have, only once have I been in a game where it didn't go the full time. And that was the 1 time it put all of us GAFfers on the same team. Most of the games have ended with the core out in the open. And then there was the one time this happened:

rlkwhg.jpg


We Spartans won the game, holding them off from touching it, while it was in the zone, for the last minute of the game. :D

I know I'm WAAAAY late. But that's me! And I hated you guys for killing me when i was basically in the destination. :lol :lol
 
Cuban Legend said:
Well that's a good set of questions but I think you answered your own question several times.

With every previouis Halo title they've added weapons, vehicles and gametypes to bolster teh Halo formula, (Guns, Grenades and Melee). With Reach, they've basically added an extra element to the halo formula that used to be Guns, Greandes and Melee but now has Armor Abilities. Something they havent touched in years, think about that for a second.

If that is an indicator of anything it's that they are at least extremely talented for reinventing an already balanced formula so carefully without breaking it, as we're obviously not all collectively raging about AA's right about now. So many things could have gone wrong with touching a multiplayer centric game's formula, that didn't go wrong with Reach that should throw insane amounts of Kudos Bungie's way.

Armor abilities are something that you learn your way around in a few matches. Something like a formula change that you can get adjusted to and even start to like within your first few hours of play is mind-boggling for a fanbase so used to a certain formula for years though 3 Halo games.


Basically: It's the definitive Halo title developed by the people who made Halo.

If you look at their track record with the past Halo titles: They've both grown with the times, and been ahead of their time. Bungie knows what's best for halo better than anybody else. Like I trust a baby to it's mother, mother knows best.

I guess i just have a bit more faith in Bungie than some think is healthy... well too bad.

That being said, you have basically just said - "trust Bungie". While the majority of people are mentioning real gameplay concepts which they have played in the beta and dont like.

I fully respect your opinion, but quite honestly if I dont think the game is fun to play now, trusting that they will magically change things by retail is a longshot. It would be much better to vocalize issues, and I can only think its a good thing so many are complaining about issues such as nades and the like, because Bungie have looked into it and nades will play better in retail.

I dont get why people are being berated for vocalizing issues with a beta, which by design isnt perfect.
 
Finally real HaloGAF came out of wherever they were hiding the past week, or maybe the "hardcore new halo fans for a few days, and then onto the next thing" people were being more vocal?

Agreed with most of the criticism from the regulars, keep it coming, so many bad decisions, mindboggling, Bungie has work to do if they don't want to leave Halo development through the back door.

urk said:
Return of the Manbabies. This thread needs a title change, stat.
Seriously, look at the people whining about the complainers, how embarrassing.
 
Oozer3993 said:
Could you please stop quoting and responding to soldat? I have that idiot on ignore and I'd rather not have to read his blustery ramblings or see you guys raise your blood pressure over 1 tiny little douchebag.

I think some of my disappointment of the Reach Beta stems from the Halo 3 Beta. The H3 Beta was not intended to test the gameplay. It was a logical extension of Halo 2, and after years of Halo 2, Bungie knew exactly what needed to be tweaked and changed. The Beta's main purpose was to test out the networking code. Off the top of my head, I can only think of 2 gameplay changes made because of it: nerfing the Carbine and the Trip Mine. I also can't think of any major bugs that cropped up during the Beta. Again, this was probably because they weren't heading too far off the beaten path. In essence, the Halo 3 Beta seemed like a Beta in name only.

By contrast, the Reach Beta feels very much like a Beta and that seems like it's by design. They've made a lot of tweaks to the Halo formula and it's impossible to know how the community will react, or how it will really play out in the wild, without giving the public the chance to play it. The last Weekly Update alone listed more changes and fixes to the game than I remember Halo 3 seeing between Beta and ship. And we haven't hit the halfway mark yet. I agree that there seem to be a lot of small problems that add up to an unsatisfactory feeling. But I'm taking heart in the fact that, at least for me, nothing is flat out broken. Everything that I dislike could be changed with some simple tweaks and not an overhaul.
Good point.

I still hold out hope for Generator Defense.
 
Do vehicles now have their own health instead of being based on the shields of the Spartans? It definitely feels like that now.
 
Bungie said:
Soon after launch, the always polite Netizens from around the globe made their way into our feedback forum to kindly remark on their initial experiences and realistic expectations. At first, it was quite difficult for us to fish out any criticisms amidst the Sea of Encouraging Compliments, but we rolled up our pant legs, waded deep into the heartwarming swell of kind words, and finally found some stuff that we we've already addressed or were already planning on addressing for the retail release.

:lol

http://www.bungie.net/news/content.aspx?type=topnews&link=BWU_050710
 
Schmitty said:
Do vehicles now have their own health instead of being based on the shields of the Spartans? It definitely feels like that now.

Yeah, I think so. It leads to a lot of random deaths. I'd prefer it was the old health system or some sort of health bar for the vehicle.
 
I definitely have a love/hate thing going on with Reach at the moment. There are times when the gameplay seems fantastic, and then I end up with situations that make me want to throw my controller through my TV. And then throw the TV through the window. And then set the shattered remains on fire.

The jump height is something that definitely needs increasing for Spartans. Trying to jump up the steps to get in to the locker room on Powerhouse is just painful.


And the spawns still suck.

Slayer Pro:
Spawn 1: right by a guy with the Gravity Hammer, swiftly turned in to red paste.
Spawn 2: right out in the open where I lose half my shield bar before I can even move. I am quickly finished off.
Spawn 3: right by the guy with a Rocket Launcher. He is happy to see me, and gives me an explosive present. Time for yet another respawn.


For the most part, I think the fundamentals of Reach are solid. It's just that there are quite a lot of aspects of the gameplay that are frustrating, but they've solvable via tweaks.


Edit: and I still think the rating system knocking 4% off when you lose is stupid. "Hey, you did really well, helped your teammates a lot, and got a lot of kills and died very little. But because your teammates were shit and lost the game, you're not as good a player so lower rating for you!"
 
Letters said:
Seriously, look at the people whining about the complainers, how embarrassing.

There's a direct line straight to the developer here and instead of providing constructive criticism, plenty of people go with hyperbole and mudslinging (yeah, Internet). I'm not whining, just lamenting the lost opportunity.

We know full well that there are things that aren't ready for prime time. It might be surprising, but those are the things we're most interested in testing and getting feedback about. We'd love it if you'd participate in that sweet circle of love and mutual respect. Bitch.
 
GhaleonEB said:
Thing is, what really makes this game different from the rest of the series are not the top level changes. The most dramatic change was the addition of Armor Abilities and Load Outs, and even they feel like an evolution of Halo 3's Equipment. You can build a very Halo-feeling game with them. Ditto with with the targeting bloom. What Reach did was make changes to the foundation of Halo's gameplay that feel arbitrary. We're slower and jump much lower, and the melee system was overhauled after four games. Why? I've heard Bungie describe the changes, but not what they wanted to accomplish with them. I don't understand how significantly reduced mobility and that bizarre shield/melee system help the game at all. It's those kind of details that affect the experience much more than the big ticket changes, IMO.
Alright, I've been peeking in and out of this thread since the beta started, but this is my first post about the beta itself. I was really surprised at all the complaining I saw, and since a lot of people seem to agree with the changes you feel should be made, if you don't mind, could you list them for me? I'd like to take a crack at the "why".
 
The only complaint I have about Invasion at the moment is the elite spawns. They spawn way too far from the objectives. At least while the don't have vehicles. A lot of time is wasted just walking to the objective.

Just sayin'. Don't hate
 
Invasion is alright, but like most have said, if your a spartan, you have a crazy advantage
but i'll be playing more and more today, hooked on it for some reason :lol
 
Just a few thoughts in Invasion now I have played a bit more. I will preface this by saying that these issues might be sorted in the final version, so this is just a current beta thing.

1) The map is a little under-used. Spawning as Elite, I spotted a nice far spawn which lets you sneak to the base almost unhindered. After Bungie bigging up Boneyard, it seems that despite the map being big, its not really being used to its fullest.

2) Objectives should take longer to capture. The fun of Attack and Defence should be the tug of war that happens. The time limit is so short, you often just get tug. If playing the Battlefield games has taught me anything, its that if you prolong the capture, if feels more like a battle and that you achieve something by capturing/defending it. Maybe give the option for Spartans to retake it but at a slower rate. Once both drop, then move on.

3) Objective 1 has 2 possible objectives to capture, yet it only takes 1 to advance. Also, the Elites can slowly diminish the objective which means as long as they keep pushing, they will take the first one. For Invasion they really should have to take both objectives and then move forward. See Bad Company 2's M-Com placement, where 2 are placed fairly close in order to have a frontline advancing forward.

4) Objective 2 is by far the most stupid idea ever. A small area, out in the open is just begging for vast amounts of grenades thrown in there. There are a few buildings on the approach to this point, why not use them for a sub-objective? Again this is the BC2 stuff, where you have 2 objectives, so all does not utterly fail just by loosing 1.

5) Objective 3. Now I actually like this because if the Elites manage to get the core outside, it can be hell for the Spartans. The Elites can slowly shuffle it towards the extraction point if the Spartans don't kill most of the team together.

Vehicles seem to be utterly under-used, mainly due to so many Anti Vehicle options out there. They either need to buff them or remove them. By the time the 3rd section starts and you hop into a vehicle, it can already be too late. Many times I have spawned by un-used tanks/warthogs because the wind up time for them is so long that you're better off just fighting on foot.

I actually think that they should have to extract the core to where they actually started.
A much longer run and extended the time limit. Again, this last bit either turns into a grenade spam/re-spawn fight.


*****


So Far I actually like Invasion, despite the odd annoyances like someone quitting in the third phase and it resets the entire match to the beginning. That was odd. :lol

I hope Forge has a massive options upgrade because it will lead to some of the best Invasion ideas.

Sorry for the wall o text. :D
 
urk said:
There's a direct line straight to the developer here and instead of providing constructive criticism, plenty of people go with hyperbole and mudslinging (yeah, Internet). I'm not whining, just lamenting the lost opportunity.

We know full well that there are things that aren't ready for prime time. It might be surprising, but those are the things we're most interested in testing and getting feedback about. We'd love it if you'd participate in that sweet circle of love and mutual respect. Bitch.
You hear that, HaloGAF? Urk is basically asking you to complain!
 
Complaints that I have with Invasion is that the first two objectives for Elites are the same task, just longer time intervals. I would like them to at least feel different but really they don't.

I also feel like the Elites should get slightly better loadouts and vehicles then the Spartans. Pretty much I don't think the Spartans should have a Scorpion because they are also being given both rockets and laser in their final spawn location. As the Spartans I never felt like I was back on my heals because the weaponry is better.

I think the Elites should have weapon advantages over the Spartans because they are supposed to be planning a attack mission on this UNSC location that you think they would have done some research on. They should be hitting it full force and have more than the Spartans due to hopefully some good intelligence.
 
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