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Halo: Reach Beta Thread

Church RvB said:
Jetpack - you can fly away from him.
Sprint - you can sprint away from him.
Camo- you can hide from him.

There, now its balanced.

When I have a jetpack and see a hammer dude, I start to try and fly away immediately, but unless he has not seen me or is quite a distance away, he'll be able to sprint --> jump + lunge and swat me out of the air before I get high enough.

If I have sprint, I'll be able to get away if he's far away, or if he hasn't seen me. If he's seen me and isn't too far away, then it's too late to turn and start sprinting.
And even if I manage to turn and start sprinting, he'll just pull out his other weapon and shot me in the back.

The camo is not helpful agains't a hammer dude, he's not gonna charge you unless he's already seen you. If he's seen you, then it's pointless to try and cloak.
And if you're cloaked and he hasn't seen you, he can see on the radar that there is a cloaked dude nearby, so he will obviously not be charging around blindy like a dumbass.

Sprinting with a hammer would be perfectly fine if you weren't able to attack with the hammer WHILE sprinting, as well as having a small delay before you can attack after you stop sprinting, giving the enemy you're charging the opportunity to get a melee attack in on you, before you can attack them.
That way people with sprint + hammer would be forced to be a bit more smart about how and when to charge with the hammer. Because right now a dude with sprint + hammer will just obliterate everyone in a 1v1.
 
Trickster said:
When I have a jetpack and see a hammer dude, I start to try and fly away immediately, but unless he has not seen me or is quite a distance away, he'll be able to sprint --> jump + lunge and swat me out of the air before I get high enough.

If I have sprint, I'll be able to get away if he's far away, or if he hasn't seen me. If he's seen me and isn't too far away, then it's too late to turn and start sprinting.
And even if I manage to turn and start sprinting, he'll just pull out his other weapon and shot me in the back.

The camo is not helpful agains't a hammer dude, he's not gonna charge you unless he's already seen you. If he's seen you, then it's pointless to try and cloak.
And if you're cloaked and he hasn't seen you, he can see on the radar that there is a cloaked dude nearby, so he will obviously not be charging around blindy like a dumbass.

Sprinting with a hammer would be perfectly fine if you weren't able to attack with the hammer WHILE sprinting, as well as having a small delay before you can attack after you stop sprinting, giving the enemy you're charging the opportunity to get a melee attack in on you, before you can attack them.
That way people with sprint + hammer would be forced to be a bit more smart about how and when to charge with the hammer. Because right now a dude with sprint + hammer will just obliterate everyone in a 1v1.
There is a delay out of sprint when you have hammer and when you can attack.
 
dslgunstar said:
Hey, anybody that scores what they consider perfect or impressive DMR kills, please post them so I can try and see what the hell Im doing wrong.

I dont see how I can vary so wildly from 4-shots to 20-shots within the span of a single game.

Links to youtube vids are fine too.

Thanks. :(

This was my highest rated Arena game to date. Plenty of DMR footage in there. (not rendered)
 
bobs99 ... said:
Dani, out of interest what playlist are you playing?

Today, most Grab Bag with two Arena games.

Kapura said:
You get that film to show dax?

What game, the one from the screenshots? I saved that for my own amusement, stupidly fun game.

Started off typically one sided when two of my team mates quit right off the bat. The enemy team quickly grabbed whatever power weapons and positions they wanted. However most players still aren't comfortable with Elites and the evade ability so I put it to good use rolling around like a maniac.

My remaining team mate wasn't particularly good, in fact he/she was terrible. Matchmaking doesn't always give you the best match ups. So I decided to stick by the person and constantly return to the place where he/she died as the enemy team quickly picked up on the person's lack of skill and tended to try hunt him/her down in groups.

I made it my business to get them each time they ambushed my team mate. Sometimes I failed spectacularly, spazzing around and getting killed by multiple enemies but overall they weren't expecting me to push into them when they had the strength in numbers and it was a common sight during the game to see me taking them on three against one.

Elites can cover a lot of ground quickly by using two rolls in succession and for the entire game I was keeping my eye on the Ability cool-down icon as much as the radar.

Rolling in, using melee, chucking a stucky grenade and rolling the heck out worked well for most of the time. I was lucky enough to spot the sword guy and keep control of the sword, a perfect tool for helping to cover precious ground with the lunge and slicing multiple opponents in a row.

Covie Slayer, and I've said this before, feels like Halo 3 in terms of movement and jumping. It feels much more familiar to me with my hours of Halo 3 behind me. Evade is just fun. It so useful.

Little things like chucking a grenade whilst stilling being able to charge the Plasma Pistol and holding the PP charge during Evade so it quickly the charge fills up again without any extra thinking really helps.

I'm also head over heels with the Needle Rifle. Easily my favourite new death toy. The exploding pink mist brings a tear of joy to any Needler fan - supercombining has never been this much fun.
 
BladedExpert said:
This was my highest rated Arena game to date. Plenty of DMR footage in there. (not rendered)

Thanks, but I dont have Bungie Pro. Maybe somebody nice will render it.

Maybe I'll shoot you a message on Live and you can show me live and [kinda] in person. :D
 
Major Williams said:
There is a delay out of sprint when you have hammer and when you can attack.
There is not a delay. Every time you stop sprinting, you have to pause to take the hammer out. However, you can swing directly from a full sprint as long as you don't stop first. See: 1:49, 1:55 and 2:20 of this video.

I'm guessing it's something that will be fixed for fall, as the saying goes.
 
Shake Appeal said:
The hammer should not be in Halo: Reach outside of Grifball, Juggernaut, and other 'party' games.
I very much agree.

But I think it's in every PH game in the beta just for testing purposes, just like the plasma launcher on SB, and won't be there for every gametype in the final game. They both seem very overpowered and out of place.
 
Letters said:
I very much agree.

But I think it's in every PH game in the beta just for testing purposes, just like the plasma launcher on SB, and won't be there for every gametype in the final game. They both seem very overpowered and out of place.

I rarely pick up the plasma launcher. I did last night to stop the other team from picking it up. The weapon just feels so cheap to use I started to feel bad just tagging people with it. This is one weapon I wouldn't mind getting nerfed a little for retail.
 
GhaleonEB said:
There is not a delay. Every time you stop sprinting, you have to pause to take the hammer out. However, you can swing directly from a full sprint as long as you don't stop first. See: 1:49, 1:55 and 2:20 of this video.

I'm guessing it's something that will be fixed for fall, as the saying goes.
Wow, that literally didn't happen for me once when I used it with sprint. Every time I'd run up to a guy there was a delay and I was mashing the trigger. That was a primary reason I stopped using it in the first place outside of Covy slayer.
 
Letters said:
I very much agree.

But I think it's in every PH game in the beta just for testing purposes, just like the plasma launcher on SB, and won't be there for every gametype in the final game. They both seem very overpowered and out of place.
I've heard Bungie talk repeatedly about getting rid of redundant items in the sandbox.

The hammer and the spartan laser are redundant. Worse, they're overpowered in their roles, and far too easy to use.

At some stage I will try to explain at length why I think they should be gone.
 
Shake Appeal said:
I've heard Bungie talk repeatedly about getting rid of redundant items in the sandbox.

The hammer and the spartan laser are redundant. Worse, they're overpowered in their roles, and far too easy to use.

At some stage I will try to explain at length why I think they should be gone.

Tough beans. They're fun weapons and the game is more fun and varied because of them. I wouldn't mind if they were tweaked or reduced in power somewhat, but to rip them out of the game wholesale makes no sense.
 
Shake Appeal said:
I've heard Bungie talk repeatedly about getting rid of redundant items in the sandbox.

The hammer and the spartan laser are redundant. Worse, they're overpowered in their roles, and far too easy to use.

At some stage I will try to explain at length why I think they should be gone.
Agreed.
 
Major Williams said:
Wow, that literally didn't happen for me once when I used it with sprint. Every time I'd run up to a guy there was a delay and I was mashing the trigger. That was a primary reason I stopped using it in the first place outside of Covy slayer.

Shouldn't have happened. I had an extermination during a stockpile match thanks to Sprint + Hammer in about 3 seconds. Pretty great. Reminded me of Red Faction Guerrilla.
 
Net_Wrecker said:
Shouldn't have happened. I had an extermination during a stockpile match thanks to Sprint + Hammer in about 3 seconds. Pretty great. Reminded me of Red Faction Guerrilla.

oh man, if only the community had stayed attracted to that... fun as chit.

oh and I too love the hammer but am not a Pro nor a spammer... but it sure is fun in the middle of a flag battle, not so much if people are using it to just hunt you down though
 
Reticule bloom works perfectly on every weapon by the DMR.

Either make it a four-shot weapon or make the reticule bloom recover faster. Right now, it takes too long to score a kill.

I seriously have no problem with any other weapon, save maybe the pistol which could use even more reticule bloom per shot, cause in close there's not enough consequence for spamming the trigger...you're still gonna hit every shot.
 
So, maybe someone can explain this to me.

Last night I was playing Invasion, as an Elite. I run up the left side stairs, and a Spartan tosses a plasma grenade at me. The instant it touches me, it explodes. It doesn't whistle until well after it's exploded. I check the film after the game, and there is NO other explosions or anything to make this thing go off. He throws it, it touches me, I explode. What the hell?
 
Dani said:
Today, most Grab Bag with two Arena games.

I'm also head over heels with the Needle Rifle. Easily my favourite new death toy. The exploding pink mist brings a tear of joy to any Needler fan - supercombining has never been this much fun.

Ah, I may switch back to Grab Bag I havent touched it much for a while - I find invasion to be a lot of fun as far as mindless killing goes though (when your a Spartan). As for the Needle Rifle apparently you can hold down the trigger and it almost acts like a Needler? Can anyone confirm this?

Dslgunstar it may be an idea to practise with the Needle Rifle before trying the DMR, its a lot more forgiving. I guess it also depends on how good your BR was from Halo 3? Anyone that struggled with that will probably find the DMR really hard.

I played some Halo 3 today, and the lack of feedback with the BR shocked me, maybe it was just the laggy games, or maybe im just more used to Reach now, but I find the DMR more comfortable to use. Im still not a fan of the low RoF (when taking into account for bloom), but I actually really like the thing.


dslgunstar said:
Reticule bloom works perfectly on every weapon by the DMR.

Either make it a four-shot weapon or make the reticule bloom recover faster. Right now, it takes too long to score a kill.

I seriously have no problem with any other weapon, save maybe the pistol which could use even more reticule bloom per shot, cause in close there's not enough consequence for spamming the trigger...you're still gonna hit every shot.

Fully agree! I also think the crouching to negate bloom mechanic should be gone.
 
Ajemsuhgao said:
So, maybe someone can explain this to me.

Last night I was playing Invasion, as an Elite. I run up the left side stairs, and a Spartan tosses a plasma grenade at me. The instant it touches me, it explodes. It doesn't whistle until well after it's exploded. I check the film after the game, and there is NO other explosions or anything to make this thing go off. He throws it, it touches me, I explode. What the hell?

Shitty netcode.
 
soldat7 said:
Tough beans. They're fun weapons and the game is more fun and varied because of them. I wouldn't mind if they were tweaked or reduced in power somewhat, but to rip them out of the game wholesale makes no sense.
It's fun getting rushed by a guy with sprint holding the hammer? :lol
 
bobs99 ... said:
Ah, I may switch back to Grab Bag I havent touched it much for a while - I find invasion to be a lot of fun as far as mindless killing goes though (when your a Spartan). As for the Needle Rifle apparently you can hold down the trigger and it almost acts like a Needler? Can anyone confirm this?

Dslgunstar it may be an idea to practise with the Needle Rifle before trying the DMR, its a lot more forgiving. I guess it also depends on how good your BR was from Halo 3? Anyone that struggled with that will probably find the DMR really hard.

I played some Halo 3 today, and the lack of feedback with the BR shocked me, maybe it was just the laggy games, or maybe im just more used to Reach now, but I find the DMR more comfortable to use. Im still not a fan of the low RoF (when taking into account for bloom), but I actually really like the thing.

No, I was a demon with the BR. I could 'feel' every shot, like I had a sixth sense for my enemy's exact health, exactly where each shot was when it was travelling through the air, how many shots out of each burst found their mark.

I dont feel that with the DMR. Im always surprised by the outcome of DMR battles. Regardless of what I do, I never actually feel in control of my destiny.
 
+1 Reticule bloom

Probably the best addition, taking someone out by methodical, timed shots while receiving a hail of damage is so rewarding. There's nothing quite like it.

I love change though.
 
AwesomeSyrup said:
It's fun getting rushed by a guy with sprint holding the hammer? :lol

The hammer is a bit overpowered, but it's not because of sprint. Sprint combined with any close-range weapon is a good, some would say cheap, combo.
 
dslgunstar said:
No, I was a demon with the BR. I could 'feel' every shot, like I had a sixth sense for my enemy's exact health, exactly where each shot was when it was travelling through the air, how many shots out of each burst found their mark.

I dont feel that with the DMR. Im always surprised by the outcome of DMR battles. Regardless of what I do, I never actually feel in control of my destiny.

I think the sixth sense comes more from how you see shields flicker and less from the gun itself if that makes sense? It also helps that the BR had tracers, If the DMR shots have a visual trail I cant seem em. I still cant really tell if a enemy is half shields or whatever when I first see him, they need to add that 'glow' effect back in from Halo 3, weaker enemies seemed to shimmer, then when theyre shields where gone they had cackles of light aroung them. Reach only has the glimmer, and only for no shield enemies.

Hopefully this is something they can easily fix, im still not a fan of the time to kill though, even the BR would feel very unsatisfying to use if it took as long, thats a whole different issue though.
 
Prine said:
+1 Reticule bloom

Probably the best addition, taking someone out by methodical, timed shots while receiving a hail of damage is so rewarding. There's nothing quite like it.

I love change though.

Yeah, and then his buddy finished you off in your weakened state. Were you allowed to shoot as fast as you want, and let your motor skills account for the decreasing accuracy, you could have retained more shields and possibly fought off both.

Reticule bloom isnt a great feature, but I understand why its there. I keeps each weapon within its niche. But the bloom recovery on the DMR is laughably slow. Either make each shot do more damage, or make the recovery faster.


Nutter said:
There are problems with Reach, but netcode is not one of them.

Grenades appearing out of thin-air midway through my throwing arc a second-and-a-half after I throw says different.

Landing a headshot and watching the blood spurt a half-a-second later says different too.
 
Oozer3993 said:
Absolute complete opposite here. An infuriating day. This game is nothing but frustration.

Agree, I played about a dozen invasion battles & every time I'm on the Elite side.
& guess the number of times my team won in those 12 times?
ZERO!

Way unbalanced.
 
dslgunstar said:
Shitty netcode.

My wife can stream Netflix and I can play Reach at the same time on this:

8zpqtf.png


I couldn't play Halo 3 under these conditions.
 
soldat7 said:
My wife can stream Netflix and I can play Reach at the same time on this:

8zpqtf.png


I couldn't play Halo 3 under these conditions.
You can play Reach sure.. but you still have a shitty ass connection, and its still causing others to most likely experience lag/latency issues. But Reach does a very good job at masking lag/latency, with that said though over all the Net Code in Reach beats the ever living shit out of the Net Code in 3. I am sure many many many people playing Reach have connections like you, yet FAT PIPE people do not get host. So many games where people quit and they have host. Amazing how they get host over me.
 
dslgunstar said:
Yeah, and then his buddy finished you off in your weakened state. Were you allowed to shoot as fast as you want, and let your motor skills account for the decreasing accuracy, you could have retained more shields and possibly fought off both.

Reticule bloom isnt a great feature, but I understand why its there. I keeps each weapon within its niche. But the bloom recovery on the DMR is laughably slow. Either make each shot do more damage, or make the recovery faster.

You've got it backwards, bloom/degredation expands the role of the weapon, the concept is what allows a pistol that can work magic at midrange, and stop a sword rush in close. If the pistol had a fixed accuracy it would either have to have a slower base ROF to be only good for midrange, or a terrible base accuracy to make it a CQB weapon.

The DMR is similar, it's short-mid usability comes from being able to spam the trigger, and long range from being able by being able to pace the shots.

So that part is Good. Despite all the talk of pushing weapons into specific roles, I find the weapon set far more flexible in Reach than in any other Halo. Up above, Prine also mentions another big reason I like Bloom in the game, that tension between fighting with my head and fighting with instinct.

Here's what's wrong though,

DMR reticle is unbelievably horrible. The DMR accuracy actually degrades way less than you would think; zoomed in, at midrange, full bloom, it's more accurate than H3 BR spread. But the reticle is still this huge circle. Even when bloomed out, the reticle needs something so you know the rough area where shots are landing.

And beyond that, you can't even see the inner ring, do some magic candland. :D

There's not nearly enough feedback about WHERE your shots are hitting on both the DMR or the pistol. The AR does this surprisingly well, it sparks, and there's a distinct shield ping. With the DMR and pistol, there's no tracer, a really tiny spark on the wall, and a hard to see animation ping if you tag the head. The Pistol's massive standard recoil exacerbates this issue. This feedback is not nearly sufficient for fine tuning the aim on the weapon.

The problem with Bloom In reach, is that it actually feels way more random than it actually is, which is why we sit and argue about those pistol montages.

Grenades appearing out of thin-air midway through my throwing arc a second-and-a-half after I throw says different.

Landing a headshot and watching the blood spurt a half-a-second later says different too.

Perfect netcode is impossible, but in a hundred games I've had fewer lag related issues with this BETA than any full game I've ever played.
 
Man, playing Reach makes me feel so bad about myself sometimes. :lol Even though some of the gameplay changes do bother me, I understand the whole package enough to know that most of my failures are coming from my end. I just can't be consistent with the timing for the Pistol and DMR.
 
dslgunstar said:
Grenades appearing out of thin-air midway through my throwing arc a second-and-a-half after I throw says different.

Landing a headshot and watching the blood spurt a half-a-second later says different too.
Seriously, they should have had a Beta before releasing this sh......oh wait. :p
 
MMaRsu said:
We should hook up ingame!

Mind you my games range from absolutely horrible to stellar. The latter happening very rarely. :lol Although I'm still aiming for those 1600+ daily ratings. Anyway, send me a friend request and we'll play a few games soon. My gamertag is Jinjo NL.
 
Reach Matchmaking Update Now Live

  • Spartan vs Elites Slayer in Grab Bag
    [*]Fixed Douche Teammate Flag Steals in Stockpile
    [*]No DMR starts in Invasion

Maybe more, no official changelog yet.
 
Dani said:
Reach Matchmaking Update Now Live

  • Spartan vs Elites Slayer in Grab Bag
    [*]Fixed Douche Teammate Flag Steals in Stockpile
    [*]No DMR starts in Invasion

Maybe more, no official changelog yet.

THIS IS CRAZY TALK.

No marksmen loadout in invasion? WTF? All those people selecting marksmen were BONED once the elites got topside.
 
Dani said:
Reach Matchmaking Update Now Live

  • Spartan vs Elites Slayer in Grab Bag
    [*]Fixed Douche Teammate Flag Steals in Stockpile
    [*]No DMR starts in Invasion

Maybe more, no official changelog yet.

Got to say, Bungie are pretty awesome for updating the beta!
 
Dani said:
Reach Matchmaking Update Now Live

  • Spartan vs Elites Slayer in Grab Bag
    [*]Fixed Douche Teammate Flag Steals in Stockpile
    [*]No DMR starts in Invasion

Maybe more, no official changelog yet.
And here I thought I wouldn't get on again tonight....

Edit: From Fyrewulff over at HBO:
- Spartans vs Elites Slayer added to Grab Bag
- DMR Loadout removed for Spartans in Phase 1 Invasion
- Flag return radius increased
- Skull pick-up radius for Headhunter increased
- Same-team rescoring flags for Stockpile fixed
 
Dani said:
Reach Matchmaking Update Now Live

  • Spartan vs Elites Slayer in Grab Bag
    [*]Fixed Douche Teammate Flag Steals in Stockpile
    [*]No DMR starts in Invasion

Maybe more, no official changelog yet.
Comes as a welcome surprise. Hope they removed oddball on powerhouse (or AL in oddball) and moved the flag location for one flag on powerhouse.
 
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