Deputy Moonman said:Why don't they go back to having to melee someone 3 times for a kill if a person is at full health and shields? This is how it was in HaloCE; it's one part of that game where there weren't any complaints or disagreements, which is quite an achievement. If it's not broke, don't fix it.
None, sadly. They did mention we'll get to see new stuff. Yep, big exclusive reveal with that tidbit. :lolKibbles said:Any E3 teases in the podcast?
Ajemsuhgao said:So I decided to go back and look through the reach beta files again. I was actually looking at textures, because there's something in the beta that I just..could not figure out how they did.
The locations are interesting as well. There are more than just the beta maps we've played on. There are:
loc_af(whatever this map is, the sound file names imply that it is on a ship of some sort, and that part of the map is in open space.)
loc_ls(can't make out much from this one. Lots of lifts, walkways, balconies, stairs, etc)
loc_ph(Clearly Powerhouse)
loc_sb(Clearly Sword Base)
loc_se(really not sure what this is. It's a human map, but not one we've seen before.)
Sorry for the extremely long post, but I thought a lot of this was interesting. :lol
Dirtbag said:Nothing was mentioned about the visual feedback of hitting a shielded spartan.
I really hope they consider adding some more sparks when a rifle weapon strikes an opponent.
The nerfle, pistol, and DMR all lacked the visual feedback that they had any real power when they connect. I really hope this complaint is considered.
I think it would look really awesome (and help the gameplay) if you got some (noticeable) nice sparks popping off the shield when a bullet hit.
Also some bloom or heft to the sword wouldn't hurt either.
Dani said:Just going to point one specific example here of why you should take inferences from those files with a pinch of salt and butt load of whiskey.
loc_ph Is not clearly Powerhouse at all.
Dani said:loc_se Is human, but we have seen it before. se = Settlement. That's the development name of Powerhouse and most likely internal files that Bungie would use would refer to the map by it's earlier moniker.
Ajemsuhgao said:Settlement is the name for Overlook. Prototype is the name for Powerhouse. And actually now that I go through them there are some things that I recognize from Overlook. So loc_se, is Overlook.
Gui_PT said:Settlement is the name for Powerhouse. It was mentioned in the latest podcast
Kapura said:urk, it's still not on iTunes or the Bnet rss feed. I am now inclined to either believe you are getting sloppy or I ought to blame stosh.
Kibbles said::lol Bloom makes Halo play different, not better.
LunaticPuma said:Not worse either.
That's a matter of opinion.LunaticPuma said:Not worse either.
Halo 3 isn't going anywhere, stick with it?Blueblur1 said:I have yet to listen to the podcast but I have read Dani's summarized list. I'm happy to see read about tweaks but it isn't enough. I still want melée lunge adjusted (as Ghaleon once discussed) and I don't want to deal with the bloom bullshit.
Sounds interesting, url to post or info?Dani said:Prototype = Overlook
Settlement = Powerhouse
Both confirmed, sorry.
Urgh. This game of second guessing the secrets of games based on early beta files is not fun - I always lose. =\
Wish I could have discovered some kind of secret menu that one one else found bursting with tons of secrets like I did during the Uncharted 2 beta. :lol
Diablohead said:Halo 3 isn't going anywhere, stick with it?
Sounds interesting, url to post or info?![]()
Same here.Kapura said:Well, iTunes now understands there is a podcast, but won't download it. The reason it gives is (!), which I feel is inadequate explanation.
Yeah sure. Who wants new content anyway, right? </sarcasm>Diablohead said:Halo 3 isn't going anywhere, stick with it?
I get the same with Zune (C00D133C) which I believe is 'file not found' and Winamp won't even acknowledge that this episode exists.Tashi0106 said:Anyone else having problems downloading the podcast from Zune. It shows up but refuses to download. "Download Failed"
Iknowdon'tyou guys have iTunes but I'm hoping someone has Zune.why
DiabolicalBagel said:I get the same with Zune (C00D133C) which I believe is 'file not found' and Winamp won't even acknowledge that this episode exists.
All the other episodes download fine through the feed so either wait or just get it through FF.
Represent!
I have about half a dozen that I've been sketching out in a notebook. You're not the only one.vhfive said:well I started a new map :/
true fact I have a notebook of graph paper with maps that im too lazy to forge. I guess I'll be prepared when reach hits
Same. I think I'll save'em for Reach. I'm really looking forward to Forge 2.0. I still want to build my sky map, which I started and aborted a good half dozen times, including two completed (bad) maps. I hope I can work on it out of the box.Butane123 said:I have about half a dozen that I've been sketching out in a notebook. You're not the only one.
Yes. Jump height has been increased some, as was movement speed.AwesomeSyrup said:Was there any mention of a jump height increase?
GhaleonEB said:Same. I think I'll save'em for Reach. I'm really looking forward to Forge 2.0. I still want to build my sky map, which I started and aborted a good half dozen times, including two completed (bad) maps. I hope I can work on it out of the box.![]()
Wolffen said:Got a question of Urk/Mancannon: Given the uber-tools the multiplayer team now has to whip up game types on the fly and prototype and test them in short order, will it be possible for Bungie to roll out new game types after launch with relative ease? For example, if someone figured out a way to combine Infection and something akin to Invasion for Grab Bag?
Also, will there be a way for we the players to create those gametypes our selves for custom games without going the honor system route of Halo 2 Infection/Zombies?
From a post Dani made a few pages ago summing up the changes mentioned in the podcast:AwesomeSyrup said:Was there any mention of a jump height increase?
Dani said:Speed and jumping - Looked into it. Sage has adjusted it. Faster movement, higher jump. Game feels differant from Beta.
EazyB said:For fuck's sake please give us the option to remove bloom in custom games.
EasyB isn't bad with the weapons in Reach, he's just whinging. Let 'im whinge! He's probably just mad that there'll be no chopper for him to push us around in.Captain Blood said:So you don't think there is any possibility that you will adjust to the bloom? I am still hoping that it is just a matter of learning the timing.
My beef with the bloom didn't lie in not understanding the mechanic. My #1 weapon with more than 1.5k kills was the pistol and that son-of-a-bitch made you feel the bloom more than any other weapon.Captain Blood said:So you don't think there is any possibility that you will adjust to the bloom? I am still hoping that it is just a matter of learning the timing.
The vehicle balance is so fucked I'm almost glad the chopper's legacy isn't going to be smeared by Reach's vehicle mechanics.Kapura said:EasyB isn't bad with the weapons in Reach, he's just whinging. Let 'im whinge! He's probably just mad that there'll be no chopper for him to push us around in.
It's true. Vehicles should at least have a health bar or something.EazyB said:The vehicle balance is so fucked I'm almost glad the chopper's legacy isn't going to be smeared by Reach's vehicle mechanics.
I got the same as well.DiabolicalBagel said:I get the same with Zune (C00D133C) which I believe is 'file not found' and Winamp won't even acknowledge that this episode exists.
All the other episodes download fine through the feed so either wait or just get it through FF.
Represent!
EazyB said:My beef with the bloom didn't lie in not understanding the mechanic. My #1 weapon with more than 1.5k kills was the pistol and that son-of-a-bitch made you feel the bloom more than any other weapon.
I adjusted, at longer ranges I slowed my rate of fire, and closer range I speed it up. I believe I had a pretty good understanding for was RoF would give me the best statistical chance of gunning the other player down. But that's just it, the gunplay, which has been so clean and smooth throughout the entire series, has in many instances boiled down to a significant degree of chance where it was hardly there before. At the same time I gunned down plenty of people by spamming the trigger because I was down at some point during the firefight but got lucky. I was also on the other side of this, spamming body shots then waiting for the bloom to give me a consistent headshot but being gunned down by someone spamming the whole way through.
I really think Bungie's downplaying how much inconsistency and frustration the mechanic introduced. I think most of that is felt at really competitive high level play where it comes down to two players landing shots almost 100% of the time and who dies really is decided on that randomness more time than not. In those social grab bag games the bloom wasn't that bothersome, the other teams needed to be more concerned with getting the reticule anywhere near me more than timing pistol shots better.
Kapura said:EasyB isn't bad with the weapons in Reach, he's just whinging. Let 'im whinge! He's probably just mad that there'll be no chopper for him to push us around in.
Ramirez said:But he is bad, I've carried him enough times to know.
That video is dumb, the range at which he is firing is way out of the BRs intended range to be accurate...wat.
Captain Blood said:It is like he is shooting from Fargo amirite?!?
les papillons sexuels said:you've got your logic in that part backwards. The randomness is lessened in halo reach by single shot weapons primarily the DMR vs BR and no longer having a spread. If you want to remove the randomness then you should be pushing for increased damage via shots to the head. If you introduce a mechanic that makes the head the primary target then the player landing the most headshots is nearly guaranteed to win vs the player who get the lucky recoil shot.
Take halo 3 for example, if I spam body shots, and i get the sheild down, there's a chance that my next shot will have a wayward bullet hitting the visor, whether or not I aimed there. Not to mention all halo games have had recoil, reach is the first to show you it.
http://www.youtube.com/watch?v=Rc9Bb5Due-g (this looks just as random if not more so then what I usually encountered in reach)
In reach you're now more informed about the likely hood of your shot landing via the new dynamic x-hair. This greatly reduces inconsistency and frustration (cuz knowledge is powah), factor in the ability to pace your shots you now also control the size of said xhair. Reach gives players more control, which at least for me and the majority of the people I played with, lessened frustration.
Tashi0106 said:Nah Eazy's right...to a certain extent. In Halo 2 and 3, I can shoot 4 shots and if the connection is good and I don't think I've missed my shots, I can turn and look away after the 4th shot knowing that guy is going to die. In Reach, I felt like I had to baby sit my shots. I had to see the guy drop and die to know that he's dead. I sometimes felt like the shot was determined not my where the bullet hit but by the size of my reticule. I was however getting 5 shots pretty often during matches. More so with the DMR for sure.
I haven't listened to the podcast yet but I'm pretty excited for this tweaked magnum. I know I'll be 5 shotting people more often with it.
I'm hoping these posts have just been extremely subtle joke posts. Both of those videos are laughably bad examples of comparing Halo 3's randomness to Reach's.les papillons sexuels said:random is still random.
http://www.youtube.com/watch?v=g_avk2Gf3Zs
"to test this idea we employed a simple experiment. In the first sequence Nexy aimed for my head: it takes him five shots to kill. In the second, he aims much lower, toward the chest (notice the red dot indicating a "head" shot is still there) and kills me in four shots. This series occurred on LAN, meaning that on XBL it will be even less reliable. Keep this fact in mind when you shoot, especially over medium and long ranges. Aiming lower gives a larger target for the unreliable BR bursts. "
Yeah, if it wasn't for the fact that I know I'll be losing against AR users more often I'd actually be pleased with the restricted RoF. This means I don't have to worry about pistol users spamming shots off and getting lucking as often. It'll be more like DMR vs DMR firefights where the randomness is less at play.Tashi0106 said:I haven't listened to the podcast yet but I'm pretty excited for this tweaked magnum. I know I'll be 5 shotting people more often with it.
EazyB said:Yeah, if it wasn't for the fact that I know I'll be losing against AR users more often I'd actually be pleased with the restricted RoF. This means I don't have to worry about pistol users spamming shots off and getting lucking as often. It'll be more like DMR vs DMR firefights where the randomness is less at play.