Halo: Reach Beta Thread

Deputy Moonman said:
What is sad is not that I really wanted to get into the beta early and didn't, it's that I've got nothing better to do than lurk on on neogaf whilst 75% of gaf is playing right now. May go to bed early tonight. I can't wait for this day to be over.
I feel bad for you man, I really do. I wish there was some way we could help. :(
Trasher said:
Hint: Don't drop the soap.

Also, I love the grenade launcher. One hit kills ftw.
Ahh gotcha. I'll have to try it out soon.

Next time I get on I want to do a team with 3 other Gaffers. Today I played Grab bag by myself, grab bag with 7 other gaffers, and FFA with 7 other gaffers. I want to find other people
to take out with gaffers on my side.

So Stockpile is fun 4v4, but I feel like it would be godly 5v5 or 6v6. The way I see it, you need people playing defense to protect your zone, offense to take out their zone, and carrying to get flags to your zone. I think one more person per side would make the games closer and a lot more fun and strategic.
 
Got the beta via IGN contest! Played a couple hours and its very fun!
So far, I hate jetpacks.. they throw the balance of the game off IMO.
 
Initial thoughts: (from a CoD lover)

DMR is great
Pistol is...alright (cross mapping is doable, but takes a whole mag almost)
Flag running is sllloooowwww. (makes me not want to play ctf)
Covy Slayer is really fun, minus the plasma pistol.

SWAT is the best gametype (remember, I love Call of Duty and hardcore mode)
Where is the sniper rifle? I did not see it once; only the particle beam rifle or whatever it is.
I am not very good at anything but SWAT.

Last, the new melee system gets me killed a lot. Melee strikes before shields drop results in my own death all the time. I need to learn to wait on the melee.
 
Some impressions:
-SWAT is really good, unsurprisingly, it was the best game I've had so far, with me getting a bunch of DMR kills and my only two assassinations
-Headhunter is pretty good for a party game, but I don't know how it'd work in Teams.
-Stockpile is hit and miss for me. It's a good combination of CTF and Territories.
-3 Plots= So Good

Sometimes I'm either really good with the DMR (3 plots game), or I'm terrible with it. Found myself using the Nerfle more. Seems to fire faster and have more of a punch. Pistol is better than Halo 3's, but I find myself using the AR until I can find something with a longer range.

Melee is alright. At first I was trying to lunge for people, which I found was a dumb thing to do. Though, once I get into a boxing match it usually ends with a tie with us dying, or the other person winning.

And yes, Reach feels faster than Halo 3, but after using Sprint so much I feel slow without it (Letters, during that match I tried out Armor Lock and felt like I was actually locked inside of my armor due to how slow I was going compared to Sprint :lol )
 
Impressions: Reach takes much more skill than the other Halo games, for sure.

Hammer lunge is broken. Needs to be reduced.

The search settings seem to actually work. I haven't ran into any douche bags tonight... but, that may be because there are so few on.
 
Olivero said:
Impressions: Reach takes much more skill than the other Halo games, for sure.

Hammer lunge is broken. Needs to be reduced.

The search settings seem to actually work. I haven't ran into any douche bags tonight... but, that may be because there are so few on.

Yeah.. Hammer + Run is ridiculous!
 
Playing a while longer I've discovered something unexpected with the Beta that really super bums me out: with only 4v4 available and no Custom games in the Beta, it's just honestly not really fun playing in large (6-8) player group of very mixed skill levels. Almost every game one side got totally dominated, and the game didn't seem to be doing a very good job of balancing the teams from game to game. The release of Invasion next Friday will help some, but being unable to go in with a party of any reasonable size and struggle alongside your friends against the common nameless enemy sucks more than I thought. Really, really bummed, not even looking forward to getting back on tomorrow. Give us BTB or something! :(
 
Some more playlists would be appreciated. give us BTB and team snipes!!!

Najaf said:
Where is the sniper rifle? I did not see it once; only the particle beam rifle or whatever it is.

It's in the bottom of Sword base between to towers on the side.
 
A few closing thoughts for today. First, the problems. There are many.

I've said before that a lot of the combat doesn't feel right. To be more specific:

Melee combat lacks impact. Most of the time, I can't tell when my melee attack lands, and I don't know that it was a melee blow that killed me without looking at the text down in the left corner. It just feels floating and disconnected from the events on screen. This was never a problem in the previous Halo games.

Many weapons are simply not fun to use. The new pistol is the least enjoyable iteration in the entire series; the Halo 2 version sucked balls, but it was satisfying to shoot. The feedback loop on the Reach version is extremely weak from top to bottom. Since it's also hard to use, I find myself ditching it at all opportunities. I put the DMR and Nerfle in the same category; they're more useful, but the difference in feedback between shooting them and not shooting them is minimal.

The Needler likewise has a poor feedback loop; it was way more fun to use in Halo 3. It's still useful, but the act of filling someone full of pink love is no longer a joyful experience. This saddens me greatly.

One part of the combat that does work well are the grenades. They actually work too well: Eazy mentioned it, but grenades could use some nerfing. As much as I like throwing mini-nukes, they're just absurdly potent. Halo 3's frags were about right, these feel powered up a good 25-30%. Take'm back down. Or, make it so killed players do not drop their grenades.

Player movement feels too stiff. Someone said it felt like the player had some sandbags tied around their waist, which is exactly right. From reversing direction to the stun upon falling to the feeling of hitting a soft ceiling when jumping (you don't so much fall to earth as you are jerked back down to it), the player feels weighted down and cumbersome. This has as much as anything to do with why I say the game does not feel like a Halo game.

In Stockpile, if I'm on the red team it is a a blue waypoint marker that tells me to take my (currently) red flag to the red stockpile. So when the stockpile is out of view, the red team has to follow a blue way point. Remember the Giant Bomb video when the guy kept taking the flag to the wrong place? That's why. When it comes to the way points, it's opposite day. Why?

Sword Base isn't as bad as I first thought, but it's not a good map. It's needlessly convoluted and the overall design feels arbitrary. But it's a TERRIBLE one-flag CTF map. Rather than place the flag somewhere where there are several ways in, the flag is in the bottom corner. Worse, the map has been modified to block off several routes; there's only two ways to the flag: from the front, and a side tunnel. On such an intricate map, this strikes me as both absurd and boring. A great CTF map has many ways through it and to the flag; this has two.

In every previous Halo game, the simple act of running around, jumping and firing the guns was fun. I've spent countless hours just tooling around doing those things, solo and with other players. In Reach, doing those things are not fun. There is no joy in the feeling of movement in Reach, and it's a crushing disappointment to me. Someone took the core of what made Halo feel like Halo and gutted it.

Onto the good:

The interface and menus are the best I've seen, period. There's a huge amount of information displayed elegantly, the animations are slick, the maps load fast as hell, and the entire matchmaking experience is just streamlined and smooth as butter. And the netcode feels rock solid, much better than Halo 3. I don't recall a single laggy game, period.

The Active Roster is the new "why didn't they think of that before?" and "every game needs this" all rolled into one. It's got some quirks, such as not being able to see the game details until you queue join. But it achieves it's core function magnificently.

Powerhouse is a great map. Visually gorgeous (though I get a HUGE deja vu feeling of High Ground), intricately designed without being confusing, full of great jumps and a long series of ones made just for guys Sprinting. Great 1-Flag CTF, Three Plots (oh gosh), Slayer and Stockpile. Love it.

Stockpile is a glorious gametype, the aforementioned UI issue aside. The way it unfolds in a series of mini-rounds, with no break between, the pace slowly shifting depending on whether a team is ahead or behind, is just masterful. I'm in love.

The animation is a revelation. Detailed, nuanced, expressive, just wonderful to watch.

Some random details:

When you pick up the Oddball, your radar disappears. This is a surprisingly effective tweak to the game and makes it much harder for a team to hog the ball.

Drawing the pistol makes a sound like it's coming out of a holster, which is neat.

Sprint is awesome. Jumping over large spaces while sprinting is even more awesomer.

Everything in the game is detailed to an almost absurd degree. It looks great. (A touch too much motion blur, but I'm getting used to it.)


Overall, a more mixed bag than I was expecting. Reach loses a LOT of what made Halo stand out to me, but I'm learning to adjust and it's still fun to play; just not as fun. The two maps are a perfect split, the new and returning gametypes great, the weapon feedback weak. It's going to be an incredible package of a game, that feels like it's lost of bit of its soul along the way.
 
Agreed about the melee combat, and having to look at your HUD to see if you got the kill. On multiple occasions I thought I got an assassination kill before someone killed me but I did not and only know that I didn't because I didn't see it pop in my HUD and/or someone told me I didn't get them. I have some gripes about the movement and whanot like you've mentioned, but my biggest gripe by far is the HUD. I can't articulate well what bothers me about it, but it's like my shields/health are not even there, and on objective gametypes the markers don't seem to be clear, and the color schemes are confusing. I want to bitch about it but I can't quite pin down into words what's wrong with it :lol
 
Impressions.

-Sprint/Evade + Melee weapons = Ass kicking
-Swordbase: I like it. I don't love it (yet). One Flag CTF is fun, because with a good team, you can run the flag all the way around the level and score.
-Powerhouse: Hit and miss. Some parts of the map aren't touched. I'm not sure about it just yet.
-Crazy King: WTF at 30 second intervals?
-Oddball: Finally the ball is a one hit kill again!
-1 Flag CTF: Fun, but the maps aren't perfect for it.
-Stockpile: Pretty fun. I expect great games to come from it.
-HEADHUNTER: why is there no team HEADHUNTER? I want to play this gametype but I hate FFA.
-SWAT: First half of the game, I was getting rocked. Then I learned how to use the DMR, got three double kills in a row. Won the game.
DMR: Like I said, you have to learn how to use the weapon. It seems great so far.
Needle Rifle: Love it. I love the supercombines after the shield is popped.
Pistol: Not too bad at all. A viable starting weapon.
AR: Same, a viable starting weapon. It feels strong enough, finally.
Plasma Launcher: Fun to use, not overpowered.

Oh and why the fuck is First Strike ALWAYS on the Top Medals. PLEASE tell me how a medal that is GUARANTEED to happen at least once a game is worthy?
 
stealth loadout is worthless. you can see a player with camo activated coming from a mile away. if your radar is going screwy and you can't see a still mostly visible player running at you just turn around!

and the needler rifle blows. what a shit weapon.

also the complaints about the hud are spot on. in a lot of situations you really cannot see certain elements of it very well.
 
SailorDaravon said:
Agreed about the melee combat, and having to look at your HUD to see if you got the kill. On multiple occasions I thought I got an assassination kill before someone killed me but I did not and only know that I didn't because I didn't see it pop in my HUD and/or someone told me I didn't get them. I have some gripes about the movement and whanot like you've mentioned, but my biggest gripe by far is the HUD. I can't articulate well what bothers me about it, but it's like my shields/health are not even there, and on objective gametypes the markers don't seem to be clear, and the color schemes are confusing. I want to bitch about it but I can't quite pin down into words what's wrong with it :lol
One thing I've noticed is that I have a hard time telling what direction I'm taking fire from. In Halo 3, turning toward the direction of the red flaring on the HUD became instinctual. In Reach, I'm taking fire and I have no idea from which direction. If I stop and look, there's a spark effect at play, but I don't find myself noticing it during play. The end result is I'm not as responsive to getting shot at, which leaves me a bit panicked and confused (well, more than usual anyways).

Not sure if that's something you ran into, but it took me until late today to put my finger on that issue. I too have some other issues with the HUD I can't quite pin down.
 
After the initial newness wore off, I still really like it. I think it's fantastic. Managed to change things up a bit but still feels like Halo.

- Assault Rifle is definitely way too weak. Some guy was AFK and my brother unloaded on him for at least five seconds and he didn't die.
- Pistol takes getting used to. My biggest problem with it is I shoot too fast when they are far away, and not fast enough when they are up close. I've seen people absolutely destroy with it.
- DMR is great. I have no issues with it. Needle Rifle as well. In fact, I like the Needle Rifle more.
- Armor abilities work well. All except Armor Lock, which I feel is too strong and slows down gameplay too much. I'm not sure what it is, be it the invincibility, the ability to shed off plasmas or super combines, the way it takes away shields to all around, or the really lack of a decent delay between invulnerability and when you can move again. But seriously it comes back way too fast, lasts too long, something. Rocks using it though =P

I just wish there were more maps. I really like how Sword Base is layed out, but the map is a damn cluster fuck. It's way too confusing, looks very similar, and sucks to move from one spot to another. Power House is good. And I have yet to try any of the others, as it seems the full Beta playlist set isn't going live until May 3rd I guess?

EDIT: It seems a lot of people are complaining about motion blur, but I haven't noticed it. Maybe because I played Killzone 2 a lot and got used to it.

I like the melee system. If I melee too early, I just do it a second time in quick succession. I haven't had any of the previously mentioned issues of not knowing when or when not killed by melee. Assassinations don't seem to happen often, but when they do, it was quick and felt great :D

And lol@people writing off the Pistol/DMR/Needle Rifle after one day of play and not dominating with them.
 
WickedLaharl said:
stealth loadout is worthless. you can see a player with camo activated coming from a mile away. if your radar is going screwy and you can't see a still mostly visible player running at you just turn around!

and the needler rifle blows. what a shit weapon.

also the complaints about the hud are spot on. in a lot of situations you really cannot see certain elements of it very well.

Disagree one the needle rifle. Probably my favorite weapon.
 
GhaleonEB said:
One thing I've noticed is that I have a hard time telling what direction I'm taking fire from. In Halo 3, turning toward the direction of the red flaring on the HUD became instinctual. In Reach, I'm taking fire and I have no idea from which direction. If I stop and look, there's a spark effect at play, but I don't find myself noticing it during play. The end result is I'm not as responsive to getting shot at, which leaves me a bit panicked and confused (well, more than usual anyways).

Not sure if that's something you ran into, but it took me until late today to put my finger on that issue. I too have some other issues with the HUD I can't quite pin down.

I have lots of niggling issues honestly, but I want to give it some more time before bitching about every little thing. At the same time though I didn't have anything remotely near this many issues with the Halo 3 Beta, and none of my issues with Reach come from the armor abilities. Like you've said, they've changed fundamentals, and I don't know that a lot of them are for the better.

It may just take getting used to, which is ridiculous for a Halo game (and most FPS games), but it's so different that it may warrant that. I'll see how I feel after a weekend with the game, assuming I play it much :(
 
Not going to say too much until I play some more, but I'm digging it. I was never a fan of Halo's multiplayer, but I'm liking this one a lot more so far.
 
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Good thing I have that energy shiv nearby
 
Not a Jellyfish said:
It is pretty crazy looking at after game stats and then see that everyone has like 20 to 40 medals each game. It's nuts! :lol

Yeah, when I saw that I wish it told us how many metals we had, specifically. They should put an X# next to the medals so we know how many of that certain medal we got. If that makes any sense.
 
Seems there is a fair amount of divided opinion, but almost all agree that this is completely different from Halo 2 or 3.

I can't wait to try it on Monday!
 
GhaleonEB said:
One thing I've noticed is that I have a hard time telling what direction I'm taking fire from. In Halo 3, turning toward the direction of the red flaring on the HUD became instinctual. In Reach, I'm taking fire and I have no idea from which direction.

This.
 
GhaleonEB said:
Long Post

I agree with most of these points. I really dislike the current melee system and I'm wondering if it's broken. I'll try to find the film, but for example me and a flag carrier are about to melee each other. We both have no shields and like 3 bars of health left. I wasn't sure if I hit him but after he killed me, he had no health bars left, shouldn't he die as well?
 
Oh yeah, the Needler sucks now. I put a shit ton of needles into some people and they don't super combine. Feels so random now when it does happen.
 
WickedLaharl said:
...and the needler rifle blows. what a shit weapon.

What?! Needle rifle can easily be compared to the DMR in terms of use plus its has the ability to 'supercombine' if you miss your headshot. How is this a bad thing?
 
Let my roommate try out the beta and he discovered a great way to screw with how instinctive melee is for some people. He'd pick armor lock, and when near someone, he'd run right at them like he was trying to melee them, but then armor lock instead. Other person would punch and hit the lock, get EMP'd, and then my roommate would come out of armor lock and kill them off real easy. It worked like every damn time. :lol
 
Just realized that I can use the Armor 'things' offensively and defensively. Nobody expects you to fling yourself with sprint at the them (jump and then start shooting). Or diving into a pack of guys and armor locking.

Camo is more of annoyance by getting on the other side of a wall in CTF and activating it.

If anybody wants to play send me an invite: A Master Mudbut
 
Sprinting > the universe, running behind people and assassinating them never felt so good. However Ghaleon makes a lot of good points and I'm sure hoping bungle will take his feedback into consideration.
SquirrelNuckle said:
So if I buy ODST used I'll still be able to get into the beta with it?
Yes.
 
I had an amazing game of Stockpile. Came down to a one flag game in the final scoring period of the match. There is a really interesting dynamic to the gametype between scouting, defending and attacking which I can't think of anything that compares.

Had several good games of 1-Flag on Powerhouse. I am not above camping the flag room with rockets and the hammer... actually made it through a round without dying for once. It's a very intense game once the flag is out of the base. Not sure if it is the spawn times or locations or armor abilities but it is pretty much a constant struggle where in the prior games there was more of a series of waves of attacking that needed to be warded off.

Is there anyway down from the higher levels of Swordbase without jumping over the edge? I seemed to keep getting stuck on a single level. Liked the map otherwise. Everyone keeps saying Jetpack is essential, but I was having a lot of success storming across the bridges with Sprint.

Sprint + Sword is brutal

Every armor ability really looked to have its uses. Jetpacks worked really well when defending a dropped flag since generally people aren't looking up at you. Armor Lock when you have a battle bro near you to mop up whoever is assaulting you works excellently. I didn't use camo but it was ruining my day a number of times. Sprint is my favorite and is just super awesome. Grabbing the rockets to defend the base with or rushing around the edges of the map quickly is just so useful for 1-Flag. Evade is similarly useful.
 
Urgh, I hate the melee in this game now. What did they do to my glorious melee? The assassinations happen more often than not for me. When I don't want to, the animation triggers anyways. When I do, I'm already dead. :(
The whole idea behind "melee takes away shields" thing is sorta stupid to me.

I also need to get used to the DMR and spacing out the shots. I'm always trigger-finger and end up dying. The shield is pretty helpful defensively, I think. You're getting attacked by two people and your team is on their way. Throw up the shield and wait for back-up!

Also, I found plasma grenades easier to stick onto people. Maybe it's just me, though.

And I found most of my matches were just grenade spamming. :\
 
Orlics said:
Wow Guard is hella OP. But that might just be because people are too stupid to counter it properly.

The only thing that I have seen really wrong with "Guard" and Armor Lock in general is I will use it times to save my ass but the enemy will go behind me to melee me when I come back, well if I hold the movement stick in their direction and rotate the camera to face them I will pop out of the lock and melee them first. It is weird and even when I do it, it doesn't feel fair. :lol
 
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