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Halo: Reach Beta Thread

JambiBum said:
To you guys complaining about how the movement is too slow and whatnot, do you not realize that you aren't super spartan Master Chief anymore? It would make no sense if you moved the same way as you did in the previous games. Apparently you people just hate change.

The characters in ODST, dudes in suits, didn't feel as cramped as the Spartans do in the Reach beta. I was expecting a middle ground between Halo 3 and ODST but it leans heavily towards ODST.
 
GhaleonEB said:
Random note: the placement of the rocket launcher on Powerhouse is perfect. It's a bit of an homage to its placement on Ivory Tower. But it's also tilted so that the defending team has first shot at it, but then has to fight to keep it. On defense, I Sprint to the bridge and drop down on top of it, then use the other half of my Sprint charge to get out the door on the right and back into the base. Defense gets first dibs.

But on offense, while you can't beat someone Sprinting to the rocket launcher, you can catch them in the doorway on the way out. So on defense I sprint to the doorway I usually exit with rockets, and drop a grenade there when the guy that snagged it comes through. Offense has first shot, but they can't get into the base without a fight to keep it.
I usually sprint for the Focus Rifle and try to nail the guy with the rockets from afar before he has a chance to do anything :D
 
kylej said:
Did I ever say spread is better than reticule bloom? No. They're equally garbage because they add an element of randomness to skillful battles.

kylej said:
The DMR and pistol suck not because you have to learn how to use them but because they provide zero feedback to the player and the blooming reticule is a worse mechanic than bullet spread.

-_-
 
Oh, could someone please let me know if there's a way to take sprint off of toggle? You can't use any weapons while sprinting, other than melee, so I'd like to just hold it for short bursts instead of constantly double tapping it.
 
So I'm hoping this commendation/xp system is being worked on most verily... I dominated a SB Stockpile round, over two minutes of carry flags, and got a whopping 40 xp +5 for the win. One lightning round of SWAT? +200 or so from all the headshots. I'm not saying they should be even, but there should be some amount of reward for like... actually playing the game right.
 
Oh, with all the discussion of reticule bloom and weapon balance, I forgot to mention:

Stockpile is fucking awesome. One of my new favorite Halo modes.

So many wrinkles to it, balancing protecting your own flags with fighting to get the flags out of the other team's circle. Even if its just to drop the flags off the side to keep them from earning points. :lol
 
I think the problem SOME people have with the reticle is the way it's implemented. It works in other games because usually the weapons in those games are fairly deadly. Look at the defualt ISA assualt rifle in Killzone 2. It's an assualt gun and it can be sprayed and be effective, but tap the trigger slightly and it's a headshot machine. It takes 5 shots to kill someone with a DMR. I do think the pistol and DMR are effective weapons especially coming from Halo 3 but 5 shots is kind of too much. They don't really compensate for the fact that someone can sprint behind cover after their shield has been popped or, someone can snag your kill because the clip in your gun ran out. The rerticle stuff would make sense if the DMR and pistol were incredibly strong weapons.

Also, they need to reconsider the actual rerticle. Bungie seems to have so obsession with circle reticles. It's okay with the sniper rifle because it's a 1-2 shot kill weapon but I can hardly see the headshot indicator with both the pistol and DMR after popping someone's shield.

Btw, they need to have slayer on the top of the matchmaking options. Why is it ALWAYS the bottom choice? Sometimes people will go away for a second or get distracted by something else while matchmaking is doing its thing. That's why people keep getting much more objective garbage. The objective games in the beta suck balls. I kind of like Stockpile but Oddball is as terrible as it has always been and they fucking ruined Juggernaut! I haven't tried 3 plots yet.
 
Proven said:
Oh, could someone please let me know if there's a way to take sprint off of toggle? You can't use any weapons while sprinting, other than melee, so I'd like to just hold it for short bursts instead of constantly double tapping it.
I may be mistaken but I could have sworn you on only sprint as long as you're holding down the Left Bumper? I use sprint an awful lot, and I've never noticed my guy still running after I let go of sprint.
dslgunstar said:
Oh, with all the discussion of reticule bloom and weapon balance, I forgot to mention:

Stockpile is fucking awesome. One of my new favorite Halo modes.

So many wrinkles to it, balancing protecting your own flags with fighting to get the flags out of the other team's circle. Even if its just to drop the flags off the side to keep them from earning points. :lol
My only issue is that it becomes much more lopsided than standard CTF modes when one team has less players than the other. In most other game modes, you're at a disadvantage but it's still do-able. In Reach, we were down one player and it was nearly impossible to grab more flags than the other team, while defending our own base, while trying to capture flags from theirs.
 
Kenak said:
I may be mistaken but I could have sworn you on only sprint as long as you're holding down the Left Bumper? I use sprint an awful lot, and I've never noticed my guy still running after I let go of sprint.

Not for me. I have to hit the button again to stop sprinting, and yeah, its annoying.
 
Son of Godzilla said:
So I'm hoping this commendation/xp system is being worked on most verily... I dominated a SB Stockpile round, over two minutes of carry flags, and got a whopping 40 xp +5 for the win. One lightning round of SWAT? +200 or so from all the headshots. I'm not saying they should be even, but there should be some amount of reward for like... actually playing the game right.
I got 1000+xp from a game of SWAT yesterday.

One game.

minasodaboy said:
18,000+ on for the F&F? damn.
Friends, Family, Scroungers, Competition Winners, and Fake Employees.
 
JambiBum said:
To you guys complaining about how the movement is too slow and whatnot, do you not realize that you aren't super spartan Master Chief anymore? It would make no sense if you moved the same way as you did in the previous games. Apparently you people just hate change.

Canon be damned! I don't mind change, as long as it feels right. As Ghaleon already put it, they made a Halo game without capturing the feel. We'll all grow accustomed to it in time, but it's a little jarring when you first start out.
 
Son of Godzilla said:
So I'm hoping this commendation/xp system is being worked on most verily... I dominated a SB Stockpile round, over two minutes of carry flags, and got a whopping 40 xp +5 for the win. One lightning round of SWAT? +200 or so from all the headshots. I'm not saying they should be even, but there should be some amount of reward for like... actually playing the game right.

It would be nice to know what exactly we are earning credits from doing and how much. My friend was getting nearly 2x the credits I was, and we had comparable stats. I couldn't understand it for the life of me.
 
dslgunstar said:
Oh, with all the discussion of reticule bloom and weapon balance, I forgot to mention:

Stockpile is fucking awesome. One of my new favorite Halo modes.

So many wrinkles to it, balancing protecting your own flags with fighting to get the flags out of the other team's circle. Even if its just to drop the flags off the side to keep them from earning points. :lol

I love Stockpile as well but I hate the placement of the Stockpiles themselves, I think Blue team has a huge advantage. Easier to defend because of how the ramp into the base is setup and they can just drop flags from the top all the way to the bottom without having to run them up that looooong walk way into their base like the Red Team has to.
 
minasodaboy said:
18,000+ on for the F&F? damn.

I have a hunch you can thank Microsoft Expertzone for that. :lol As for the reticule bloom, it feels pretty natural to me, but that's mainly because the DMR/pistol in Reach feel very much like the Rifle/pistol from Shadowrun.
 
I hate to keep harping on the sound, and weapon feedback but man, the Assassinations lack that "feel like a man" quality. Say what you will about Gears of War, but one thing they get right is the pure meaty feeling of their executions, and the shotgun. I feel Reach could benefit from some of that. Seeing someone get axe handled out of the air, but not having a big audible crunch to it takes away from the impact. Likewise with the shank move, and all the rest of them.
 
reach_5767_Full1.jpg


Me on the left, someone else on the right and roadkill in the middle. :D
 
Not a Jellyfish said:
I love Stockpile as well but I hate the placement of the Stockpiles themselves, I think Blue team has a huge advantage. Easier to defend because of how the ramp into the base is setup and they can just drop flags from the top all the way to the bottom without having to run them up that looooong walk way into their base like the Red Team has to.

I think it's okay because the red team has the advantage of being on higher ground. It makes it easier for them to kill the blue team. Also, don't more flags spawn closer to the red team anyway? I'll admit once the flags are in the blue area it does become difficult to get them out though.
 
Not a Jellyfish said:
I love Stockpile as well but I hate the placement of the Stockpiles themselves, I think Blue team has a huge advantage. Easier to defend because of how the ramp into the base is setup and they can just drop flags from the top all the way to the bottom without having to run them up that looooong walk way into their base like the Red Team has to.
Blue team has major advantage on both maps in Stockpile. Going anywhere near the fucking Red circle on Powerhouse is instant-death from nade spam. Blue has a teensy tiny chokepoint in SB that kinda gets like that, but it's nowhere near as bad.
 
Kuroyume said:
I haven't tried 3 plots yet.
3 Plots is the best objective game in the beta.

I reiterated "Where's One Bomb" in my past last night, but it went silently through the waves. I wonder if Urk or Luke could give a glimpse.
 
Striker said:
3 Plots is the best objective game in the beta.

I reiterated "Where's One Bomb" in my past last night, but it went silently through the waves. I wonder if Urk or Luke could give a glimpse.

I've gotten it a couple of times as an option and have voted for it, but people never vote for it too. I WISH assualt was in here.
 
Not a Jellyfish said:
I love Stockpile as well but I hate the placement of the Stockpiles themselves, I think Blue team has a huge advantage. Easier to defend because of how the ramp into the base is setup and they can just drop flags from the top all the way to the bottom without having to run them up that looooong walk way into their base like the Red Team has to.
I felt that this was counter-acted by the blue team having the low ground when defending, meaning the red team can take advantage of the jet pack and go on top of the roofs of the building next to the blue team's stock pile and reign down fire.
 
Shake Appeal said:
Yep, and you're one of those guys who self-professedly likes to dong on BKs.

Only one of us is succeeding at our goals right now.
:lol
Kholdstare said:
This is what happens when you have loadouts in games. You can't always have everything.
What? My problem is with the map, not the armor abilities. If I need an armor ability to improve the quality of a map, that's just stupid.

Holy moly there are a lot of complaints. The graphics? They're good, and the aliasing isn't anywhere near as bad as people are making it out to be. The art direction is good too, particularly the skyboxes (amazing as ever). The reticule bloom is a long-needed mechanic that's finally been added, bringing with it a new level of awareness: you know more about what's going on. The sounds from the guns are awesome. The Nerfle, the AR, the Plasma Repeater, the shotgun, I love it all.

However, the biggest quibbles for the game, as of now, have to be the following:
1. Grenades deal too much damage. They need to be scaled back.
2. There's something off with the melee system in this game. I don't think I mind that you have to deplete someone's shields for a melee to be most effective so much as it is the really really short melee lunge. Maybe it's a combination of not being able to jump as high or run as quickly, but I feel more, um - what's the best word? - "grounded" now. Melee lunge needs to be increased.
3. Some parts of the UI aren't that great. Mainly for CTF.
4. Sword Base.
Dani said:
Reading now.
 
Son of Godzilla said:
Played it just fine last night. The sound distortion from Camo ability is terrible though.
Yeah, agreed. It's just a little annoying in full screen, but when it takes away sound from both players in split screen, it becomes obnoxious.
 
Son of Godzilla said:
Played it just fine last night. The sound distortion from Camo ability is terrible though.
Agreed. I played some split screen yesterday, too. I play on a non-HD tv and the text is barely legible. Gonna have to buy a new TV by the time Reach releases.
 
Oh and it really is repeating every 3 or so posts in this thread: Nades are so beyond broken. And I actually think the "rarity" of nade spawns is worse than them being all over the place. Showing up to an encounter without nades at the moment is far too much of a handicap, it's worse than not finding a health pack.
 
Foxy Fox 39 said:
I've been searching High and low for a beta key. This is really depressing. :(

Ive been trying to click every link imaginable.
Getting them from a website that thousands upon thousands of people view is next to impossible. I started copy and pasting one from Twitter within 10 seconds of it going up - and still it was already used by the time I hit 'Redeem'
 
Nades are not broken. Nades are supposed to be powerful. I hope Bungie doesn't change a thing about their power. They need to;

- Not have people drop them after dying.
- Not have them spawn on the map.

This would cut down on the frustration of nades by so much. People would learn to use them better instead of spamming them or they would waste one nade at the start of the match and only have one available before they die again.
 
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