.Striker said:I've been through Halo 1-3, plus ODST and Halo Wars. But I guess since I enjoyed the beta and liked most of its changes, I'm not a die-hard like Mr. Funky here. Continue your elitist attitude, it's awesome.
.Striker said:I've been through Halo 1-3, plus ODST and Halo Wars. But I guess since I enjoyed the beta and liked most of its changes, I'm not a die-hard like Mr. Funky here. Continue your elitist attitude, it's awesome.
Letters said:http://i49.tinypic.com/5aqmh5.jpg
(cellphone pic)
Rollercoaster ride for sure, but still sad to see it end. Can't wait for final product.
Striker said:I've been through Halo 1-3, plus ODST and Halo Wars. But I guess since I enjoyed the beta and liked most of its changes, I'm not a die-hard like Mr. Funky here. Continue your elitist attitude, it's awesome.
FunkyMunkey said:And elitist? Hardly. I just can't stand people who can't explain why something is good, in the face of a mountain of reasons of why it's not. As I stated, no one here, including yourself, can come up with good reasoning for bloom. There are other ways to keep the DMR and pistol from becoming godlike than this shitty and half-baked idea.
Nerf the damage. It's pretty simple.Mikasangelos said:and they are?
I find it so awesome that people like you know more about what makes something fun for me than I do.FunkyMunkey said:Continue to ignore all evidence as to why luck-based bloom does nothing but take away from the fun factor in this game :lol.
AwesomeSyrup said:Nerf the damage. It's pretty simple.
SIIIs were always touted as weaker, smaller, cheaper mass produced Spartans. Look at the Spike TV Cinimatic Trailer: Jorge is a Spartan II and is clearly the biggest of the bunch. I'm not sure what more you're looking for.Photolysis said:That's not really much of an answer. SIIIs had better augmentations, and at least in Reach, the same armour as SIIs.
In Ghosts of Onyx the main difference between the two is SIIIs have far less powerful armour, so obviously they would be weaker verses a SII counterpart in Mjollnir armour. The other major difference is some chemical which makes them more resistant to shock and traumatic injuries - it actually makes them tougher than SIIs (but at the expensive of losing the ability to think strategically, which would not really work for gameplay)!
So yeah, saying "They're SIIIs" doesn't cut it with regards to established continuity either.
Louis Wu said:I find it so awesome that people like you know more about what makes something fun for me than I do.
Thanks for being there, dude. Don't know what I'd do without you.
Demoncarnotaur said:And here is looking forward to everything that may be revealed at E3. I really hope we get a good taste of the campaign, firefight and forge.. But I would bet on them pacing the reveals. Still, this should be fun.
Mikasangelos said:and they are?
Demoncarnotaur said:Sad to see the beta go. its going to be awkward to go back to Halo 3. Hopefully I get some time to get some games in before its over.
And here is looking forward to everything that may be revealed at E3. I really hope we get a good taste of the campaign, firefight and forge.. But I would bet on them pacing the reveals. Still, this should be fun.
FunkyMunkey said:Continue to ignore all evidence as to why luck-based bloom does nothing but take away from the fun factor in this game :lol.
And elitist? Hardly. I just can't stand people who can't explain why something is good, in the face of a mountain of reasons of why it's not. As I stated, no one here, including yourself, can come up with good reasoning for bloom. There are other ways to keep the DMR and pistol from becoming godlike than this shitty and half-baked idea. I know it's a strange concept, but I actually prefer to use my head and the ability to objectively look at a situation before I take a side. If one side is based around 100% logic and the other is full of people who would still play this game if it completely turned into Unreal Tournament 2010, which do you think I'm going to listen to?
And it's hard to hear you with all that Bungie in your mouth.
bobs99 ... said:I think you need that beeping, if it was any later you would only realize you need to be careful a headshot away from death. I already find it pretty difficult to guage how much health I have at the moment.
It has caused me to prematurly bail out of a few situations earlier than I would have in Halo 3 though.
Mikasangelos said:and they are?
That's an awesome list. I agree with nearly everything on it.Nutter said:The Nutter Butter Reach Sheet
*
[Comment: People shoot 2 bullets and throw a grenade for a kill; vs. throw a grenade and go for head shot like the previous Halos]
I did not want a Halo 3.5, but I also did not want Halo: Shadowrun edition. I was unable to enjoy it at the same level as I have the previous Halos, even when we beat the opposing team 50 to 19, the game still makes you think you suck.
You're the one arguing opinions. I don't particularly care for bloom,FunkyMunkey said:You're arguing your opinion...
No matter what they come up with to make the game more accessible for nubs... skilled, more experienced players will always be more successful at it than non-skilled, new players.FunkyMunkey said:edit: I guess I'm just old-fashioned in the sense that I think a winner should be determined plainly by being outplayed and out-aimed... :lol.
I can't tell if this is a joke post or not.Striker said:Grenades on the map were god-awful for Halo 3 also. Not sure if people are forgetting that. I think the worst map for this is Construct, but maps like The Pit, Heretic, and Guardian can be this way often as well. Even Valhalla, at least in the middle, is scattered with leftover frags from dead bodies. I just hope they address this moreso than any changes to the power/radius of the current grenades in Halo Reach, because the amount of grenades is what's causing frustration, not the actual grenade themselves.
Limit their RoF or damage per shot and bump up the recoil (how much the reticule moves, not some expanding reticule of randomness). I think the damage should be reduced any more than it is right now but the bloom hurts my enjoyment of the game even if it allows me to occasionally drop an opponent with 5 quickly spammed shots.Mikasangelos said:and they are?
I think the streak had more to do with the skill level of my opponents than anything else. If I had played many of those kids in Halo 3 they would not have gotten a single kill on me. Only through taking advantage of ridiculously overpowered power weapons like the plasma launcher, rockets, focus rifle, and shotgun was a able to scrape by with a 1.75 K/D ratio and using armor lock to avoid the many things that allow terrible players kills over more skilled players melee and grenades (which are being fixed IIRC) and the instances where my pistol's bloom allowed some scrub to AR me to death.Spasm said:Lookit Eazy, I doubt he's ever gone 81 wins in a row in H3, without the weapon bloom that you claim takes the edge away from skilled players.
Dirtbag said:Are you being serious? You think the shield beeping from a well placed fart is a good decision?
Then just remove it all together if you think not being able to tell how much health you have is a bonus. At least there isn't this annoying chirping in my ear. Get it?bobs99 ... said:Yeah, essentially its HARD for me to keep track of my Health bar in Reach (why couldnt they just keep it a simple slider???), I like having that auditary cue to know when to bail out.
Then again I actually didnt mind it much in ODST either, and people HATED it in that, so im probably not the best person to judge. :lol
randomlyrossy said:Would anyone be kind enough to render this video of my buddy getting killed by a weapon drop-pod? :lol
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1434837
Cooking...randomlyrossy said:Anyone?
I have to say while watching some invasion saved films I was reminded how much I love the way the Warthog handles and moves in Reach. It's not especially different from before but there's just something about the way it moves across the terrain that feels really nice.
randomlyrossy said:Anyone?
I have to say while watching some invasion saved films I was reminded how much I love the way the Warthog handles and moves in Reach. It's not especially different from before but there's just something about the way it moves across the terrain that feels really nice.
FunkyMunkey said:You're arguing your opinion against reason/evidence and it baffles me. It makes it more fun for you? Great. I'm sure you enjoy blackjack, roulette, and other games based on luck, correct?
Dirtbag said:Then just remove it all together if you think not being able to tell how much health you have is a bonus. At least there isn't this annoying chirping in my ear. Get it?
INTERNET said:Blackjack and roulette have nothing to do with luck. The skilled player takes into account statistical averages to minimize the rate at which they are throwing their money away. Similarly, the bloom mechanic gives rise to an statistically optimal firing rate that depends on range. Learning this rate and effectively managing it based on individual situations moves the game away from simple twitch reflex, and towards a more cerebral ideal in which the skilled, thoughtful player is rewarded over the long term. I'll always take that trade-off; with your Vulcan-like "100% logic" you should too.
dslgunstar said:Brilliant.
It introduces an a good deal of pure chance into a gameplay element that had very little. So I have a 75% chance of coming out on top because I'm doing it the "right way" but I also have this 25% chance of losing out because the opponent got lucky. Yes, in matches where the skill gap is quite large the skilled player will win in the long run, but in competitive matches to much is decided on what they game chose to do with the player's bullet within some wide circle.INTERNET said:Blackjack and roulette have nothing to do with luck. The skilled player takes into account statistical averages to minimize the rate at which they are throwing their money away. Similarly, the bloom mechanic gives rise to an statistically optimal firing rate that depends on range. Learning this rate and effectively managing it based on individual situations moves the game away from simple twitch reflex, and towards a more cerebral ideal in which the skilled, thoughtful player is rewarded over the long term. I'll always take that trade-off; with your Vulcan-like "100% logic" you should too.
Not really. Spartan IIs are stronger, faster, and had far more extensive training than their SIII counterparts. SIIIs are a cheaper version of the Spartan IIs.Photolysis said:That's not really much of an answer. SIIIs had better augmentations, and at least in Reach, the same armour as SIIs.
In Ghosts of Onyx the main difference between the two is SIIIs have far less powerful armour, so obviously they would be weaker verses a SII counterpart in Mjollnir armour. The other major difference is some chemical which makes them more resistant to shock and traumatic injuries - it actually makes them tougher than SIIs (but at the expensive of losing the ability to think strategically, which would not really work for gameplay)!
So yeah, saying "They're SIIIs" doesn't cut it with regards to established continuity either.
The new vehicle health model is pretty lame. The system employed in Halo 2/3 was much better and it allowed the vehicle occupants to take damage separate from the vehicle. That's not the way it is in Reach.Nutter said:- Vehicles
What happened to the staple warthog controls/feel, why does it feel so different? Also the vehicles having their own separate health is a good thing, but at least let the player know with some visual indication that hey your vehicle is about to blow up, get out. Right now just scratching the banshee on some wall will lead to a suicide. Tank is way too powerful; perhaps a tone down for it is needed. The tank makes the wraith its bitch every time.
Trasher said:Comparing Reach to a card game? That's a new one.
Dax01 said:Also, I Bungie needs to increase the melee lunge back to Halo 2/3 levels. Melees no longer feel powerful nor satisfying anymore, and are quite annoying to use.
bobs99 ... said:If cant take into account and react to luck in Poker, then your a bad Poker player and as a side effect a bad Reach player. You have the Pistol, well I have my pocket aces, get out of here n00b.
HaloGaf is awesome, in the last few days we have gone from discussing whether reticule bloom is a new thing all the way to comparing it too card games. :lol
It warns you, that you have been hit with anything, not that you are in danger of dying. One shot, it beeps. It serves no purpose other then to induce a false sense of panic.bobs99 ... said:Wait what? Im so confused, I said I like it because it warns me when im about to die, the HuD doesnt do a good job of this, I dont think not being able to see your health is a bonus at all, its a horrible thing - seeing your health is VITAL.
We should note that after the Beta officially ends, our test team is planning on jumping into the live environment to simulate a host of horrible conditions in order to better prepare themselves for the retail launch. They'll be unceremoniously pulling plugs, pouring coffee into server banks, and pressing buttons that are clearly marked, "Do Not Press." If you're still playing the Beta after 10:00am tomorrow, you should expect to witness some strange and suspect stuff going down.
Stuff like:
* Unpredictable gameplay behavior!
* Long and unsuccessful Matchmaking times!
* Unceremonious disconnects from the Beta!
Dirtbag said:It warns you, that you have been hit with anything, not that you are in danger of dying. One shot, it beeps. It serves no purpose other then to induce a false sense of panic.
It should beep when you are in actual danger of dying/shield has been popped. This current system is almost as annoying as the ODST beep, minus the blood red screen.
Except if you are shot by just one bullet then you are already in danger of dying to one grenade. The beeping knows this! :lolDirtbag said:It warns you, that you have been hit with anything, not that you are in danger of dying. One shot, it beeps. It serves no purpose other then to induce a false sense of panic.
It should beep when you are in actual danger of dying/shield has been popped. This current system is almost as annoying as the ODST beep, minus the blood red screen.
Was going to say. It lets you know when you are about to be killed; beeping after one shot means the system is working.Trasher said:Except if you are shot by just one bullet then you are already in danger of dying to one grenade. The beeping knows this! :lol
Trasher said:Except if you are shot by just one bullet then you are already in danger of dying to one grenade. The beeping knows this! :lol