Miggytronz
Member
music made me lolDevin Olsen said:I haven't seen this posted here, though it probably was...
Mongoose in Reach
That is one huge grenade
music made me lolDevin Olsen said:I haven't seen this posted here, though it probably was...
Mongoose in Reach
That is one huge grenade
Schmitty said:How did they manage to mod the beta anyway?
Sean P. said:Are they still going to have larger than 8v8?
Devin Olsen said:I haven't seen this posted here, though it probably was...
Mongoose in Reach
That is one huge grenade
http://imgur.com/cK1St.jpg[IMG][/QUOTE]
Wasn't the mongoose found a few weeks back, middle of the beta? I know the warthog with rockets was.
Also they dropped the fog range or something? so much blue fog!
Diablohead said:Wasn't the mongoose found a few weeks back, middle of the beta? I know the warthog with rockets was.
Also they dropped the fog range or something? so much blue fog!
Reminds me of the control panel for one of these bad boys:BobTheFork said:It gives him extra control.
Schmitty said:By the way, what is the status on the HaloGAF montage?
There's a video that shows a lot of the Spartan and Elite permutations, and they look FANTASTIC. I looked like there was something very similar to the councilor helmet for the elites, which makes me very, very happy. I can't find the video right now, but I'll post it soonKuroyume said:Can someone post videos of the helmets and armor stuff that the modders posted? I've only seen a video of someone driving a forklift and using some new air vehicle that shoots a bunch of missles.
Also, are you guys really serious about that helmet piece? That is the BEST thing they've shown yet. Unlike 99% of the stuff in the beta I should be able to spot someone using that. I've wondered why the hell Bungie used resources for that stuff when the pieces and helmets were tame shit that didn't look all that different from each other. This thing actually seems noticeable. If the Security helmet returns (as it should) then I'm going to add one of these to it assuming I get a code, and it's possible.
Tashi0106 said:
Tashi0106 said:
electricpirate said:Read it through, and I surprisingly agree with a lot of their commentary about it; I'm probably the farthest thing from a "Pro"
I think they make good points also about some small tweaks to the weapons that would alleviate big issues (more rounds per magazine with the DMR/Pistol, and a faster bloom reset on both weapons to help speed up combat), but I think they miss the point of the pistol when saying that it doesn't stand up to a DMR at midrange.
electricpirate said:Read it through, and I surprisingly agree with a lot of their commentary about it; I'm probably the farthest thing from a "Pro"
I think they make good points also about some small tweaks to the weapons that would alleviate big issues (more rounds per magazine with the DMR/Pistol, and a faster bloom reset on both weapons to help speed up combat), but I think they miss the point of the pistol when saying that it doesn't stand up to a DMR at midrange.
Aye, the pistol/DMR argument can be settled pretty easily: understand that they are not intended to be equivalent. At long range, the DMR rules. Step closer, and the gap between them closes. At very close range, the pistol is the better. It's simply something that will take some time to get adjusted to.Dani said:I agree about the Pistol misconception - I think it's a major area that many players simply need to be informed about.
Looking over the general feedback from the Beta, there is some good constructive commentary on some of the issues. I'd like to point out EasyB here, when his posts aren't entirely lined with searing snark and rage. His well thought out and articulate arguments (best read in his lengthy summary) are of the highest calibre and there are many issues raised I agree with - even if I don't agree with all of them.
One major hurdle however that many other fans have and ones I have seen stem from the MLG crowds in particular is over weapon functionality in the Reach sandbox. Reach's sandbox is radically altered from Halo 2 and Halo 3, weapons generally have much more specificity defined roles which dictate their usefulness in certain situations. Gone are the days of Halo 2's dominating BR and Halo's 3 BR (slightly less dominating to an extent compared with Halo 2).
Reach's weapons are compartmentalised to a higher degree than any other Halo game. New weapons fit into this new designed with aplomb - the Focus Rifle, DMR and the Grenade Launcher are great prime examples, whilst the returning weapons have been altered in various ways to accommodate the new general direction of the sandbox.
This is why I think feedback arguing about why weapon A isn't as useful as weapon B isn't as relevant as arguments discussing why certain weapons need to be altered to be better suit their purpose or to maintain an equal role within the sandbox.
I think the campaign of Halo 2 introduced some redundancy that Reach is just now sanding off. So while there are similar classes of weapons, they are more diffentiated within that class.FourDoor said:I always thought that it has always been Bungie's intention that different weapons were meant for different situations and distances. The gap is that with the increasing popularity of MLG throughout the years, the use of a one go to weapon (BR) at all times gives off the impression that all other weapons need to be as versatile and overpowering as well. That led to the lack of use of other weapons (IMHO).
In Halo 2, the SMG was supposed to be the close to mid range weapon with dual wielding. In Halo 3, we had the AR where we returned to the golden tripod rule. In Reach, we now have the option of using the Pistol which resembles the BR with it's scope to use as a close to mid range weapon. No matter which way we look at it, the DMR will be our new king of all weaponsfor non AR start maps
+1, thanks for the heads up bud.Domino Theory said:Amazon just added Release Day Delivery to Halo: Reach.
I changed the shipping speed to that since I have Prime and it knocked my order down to $104 from $108. WOOHOO!
Thanks, just changed mine as well. I don't have Prime, but I experienced a similar drop in price from 1-day shipping. Weird.Domino Theory said:Amazon just added Release Day Delivery to Halo: Reach.
I changed the shipping speed to that since I have Prime and it knocked my order down to $104 from $108. WOOHOO!
Players were right - headshots were more difficult and unpredictable to land on an opponent and it wasn't by design nor was it due to reticule bloom.
This wasn't the design intention for the ability and it's been tweaked a bit now so it uses more energy per burst and someone who hits a locked opponent will no longer have their shields removed.
During the second week of the beta a science experiment was deployed to try and do a more focused test of this matchup. A base Spartan vs. Elite gametype was added for standard Slayer. And... the results were the same, Elites were winning about 60% of the time. The design intention is for Elite's to be powerful, different and awesome but not to the point where they constantly win the majority of the matches. There are some subtle tweaks being explored right now to try and better strike this balance.
Happy happy joy joy.Base movement speed and jump height were areas that many players were very vocal about. While the design intent is for the Spartan IIIs to move a bit slower and jump a bit lower than the Spartan IIs of Halo 3, the team has been testing some minor tweaks in response to beta feedback.
I just want to clear that little ledge by the water in Powerhouse and evade grenades a bit better.FourDoor said:I want my spartan to be just like Mike and be able to get some air whenever he jumps (without the aid of jetpacks).
GhaleonEB said:Happy happy joy joy.
IGN: Should players expect the maps and weapon pickup locations to remain largely unchanged, or did the beta reveal some things about the four maps that you feel need addressing?
Brian Jarrard: Players should expect all sorts of tweaks to the object and weapon layouts on the maps by the time the final game rolls around. For example, based on feedback and data from the beta, the flag positions for Powerhouse and Swordbase have been relocated, allowing a much better flow and capture opportunity for the attackers. In the beta both maps featured flags in closed off rooms that became quite difficult to breach when defenders gathered up some power weapons and Armor Lock. This also ends up making 1-Flag games on Swordbase play out a lot more interestingly than they did in the beta.
FourDoor said:I want my spartan to be just like Mike and be able to get some air whenever he jumps (without the aid of jetpacks).
I was in the vocal opposition of the flag placement on Sword Base, but after a few games I had to reassess my opinion. Still don't like the fact that it's in a room with only two entrances, but in just about every game I played the flag was pulled on SB. And it was way easier to pull on SB than on Powerhouse. I'm honestly at a loss on where they'd move it to that would be more open. The only spot I can think of is the red team Stockpile spot, but that's not really a 'base'.electricpirate said:Was I playing the same swordbase there? I'd say caps happened in about 65% of all rounds on sword base, where powerhouse was like 40%
Kuroyume said:Already ruining the game... How the hell is it difficult to get the flag out of Swordbase? I can agree with Powerhouse most of the time but Swordbase was ridiculously easy. It's practically out in the open.
Domino Theory said:Amazon just added Release Day Delivery to Halo: Reach.
I changed the shipping speed to that since I have Prime and it knocked my order down to $104 from $108. WOOHOO!
Gui_PT said:Really? When I as on Defense and had a team I could count on, the attacking team wouldn't even touch the flag
MGMT ftw.Mikasangelos said:music made me lol
Ajemsuhgao said:Any time I'd be on offense, my entire team would just sprint straight into the base and whoever got their first would grab it, the rest would lob grenades at the hallway the defenders would be coming out of.
Interesting read. I wonder if there will end up being a veto for "MLG" gametype in the arenaTashi0106 said:
A good team on defense wouldn't let the offense touch the flag. When I was with a GAF crew, it was almost comical.Kuroyume said:Already ruining the game... How the hell is it difficult to get the flag out of Swordbase? I can agree with Powerhouse most of the time but Swordbase was ridiculously easy. It's practically out in the open.
GhaleonEB said:A good team on defense wouldn't let the offense touch the flag. When I was with a GAF crew, it was almost comical.
That said, I had a very easy time pulling the flag out against randoms, especially at spawn. I always used Sprint, so I'd bolt forward and jump down immediately upon spawn. Most of the time, I'd be pulling the flag out before the other team even got around the corner. (On defense, I'd sprint around the corner and grenade/needle the first guys to the flag.)
Sketch said in the OXM interview that the flag location and cap points both moved, as did the team spawns (natually). I'm delighted; my main issue was limiting the base to two ways in.
BobTheFork said:It gives him extra control.
:lolI started out a complete loser until I bought my KontrolFreeks. Now I can't keep the women off of me. I don't know what it is but they walk in and see me playing, they know. This product also made my little area double in size. I'm sold.
I saw similar issues with both maps, though for different reasons. The bottom line though was the set ups didn't encourage the defenders to defend anything other than the flag itself. There was no reason to leave the flag room. All good CTF games make it dangerous to just hang around the flag - you have to spread the field and protect the routes into and toward the base; as you said, an offensive defense. On both Sword Base and Powerhouse, the flag area was the ideal place to be, as the attackers were disadvantaged when they approached the flag. So glad they're both getting reworked; I love one-sided objective games.bobs99 ... said:I enjoy the more free form 'defences' which actually involve almost going down the: 'The best defence is a good offence" reute, so I didnt actually ever try and defend the room itself, but once the enemies where in the room they only really had 1 chokepoint out, the Sniper spawn which I usually nabbed had a nice viewpoint of this.
I still think that PowerHouse was so much worse though, I didnt actually think Swordbase needed retooling (well except the easy lift capture), but Power House really does, it only has 3 main entries to the flag, all of which are really narrow chokepoints.
GhaleonEB said:A good team on defense wouldn't let the offense touch the flag. When I was with a GAF crew, it was almost comical.
That said, I had a very easy time pulling the flag out against randoms, especially at spawn. I always used Sprint, so I'd bolt forward and jump down immediately upon spawn. Most of the time, I'd be pulling the flag out before the other team even got around the corner. (On defense, I'd sprint around the corner and grenade/needle the first guys to the flag.)
Sketch said in the OXM interview that the flag location and cap points both moved, as did the team spawns (natually). I'm delighted; my main issue was limiting the base to two ways in.
GhaleonEB said:I saw similar issues with both maps, though for different reasons. The bottom line though was the set ups didn't encourage the defenders to defend anything other than the flag itself. There was no reason to leave the flag room. All good CTF games make it dangerous to just hang around the flag - you have to spread the field and protect the routes into and toward the base; as you said, an offensive defense. On both Sword Base and Powerhouse, the flag area was the ideal place to be, as the attackers were disadvantaged when they approached the flag. So glad they're both getting reworked; I love one-sided objective games.
urk said:It's a "while supplies last" sort of thing. Codes will be packed inside a limited number of boxes. You don't necessarily need to pre-order.
Domino Theory said:Amazon just added Release Day Delivery to Halo: Reach.
I changed the shipping speed to that since I have Prime and it knocked my order down to $104 from $108. WOOHOO!
..and where on that graph is the AR?GhaleonEB said:Aye, the pistol/DMR argument can be settled pretty easily: understand that they are not intended to be equivalent. At long range, the DMR rules. Step closer, and the gap between them closes. At very close range, the pistol is the better.