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Halo: Reach Beta Thread

Now upon thinking about it and being less influenced by alcohol, Bungie may have made the veto system the way it is just so that they could get info back to analyze about objective games. Slayer is NEVER the first gametype. If it was only ppl who vote that count, slayer would probably get picked 4/5 times and objective games would fall by the wayside which wouldn't help them get the stats they need regarding objective gametypes.
 
Insaniac said:
In halo 3 there was a distinct sound when you were assault rifling someone and you were hitting their shields, now i can't hear anything and its difficult to tell when you're hitting a guy. Just feels inconsistent.
I am reading other pages in this thread. I think is the feedback loop when kiling someone and when getting shot by somebody that is not up to par with Halo 3. Pretty sure its just a couple sounds and screen cues that are missing, I am not worried that much about it.
 
Plywood said:
Headhunter is the opportunist gametype. You can camp a heavy killzone area, which usually ends up being a capture point, wait til' the battlefield aka grenade spam clears and grab all the skulls and cap them easy, the gametype is way too flawed. Half of the games I played of it ended in skullamanjaro.
I wasn't defending it, just pointing out that he wassa' ragin'. I've just been hearing it all night is all.

In fact, I've yet to play it. I haven't even played the FFA play list yet.
 
godhandiscen said:
I am reading other pages in this thread. I think is the feedback loop when kiling someone and when getting shot by somebody that is not up to par with Halo 3. Pretty sure its just a couple sounds and screen cues that are missing, I am not worried that much about it.
You can definitely tell when you are getting shot. That beeping is annoying.
 
godhandiscen said:
But that wasn't broken, unless they wanted to please the MLG/Long Range crowd. The AR feels almost useless now. I want to start winning games and the clear way to do it is by using the pistol and forgeting the the shoot+melee close range combo.
Clear way to do it is to start sprinting into fuckers and double meleeing.

No but really, I don't see this changing. It shifts the reward towards awareness where before there was just randomness and hope. Not to mention that it offers enough protection to meaningfully offer new approaches.
 
NG28 said:
Now upon thinking about it and being less influenced by alcohol, Bungie may have made the veto system the way it is just so that they could get info back to analyze about objective games. Slayer is NEVER the first gametype. If it was only ppl who vote that count, slayer would probably get picked 4/5 times and objective games would fall by the wayside which wouldn't help them get the stats they need regarding objective gametypes.

Well the issue with that is all the stats they would get on the objective modes are based on people who are too lazy or stupid to vote for proper slayer matches, and instead just treat the objective games like slayer matches. Stockpile is a terrible mode to go into with randoms because of this.
 
Kenak said:
I wasn't defending it, just pointing out that he wassa' ragin'. I've just been hearing it all night is all.

In fact, I've yet to play it. I haven't even played the FFA play list yet.
Play it, share my pain.
 
Played the Beta for about 3 hours (Thanks for the code, Urk). Overall, it's a lot of fun. There are some rough edges, but the core Halo gameplay feels great and armor abilities make it a whole new ballgame.

My only real complaint is that Headhunter is one of the most frustrating game types ever.
 
Ten-Song said:
Well the issue with that is all the stats they would get on the objective modes are based on people who are too lazy or stupid to vote for proper slayer matches, and instead just treat the objective games like slayer matches. Stockpile is a terrible mode to go into with randoms because of this.
I agree, that is why I hate this way of voting in the first place. I'm sick of being the only one on my team who actually tries to complete objectives. I was just saying that Bungie may have made it this way on purpose, which as you said may not work as intended as idiots try and just play slayer.
 
I had a bug occur where my shields did not recharge due to someone quitting while they were in the process of recharging. I hit myself with a grenade and they did eventually recharge.
 
Lead Farmer said:
I think bungie just chose the absolute worst maps to showcase the game changing mechanics...
Yeah, that's what I feel, too. I thought they chose Swordbase primarily for the Jetpacks.

Powerhouse is your typical, asymmetrical map that seems nice for the occasional 1-CTF and 1-Bo... oh, we don't have Assault (yet). Swordbase has been okay for Slayer and 3 Plots, but everything else I find there is rather disposing.

But as I was saying before, we should get a better glimpse later in Invasion/Boneyard.
 
Ten-Song said:
Well the issue with that is all the stats they would get on the objective modes are based on people who are too lazy or stupid to vote for proper slayer matches, and instead just treat the objective games like slayer matches. Stockpile is a terrible mode to go into with randoms because of this.
No, he means the info they get from people actually playing objective games, not how much xXJOHNNIE wants to play slayer. For instance, I hope they learn that Red's circle on PH Stockpile is the worst goddamn place ever.
 
Thanks to the awesomeness of Bungie, I finally got my first taste of Reach tonight. It was like trying a strange new food dish where I wasn't quite sure if I enjoyed the flavor or not and getting used to the texture was taking some time.

Mostly, I just wanted to start using all the weapons and abilities and try to familiarize myself with their nuances. I see a ton of potential in the pistol, but I don't have the aim down yet and seem to always place the reticule slightly above people's heads. The clip is also a tad short. But seeing people's shields pop after so many shots was a lot of fun. I just had trouble finishing the kill. I think the trick will be getting used to it more, so that I will have more confidence in using it. As of now, I sometimes fear that I'm missing a bunch of shots and switch to another weapon or start throwing grenades.

I definitely enjoy using the needle rifle over the DMR. The few times I was able to get my hands on the sniper rifle were favorable as well. Can't decide which ability I like the most. Jet packs really surprised me. They are dead useful in getting around, which is obviously a pain in sword base. But I found that they are really nice to use even on powerhouse.

Also, I love the elites. Faster, stronger, better jumpers, and evade is a lot of fun. I think the elites feel how you would expect the spartans to play from the previous Halo games, where now the Spartans are wondering where their ups went and why they are so slow.

Assassinations are weird for me. I'm not used to them at all, and for now I don't even attempt them. When the view goes to 3rd person I always get disoriented. The focus rifle is really powerful, but if you consider how much quicker a sniper rifle can kill someone I guess it's not too bad. The plasma repeater is really cool, but I was surprised at how much ammo you get. It lasts forever, which may also be what was bothering me about the focus rifle. One last thought was on the melee beatdowns. I appreciate that you can get in a 2nd melee faster, but I think I would still just prefer not having a shield that has to be completely broken over almost always having to melee twice when in close-range of someone.

All in all, it was a good first test run for me. I look forward to jumping back in tomorrow, but for now I'm at work.
 
Son of Godzilla said:
No, he means the info they get from people actually playing objective games, not how much xXJOHNNIE wants to play slayer. For instance, I hope they learn that Red's circle on PH Stockpile is the worst goddamn place ever.

No, my issue was more about the style of people playing in those modes. I too often see Stockpile games devolve into people just running around the maps like idiots and not playing offense or defense at all when it comes to actually capturing the damn flags. When people are playing it for real, it's a great mode, but when paired up with randoms, it's a lot of single captures and flags never getting picked up. :/
 
Ten-Song said:
No, my issue was more about the style of people playing in those modes. I too often see Stockpile games devolve into people just running around the maps like idiots and not playing offense or defense at all when it comes to actually capturing the damn flags. When people are playing it for real, it's a great mode, but when paired up with randoms, it's a lot of single captures and flags never getting picked up. :/
:lol I know the feeling. On 1 flag on Powerhouse I got our flag, by myself, to within 20ft of the score zone. I thought we had it in the bag but no, my teammates were on the other side of the map the entire time playing with their dicks while I was the only one who tried to stop the defending team from re-setting the flag, which they did. I was so pissed.
 
Just played for a few hours at a friends. Here is my 2 cents

Its feels like Halo but it doesnt at the same time.

Loadouts totally change the game now. Not sure for the better or worse but you def have some very different one on one battles. Its not just who is the better shot or who can melee stick the other guy first either.

The game as opposed to H3 is very ground based. You Jump like an odst now so your not jumping all over the place or getting to where you need to by jumping as much. My guess is this is too highlight the loadouts.

Nades are overpowered but thats been covered. DMR needs to be a 4 shot...

I will play this game for sure but it is a lot different than H3.

Not sure what they were thinking with the controls. I liked having a thumb on B and my finger still on the trigger. The combination of this and the melee only dropping shields takes a little away from the close range game, it turns to a nade fest fast.

Really, they could have just made armor abilities X and that would have been fine. I hope they have that option in the final. Having B as your nade change is a waste of one of the 4 primary buttos.
 
Ten-Song said:
No, my issue was more about the style of people playing in those modes. I too often see Stockpile games devolve into people just running around the maps like idiots and not playing offense or defense at all when it comes to actually capturing the damn flags. When people are playing it for real, it's a great mode, but when paired up with randoms, it's a lot of single captures and flags never getting picked up. :/
See, this feels like Halo after all.
 
jhferry said:
Really, they could have just made armor abilities X and that would have been fine. I hope they have that option in the final. Having B as your nade change is a waste of one of the 4 primary buttos.
AA being LB is perfect, I think. Having it as "X" would remove your thumb from the right thumbstick (seeing as you have to hold it down for it to work appropriately).
 
NG28 said:
You can definitely tell when you are getting shot. That beeping is annoying.
You can tell when you are getting shot, but you can't tell the direction from where you getting shot. I am currently looking at a replay when a person shot at me from three different angles (he was a in a jetpack) with the pistol. I can see that there is a very bleak red shadown in my screen that signals where the shot is coming from. The problem is that this shadow is way too soft. I had to pause the screen to see it. The environment is so detailed and rich in color that I couldn't notice this shadown and hence had no freaking idea where I was getting shot from. In Halo 3 this shadow was really obvious. I miss it.

jhferry said:
Really, they could have just made armor abilities X and that would have been fine. I hope they have that option in the final. Having B as your nade change is a waste of one of the 4 primary buttos.
It would be a bitch to sprint and turn if it was B.
 
Son of Godzilla said:
See, this feels like Halo after all.

:lol I know. It's a pain in the ass with other modes as well, but for some reason Stockpile as a mode really brings out all the issues with dumb teammates. At least as far as I'm concerned. Nothing is more infuriating the dragging a flag across the whole damn map, dropping it in your capture zone, defending it, and seeing your teammates off dicking around with jet packs while you get killed by two dudes who then take your flag uncontested to their zone with more than enough time to capture them...
 
Insaniac said:
Okay initial impressions, and I'm going to be short and concise,

I hate the new melee/shield interaction. Its absolutely pointless imo.
I cannot stand the expanding reticule for the DMR, i can't headshot a guy 10 meters in front of me even though I have my aim trained on his head, so I either have to keep firing until i run out of shots which generally all miss the head, or wait for the reticule to shrink back, at which point I get ARed to death.

Nuclear frag grenades omg. Why do i lose my sound? aren't i wearing a helmet?

armor lock needs to be tweaked. If i am about to melee a guy in the back and he completely negates it by tapping armor lock, thats BS.

I honestly think the reticule needs to be easier to see, especially if they keep the expanding reticule

In halo 3 there was a distinct sound when you were assault rifling someone and you were hitting their shields, now i can't hear anything and its difficult to tell when you're hitting a guy. Just feels inconsistent.

This guy speaks the absolute truth.

My god man, let me explain the whole melee shield garbage. If I start shooting first, I should be at an advantage. But if I get his shields to 10 percent, and he gets my shields to 30 percent and we both melee at the same time, now our shields are gone and we are on even footing again. That makes ZERO SENSE.

The reticle is so light that I can't see it when ANYTHING starts happening. Not only that, but it's impossible to hit people now! Making an expanding reticle makes the game NOT HALO. I know you made the game, but you can't just change 4 games worth of precedent and call it Halo.

Armor lock is just SO broken, but that deserves a page on its own.

I can't believe that I actually went back and played Halo 3 when I have access to Halo Reach. I remember hearing in the vidoc Marcus Lehto said that he was so afraid of how people were going to receive the beta and I remember thinking you have nothing to worry about man. Boy was I wrong.
 
Phatcorns said:
This guy speaks the absolute truth.

My god man, let me explain the whole melee shield garbage. If I start shooting first, I should be at an advantage. But if I get his shields to 10 percent, and he gets my shields to 30 percent and we both melee at the same time, now our shields are gone and we are on even footing again. That makes ZERO SENSE.

The reticle is so light that I can't see it when ANYTHING starts happening. Not only that, but it's impossible to hit people now! Making an expanding makes the game NOT HALO. I know you made the game, but you can't just change 4 games worth of precedent and call it Halo.

Armor lock is just SO broken, but that deserves a page on its own.

I can't believe that I actually went back and played Halo 3 when I have access to Halo Reach. I remember hearing in the vidoc Marcus Lehto said that he was so afraid of how people were going to receive the beta and I remember thinking you have nothing to worry about man. Boy was I wrong.
MY LONG LOST BROTHER I HAVE FOUND YOU!
 
godhandiscen said:
You can tell when you are getting shot, but you can't tell the direction from where you getting shot. I am currently looking at a replay when a person shot at me from three different angles (he was a in a jetpack) with the pistol. I can see that there is a very bleak red shadown in my screen that signals where the shot is coming from. The problem is that this shadow is way too soft. I had to pause the screen to see it. The environment is so detailed and rich in color that I couldn't notice this shadown and hence had no freaking idea where I was getting shot from. In Halo 3 this shadow was really obvious. I miss it.
Yeah it seems like they made the UI indicators transparent, including your aiming reticule. When I was playing on my SDTV, I couldn't even see the pistol reticule at all. I hooked up my 360 to my computer monitor immediately after that.

As for the controls, I personally think the default works great after getting used to it. Jumping isn't as prominent, so bumper jumper isn't really necessary. My most used actions are all on the triggers, which makes everything so easy.
 
I like slayer as much as the next guy, but wow.

EDIT: Armor lock is not really broken, since you can just roll a nade under the guy.
 
Phatcorns said:
My god man, let me explain the whole melee shield garbage. If I start shooting first, I should be at an advantage. But if I get his shields to 10 percent, and he gets my shields to 30 percent and we both melee at the same time, now our shields are gone and we are on even footing again. That makes ZERO SENSE

I don't want to sound like an ass here but why are you going in for the melee or letting him get close enough to beat you down? If you have that large of a drop on someone you should finish the guy off with your gun.
 
Wren said:
I don't want to sound like an ass here but why are you going in for the melee or letting him get close enough to beat you down? If you have that large of a drop on him you should finish the guy off with your gun.

You can't simplify it down to just "why don't you keep shooting him." Because the melee is more effective. There are just so many variables. Just take any instance where it'd be better to melee and my point stands.
 
Armor lock to return a flag is so annoying.
Oh and the reticules definitely need to be darker, aiming with the pistol or AR can become interesting on some backdrops.

Other than that, I'm loving it!
 
Linkzg said:
Dear GhaleonEB and other big Halo 2/3 players,
please go on about your disappointments with the Reach beta.
Okay. :p

Reach does a poor job providing feedback to the player, in a number of ways. When I get shot, I can't tell from what direction. This means I react poorly, which means I die more. In every other Halo game, turning to face (or flee) incoming fire became instinctual because the visual feedback upon receiving fire was clear, so this is no small thing. It often makes my death feel random.

When I melee or am on the receiving end, I have to look at the text in the corner to see what happened. The visual feedback is just messy and unclear. The shield delimiter - no matter how much shield is up, a melee with pop it and no more - is, for lack of a better word, stupid. It really breaks close quarters combat, and coupled with the already poor melee feedback and lack of clarity, it makes close combat feel like a complete mess. Melee fights are confusing, hectic and have what feels like arbitrary outcomes.

The shield delimiter applies to other weapons as well; it takes half a ream of needles to pop the shield, then another to pop the player beneath them. The entire idea of making the health/shield system so separated, no connection between them, disrupts combat greatly.

Some targeting reticules, such the pistol, are very hard to see in many situations; this not only makes aiming hard, but timing the rhythm of the shots difficult.

Grenade damage, and the way if blows out the sound. The fuck?

The feedback loops on the guns are entirely forgettable. Remember how great it feels to shoot the Halo 1 AR and pistol, or the Halo 2 and 3 BR? None of the guns in Reach are anywhere close. The pistol is apparently a beast, but it feels like shooting a cap gun. It's not fun to shoot in this game.

Of the two maps, I simply hate one of them. Sword Base is a poorly designed, arbitrary, bland and confusing mess of a map. I put it among the worst in the series.

Player movement feels more like Oblivion than Halo. Gone are the joyful, smooth jumps, the elegance of the strafe, the feeling of agility in close quarters movement. I feel like I have weights tied around my waist (or am constipated, as someone else said). I keep saying this, but it just does not feel anything like a Halo game to me. It's not the movement speed or the jump height, it's that they simply redid how the game plays. I don't know why and can't really articulate it. But playing Reach is simply not fun.

In all the previous Halo games, the simple act of leaping around and shooting was fun. I recall vividly my first day of playing the Halo 3 Beta, in the F&F kick off. The first thing everyone did was jump around shooting, getting a feel for the weapons. It was euphoric. Doing those things are not fun in this game. I don't feel like the game is a playground. It feels like work.

Most of the expansions to the game work well. Menus, much of the UI, the armor abilities, the audio, the graphics. Some of the abilities, like Sprint, are pretty great. Most of the stuff they added just works. But the underlying core is broken. Melee, jumping, shooting, moving. Important stuff, and none of them feel anything like Halo any more, and more importantly, they feel likes something that's not fun to play. The heart and soul of the game is just gone. I'm sitting here, after two days of playing the Beta, and I don't have a strong desire to play it again.

I feel like an ass ripping on the game so hard, but as a longtime fan of the series, and thus Bungie, I'm just crushingly disappointed. I'm clearly in the minority on this stuff, I haven't found anyone that's had as negative a reaction as myself. But that's where I am with the game. FWIW.

It's funny, I played the game on the same days as the Activision announcement. I read that, and my first thought was, "that's very un-Bungie-like." That's what the game feels like as well; this is very un-Bungie-like to me. :(
 
Ten-Song said:
No, my issue was more about the style of people playing in those modes. I too often see Stockpile games devolve into people just running around the maps like idiots and not playing offense or defense at all when it comes to actually capturing the damn flags. When people are playing it for real, it's a great mode, but when paired up with randoms, it's a lot of single captures and flags never getting picked up. :/

That pisses me off too.. People go to objective games to play slayer!
 
:lol people sure do vote for slayer alot. Kinda like SWAT though.

EDIT: They have arrows on screen that show where you were shot, or at least the general direction.
 
I'd like to play at least just one game with traditional shield/health interaction and no reticle bloom whatsoever. It feels like these things are more like handicaps than gameplay mechanics.

edit: bloom seems to work really well for dmr and needle rifle, but its infuriating to use with the pistol >.<
 
Lead Farmer said:
I think bungie just chose the absolute worst maps to showcase the game changing mechanics...

I've been playing Halo for a very long time and Powerhouse and Sword Base are not bad maps by any means. Both of these maps take a dump on many of the Halo 3 maps.
 
GhaleonEB said:
It's funny, I played the game on the same days as the Activision announcement. I read that, and my first thought was, "that's very un-Bungie-like." That's what the game feels like as well; this is very un-Bungie-like to me. :(

That's probably the most damning sentence so far!

I really hope you're just on some bipolar-disorder downer or something Ghaleon, because all these reflections make for some painful reading to my poor innocent eyes :(
 
Shafto said:
That's probably the most damning sentence so far!

I really hope you're just on some bipolar-disorder downer or something Ghaleon, because all these reflections make for some painful reading to my poor innocent eyes :(

The mechanic of Halo has changed a bit. He's right on most stances but I don't think they are anything to hate. Some of the stuff could use a touching up but it is incredibly fun.

Don't let Ghaleon scare you, he is definitely in the minority here. He is also wrong about Swordbase. It's not my favorite map by any means but it's certainly better than others in the series.
 
hmm good thing this is a beta and hopefully bungie can fix some of these things due to complaints

of course ive enjoyed playing it but im not exactly good at giving feedback beta or not :lol

though the main prob ive had with the beta is the insane grenade dmg
 
GhaleonEB said:
Player movement feels more like Oblivion than Halo. Gone are the joyful, smooth jumps, the elegance of the strafe, the feeling of agility in close quarters movement. I feel like I have weights tied around my waist (or am constipated, as someone else said). I keep saying this, but it just does not feel anything like a Halo game to me. It's not the movement speed or the jump height, it's that they simply redid how the game plays. I don't know why and can't really articulate it. But playing Reach is simply not fun.

I couldn't disagree with you more. You just need some vehicles to take out, that's all.

Reach is the most fun I've had with a Halo game since about 2006 when I started to grow tired of Halo 2. It feels amazing.
 
GhaleonEB said:
Okay. :p

Reach does a poor job providing feedback to the player, in a number of ways. When I get shot, I can't tell from what direction. This means I react poorly, which means I die more. In every other Halo game, turning to face (or flee) incoming fire became instinctual because the visual feedback upon receiving fire was clear, so this is no small thing. It often makes my death feel random.

When I melee or am on the receiving end, I have to look at the text in the corner to see what happened. The visual feedback is just messy and unclear. The shield delimiter - no matter how much shield is up, a melee with pop it and no more - is, for lack of a better word, stupid. It really breaks close quarters combat, and coupled with the already poor melee feedback and lack of clarity, it makes close combat feel like a complete mess. Melee fights are confusing, hectic and have what feels like arbitrary outcomes.

The shield delimiter applies to other weapons as well; it takes half a ream of needles to pop the shield, then another to pop the player beneath them. The entire idea of making the health/shield system so separated, no connection between them, disrupts combat greatly.

Some targeting reticules, such the pistol, are very hard to see in many situations; this not only makes aiming hard, but timing the rhythm of the shots difficult.

Grenade damage, and the way if blows out the sound. The fuck?

The feedback loops on the guns are entirely forgettable. Remember how great it feels to shoot the Halo 1 AR and pistol, or the Halo 2 and 3 BR? None of the guns in Reach are anywhere close. The pistol is apparently a beast, but it feels like shooting a cap gun. It's not fun to shoot in this game.

Of the two maps, I simply hate one of them. Sword Base is a poorly designed, arbitrary, bland and confusing mess of a map. I put it among the worst in the series.

Player movement feels more like Oblivion than Halo. Gone are the joyful, smooth jumps, the elegance of the strafe, the feeling of agility in close quarters movement. I feel like I have weights tied around my waist (or am constipated, as someone else said). I keep saying this, but it just does not feel anything like a Halo game to me. It's not the movement speed or the jump height, it's that they simply redid how the game plays. I don't know why and can't really articulate it. But playing Reach is simply not fun.

In all the previous Halo games, the simple act of leaping around and shooting was fun. I recall vividly my first day of playing the Halo 3 Beta, in the F&F kick off. The first thing everyone did was jump around shooting, getting a feel for the weapons. It was euphoric. Doing those things are not fun in this game. I don't feel like the game is a playground. It feels like work.

Most of the expansions to the game work well. Menus, much of the UI, the armor abilities, the audio, the graphics. Some of the abilities, like Sprint, are pretty great. Most of the stuff they added just works. But the underlying core is broken. Melee, jumping, shooting, moving. Important stuff, and none of them feel anything like Halo any more, and more importantly, they feel likes something that's not fun to play. The heart and soul of the game is just gone. I'm sitting here, after two days of playing the Beta, and I don't have a strong desire to play it again.

I feel like an ass ripping on the game so hard, but as a longtime fan of the series, and thus Bungie, I'm just crushingly disappointed. I'm clearly in the minority on this stuff, I haven't found anyone that's had as negative a reaction as myself. But that's where I am with the game. FWIW.

It's funny, I played the game on the same days as the Activision announcement. I read that, and my first thought was, "that's very un-Bungie-like." That's what the game feels like as well; this is very un-Bungie-like to me. :(
*slow clap*
 
godhandiscen said:
*slow clap*

PleaseBungie.png


:lol :lol




I couldn't resist, sorry. Although I do find it ridiculous as I love this melee system. Not trying to bash you or anything like that. Promise.
 
How does FFA work, do you have to get 1st place in order to get a "games won" on your service record, or is it like halo 3 lone wolves where 1-3 (or 4) is a win?
 
Phatcorns said:
You can't simplify it down to just "why don't you keep shooting him." Because the melee is more effective. There are just so many variables. Just take any instance where it'd be better to melee and my point stands.

But thats my point, melee isn't the better option in Reach at the moment (well unless you have sprint). If you have the drop on someone there is no reason for you to be in beat-down range. I don't understand why everyone continues to melee so much, grenades can now force attackers back and the starting weapons can even hold their own until you find replacements.
 
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