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Halo: Reach Beta Thread

Shake Appeal said:
But I do find watching saved films allows me to take a step back sometimes and see what I could have done to avoid death or score more kills in particular situations.
I need to do that more. The main problem for me is when I go in with randoms, I seem to get matched up against a full team and get dominated (those bastards can smell the weak one; it's uncanny). The problem there is obvious, but I don't always have a group of guys that I can hop in with. As I've mentioned before, Reach seems to really punish the player that goes it alone, especially if he's a fair to partly-crappy player.

bobs99 ... said:
Dont put your picture in unless you want to be part of a public gallery. :lol
1z63vd.jpg
 
Mr.Green said:
You melee'd em both? AFK most likely?
Yeah melee'd the one on our right first then used one of those finishing moves on the other one. In the pic it looks like I finished them both in one swift kick. Wished I zoomed in more. I've got quite the Bruce Lee pose after taking them down.:D
 
The only real complaint I have is grenades.

I understand grenades are an important part of what makes Halo HALO but the "spam" gets old.
 
Dax01 said:
That's an excuse, not a reason to keep it. Besides, I still receive damage even when I crouch.
That is a solution to your problem, Dax.

Crouching does work, if timed properly then you can take the fall from top sword base to the ground without hurting yourself. I personally wish the fall damage in Reach was less forgiving then it is. In Halo: CE you wouldn't get away with half of the shit you do in Reach...

Fall damage creates more of a gap between a skilled and a casual gamer, which in a competitive FPS is a good thing.
 
You know what sucks? Sticking a vehicle and watching it NOT blow up.

I finally stuck the banshee from sorta far away, so I was pretty excited to see it blow up.

It didn't.

"DID YOU SEE THAT?" I say to my friend.
"Yeah." He responds.
"BULLSHIT, MAN!"

Same as the Warthog. WHEN I STICK YOU, YOU FUCKING BLOW UP AIUSL:GMFSdklgnsm ;-;
 
Stabby McSter said:
You know what sucks? Sticking a vehicle and watching it NOT blow up.

I finally stuck the banshee from sorta far away, so I was pretty excited to see it blow up.

It didn't.

"DID YOU SEE THAT?" I say to my friend.
"Yeah." He responds.
"BULLSHIT, MAN!"

Same as the Warthog. WHEN I STICK YOU, YOU FUCKING BLOW UP AIUSL:GMFSdklgnsm ;-;

I understand the feeling but I'm not sure. Shouldn't vehicles be more resistant than players? It's not like sticking a plasma grenade to anything is a tour de force. Maybe if they were a rarity but it rains them.
 
Kapura said:
Use a jetpack or go around, then. It's there for a reason.
You're still providing an excuse, not a reason for fall damage to be in the game. I hate it when people use this kind of reasoning. What if I don't like X? "Then use Y!" Okay, I'm not going to have Y all the time when I encounter X, so that doesn't help me. How does removing fall damage prevent me from using the jetpack
Devin Olsen said:
That is a solution to your problem, Dax.

Crouching does work, if timed properly then you can take the fall from top sword base to the ground without hurting yourself. I personally wish the fall damage in Reach was less forgiving then it is. In Halo: CE you wouldn't get away with half of the shit you do in Reach...

Okay, that's on Swordbase. What about Boneyard or any other map? Again, you're giving me an excuse, not a reason for why fall damage should be there.

Fall damage creates more of a gap between a skilled and a casual gamer, which in a competitive FPS is a good thing.
It worked just fine in Halo 2 and 3. So me receiving some damage from falling makes me significantly better than I was in Halo 3? It doesn't make a huge difference in terms of how good you are at the game. Besides, a large portion of the Halo population doesn't play the game competitively most of the time, including me. I just want to have fun. You can keep fall damage for shit like Arena if you really think it makes a significant enough difference in a player's skill, but keep it out of social.
 
Mr.Green said:
I understand the feeling but I'm not sure. Shouldn't vehicles be more resistant than players? It's not like sticking a plasma grenade to anything is a tour de force. Maybe if they were a rarity but it rains them.

Isn't it already proven that certain parts of vehicles are more prone to damage? Just stick those parts? In BC2 tanks are weak at the back sides and treads and in the crease space between the main gun and the body... Bungie should get on the ball with this if they haven't already.

inb4imwrong
 
Invasion changes/issues

Issue: Irrelevant who captures a drop point in invasion Slayer as easy for other team to bum rush them once the point is capped. This is worse when the point is near the opposing spawn as you can quite easily be killed once its capped and then the other team is guaranteed to steal your goodies.

Possible Fix: Make a captured point act as a spawn for the team that capped it. That way whoever grabbed it is likely to get the goodies. Also makes the map flow more dynamic and keeps the action more intense around the capture points. Reduces the importance of the drop point proximity to spawn points.

Issue: In regular invasion, after round one, the covie weapons can easily be nicked by Spartans.

Possible Fix: Move the drops, or bung a wee energy shield over them like the spartan vehicle shop.

Issue: Vehicles get minced really really fast.

Possible Fix: Take out grenade launcher as a spawning weapon, put it in the weapon racks in Spartan base. Dont give every Elite a PP as back up.

Issue: Jump from the balcony outside refinery level 3 to the little porch thing next to the high conveyor on Spartan side is fiddly but perfectly possible as a Spartan.

Possible Fix: Either make it impossible without a jetpack or just easier to do. At the minute you can do it but its a fiddle and you often clip on the rim of the wall. Under fire, its easy to fall down and have to run back up the stairs.

Issue: Elites getting ruined at start of regular invasion on the left hand spawns.

Possible Fix: Morec over, or give Elites a spawn in the hovering phantom with a turret to lay down cover fire. Shouldnt be too OP as DMR fire will take them down over time but should give time to cross the fields of death. And its more fun than adding a few boxes in as well as being good team play.


Would also like to see some A & B labelling of objectives for easier callouts, and maybe a bit more chatter from commanders, possibly even linked to what is happening, so if a load of Elites die in a certai narea, the Elite General shouts out that the Vehicle Shop or wherever is a danger zone, or tells you to reinforce that area. That kind of thing would be really really cool and give it a bit more character than just being a fruity BTB.
 
I don't see the problem with the re-addition of fall damage, though I don't think I agree with it creating any sort of skill gap. It just creates a simple risk/reward scenario, 'I can take the quick way down to this point faster than any other route, but in doing so I'm going to have to risk a slight health handicap for a moment.'
 
Once again, fuck the buddy system in Invasion. 1/10 times am I actually able to spawn on them. At the very least recognize that I chose to spawn in location X and stop setting the default respawn to my buddy. Annoying shit is annoying.
 
I wonder if the reintroduction of fall damage was a way to balance the introduction of the Jetpack? Personally I like it. Its not too harsh and does discourage people from hurling themselves off the top of Swordbase if they don't know how to land correctly.

Kenak said:
Once again, fuck the buddy system in Invasion. 1/10 times am I actually able to spawn on them. At the very least recognize that I chose to spawn in location X and stop setting the default respawn to my buddy. Annoying shit is annoying.

I know what you mean. I know they don't want players spawning into danger etc but they could at least give me the choice to dive in. I had some games with a friend and I was waiting to spawn on him and 3 Spartans jumped him. I should be able to choose to dive in and attempt to save him. Not just watch him die and have my respawn delayed even more.
 
Kenak said:
Once again, fuck the buddy system in Invasion. 1/10 times am I actually able to spawn on them. At the very least recognize that I chose to spawn in location X and stop setting the default respawn to my buddy. Annoying shit is annoying.

They've already said there's a bug in the respawn timer. You should be able to quickly spawn in another point in the final version.
 
Got to agree with Dax here, fall damage seems a bit pointless considering no one ever seemed to have an issue with it in Halo 2 & 3.
 
Raide said:
I wonder if the reintroduction of fall damage was a way to balance the introduction of the Jetpack? Personally I like it. Its not too harsh and does discourage people from hurling themselves off the top of Swordbase if they don't know how to land correctly.



I know what you mean. I know they don't want players spawning into danger etc but they could at least give me the choice to dive in. I had some games with a friend and I was waiting to spawn on him and 3 Spartans jumped him. I should be able to choose to dive in and attempt to save him. Not just watch him die and have my respawn delayed even more.

I disagree, if you could spawn on your buddy at all times, 1v1's would never happen, you would be about to kill someone and "OH THERE HE IS", his buddy pops up.
 
Darkflight said:
Been privy to a few big parties recently (far more fun than randoms, unless Dax is firing grenades into your face :lol) - I sent you a FR - If I get in any tonight and you're on I'll send you an invite.
Why thank you sir. I've been known to shoot a few grenades into faces myself.
 
WJD said:
Got to agree with Dax here, fall damage seems a bit pointless considering no one ever seemed to have an issue with it in Halo 2 & 3.
Fall damage is fine by me, but I also don't really care if they take it out. My only issue is maybe make it only drop shields, so when my asshole battle buddy is flying around in a banshee I don't plummet to my death. Or make it so I can't respawn in midair. Either/or.
 
I like the fall damage in Reach. It's isn't drastic but prevents you from jumping off the top level of Swordbase and falling to the ground unscathed.

I think it makes Swordbase better and opens up the potential for more maps with catwalks, bridges, etc.

Part of the reason Tombstone sucked is cause if you went for Sniper and didn't make it, who cares, just fall down and run and hide. Especially with Sprint now. If you could just jump off everywhere and sprint away you could play as a huge pussy.
 
Has anyone experienced the glitch where everyone (including Elites) spawn with just an Assault Rifle and a Frag in Invasion Slayer?

However it fixes itself once Tier 2 is unlocked. I'll post the vid soon.
 
-Yeti said:
Has anyone experienced the glitch where eveyone (including Elites) spawn with just an Assault Rifle and a Frag in Invasion Slayer?

However it fixes itself once Tier 2 is unlocked. I'll post the vid soon.

Yes, and no AA in phase 1.
 
bobs99 ... said:
I disagree, if you could spawn on your buddy at all times, 1v1's would never happen, you would be about to kill someone and "OH THERE HE IS", his buddy pops up.
Bad Company 2 is bad sometimes for this, just about to kill a dude and his 3 buddies who just crashed their copter all spawn on him.
 
Mr.Green said:
I understand the feeling but I'm not sure. Shouldn't vehicles be more resistant than players? It's not like sticking a plasma grenade to anything is a tour de force. Maybe if they were a rarity but it rains them.
I've seen people blow up because they crashed the Banshee. That thing is weak as shit. :(

Warthog, maybe I could see not blow up. But the Banshee? :(
 
bobs99 ... said:
I disagree, if you could spawn on your buddy at all times, 1v1's would never happen, you would be about to kill someone and "OH THERE HE IS", his buddy pops up.

Currently you don't get many 1 on 1 fights as it is. Its usually 1 person grabbing the core, 6 people camping on the landing pad taking pot-shots at the other survivors. :lol

As long as my Team mate is alive, I should be able to spawn on him. It works in Battlefield and the squads are 4 players. Reach is only doing 2 man fireteams, so being able to spawn as and when you need to would speed up the pace a bit more. People are unhappy about combat being slower than previous games, so this could possible speed the action up a bit and give some of the Invasion matches a little more "back and forth."

Just my thoughts though.
 
Raide said:
I know what you mean. I know they don't want players spawning into danger etc but they could at least give me the choice to dive in. I had some games with a friend and I was waiting to spawn on him and 3 Spartans jumped him. I should be able to choose to dive in and attempt to save him. Not just watch him die and have my respawn delayed even more.
The main problem is that even when your buddy is alone, you still don't spawn right away. It takes a few seconds, and that's when he's by himself. If there is an enemy within a mile, you won't spawn. You will just be sitting there waiting, assuming it's "safe" (read: only one around within a mile), until you realize how pointless it is and just choose another location. And it seems if you're team mate is under fire from across the map, you still won't spawn.

This happens all the time. If it only happened a handful of times out of many, I would keep my mouth shut, but as I said earlier, it's something like 10% of the time does the partner system actually work out for me. Because of this, I completely neglect to choose to spawn on my team mate, and as such, it would be REALLY nice if the default was not on your partner when you choose away from him every damn time.

The only time I'm thankful for it is when I work my way to the enemy side, and as I'm creeping around a team mate comes in and gives me the support I need to do some damage. Otherwise besides that (as that rarely happens), I'd throw a party if it were taken out.
 
-Yeti said:
Has anyone experienced the glitch where everyone (including Elites) spawn with just an Assault Rifle and a Frag in Invasion Slayer?

However it fixes itself once Tier 2 is unlocked. I'll post the vid soon.
Huh. I thought it was supposed to be like that. My favorite is when on Invasion Slayer the weapons never drop and the tiers never advance so you're stuck with Assault Rifles and nothing else the whole game.
 
NJ Shlice said:
I like the fall damage in Reach. It's isn't drastic but prevents you from jumping off the top level of Swordbase and falling to the ground unscathed.
I can't think of any place in Swordbase that doesn't allow you to jump down onto a balcony or something, then jump down to the bottom unharmed. So why not just let me jump down from all the way up top to the bottom? I'm going to get down there, it's just that one aspect of the game prevents me from getting down there seconds later.

Fall damage is so minimal right now anyway that taking it out won't affect the game in any significant way. Right now it's just an annoyance that gets in the way sometimes.
 
Hugbot said:
Fall damage is fine by me, but I also don't really care if they take it out. My only issue is maybe make it only drop shields, so when my asshole battle buddy is flying around in a banshee I don't plummet to my death. Or make it so I can't respawn in midair. Either/or.
Yes, please.
 
Dax01 said:
I can't think of any place in Swordbase that doesn't allow you to jump down onto a balcony or something, then jump down to the bottom unharmed. So why not just let me jump down from all the way up top to the bottom? I'm going to get down there, it's just that one aspect of the game prevents me from getting down there seconds later.
Well that's it, isn't it? Instead of recklessly leaping from the top ledge, you can choose to work your way down and be intact. And besides that, the fall damage really isn't that much. Just enough to put you at a disadvantage.

Something I like doing on Boneyard is sitting on top of the human base as a Spartan (right behind the lifted fence panel to the left of the crane) and peppering Elites with DMR spam as they land from the top balcony, stunned.
 
XenoRaven said:
Huh. I thought it was supposed to be like that. My favorite is when on Invasion Slayer the weapons never drop and the tiers never advance so you're stuck with Assault Rifles and nothing else the whole game.

That's weird.

I also forgot to mention that you don't have access to any AA, and the Territories never drop weapons. (like you just mentioned)

When I played last night, it fixed itself once Tier 2 was unlocked.. which was a relief because I kinda thought it was supposed to be like that too. :P

EDIT: Would someone mind rendering this for me?

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1039829

It's like 5 seconds long.
 
Kenak said:
Well that's it, isn't it? Instead of recklessly leaping from the top ledge, you can choose to work your way down and be intact. And besides that, the fall damage really isn't that much. Just enough to put you at a disadvantage.
No, that's not it, because I get there in the same state as I would without fall damage, it just takes me mere seconds longer to get to that certain spot. So why not just allow me to get there without any harm?

And if fall damage isn't that much to begin with, why have it there in the first place? If it's not that much to begin with, it's not going to make any significant difference if it's taken out. If the fall damage isn't that much to begin with, it's not going to affect the outcome of any firefight to a significant degree. If you come across someone who's better than you, your barely-nicked shields are not going to prevent him from killing you.
Something I like doing on Boneyard is sitting on top of the human base as a Spartan (right behind the lifted fence panel to the left of the crane) and peppering Elites with DMR spam as they land from the top balcony, stunned.
I'm talking about the damage, not the stun.
divisionbyzorro said:
It seems to me that fall damage exists solely to balance jetpacks.
The stun would be good enough to balance out the jetpack.
 
Where can you view your (or anyone else's) Arena ranking/what league they're in, on Bungie.net?

Edit: nm I found it. The b eta itself told me I had been rated enough to be placed into a division, but it looks like it hasn't happened yet.
 
Dax01 said:
No, that's not it, because I get there in the same state as I would without fall damage, it just takes me mere seconds longer to get to that certain spot. So why not just allow me to get there without any harm?

And if fall damage isn't that much to begin with, why have it there in the first place? If it's not that much to begin with, it's not going to make any significant difference if it's taken out. If the fall damage isn't that much to begin with, it's not going to affect the outcome of any firefight to a significant degree. If you come across someone who's better than you, your barely-nicked shields are not going to prevent him from killing you.

I'm talking about the damage, not the stun.

The stun would be good enough to balance out the jetpack.
in this response, dax answers his own criticism.

If you have to reroute and lose a couple of seconds you have made a choice, and active,split second choices are key to halo.

For example team red is camping flag trying to return it. Do you jump in, take some damage and maybe break up the formation Long enough for reinforcements arrive, or take the balcony path, get a better angle, but possibly be too late.

Fall damage makes the gap between those two actions greater, making the decision more important, and that makes the game better.
 
electricpirate said:
Fall damage makes the gap between those two actions greater, making the decision more important, and that makes the game better.
+1
I'm good with the fall damage as it is, it does make the decision more important, more thoughtful and hopefully strategic play.
 
Some stuff one recent discussions:

Invasion Elite spawn camping:
How about activating the Phantom's turrents ans giving them a kill zone directly below the ships where the Elites spawn, kinda like snowbound's cannons

or

Have some super weapon zapper type thing that just insta kills enemies spawn camping under the phantoms, like a lightening bolt

or

Just because I think it would be fun, have the grav lift of the Phantom suck the offending spartans up into the ship and kill them.

Voting for gamess in lobby:
Only change I would make is to randomise the order the gametypes appear in the list.

Quitter bans:
Need to be backed up by an AFK banning system.

Melee:
Make it so one melee does not destroy shields completely, nearly but not completely so a couple of shots are also needed. Once shields are down then one kit kill with melee.

Jumping:

Dont change but change the geometry at troublesome places like the entrace to the shower block on powerhouse.

Also, Found a geometry bug I guess. Theres a section of pipes to climb on the right hand side of the elite spawn side of the map. You can climb up the pipes and then fall into a hole you can't get out of. Luckily I had a couple of nades to kill myself with but potentially without nades or a jetpack you could be stuck until the end of the game.

See here:

pipetrap1.jpg


pipetrap2.jpg


pipetrap3.jpg


P.S. Anyone got a spare code for a friend of mine? Thanks.
 
divisionbyzorro said:
Oh, and Bungie, can you disable assassinations when holding a flag? Please? It's only happened to me once, but accidentally assassinating instead of delivering a flag to the back of the head is super annoying. Yes - I obviously must have held the trigger down too long, but when the flag is an OHK already, why would I ever want to assassinate?
Maybe the final shipping game will enable alternative assassination animations when the IWHBYD skull is active.

I wonder what interesting manoeuvres they could perform with a flagpole?


 
Dax, if I'm understanding you, your argument basically boils down to "i dun liek fall damage." Your reasons and arguments are pretty bad. A comparable position would be "i dun liek rockets because they can kill me." For every point you have against fall damage, you can come up with a comparable argument for any gameplay mechanic in the game. Right now, it's just you bitching and it's getting old fast.
 
I finally got around to clipping out this hilarious moment from an Invasion Slayer match a few days ago. I am not very good at this game, but these guys...well, they take the cake. I think they must have been teamkilling with swords when I came across them. :lol Either way, there's a lot of fail going on here on all sides - but I came out alive, so...

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=954352

It's not worth anyone wasting their render minutes on it, but if you have the time to download it and watch it, it's worth some laughs. :lol
 
Dax01 said:
No, that's not it, because I get there in the same state as I would without fall damage, it just takes me mere seconds longer to get to that certain spot. So why not just allow me to get there without any harm?

When, in the middle of a battle, can you spare mere seconds?

The point is, if you're battling someone on the top level and you're walking backwards and just bail backwards into the abyss not knowing where you're gonna land, you will land flat on the bottom ground and be stunned. Without fall damage you could just jump off the top level like a freak everytime you get into a battle where your opponent has a shot ahead of you.
 
Devin Olsen said:
Fall damage creates more of a gap between a skilled and a casual gamer, which in a competitive FPS is a good thing.
I don't really see how. All it does is limit the ways you can move around the map.

That said, I don't mind the implimentation. It's light enough that it doesn't prevent me from heading to the bottom of Sword Base from the top, but since it's there, I learn the timing of the crouch to eliminate or mitigate the damage. (Which is a differentiator between good and bad players; you've got to get the timing right.)
 
NOKYARD said:
Maybe the final shipping game will enable alternative assassination animations when the IWHBYD skull is active.

I wonder what interesting manoeuvres they could perform with a flagpole?
"FLAG PLANTED, BITCH!"
 
Raide said:
I was wondering if you could Spitroast someone with the flag. :lol

You know, if the animation was cool enough, and I still had the flag in my hands afterwards, I might not mind so much. But as it is now, you drop the flag and do your normal assassination animation. Not cool.
 
GhaleonEB said:
I don't really see how. All it does is limit the ways you can move around the map.

That said, I don't mind the implimentation. It's light enough that it doesn't prevent me from heading to the bottom of Sword Base from the top, but since it's there, I learn the timing of the crouch to eliminate or mitigate the damage. (Which is a differentiator between good and bad players; you've got to get the timing right.)
Let me get this straight, learning to time a stick press (crouch) to mitigate fall damage is the sign of a skilled player - but knowing when, where and how you will receive the fall damage is not?

Dax01 said:
If the fall damage isn't that much to begin with, it's not going to affect the outcome of any firefight to a significant degree. If you come across someone who's better than you, your barely-nicked shields are not going to prevent him from killing you.
Whereas if he was an awful player, your barely nicked shields would prevent him from killing you? :lol
 
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