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Halo: Reach Beta Thread

GhaleonEB said:
How will this affect my jump height?!
About as much as you'd expect. The thing people are finding hardest to adjust to is the increased reticle bloom, because your guns become so unwieldy at that size. But don't worry, they'll probably just slow down the player movement speed to compensate.
 
Willeth said:
They're all on that page no matter whether you've earned them or not. If you look, you've not progressed enough to get the first tier of Mobile Asset but it's still there.
Yeah, I'm already with you on that.

Willeth said:
There's seven in total: Assistant, Technician, Headshot, Multikill, Killing Spree, Sticky Grenadier, and Mobile Asset.
That's what I wanted to know, thanks. I was just wondering if there were others that anyone else had earned along with these.
 
Shake Appeal said:
About as much as you'd expect. The thing people are finding hardest to adjust to is the increased reticle bloom, because your guns become so unwieldy at that size. But don't worry, they'll probably just slow down the player movement speed to compensate.
I expected it to work like the tiny mushroom from Mario. It went against all my expectations and it's just not on. I was going to get this day one but now I know I can't run on water, I've cancelled my preorder. WTF Bungle?
 
Shake Appeal said:
About as much as you'd expect. The thing people are finding hardest to adjust to is the increased reticle bloom, because your guns become so unwieldy at that size. But don't worry, they'll probably just slow down the player movement speed to compensate.

Really? Bungie made a gun which shrinks Spartans but not theyre weapons? Stupid Bungle.

No really, thats cool, carry on laughing at all of us who find problems with these changes, I guess were all pretty stupid for not thinking the changes are awesome 'lol'.

P.s. Stupid Bungle - Banshee is overpowered, fix this shit:

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1083689
 
Spasm said:
Don't forget instant reorientation. If someone's locked down with their back to me, they shouldn't be able to pop out of it facing me. That shit is whack.
This is my main beef with AL.
 
Shake Appeal said:
About as much as you'd expect. The thing people are finding hardest to adjust to is the increased reticle bloom, because your guns become so unwieldy at that size. But don't worry, they'll probably just slow down the player movement speed to compensate.
On the plus side, good luck landing a headshot on my tiny sprinting noggin. The bloom would be larger than my whole body.
 
bobs99 ... said:
Really? Bungie made a gun which shrinks Spartans but not theyre weapons? Stupid Bungle.

No really, thats cool, carry on laughing at all of us who find problems with these changes, I guess were all pretty stupid for not thinking the changes are awesome 'lol'.

P.s. Stupid Bungle - Banshee is overpowered, fix this shit:

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1083689

Hold x to board dead fish.
 
electricpirate said:
Hold x to board dead fish.

I had a game yesterday where my teammate kept calling the Banshee the swooshing 'whale'. That made me laugh. I have actually had a weird glitch like the video though, where my Banshee got stuck upside down mid flip, presumably trapped by Hog wreckage.
 
Wait, other people besides me can't aim the shotgun? Woo! I thought I was just retarded (which is actually probably still the case).
 
vhfive said:
just popping in to say that I hate sword block.

Yup, I don't even use the sword that much but I still don't like the ability to block it with your arm, it needs to be eradicated for the final game, it has no place in Reach.
 
Willeth said:
I don't think it's a problem; it's been rebalanced. It's still a great CQ weapon, it just plays slightly differently (I think for the better).

Agree 100%. I find the shotgun incredibly effective but not as godly as it used to be. I'm not sure what it is, but I find it more difficult to get 1 shot kills with it now, whether that be due to shorter range, or possibly a tighter bullet spread - I'm not sure, but it certainly feels more fair now... and not a rape all CQC weapon... the sword actually has a shot at taking a shotty user down now.

Also some thoughts about the game since my last post.

The DMR is godly. I'm +116 with it in Arena - it's amazing in everyway - and I think any modifications to it are going to seriously throw out its balance (4sk, bloom adjustment etc). At the moment, it's a perfect mid/long range weapon - and can still be a reliable short/mid range weapon if you can hit all your shots fast enough.

Pistol I find a little lackluster - but only because I'm fairly bad with it. I find the AR more useful close-range, and frequently swap the pistol for a Nerfle/DMR whenever I get a chance. That being said - I think that's the way it should be. A reliable mid range backup for the AR - but not a tool of destruction unless you are excellent with it.

Assault Rifle is pretty much exactly how I want it to be - however I think it feels a little underpowered now due to the over-powered nature of the grenades. There's no real benefit in blasting a whole AR clip into someone for a kill, or going for the melee if you can toss a mini-nuke in their general direction and get the kill, while taking less damage as you run away.

The needler is perfect, Rocket Launcher is perfect, Pro-pipe is awesome - though hard to use, focus rifle is just right - while it has a lot of ammo, you have to be good with it to get a kill with each burst. Sniper feels good, PP is fine, not a big fan of the plasma launcher - definitely needs to tone down the homing and lock on effectiveness. Also, needle rifle is fine. It has waaay less bloom, allowing for more rapid shots - and it just as effective as a DMR if you're fast enough.

Movement speed, jump height, and AA's I'm all fine with. Jetpackers are annoying - but hand me plenty of DMR kills, Armour Lock needs to lose the 1 second of invulnerability after they break AL. Sprint is fantastic, and combined with sprint-jumps allows you to move around the map without ever really having to wait, in a vulnerable position for the recharge. Active camo is shit at the moment. Outside of camping a corner/elevator etc with a power weapon, it's only use remains moving in the open mostly invisible. I think the radar jammer needs to change. It should be - if player A is within X range of player B (using camo) then radar is scrambled/jammed etc. As it stands, I can tell the general direction a camo user is coming from and jump him nearly everytime. To explain further, it should be how MW2 handles it. With no real indication of where the scrambler user is coming from - just that your whole radar is jammed when within X range of a player.

Finally, Invasion is awesome. While I can see the balance issues etc. It's fantastic and a lot of fun. I've won as elites once, spartans twice, and I find that a well-organised team (not helped by party splitting) of elites won't have too many issues. That being said, loadouts need to be looked at. There needs to be a 3rd loadout available in section 1 for elites - with no AA, but a Nerfle start. As it stands - 2 nerfles is not enough, and in no way allows for any decent distraction/cover fire. Also, the active camo class is useless in section 1 (unless a change to the AA was implemented). Evade allows you to kill, escape, control, and leave territories far more effectively. Fact is, you can make your way up the stairs, kill a spartan or two, evade INTO a territory - stay for a few seconds, and then when grenades start flying at you, evade straight down the stairs while you get ready/spawn your team-mate for attempt # 2. While a repetitive exercise, an Active camo user is seriously disadvantaged outside of a needler start.

Also, pic of my plasma grenade rape of a warthog. Absolutely love the theatre mode of Halo 3/Reach - it takes the game to a whole new level - allowing me to see detail like this, and effectively 'save' replays that I can view however I like. The fact that this hasn't become a standard across online games in general - tells me that Bungie is without doubt, the best console developer around at the moment. And despite my disappointment of them leaving the Halo franchise behind - I am seriously excited for whatever they come up with next - because I know it will shit all over the games in whatever genre they choose to rape next. Bravo.
 
urk said:
Armor Lock needs the following buffs:

If fired upon by a player using the Spartan Laser, Armor Lock should refract the blast directly back into the Laserer's stupid face.

Armor Lock should then immediately transport me to the Laserer's charred corpse, where I may proceed to humorously desecrate it by repeatedly raising and lowering my junk onto said Laserer's facial region.

Optional: In the above scenario, Armor Lock could/should append an additional 10 to 15 seconds to the Laserer's subsequent respawn window, whereby they will be forced to endure my protracted celebratory crouching while awash in a burning rage fueled by torment and agony.
Liz-ten to this man Bungalao if u want ur Comp-knee to survive.
 
Anyone know how to un-lodge a team camping the lift and surrounding area on Sword Base, all with camo and power weapons? We couldn't.

So, I've come to the conclusion that this game is very anti-Ghaleon. I really suck at it. I was average at Halo 3, but I'm simply a bad at Reach. The game is too hard for me.

Relative to Halo 3, the pistol and DMR have less aim assist, require more shots to kill, have greater recoil (did the BR even have recoil?), less ammo (the DMR has the same number of shots, but requires more for a kill, and the pistol especially) and the reticule bloom. The combination of these factors has simply put these weapons, and thus the core gameplay, beyond my skill level. I find them incredibly punishing weapons to try and use. I've played Reach for about 22 hours, and I still can't use the main weapons in the game; I find I'm playing with an increasing sense of helplessness.

Combined with the other issues I've ranted about, I simply can't come to grips with the way Reach plays. The game told me tonight that I've played enough to be rated against my peers in Arena, though I can't find that rating (Steel here I come!), which was a goal. But having hit it, I think I'm sitting the rest of the Beta out, though I'll do a few games of Generator Defense. I know a few of the big ticket issues are getting addressed before ship, but I hope there's a deeper reconsideration about the way the game plays along the way. If it's like this at ship, I don't see myself playing much MP. Thank goodness for Firefight.
 
Stripper13 said:
Armour Lock needs to lose the 1 second of invulnerability after they break AL.
I would take it a step further and make the shield power down before they break the fist-standing-up animation. It would give a slight edge to the other player, but not by much. And you should not be able to regen shields while in AL.

This is coming from someone who (ab)uses the Guard class exclusively.
 
GhaleonEB said:
Anyone know how to un-lodge a team camping the lift and surrounding area on Sword Base, all with camo and power weapons? We couldn't.

It's nearly impossible without dying several times. Best bet is is to get 1 person at the bottom of the elevator. Get him to toss grenades and move alot - a team camping the top area will watch the motion sensor and patrol the elevator heavily if there is someone moving under them. Get 1 person to go up the opposite side elevator and use a DMR/Nerfle and grenades to keep the hallway and elevator room pinned or at least distracted. Then remainder of your team to make their way up the ramp/stairs. I find jetpackers are usually best for this, as they can get themselves up onto the glass/transparent higher level where it is much easier to avoid grenades. Also, going into the service shaft (whatever it is) that lets you overlook the entire level - is also a good escape route if they all come out firing.

Obviously this requires a great deal of coordination - but if you're in a team of randoms or don't communicate - just watch where your team is going and do the opposite. You will not clear out the area by using the elevators or storming the stairs - you will just hand them kills.

That being said, I am no expert in dealing with it. I've seen it happen heaps of times, both on the team that is doing it, and against - and it's a serious balance issue. If they manage to get the sniper, shotty/sword and/or plasma launcher in that area - expect a large rift in scores for a portion of the match - until you can get rid of them. It's extremely difficult. I think the only way to really balance it - is to make the glass/window running alongside the lodge should be breakable or removed altogether. It would make it much easier to lay down suppressive fire and distract the campers while your team clears them out.

The alternative (and most unlikely) is to make the bridge and doors connecting the two top levels with the elevators align almost perfectly. As it is, it's far too easy for someone to get behind cover while someone is shooting from across the bridge - which is ridiculous given the limited access of the room.
 
GhaleonEB said:
Anyone know how to un-lodge a team camping the lift and surrounding area on Sword Base, all with camo and power weapons? We couldn't.

So, I've come to the conclusion that this game is very anti-Ghaleon. I really suck at it. I was average at Halo 3, but I'm simply a bad at Reach. The game is too hard for me.

Relative to Halo 3, the pistol and DMR have less aim assist, require more shots to kill, have greater recoil (did the BR even have recoil?), less ammo (the DMR has the same number of shots, but requires more for a kill, and the pistol especially) and the reticule bloom. The combination of these factors has simply put these weapons, and thus the core gameplay, beyond my skill level. I find them incredibly punishing weapons to try and use. I've played Reach for about 22 hours, and I still can't use the main weapons in the game; I find I'm playing with an increasing sense of helplessness.

Combined with the other issues I've ranted about, I simply can't come to grips with the way Reach plays.

I feel the same way sometimes. 90% of the time though - I find it is because I am placed with randoms versus a party. Seriously, most of the time I get stomped - is because I'm against a well organised team with a variety of AA (or all Jetpacking) that travel (more or less) in packs. Frankly, it's annoying - but it's definitely the way it should be. Also, and I know it's obvious - but abuse the grenades. They are not fun to use, or be on the receiving end of, but as Reach stands in it's current state - you have to use them consistently to maintain any sort of control over your K/D and performance.

derder said:
I would take it a step further and make the shield power down before they break the fist-standing-up animation. It would give a slight edge to the other player, but not by much. And you should not be able to regen shields while in AL.

This is coming from someone who (ab)uses the Guard class exclusively.

Yeah, I've been thinking about it for the last few days (it's definitely the most annoying and abusable AA at the moment). It's going to be difficult to balance it without breaking it. I would say that shields should not power down when an AL user breaks the animation... it would make it useless. However, if they do a full-charge (and thus EMP'g) it should EMP their own (and team-mates shields) also. This would mean teams of AL users would need to be more strategic with its use - as opposed to constant use. Also, you're absolutely right and I can't believe I didn't mention it in my initial post - there is no way an AL user should be able to recharge shields during the animation... it is the same as giving them a second life.

Edit: Also - there should be a limit to its use - in the sense that you should not be able to enter and insta-break AL multiple times in seconds. While incredibly useful, it's way too abusable. Give it a few seconds of cooldown - thus forcing the AL user to think about when to break (and thus being more careful about watching grenades etc) - instead of breaking with full shield, and then entering whenever trouble strikes again.
 
reach_covenanthulk.jpg


Covenant GIANT!
 
GhaleonEB said:
.
Relative to Halo 3, the pistol and DMR have less aim assist, require more shots to kill, have greater recoil (did the BR even have recoil?), less ammo (the DMR has the same number of shots, but requires more for a kill, and the pistol especially) and the reticule bloom. The combination of these factors has simply put these weapons, and thus the core gameplay, beyond my skill level. I find them incredibly punishing weapons to try and use. I've played Reach for about 22 hours, and I still can't use the main weapons in the game; I find I'm playing with an increasing sense of helplessness.

I considered myself average at Halo 3 and now playing Reach I'm pretty much the same, maybe slightly better. Maybe you just need a bit more practice?

Combined with the other issues I've ranted about, I simply can't come to grips with the way Reach plays. The game told me tonight that I've played enough to be rated against my peers in Arena, though I can't find that rating (Steel here I come!), which was a goal. But having hit it, I think I'm sitting the rest of the Beta out, though I'll do a few games of Generator Defense. I know a few of the big ticket issues are getting addressed before ship, but I hope there's a deeper reconsideration about the way the game plays along the way. If it's like this at ship, I don't see myself playing much MP. Thank goodness for Firefight.

and now you have come full circle.
 
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.
 
dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.
Have some faith, they are hard at work, ship will be better. Bungie themselves agree that the beta is not up to the standards they'd like, but they had to shove any semi-recent stable build out there in this timeframe to test the netcode one way or the other.
 
Letters said:
Have some faith, they are hard at work, ship will be better. Bungie themselves agree that the beta is not up to the standards they'd like, but they had to shove any semi-recent stable build out there in this timeframe to test the netcode one way or the other.

Whatever. I'm tired of spawning in the middle of groups of enemies, putting clips of ammo into someone only for them to kill me with a single grenade, meleeing someone only for 1% of their shields to absorb the entire blow, and generally just always feeling like every kill or death is a matter of luck instead of skill.

The better man leaves, the lesser man respawns? LMAO. The respawning man is decided by the flip of a coin.
 
CrazedArabMan said:
Yup, I don't even use the sword that much but I still don't like the ability to block it with your arm, it needs to be eradicated for the final game, it has no place in Reach.

Never tried it myself but does the block at least take out the shields of the person being attacked?

I think sword block is a great idea myself.
 
Dax01 said:
Edit - Speaking of weapons, I'm really starting to dislike the Focus Rifle. I think the reticule needs to be a bit smaller seeing as how it's really easy to aim in close range.

I hate weapons that kill me too.
 
dslgunstar said:
Whatever. I'm tired of spawning in the middle of groups of enemies, putting clips of ammo into someone only for them to kill me with a single grenade, meleeing someone only for 1% of their shields to absorb the entire blow, and generally just always feeling like every kill or death is a matter of luck instead of skill.

The better man leaves, the lesser man respawns? LMAO. The respawning man is decided by the flip of a coin.
I understand, I too feel cheated a lot when playing (in fact I didn't feel the desire to play a single match today), but nothing can be done for the beta build.

If it's frustrating you that much, don't be a masochist, just go back to Halo 3 (or tunnel halo 1 or 2) and wait for the final game.

soldat7 said:
I hate weapons that kill me too.
I hate how when someones shoots me with the focus rifle, it feels like the sun is giving me a golden shower, so I can't look in the direction I'm getting pissed from.
 
dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.

yeah, I have been critical but I already purchased. The bottomline is, in order to please the Halo 3 player things need changing.

1) Jump needs to be increased
2) Strafe speed needs to increase
3) DMR/Pistol should be 4 shot

The game just doesnt produce the same excitement as H3. A lot of people love H3 because of the unpredictable things that go on. Warthogs flying over your head and just wild shit going on. You cant get around on these maps, its to grounded. If you have sprint on this game feels a lot like COD because unless you have a jetpack, you cant get anywhere.

The rest of the stuff is all tweaking. I mean a warthog shouldnt be built like a tank, a stick should flip it or something.
 
dslgunstar said:
Whatever. I'm tired of spawning in the middle of groups of enemies, putting clips of ammo into someone only for them to kill me with a single grenade, meleeing someone only for 1% of their shields to absorb the entire blow, and generally just always feeling like every kill or death is a matter of luck instead of skill.

The better man leaves, the lesser man respawns? LMAO. The respawning man is decided by the flip of a coin.
38.gif
 
dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.

It's brilliant. WAY better than Halo 3.
 
Think I'm just about done with the Beta. Can only play the same things over and over again before wanting to pound nails through ya dick. ~35 hours, not bad for a time limited demo.

Random comments:

AAs. Holy hell they are all awesome. I've got no complaints or criticisms about anything. I don't even know how people can complain about AL. It is what it is. They are all fairly weak, but varied enough to alter your strategy.

Slayer Pro is miserable. I'm all for a variant without radar, but limiting the AAs to sprint is just not fun. Both PH and SB just work with better with all 4 AAs.

SWAT and Covie Slayer are also fairly boring. DMRs are way too precise to make a no-shields mode entertaining. Covie loses the AA choices and the sandbox, which ain't a good thing. More health and weaker guns? Just not nice.

All the weapons feel great and useful. Except the sword. Being able to block it just feels like too much. It's definitely one of the weaker power weapons now, I'd drop it for any other pw without hesitation.

SB is an exceptional objective map, really-really fun. Not quite as functional for Slayer. There's not enough map flow. Would definitely suggest limiting the ammo of power weapons on SB Slayer only, just so there's more churn and less camping. Also think it'd work more if the shotgun was opposite Sniper on bottom level.

PH is mostly fine, kinda easy to lockdown the flagroom... Tons of power weapons on the map, gets kinda crazy... No real complaints though. I even like that it's kinda tricky to jump into the showers from the pool. Stockpile is kinda boring on this map. Not easy at all to steal flags, it's got a real different feel from SB Stockpile.

Oh yea... Invasion... It's not good at the moment. Elites are really hard to win with evenly. Amazingly easy to lock down the core room. Map feels cramped for vehicles, which are all incredibly useless in actually getting the core out of the room. It's rather fun on Slayer though, which is almost never picked because of how the voting system works. When it fires on all cylinders, it's amazing. Definitely think the stairs in the final ascent should be reworked though.

Overall, really looking forward to Reach MP. As someone with no distinct love for the BR, five foot floaty jumps, or the AR, the game seems wildly improved.
 
CrazedArabMan said:
Yup, I don't even use the sword that much but I still don't like the ability to block it with your arm, it needs to be eradicated for the final game, it has no place in Reach.

First couple of times this happened to me I was full of rage then I got to be the one that deflected it and loved it forever.
 
GhaleonEB said:
I hope there's a deeper reconsideration about the way the game plays along the way. If it's like this at ship, I don't see myself playing much MP. Thank goodness for Firefight.

I hope not this is the best Halo has felt in a long time since the original Halo, I enjoyed Halo 3 but I love the way Reach feels and hope they don't change the feeling at all.
 
dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.

I especially disagree but I suspect Halo reach will be a fanatastic game especially how much I like it from the Beta but I like it alot better than Halo 2 which I think was crap and think it's as good as Halo 3 but just different, it's not perfect though and I look forward to how it will be at release.
 
AwesomeSyrup said:
You'll have to set the HaloReachSucks.domain soon before anybody else does. Invite those Halo CE folks over who created Halo2sucks.com to see if they're interested.

http://www.urbandictionary.com/define.php?term=Halo2sucks.com

Slayer Pro is miserable. I'm all for a variant without radar, but limiting the AAs to sprint is just not fun. Both PH and SB just work with better with all 4 AAs.
Slayer Pro would be great on better maps (and with a Pistol secondary). For Powerhouse, the primary weapon in that map is a Pistol, at least for me. Plus with so many power weapons scattered, it's better for a sidearm/ace of a weapon like a Pistol for a secondary weapon. Swordbase is best suited for Jetpacks, and modes with it. Sprint only, only DMR start, and on a map that's completely restricted without a jetpack? It's a bad design combination. Oddball sucks on both maps, also. Love Team King on Powerhouse.
 
Striker said:
You'll have to set the HaloReachSucks.domain soon before anybody else does. Invite those Halo CE folks over who created Halo2sucks.com to see if they're interested.

http://www.urbandictionary.com/define.php?term=Halo2sucks.com


Slayer Pro would be great on better maps (and with a Pistol secondary). For Powerhouse, the primary weapon in that map is a Pistol, at least for me. Plus with so many power weapons scattered, it's better for a sidearm/ace of a weapon like a Pistol for a secondary weapon. Swordbase is best suited for Jetpacks, and modes with it. Sprint only, only DMR start, and on a map that's completely restricted without a jetpack? It's a bad design combination. Oddball sucks on both maps, also. Love Team King on Powerhouse.
I didn't say Reach sucks. It's just nowhere near as good as Halo 3. Too much of the core gameplay has changed.
 
Striker said:
You'll have to set the HaloReachSucks.domain soon before anybody else does. Invite those Halo CE folks over who created Halo2sucks.com to see if they're interested.

http://www.urbandictionary.com/define.php?term=Halo2sucks.com


Slayer Pro would be great on better maps (and with a Pistol secondary). For Powerhouse, the primary weapon in that map is a Pistol, at least for me. Plus with so many power weapons scattered, it's better for a sidearm/ace of a weapon like a Pistol for a secondary weapon. Swordbase is best suited for Jetpacks, and modes with it. Sprint only, only DMR start, and on a map that's completely restricted without a jetpack? It's a bad design combination. Oddball sucks on both maps, also. Love Team King on Powerhouse.

The map is hardly restricted without a jetpack, jetpacks ruin every map they're on. Who needs to strategically take a part of the map when I can just fly up and rain grenades, ugh.
 
I think it was around this time that I stopped playing the Halo 3 beta on a daily basis. For Reach I don't see it stopping until I am forced to stop when the Beta ends.
 
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