• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Halo: Reach Beta Thread

Trasher said:
It's just weird for me having my melee be my number one weapon most of the time. In Halo 3 my BR was number one by a lot, so it's quite strange that the melee in this game would be my go-to kill move most of the time. It is though, and it makes me wonder if it has to do with the new shield/melee system or if it simply has to do with how consistent it is to kill someone with a DMR/Pistol. I've begun to get very patient with my DMR/Pistol, but I feel like I'm always losing to someone who is firing at a much higher rate than me and they are just getting lucky with their shots landing.

YES. This is exactly why my melee kills are by far my number one. At any sort of mid to long range combat, if I'm shooting a guy with the DMR, unless he's already weakened he will just get to some sort of cover before I can possibly kill him with any accuracy. At close range they will just bum rush or AR me while I'm trying to do headshots on a dude 20 feet in front of me and having to either miss every shot or wait a second or so in-between shots.

It feels the reticules change would make sense and work in a shooting gallery/test environment, but realistically in both close and long range combat they seem to make little sense at the moment, and that's not even getting into throwing AA's into the mix.

I don't seem to be having the issues with melee that most people are having, but aside from that I mostly agree with Ghaleon's post. It doesn't really bother me that the game doesn't "feel" like Halo since I play lots of other FPS games (and have more time spent on others), but so many little things feel really "off" right now, and a lot of them are things that I don't think they consider broken or will be fixed before the final release.
 
Neverender said:
A couple of times I've 'pummeled' dudes without pressing melee for like 10 seconds, when I'm not even near anyone.

Also I hate the word pummeled!
IIRC, if they suicide after you punch em, it'll count as your beat down
 
Trasher said:
Has this been happening to anyone else: Sometimes I will have a melee battle with someone where we each hit one another, and then he hits me the second time thus killing me...but then he dies and I get credit for a beatdown even though I never saw my own Spartan throw a second melee at him. Obviously I was jamming on my melee button the whole time, but it seemed obvious to me that I lost and he hit me before I could get mine out.

This has happened quite a few times for me. Was just wondering if anyone else has noticed the same thing. Next time I see it happen I'll try to get the film for it.

Yeah happened to me a couple of times. Once I totally missed the guy, like 120 degrees away from my attack and I still got it.
 
Mohonky said:
Watching the Beta videos, it looks like Halo 3 all over again at 720p. I was hoping for a visual overhaul but nope still the same. The cinematics in Halo Wars had a very dark gritty like atmosphere, why have they not fleshed that out? I don't understand this. When players go into rooms the rooms seem pre-lit, there are lights in the room but they don't seem to do jack shit in terms of how the room is illuminated. Seriously? That shit should have stopped last gen.

It's Halo so no doubt people will go ape shit for it but considering this is Microsoft's big flagship title, it blows my mind that it's so dated technically. It's been surpassed by just about every other first person shooter I can think of. Hell Halo 3 was very ordinary when it launched, 2 years on and the game still looks the same albeit at a HD res this time.
I'm not sure how you came to that conclusion watching videos, but it's wrong. There are lots of dynamic lights. Every flash, bang and plasma charge illuminates the environment.
 
Trasher said:
This is the Friends and Family part of the beta. It's for the friends and family of Bungie. But this time they were nice enough to give out early codes to others as well. Obviously there are gonna be people who win codes from a contest off of Twitter or whatever by spending a ton of time on the internet, but can you really get mad at them even if they aren't Halo fans? Are you really going to get mad or be annoyed by Bungie for giving out codes to their fans so they can enjoy the beta a couple days earlier?

They were "nice enough to give out early codes to OTHERS as well"..? If they are so nice to people who some don't even care about Halo, why can't they be "nice enough" to give early access to their Halo fans with ODST this weekend?

And "mad" is your words, not mine. I don't have much emotions about this, I'm here simply discussing the choices Bungie made. I doubt my wife would let me play much this weekend anyway since she came back from an one month trip abroad yesterday :)
 
I was going to wait until 100 games before writing out some long impressions, but I'm trying to give my eyes a break, and 80 is close enough.

This will mostly read like a counter to a lot of the negativity out there, as for the most part, I am in love with this game.

Dear Bungie,

Maps:
I prefer Powerhouse, but not by as much as I did in my first few games. It plays well, with a lot of nuances relating to Sprint jumps or Jetpacks, and has both clean visuals and defined locations. In slayer games, particularly, it plays great.

I'm a little concerned about some of the objective gametypes, though. As people have pointed out, the bathroom is a camping spot for organized teams in Oddball. My bigger worry is that the base is far too easy to hold in a CTF game: there are effectively two entrances that leave you blind to the majority of the internal space, and it's difficult to do much against a team that's whoring Lock along with instant kill weapons like the hammer or rockets (and the close rocket spawn makes it highly probable that you will encounter someone camping with them, unless you Sprint to intercept them). I feel like there needs to be a small window or something else that exposes the room or makes it more easy to breach. The stairs are a nightmare if you're assaulting from below.

I also don't enjoy it for Stockpile. The bases are far too exposed and this tends to result in grenade spam and general messiness, instead of people actually contesting the flags. Playing with two evenly-matched, coordinated teams might improve my opinion of it, but too often it is a clusterfuck that fails to utilize most of the map.

Sword Base has grown on me. In earlier games I relied on jetpacking to get around, but now I mostly find myself sprinting, availing of the vents or sprint jumps to move around at speed. I feel like the average 1v1 encounter on this map is less interesting than on Powerhouse, largely because the corridors and rooms are so boxy and sterile, but team games play out in interesting ways. I prefer Capture the Flag on this now, though the return route is arduous if you don't use the lift in the middle, and the lift in the middle usually results in a bloodbath. Once the flag is pulled it feels like a (fun) chase around the map, with people using jetpacks or smart sprinting to intercept the flag carrier. While I'm talking about CTF, either the flag return time needs to go down, or the return radius needs to go up, or both. Unless I have Armour Lock, returning is a wretched, death-filled chore.

Stockpile is far better on this one, I find, largely because both bases are less exposed. Covy Slayer is immense, even more so than it is on Powerhouse. Regular slayer isn't quite as snug a fit, but it doesn't feel that difficult to change the balance even in a game where the other team has sniper and launcher. That said, the high vent can be a bitch to clear out, and the room at the top of the collider is another Oddball trap.

Somehow I doubt either of these maps will be among my favourites in the full game, but they both have their place, and they both have a lot of variety and nuance that is still dawning on me. Sword Base in particular is slow to reveal itself. It's ugly, it's grey, it's awkward, but it grows on you.

Gametypes:
I haven't yet enjoyed a game of Headhunter. Perhaps if there was a team variant I could get into it, but it's just such a shambles in FFA. It often rewards opportunism ahead of talent (same as FFA Oddball, which I've never enjoyed), and I always feel out of step with what's going on. It also feels a little too random; I appreciate why the capture points move around the map, but the whole gametype feels arbitrary. Not for me.

Haven't played Juggernaut yet.

The return of Three Plots is welcome, but the score seems to run up very quickly; these games feel shorter than any others. The plots on Powerhouse, again, feel too exposed and spammy, especially given the primacy of grenades.

Stockpile I'm in two minds about. It seems like it could be fantastic on the right map, but I'm not sure either of the maps in the beta do it justice. It's certainly one of the tensest gametypes, and the more organized team does seem to win with consistency, but I'm not sure anyone is playing it particularly well right now. There is also the problem, as many people have pointed out, of teammates stealing your captures.

Covy Slayer is fucking fantastic. I called it a palate cleanser before, and it's certainly a welcome change in among the other gametypes. Evade is supreme, second only to Sprint in my list of favourite Armour Abilities. Close-quarters combat between Elites is awesome, largely because most people don't seem to be making good use of Evade just yet. Makes me really excited to play an Elite in Invasion.

It's a shame there aren't any symmetrical maps to play Multi-Flag on, as that is by far my all-time favourite Halo gametype, and the 1-Flag CTF feels a little weak on both maps, but especially Powerhouse, where almost every game seems to play out the same.

SWAT? Baller. Beats the Halo 2/3 iterations with ease. The vastly improved netcode has something to do with this, obviously, but it just feels so right now, especially with Sprint thrown in the mix.

Weapons:
It took me a while to come around to it, but the DMR is supreme. It's topped by the pistol at close range, simply because the pistol fires faster, but it's definitely better than the Needle Rifle, which initially appealed more to me because it's reticle bloom is easier to contend with. Once I got the hang of the DMR, it became my go-to gun. I like it more than the BR, I think; even though it's harder to get kills with, and doesn't dominate to the same extent, it just feels so right.

Might as well get it out of the way: I love reticle bloom. It adds another dimension to firefights, and people are struggling with it right now. As soon as you slow your pace and start considering each shot and how it might need to be paced or placed differently to the one before, things get interesting, and you start to win the (reasonably rare) 1v1 duels. Spamming the pistol at very close range, and then either meleeing or better yet slowing for the headshot, feels elegant and awesome. And few people are doing it. Firing slow, methodical pistol shots at range and cross-mapping a dude who was packing a DMR feels amazing.

I agree with Tashi that I'm missing a lot of headshots after taking down shields, and I think it's mainly to do with being so eager for the kill and expecting a BR-like spread in the general area of the head will do the trick. It won't. The calmest players are definitely going to be rewarded at the highest levels of this game.

There's a big negative coming up, though, and it's this: I agree with everyone who says visual and aural feedback isn't quite up to scratch. The reticle should be a little bolder, darker, or just plain clearer. There should be a dot for headshots. There should be better indication of who killed whom outside of the spam in the bottom-left corner (more on this in a minute).

I feel like there's a huge, daunting skill curve to the one-shot weapons (including the sniper, though I feel I'm getting more use out of that weapon in Reach than in Halo 3, based on the few times I've actually grabbed it) that people are going to climb steadily, and then rain down on noobs from the mountaintop. There's a lot to learn.

While I dismissed the Needle Rifle above, it's still one of the best standard weapons in the game, and supercombining on a fleeing enemy with a teammate feels rewarding.

Haven't made much use of any of the spammy, spewy weapons, but the AR feels more useful than it did in Halo 3, comparatively. I still don't touch it very often (Y is the first button I press on spawn), but sometimes it's great for springing on a guy who's expecting pistol/DMR at close range. Plasma repeater I've touched even less, but it's definitely powerful, and quite scary when it's being used against you. Plasma pistol is similarly beefy, but doesn't feel all that different to Halo 3. Still enjoy using it most as a makeshift shotgun, especially in Covy Slayer, where no one ever switches to it. I've barely touched the Needler, but I don't see much wrong with it, and I can't complain about the times I've died from it.

Hammer lunge range is too long, especially when coupled with Sprint. It's never been a weapon I've liked, but the improved netcode makes it more viable. It'll be interesting to see if Grifball is actually playable in Europe now.

Focus Rifle feels like it might be overpowered. It's definitely a skill weapon, but people are using it to vicious effect at close range, and I worry about it appearing on maps that are more open than Powerhouse; I put it to reasonably good use in one Covy Slayer game (it replaces the sniper rifle on Sword Base), and wondered for a moment how it would feel to be on the receiving end. Weirdly, people seem to be sleeping on it, and I still find it lying on the ground more often than not. As an anti-jetpack tool (hey, teammates who spend their time floating around like big, noisy clay pigeons: fuck you), it is hilarious.

Rockets are fine.

Grenade launcher is cool, but I haven't got to grips with it at all. Definitely a skill weapon, although slamming it into someone who's unaware of you works too. Manual detonation is fearsome; some of the most satisfying kills (or shield drops followed by a headshot) have been with this thing.

Plasma launcher is supreme. Too supreme. Nerf it, do something. Because when more people realize just how powerful this thing is, we're gonna be in trouble. At any range except close-to, it's fire, forget, multikill, with astonishing regularity. And I haven't even pointed it at a loaded Warthog yet.

Grenades? Fuck you, Bungie. This isn't right. I think the feedback across the Internet seems to be overwhelmingly in favour of a nerf here. I appreciate they should be more powerful than they were in Halo 3, but a frag grenade shouldn't be the answer to almost everything. I constantly, constantly see people flinging one out as a closing fuck you when I've caught them unawares, and it sucks to be at half-shield and have some dead guy grab a kill just because I was standing somewhere in the vague radius of his last, desperate frag. In an enclosed space, you are fucked. They are less fun to throw, and less satisfying to get kills with. Throwing a frag and then bagging the headshot doesn't feel anywhere near as good as it did in Halo 2/3.

Melee. Huh. This has people pissed. I like it. Melee used to be the bane of my life in Halo 2/3, largely because it's so hard to win a beatdown contest in Europe. The new system changes the rhythm of things, and I find I'm outsmarting people who have the wrong expectations of the new system, rather than just getting fucked by fifth-of-a-second latency. Nothing better than exchanging a few shots with the DMR or pistol, backing off, realizing the guy's got nothing he can use at close range, hitting Sprint and slamming into the fucker twice before he knows what hit him. Nothing better than seeing the same asshole who would have donged on you with three AR bullets and a beatdown in Halo 3 bounce off your shields and take one in the dome. It's my top weapon! This is entirely unexpected! Don't touch a thing! Also, whatever you've done with the netcode, or just how melee works, I find I'm at least trading kills in situations where I would have straight-up lost in Halo 2/3.

But seriously, it's hilarious how often I am smacking people down; the double melee is ferocious. I see Ghaleon referencing the golden tripod, but I never felt that in Halo 2/3. In this game, I feel like melee is actually something I can use, a considered option I go to in combination with Sprint or rapid pistol shots, instead of just the default finishing move in a boring spew contest.

Don't change it.

daytwotopfive.jpg


Abilities and Player Movement:
I wouldn't mind if the default jump was a little floatier, a little more useful, but I have no complaints about how it is right now either. The increased field of FOV is one of my favourite changes, and once I upped my sensitivity to 5 (I played with 4 in Halo 3), it felt even better. I can see things. Player movement speed is quite sluggish, but it gets the job done, and there are so many other options for getting around even before vehicles are introduced. The melee lunge and timing feels just right (except for the hammer).

I can understand people saying it doesn't feel like Halo, but for me it feels like Halo as I've wanted it to be: a little more grounded, a little more weighty, a little more concerned with how you aim the gun over when you chose to jump. You can still catch people out and grab cheeky assassinations, but you have to work for them a little more. And the game just looks better when people are making use of Armour Abilities instead of looping moon jumps.

Sprint is glorious. I would say I use this half the time at this point. The game feels faster, you feel more dangerous, and you know you can respond to most threats, or get to or from a contest faster than the next guy who's squatting with his camo. The Sprint jump is a thing of beauty, and once you start getting creative with it, it's so rewarding. Hurdling low obstacles to shave off a seconds of travel time? So good. You can also just be so goddamn aggressive in situations you would have backed off in Halo 3. Feel you're about even in this 1v1? Charge around the corner and force the issue; people panic. Sprint and shotgun, spring and sword, sprint and hammer... No, change the lunge on the hammer.

Jetpack is useful to get places in a very obvious hurry, but I'm using it less and less, especially on Powerhouse. May as well put a sign on your back. I've seen some players do very creative things with it indoors, though; it makes for a very good ambush.

Camo I barely touch. I feel like it's uses are very specific, or for a playstyle that is entirely unlike mine, and I'm just not using it effectively enough often enough to justify its use over, say, Sprint. That said, the length of time you can remain in it is impressive. And even though it's just an irritation to see your radar cluttered with dots, you can sort of work out where the centre of those dots should be much of the time. I've caught a lot of camo users out just by thinking about the most obvious way it could be put to use in a given context. Usually that's exactly the way they are using it.

Armour Lock I have mixed feelings about. It's incredibly powerful in the right hands, especially when used unexpectedly or in conjunction with good team play. In a 1v1 battle you are already losing, though, it's not all that helpful. And I'm just not that good at using it yet; I don't anticipate the situations where even two seconds of Armour Lock would tip the balance in my favour. Some people do, and they are scary to play against right now.

On the whole, I like what the variety that Armour Abilities give, and when people complain about not having enough time to choose the right one, I just sort of shrug and wonder if maybe they should be thinking about it ahead of spawn. I certainly don't feel that one is grossly more powerful than another, or that one is of far greater use than the rest (except maybe Jetpack in certain Sword Base objective games). They feel more gamechanging than equipment ever did, and they make you feel powerful and, you know, different from other players, though the field is still level. That's most important: the balance feels right to me. It'll be interesting to see what others will be implemented in multiplayer in the full game, if any.

A Few Negatives:
I'm a little surprised by how unpolished this game is. Not the gameplay itself, although there are definitely issues that need fixing or tweaking, but the implementation of medals and information, commendations, cR rewards, stats, and even some elements of the UI. A lot of the stuff that frames the game feels sketchy, and so much of it is confusing or opaque. How is cR earned, actually? Modern Warfare 2 gives you a far better idea of the significance of individual actions you took. How do the commendation levels and bars, all without any numerical counterpart, make a lick of sense?

There are a lot of minor errors in how or when medals pop, or the text that spams in the bottom-left, which often seem inaccurate or even grammatically incorrect ("So-and-so assassinated you down?"). It bothers me that some things are capitalized and others are not, or that text is cut off in some boxes, or that Stockpile flags are scored at :01 and not :00, or that the objective UI in-game isn't as helpful as it could be in almost every gametype, or that you can't see how much cR is needed to the next level, and on and on... It's all the more baffling because some elements are so well-designed (browsing the start menu while matchmaking and going to history, local files, etc. is fantastic).

There are a ton of really obvious, helpful UI changes that could be made, like showing more than three armour permutations to browse at once (I'd like to see at least five, staggered in size around the largest, central, currently displayed item; if there is as much customization in the full game as they're hinting at, navigating it is going to be less than ideal). It's amazing that the bungie.net stats, and indeed the post-game carnage report, have improved in some respects while taking steps back in others (the post-game medal collection, for instance). There are things on the new service record I like, but on the whole I feel like I'm getting less information at a glance, and fewer incentives to click through to something else.

If I made a full list of all the little niggles I have, it would make this post even longer than it is, and together they add up to irritation. It's a beta, I get it, but I remember the Halo 3 beta being a lot more solid in this regard. Maybe my memory is faulty.

The other thing is feedback in-game, which a lot of people have harped on, and I agree with. The shield effect is nice, but the condition of another player is not as transparent as it was in Halo 2. It's not as clear and obvious when you've killed someone, or are about to. Some of the new medal icons are ugly or completely inexplicable. The announcer feels inconsistent as fuck in terms of shouting out what's important for me to know. I won't go into great detail or length here, because I've already hijacked the thread with the length of these impressions, and others (notably Tashi) have already made their feelings clear, and I share them.

Edit: what I forgot to mention anywhere in the above is that this game feels like it rewards thinking more than the previous titles. There's more things to keep track of, more permutations of how you're going to engage or be engaged, and much of the time I feel like my kills come from anticipating how the next situation is going to play and responding appropriately. I just wish the maps were a little more helpful in this regard.
 
A feature I've realised I really want - if two people are talking at the same time, show both of their Gamertags in the bottom right. I might not want more than two, but I think it deserves consideration.

EDIT: Bahahaha I just found Vaya con Dios! on Powerhouse. Bungie, you magnificent bastards.

EDIT 2: If you do a third-person assassination while cloaked, you de-cloak, as you'd expect. But your cloak has to be manually reactivated after the kill. Is this intentional?
 
Also, I don't know if this was posted, but Digital Foundry did some beta analysis:

http://www.eurogamer.net/articles/digitalfoundry-vs-halo-reach-beta-article

Apparently it's not the motion blur that's the problem, but temporal antialiasing:

...the frame-blending produces a remarkable effect that sees ghosting images appear prominently on the screen. We saw it in the beta footage posted in Bungie's second ViDoc and put that down to a poor downsampling of a 60FPS capture to the internet-standard 30FPS, but this is actually how the game looks, as the shots above demonstrate.

If there's one single complaint we have about the beta, this is it. The effect can look reminiscent of the ages old ghosting LCD problem - a technological era we don't really need reminding about!
 
I looooooooove Armour Lock. Just had an awesome match where it saved my arse numerous times, even caused a distraction for Gui to get an assasination and some others to get random kills.

I also had the moment I'd always pictured since hearing about it. I rounded a corner, dude like 5 feet in front of me fires a rocket, armour locked and survived then proceed to take him out. :lol Fucking glorious.


Chinner said:
they're right, the ghosting is quite off putting.

When you first start playing it's really noticable, I've found I barely even see it now, but if it catches your eye again it is kind've distracting. Hopefully they'll tweak these things for the final game, I don't mind if the use some motion blur to make things look a little nicer. As it is though it kinda has the opposite effect at times.
 
randomlyrossy said:
I looooooooove Armour Lock. Just had an awesome match where it saved my arse numerous times, even caused a distraction for Gui to get an assasination and some others to get random kills.

I also had the moment I'd always pictured since hearing about it. I rounded a corner, dude like 5 feet in front of me fires a rocket, armour locked and survived then proceed to take him out. :lol Fucking glorious.

You stole the thoughts out of my brain!! :lol

I know some are moaning about AL but it is awesome. It seems to be the main AA where I can feel like I contribute to the team, instead of Sprinting/Stealthing/Flying off.

My only issue is that coming out of AL can sometimes swing the camera around, which can be very annoying to judge where an enemy is.
 
Diablohead said:
I didn't realise rockets will reflect from armour lock, unless it's something that happens the moment you activate it.

11r41kx.gif


http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=13975
Surely a bug.

An awesome bug.

bobs99 ... said:
Maybe this is why people have been complaining about the motion sickness?
People are likely complaining about motion sickness because the FOV has increased.

People should suck it up, because their deficiencies shouldn't hold back wider FOV.
 
Diablohead said:
I didn't realise rockets will reflect from armour lock, unless it's something that happens the moment you activate it.

http://i41.tinypic.com/11r41kx.gif[IMG]

[url]http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=13975[/url][/QUOTE]

Weird, that much be a bug or something you have to time REALLY well. I ALed a couple of rockets that game and neither of them reflected. Pretty cool though.

That also reminded me of last night when I melee blocked a sword lunge by Gui and then proceeded to kill him. His reaction was priceless :lol

Really having alot of fun with this.
 
bj00rn_ said:
They were "nice enough to give out early codes to OTHERS as well"..? If they are so nice to people who some don't even care about Halo, why can't they be "nice enough" to give early access to their Halo fans with ODST this weekend?

And "mad" is your words, not mine. I don't have much emotions about this, I'm here simply discussing the choices Bungie made. I doubt my wife would let me play much this weekend anyway since she came back from an one month trip abroad yesterday :)
I'm a Halo fan with ODST and they gave me one. So apparently they did do that!

And most of these people you are talking about who "don't care about Halo" are probably the ones who used the Expert Zone exploit to get a code. That's not Bungie's fault that those codes were given out that way. That's on Microsoft. Other than those people, every other code that was given to someone was most definitely given to someone who cares about Halo and really wanted to play otherwise they wouldn't have gotten one or put in the time to win a contest for one.

I never said you were mad. I was asking that. But you are annoyed for some reason.

Ultimately though, the reason behind this early portion of the beta is probably because they want to see how their servers and whatnot would hold up with only a few thousand people playing. It's a beta, not a demo. The whole reason behind a beta is to test the waters with everything. It's not really about the fans. It is...but it isn't at the same time if you follow me.
Which you probably don't judging by your post
 
Shake Appeal said:
People are likely complaining about motion sickness because the FOV has increased.

People should suck it up, because their deficiencies shouldn't hold back wider FOV.

I doubt thats the case, ODST and even CoD have fairly decent FoV's (right?) and theres less sense of motion sickness in them.

I do agree with the bolded though :lol
 
I've never really liked Armor Lock. I'm sure a lot of people will end up complaining about it - which will lead to its removal.
I don't actually see many people use it and see more people flying around then anything, sprint is what I use 99% of the time anyway because I can move fast to objectives, run out of danger and cover half the map in 5 seconds flat. OP?
 
bobs99 ... said:
I doubt thats the case, ODST and even CoD have fairly decent FoV's (right?) and theres less sense of motion sickness in them.

I do agree with the bolded though :lol
As far as I remember CoD4 was 65. BFBC2 is 55. Halo 3 was 60, not sure what ODST's was. Reach is 78, I believe.
 
Trasher said:
This is exactly why I have the most kills with my melee. There's no point in even trying to shoot someone when you are in CQC. With the Sprint AA and melee it's quicker to kill someone without a gun. This makes weapons like the AR completely obsolete IMO. Why even shoot when all you need to do is punch the guy once to drain his shields? Then I usually melee again to finish him off, or if for some reason after the first melee I get bounced too far away from the guy then I just pull out the pistol and squeeze one off in his face.

I took your advice, im so much better at melees now lol.
 
Lifejumper said:
Awesome awesome beta.

Things can only improve from here.

But Bungie please fix the ghosting, I mean WTF?
To be perfectly honest, I play on a DEL P1130 21 inch 4:3 CRT (Sony Trinitron Panel 2049x1536 max native res) 360 w/VGA @ 720p, and I didn't notice any of the aforementioned 'ghosting', let alone knew it existed until I read the article.

Out of sight - out of mind, even now that I know of this ghosting. :)

And I agree with the rest of your post, it can only get better. Arena is going to rock, and Invasion... don't get me started. :)
 
Shake Appeal said:
long impressions
great impressions.

I can't really add anything to it. You mentioned pretty much all the positive and negative points and I agree completely with you.
 
I've never really liked Armor Lock. I'm sure a lot of people will end up complaining about it - which will lead to its removal.
It shouldn't be removed, but that little EMP it gives off when it fully drains and when people melee the Armor Locker should be disabled, IMO.
bobs99 ... said:
Oh wow Reach is huge compared to the others. Its so much better for it aswell!
If you're talking FOV, IIRC Halo CE was 90 degrees.
Raide said:
All we need now is Custom Game. Rocket Arena + AL + Infinite Ammo = Asplode
No. Rockets and Jet Packs!
 
Tashi0106 said:
Agree with bolded 1.

Also, bolded 2...Solid Magnum firing rate

Ok, that video gives me some hope. Maybe I just need to learn how to fire more slowly. I just don't get why they would put something like that in a Halo game. There has never been a headshot weapon like that in ANY of the previous Halo's. It just doesn't make it funner.

I also agree with whoever said they aren't convinced the armor abilities are making the game funner. Jetpacks are awesome but the others just are annoying. The radar jam from the stealth, the dominance of the armor lock, and uselessness of sprint.
 
Kenak said:
It shouldn't be removed, but that little EMP it gives off when it fully drains and when people melee the Armor Locker should be disabled, IMO.

If you're talking FOV, IIRC Halo CE was 90 degrees.

No. Rockets and Jet Packs!

EMP is fine. It teaches people not to hug Armour Locking players, hoping they can get a free assassination. :lol Kinda like a prickly Invincible EMP Hedgehog warning would be predators to back off.
 
What I have learned from the magnum so far is that you can squeeze off the first 3 to 4 shots at a fast rate without much of a accuracy penalty at medium to close range, though if you want to aim all shots for the head you need to keep it steady, but a lot of the time you can rush the first few bullets without a problem. Test it out by standing away from a wall medium distance and trying to hit one spot as fast as you can.
 
Kenak said:
It shouldn't be removed, but that little EMP it gives off when it fully drains and when people melee the Armor Locker should be disabled, IMO.

If you're talking FOV, IIRC Halo CE was 90 degrees.

No. Rockets and Jet Packs!


Hmm, I dont know much on the whole FOV thing, but if CE had a larger FOV than Reach and it didnt cause motion sickness then it must be the ghosting or motion blur? I think im just 'suffering' because ive been playing mostly without much sleep, and anything feels weird to me in that state. :lol

Letters said:
Is Arena mode gonna have people flying all over the place too?

Well I cant speak for everyone but as much as I might jetpack around in normal gameplay, the arena is a different beast. The jetpack gets me killed a lot! Once the novelty wears off even in normal gameplay ill probably avoid it but for now I think ill carry on dieing a lot and having a lot of fun :D
 
I really like that Bungie has extended the average encounter time, alleviating the complete doom you'd face if someone got the drop on you.

Now you have a much better chance of turning the tide of a conflict around in your favor. This extension in encounter time seems to have been achieved by slower firing weapons, and attention to being accurate. The problem though is that overall the clips are too shallow on almost every weapon.

A lot of conflicts result in both parties running out of ammo and then awkwardly circling each other as they both reload. This protracts the typical encounter but makes the encounter awkward, and not very exciting. I've never ran out of ammo in a clip more in any other Halo game.
 
Phatcorns said:
Ok, that video gives me some hope. Maybe I just need to learn how to fire more slowly. I just don't get why they would put something like that in a Halo game. There has never been a headshot weapon like that in ANY of the previous Halo's. It just doesn't make it funner.

http://www.youtube.com/watch?v=OALqMX8p6pU

Or do you mean that it fires fast and can headshot, with a scope? The reach pistol is much more like the CE pistol then halo 3's weak efforts :D
 
Phatcorns said:
Ok, that video gives me some hope. Maybe I just need to learn how to fire more slowly. I just don't get why they would put something like that in a Halo game. There has never been a headshot weapon like that in ANY of the previous Halo's. It just doesn't make it funner.

I also agree with whoever said they aren't convinced the armor abilities are making the game funner. Jetpacks are awesome but the others just are annoying. The radar jam from the stealth, the dominance of the armor lock, and uselessness of sprint.
Sprint is my go-to ability. Definitely not useless in the slightest.
 
pringles said:
I haven't even played the beta yet but this sounds stupid.. from your part. Why in god's name would you go in for a melee in that situation? Just either shoot him a few more times so he dies, or shoot him one more time so his shields drop THEN melee him. The shield system in Reach sounds very logical to me but of course if you play like you did in Halo 3 it might not work for you.

The melee system is illogical because it doesn't do the damage it should be doing. If someone has 10 percent shields and the other has 50 percent shields and they both melee, the person with 10 percent shields should end up with less health! Period! Why would you put the two people on even ground after the melee with full health? I understand they're trying to make this new gameplay mechanic, but it's absolutely not fun and it's frustrating as hell.

You might say, well then why have shields at all? Because the shields recharge, so they are still serving a unique function. They shouldn't just be this catch all handicap for people who got caught by surprise.

I still need to play more, but people, you've got to stop saying something like "just keep shooting until their shields pop." It just does not work out that way in actual gameplay. Oh, and the shallowness of the pistol and dmr clips pretty much makes this a no-go anyway.
 
Not a Jellyfish said:
Just an observation but I remember Bungie talking about Reach having longer player encounters as far as combat goes in comparison to the other games in the franchise...I don't see that. :lol Not with nades being this powerful at least.
I actually had a scenario specifically like you describe not having seen in the beta, right out of a Powerhouse Covy Slayer 4v4 match from my first night of playing the Beta with friendly GAFers...

The resulting film clip I beleive displays somewhat of a fierce but also delicate and precisely technical, almost dance-like Elite enemy encounter, that didn't result from both sides merely missing shots. Anyone kindly HD render for me pls? :]

-Letters and I both had a nice laugh a few matches later afer I mentioned the encounter, and both of us mutually agreed on such satisfying encounters resulting from Elite Gameplay as feeling just right. As we enjoyed the personally rewarding feeling the ebb and flow of encounters that the versatile Elites can be prone to bring upon you sometimes & can make you smile whether you kill or are killed.

Nevertheless, it's personally set the bar as the most rewarding Covy encounter I've had in my 5 hours of beta gameplay over the last 2 days, and something I'd love to encounter more often. A Thanks to Letters & the GAFers for the great matches we shared.

tl;dr Covy Slayer 4v4 =
afghan-phone-oq0ea.gif

the gametype of forever-lasting player encounters. :D
 
Phatcorns said:
Ok, that video gives me some hope. Maybe I just need to learn how to fire more slowly. I just don't get why they would put something like that in a Halo game. There has never been a headshot weapon like that in ANY of the previous Halo's. It just doesn't make it funner.

I also agree with whoever said they aren't convinced the armor abilities are making the game funner. Jetpacks are awesome but the others just are annoying. The radar jam from the stealth, the dominance of the armor lock, and uselessness of sprint.

I cant tell whats going on in Tashi's video, it seems like he either just shot 3 shots at a already weakened guy or fired 5 really quick shots and got REALLY lucky with the bloom? Is there even bloom when in scope?
 
Striker said:
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).

Bumper Jumper is still my favorite layout this time around (though I wouldn't mind having X Humper as well). Sprint is a toggle, and the rest I don't use :lol

UltimaPooh said:
You guys want the grenades nerfed? Granted they are annoying but I don't think they are any more powerful than in Halo 3, and those were one hit kill grenades.

You don't know what you're talking about, do you? Have you ever seen one frag grenade kill a fully shielded player in regular Halo 3? Heck, even in MLG (110% damage), a frag isn't a one hit kill. In the beta, full shields won't save you from a grenade if you don't have full health. Add the omnipresence of grenades on the map, the longer time it takes to kill with regular weapons, and you understand the grenade clusterfuck ongoing right now.

Teknoman said:
Now im starting to hate party chat...if you arent a full 4 in a small objective game, at least go normal chat. Tell people that enemies are running up and yet they cant do anything at the time since they cant hear me.

Thank you. I understand some people want to play MM as if they were playing with bots, rather with other human beings, and would rather mute everyone by default then giving them the benefit of the doubt.. The amount of times I've seen people get assassinated/sworded/rocketed etc etc after having warned them is way too big. People in Party Chat are a liability. Hopefully Party Chat will be disabled in the Arena. If it isn't, people in PC in the Arena will get a complaint from me. I already give bad feedback to those using it in Ranked Team Games in H3.

Shake Appeal said:
I was going to wait until 100 games before writing out some long impressions, but I'm trying to give my eyes a break, and 80 is close enough.

This will mostly read like a counter to a lot of the negativity out there, as for the most part, I am in love with this game.

Dear Bungie,

Maps:
I prefer Powerhouse, but not by as much as I did in my first few games. It plays well, with a lot of nuances relating to Sprint jumps or Jetpacks, and has both clean visuals and defined locations. In slayer games, particularly, it plays great.

I'm a little concerned about some of the objective gametypes, though. As people have pointed out, the bathroom is a camping spot for organized teams in Oddball. My bigger worry is that the base is far too easy to hold in a CTF game: there are effectively two entrances that leave you blind to the majority of the internal space, and it's difficult to do much against a team that's whoring Lock along with instant kill weapons like the hammer or rockets (and the close rocket spawn makes it highly probable that you will encounter someone camping with them, unless you Sprint to intercept them). I feel like there needs to be a small window or something else that exposes the room or makes it more easy to breach. The stairs are a nightmare if you're assaulting from below.

I also don't enjoy it for Stockpile. The bases are far too exposed and this tends to result in grenade spam and general messiness, instead of people actually contesting the flags. Playing with two evenly-matched, coordinated teams might improve my opinion of it, but too often it is a clusterfuck that fails to utilize most of the map.

Sword Base has grown on me. In earlier games I relied on jetpacking to get around, but now I mostly find myself sprinting, availing of the vents or sprint jumps to move around at speed. I feel like the average 1v1 encounter on this map is less interesting than on Powerhouse, largely because the corridors and rooms are so boxy and sterile, but team games play out in interesting ways. I prefer Capture the Flag on this now, though the return route is arduous if you don't use the lift in the middle, and the lift in the middle usually results in a bloodbath. Once the flag is pulled it feels like a (fun) chase around the map, with people using jetpacks or smart sprinting to intercept the flag carrier. While I'm talking about CTF, either the flag return time needs to go down, or the return radius needs to go up, or both. Unless I have Armour Lock, returning is a wretched, death-filled chore.

Stockpile is far better on this one, I find, largely because both bases are less exposed. Covy Slayer is immense, even more so than it is on Powerhouse. Regular slayer isn't quite as snug a fit, but it doesn't feel that difficult to change the balance even in a game where the other team has sniper and launcher. That said, the high vent can be a bitch to clear out, and the room at the top of the collider is another Oddball trap.

Somehow I doubt either of these maps will be among my favourites in the full game, but they both have their place, and they both have a lot of variety and nuance that is still dawning on me. Sword Base in particular is slow to reveal itself. It's ugly, it's grey, it's awkward, but it grows on you.

Gametypes:
I haven't yet enjoyed a game of Headhunter. Perhaps if there was a team variant I could get into it, but it's just such a shambles in FFA. It often rewards opportunism ahead of talent (same as FFA Oddball, which I've never enjoyed), and I always feel out of step with what's going on. It also feels a little too random; I appreciate why the capture points move around the map, but the whole gametype feels arbitrary. Not for me.

Haven't played Juggernaut yet.

The return of Three Plots is welcome, but the score seems to run up very quickly; these games feel shorter than any others. The plots on Powerhouse, again, feel too exposed and spammy, especially given the primacy of grenades.

Stockpile I'm in two minds about. It seems like it could be fantastic on the right map, but I'm not sure either of the maps in the beta do it justice. It's certainly one of the tensest gametypes, and the more organized team does seem to win with consistency, but I'm not sure anyone is playing it particularly well right now. There is also the problem, as many people have pointed out, of teammates stealing your captures.

Covy Slayer is fucking fantastic. I called it a palate cleanser before, and it's certainly a welcome change in among the other gametypes. Evade is supreme, second only to Sprint in my list of favourite Armour Abilities. Close-quarters combat between Elites is awesome, largely because most people don't seem to be making good use of Evade just yet. Makes me really excited to play an Elite in Invasion.

It's a shame there aren't any symmetrical maps to play Multi-Flag on, as that is by far my all-time favourite Halo gametype, and the 1-Flag CTF feels a little weak on both maps, but especially Powerhouse, where almost every game seems to play out the same.

SWAT? Baller. Beats the Halo 2/3 iterations with ease. The vastly improved netcode has something to do with this, obviously, but it just feels so right now, especially with Sprint thrown in the mix.

Weapons:
It took me a while to come around to it, but the DMR is supreme. It's topped by the pistol at close range, simply because the pistol fires faster, but it's definitely better than the Needle Rifle, which initially appealed more to me because it's reticle bloom is easier to contend with. Once I got the hang of the DMR, it became my go-to gun. I like it more than the BR, I think; even though it's harder to get kills with, and doesn't dominate to the same extent, it just feels so right.

Might as well get it out of the way: I love reticle bloom. It adds another dimension to firefights, and people are struggling with it right now. As soon as you slow your pace and start considering each shot and how it might need to be paced or placed differently to the one before, things get interesting, and you start to win the (reasonably rare) 1v1 duels. Spamming the pistol at very close range, and then either meleeing or better yet slowing for the headshot, feels elegant and awesome. And few people are doing it. Firing slow, methodical pistol shots at range and cross-mapping a dude who was packing a DMR feels amazing.

I agree with Tashi that I'm missing a lot of headshots after taking down shields, and I think it's mainly to do with being so eager for the kill and expecting a BR-like spread in the general area of the head will do the trick. It won't. The calmest players are definitely going to be rewarded at the highest levels of this game.

There's a big negative coming up, though, and it's this: I agree with everyone who says visual and aural feedback isn't quite up to scratch. The reticle should be a little bolder, darker, or just plain clearer. There should be a dot for headshots. There should be better indication of who killed whom outside of the spam in the bottom-left corner (more on this in a minute).

I feel like there's a huge, daunting skill curve to the one-shot weapons (including the sniper, though I feel I'm getting more use out of that weapon in Reach than in Halo 3, based on the few times I've actually grabbed it) that people are going to climb steadily, and then rain down on noobs from the mountaintop. There's a lot to learn.

While I dismissed the Needle Rifle above, it's still one of the best standard weapons in the game, and supercombining on a fleeing enemy with a teammate feels rewarding.

Haven't made much use of any of the spammy, spewy weapons, but the AR feels more useful than it did in Halo 3, comparatively. I still don't touch it very often (Y is the first button I press on spawn), but sometimes it's great for springing on a guy who's expecting pistol/DMR at close range. Plasma repeater I've touched even less, but it's definitely powerful, and quite scary when it's being used against you. Plasma pistol is similarly beefy, but doesn't feel all that different to Halo 3. Still enjoy using it most as a makeshift shotgun, especially in Covy Slayer, where no one ever switches to it. I've barely touched the Needler, but I don't see much wrong with it, and I can't complain about the times I've died from it.

Hammer lunge range is too long, especially when coupled with Sprint. It's never been a weapon I've liked, but the improved netcode makes it more viable. It'll be interesting to see if Grifball is actually playable in Europe now.

Focus Rifle feels like it might be overpowered. It's definitely a skill weapon, but people are using it to vicious effect at close range, and I worry about it appearing on maps that are more open than Powerhouse; I put it to reasonably good use in one Covy Slayer game (it replaces the sniper rifle on Sword Base), and wondered for a moment how it would feel to be on the receiving end. Weirdly, people seem to be sleeping on it, and I still find it lying on the ground more often than not. As an anti-jetpack tool (hey, teammates who spend their time floating around like big, noisy clay pigeons: fuck you), it is hilarious.

Rockets are fine.

Grenade launcher is cool, but I haven't got to grips with it at all. Definitely a skill weapon, although slamming it into someone who's unaware of you works too. Manual detonation is fearsome; some of the most satisfying kills (or shield drops followed by a headshot) have been with this thing.

Plasma launcher is supreme. Too supreme. Nerf it, do something. Because when more people realize just how powerful this thing is, we're gonna be in trouble. At any range except close-to, it's fire, forget, multikill, with astonishing regularity. And I haven't even pointed it at a loaded Warthog yet.

Grenades? Fuck you, Bungie. This isn't right. I think the feedback across the Internet seems to be overwhelmingly in favour of a nerf here. I appreciate they should be more powerful than they were in Halo 3, but a frag grenade shouldn't be the answer to almost everything. I constantly, constantly see people flinging one out as a closing fuck you when I've caught them unawares, and it sucks to be at half-shield and have some dead guy grab a kill just because I was standing somewhere in the vague radius of his last, desperate frag. In an enclosed space, you are fucked. They are less fun to throw, and less satisfying to get kills with. Throwing a frag and then bagging the headshot doesn't feel anywhere near as good as it did in Halo 2/3.

Melee. Huh. This has people pissed. I like it. Melee used to be the bane of my life in Halo 2/3, largely because it's so hard to win a beatdown contest in Europe. The new system changes the rhythm of things, and I find I'm outsmarting people who have the wrong expectations of the new system, rather than just getting fucked by fifth-of-a-second latency. Nothing better than exchanging a few shots with the DMR or pistol, backing off, realizing the guy's got nothing he can use at close range, hitting Sprint and slamming into the fucker twice before he knows what hit him. Nothing better than seeing the same asshole who would have donged on you with three AR bullets and a beatdown in Halo 3 bounce off your shields and take one in the dome. It's my top weapon! This is entirely unexpected! Don't touch a thing! Also, whatever you've done with the netcode, or just how melee works, I find I'm at least trading kills in situations where I would have straight-up lost in Halo 2/3.

But seriously, it's hilarious how often I am smacking people down; the double melee is ferocious. I see Ghaleon referencing the golden tripod, but I never felt that in Halo 2/3. In this game, I feel like melee is actually something I can use, a considered option I go to in combination with Sprint or rapid pistol shots, instead of just the default finishing move in a boring spew contest.

Don't change it.

http://i14.photobucket.com/albums/a343/iambic5/daytwotopfive.jpg[IMG]

[b]Abilities and Player Movement:[/b]
I wouldn't mind if the default jump was a little floatier, a little more useful, but I have no complaints about how it is right now either. The increased field of FOV is one of my favourite changes, and once I upped my sensitivity to 5 (I played with 4 in Halo 3), it felt even better. I can [u]see[/u] things. Player movement speed is quite sluggish, but it gets the job done, and there are so many other options for getting around even before vehicles are introduced. The melee lunge and timing feels just right (except for the hammer).

I can understand people saying it doesn't feel like Halo, but for me it feels like Halo as I've wanted it to be: a little more grounded, a little more weighty, a little more concerned with how you aim the gun over when you chose to jump. You can still catch people out and grab cheeky assassinations, but you have to work for them a little more. And the game just looks better when people are making use of Armour Abilities instead of looping moon jumps.

Sprint is glorious. I would say I use this half the time at this point. The game feels faster, you feel more dangerous, and you know you can respond to most threats, or get to or from a contest faster than the next guy who's squatting with his camo. The Sprint jump is a thing of beauty, and once you start getting creative with it, it's so rewarding. Hurdling low obstacles to shave off a seconds of travel time? So good. You can also just be so goddamn [u]aggressive[/u] in situations you would have backed off in Halo 3. Feel you're about even in this 1v1? Charge around the corner and force the issue; people panic. Sprint and shotgun, spring and sword, sprint and hammer... No, change the lunge on the hammer.

Jetpack is useful to get places in a very obvious hurry, but I'm using it less and less, especially on Powerhouse. May as well put a sign on your back. I've seen some players do very creative things with it indoors, though; it makes for a very good ambush.

Camo I barely touch. I feel like it's uses are very specific, or for a playstyle that is entirely unlike mine, and I'm just not using it effectively enough often enough to justify its use over, say, Sprint. That said, the length of time you can remain in it is impressive. And even though it's just an irritation to see your radar cluttered with dots, you can sort of work out where the centre of those dots should be much of the time. I've caught a lot of camo users out just by thinking about the most obvious way it could be put to use in a given context. Usually that's exactly the way they are using it.

Armour Lock I have mixed feelings about. It's incredibly powerful in the right hands, especially when used unexpectedly or in conjunction with good team play. In a 1v1 battle you are already losing, though, it's not all that helpful. And I'm just not that good at using it yet; I don't anticipate the situations where even two seconds of Armour Lock would tip the balance in my favour. Some people do, and they are scary to play against right now.

On the whole, I like what the variety that Armour Abilities give, and when people complain about not having enough time to choose the right one, I just sort of shrug and wonder if maybe they should be thinking about it ahead of spawn. I certainly don't feel that one is grossly more powerful than another, or that one is of far greater use than the rest (except maybe Jetpack in certain Sword Base objective games). They feel more gamechanging than equipment ever did, and they make you feel powerful and, you know, [u]different[/u] from other players, though the field is still level. That's most important: the balance feels right to me. It'll be interesting to see what others will be implemented in multiplayer in the full game, if any.

[b]A Few Negatives:[/b]
I'm a little surprised by how unpolished this game is. Not the gameplay itself, although there are definitely issues that need fixing or tweaking, but the implementation of medals and information, commendations, cR rewards, stats, and even some elements of the UI. A lot of the stuff that frames the game feels sketchy, and so much of it is confusing or opaque. How is cR earned, actually? Modern Warfare 2 gives you a far better idea of the significance of individual actions you took. How do the commendation levels and bars, all without any numerical counterpart, make a lick of sense?

There are a lot of minor errors in how or when medals pop, or the text that spams in the bottom-left, which often seem inaccurate or even grammatically incorrect ("So-and-so assassinated you down?"). It bothers me that some things are capitalized and others are not, or that text is cut off in some boxes, or that Stockpile flags are scored at :01 and not :00, or that the objective UI in-game isn't as helpful as it could be in almost every gametype, or that you can't see how much cR is needed to the next level, and on and on... It's all the more baffling because some elements are so well-designed (browsing the start menu while matchmaking and going to history, local files, etc. is [i]fantastic[/i]).

There are a ton of really obvious, helpful UI changes that could be made, like showing more than three armour permutations to browse at once (I'd like to see at least five, staggered in size around the largest, central, currently displayed item; if there is as much customization in the full game as they're hinting at, navigating it is going to be less than ideal). It's amazing that the bungie.net stats, and indeed the post-game carnage report, have improved in some respects while taking steps back in others (the post-game medal collection, for instance). There are things on the new service record I like, but on the whole I feel like I'm getting less information at a glance, and fewer incentives to click through to something else.

If I made a full list of all the little niggles I have, it would make this post even longer than it is, and together they add up to irritation. It's a beta, I get it, but I remember the Halo 3 beta being a lot more solid in this regard. Maybe my memory is faulty.

The other thing is feedback in-game, which a lot of people have harped on, and I agree with. The shield effect is nice, but the condition of another player is not as transparent as it was in Halo 2. It's not as clear and obvious when you've killed someone, or are about to. Some of the new medal icons are ugly or completely inexplicable. The announcer feels inconsistent as [u]fuck[/u] in terms of shouting out what's important for me to know. I won't go into great detail or length here, because I've already hijacked the thread with the length of these impressions, and others (notably Tashi) have already made their feelings clear, and I share them.

Edit: what I forgot to mention anywhere in the above is that this game feels like it rewards [u]thinking[/u] more than the previous titles. There's more things to keep track of, more permutations of how you're going to engage or be engaged, and much of the time I feel like my kills come from anticipating how the next situation is going to play and responding appropriately. I just wish the maps were a little more helpful in this regard.[/QUOTE]

I agree with your post through and through, quoting all of it because all of it needs to be read again.

Reposting some of my earlier impressions:

[QUOTE=MagniHarvald]Now that all the people with shitty connections have finished downloading it, games are as laggy as always.. Always fun striking a guy with the flag, him returning the favor a full second afterwards, you dying, why he goes on to score the winning Flag.

[B]Main gameplay changes proposed:[/B]
Pistol, DMR upped to 4SKs
Grenade damage reduced, or grenade blast radius reduced, or grenades on map reduced
Get rid of one hit kills with Objectives in Team Games
Stockpile Flags should be collected at :00, not :01
Games/Rounds should start after the initial Load Out selection, not before
Sudden death should be unlimited, if the Flag is dropped, then the Offending team has 5 seconds (which stacks if it's dropped repeatedly) to pick it back up

[B]Main UI changes proposed:[/B]
Objective is the same color as the team. Red Stockpile = Red Arrow, regardless of which team you're on!
Active Roster needs a button to invite, not just one to join
You shouldn't have to queue to see how much time is remaining in a player's game
'SLAYER' should be 'Slayer' same for 'ELITE SLAYER'
Commendations, explain what the fuck they are, ingame
PGCR should tell you how many of each medal you got in the game

[B]Glitches[/B]
Rendering a clip (BPro) gets rid of the reticle
'Territory lost' even if you win the Territory
Buttons in saved films are not displayed correctly ('Hold X to swap for' even if you are using BJ, not sure if this happens ingame as well)[/QUOTE]
 
bj00rn_ said:
Bungie: I'm slightly confused, I'm a long time Halo fan, and I of course have ODST which you said would provide me with Reach Beta access. And that's fine, I'm sure I'll get it on monday/tuesday. I just don't understand what's going on right now; why all these people I see playing the Reach Beta now, some even didn't bother to buy ODST, some not even Halo fans I'm sure. Shouldn't Halo fans/ODST owners be first in line..? So why are all these people playing the Beta now and I'm just "sitting around waiting" like as if I'm a dumbass second rate Halo fan just because I'm not internet street smart enough or don't have enough time to be on the net 24/7 to search for a key. I don't get it.

Disclaimer: Don't get me wrong, this is not the end of the universe :) , it's just an observation and a slight annoyance in my gaming world, everything is relative.

I feel for you man. I actually own ODST and was fortunate enough to be obsessive enough to spam F5 and this thread to find a way in early. So here's one Halo fan/ODST owner.
 
Top Bottom