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Halo: Reach Beta Thread

Has anyone noticed that it is incredibly easy to take down an opponent's shields, but once you do, your weapons just go haywire with its spread (hitscan weapons having a spread: LOL)?

I have tried spamming the Pistol and DMR at mid-range, even long-range, and have taken out an opponent's shields easily. But once their shields are gone, it's like the functions of each weapon just do a complete 180 and you have to try a whole new tactic just to remove their health.

Hell, even someone who made a "guide" for Reach on HBO agrees with me:

DMR:

The DMR is similar to the pistol, and is not as effective at close range, but better for mid to long range combat. Like the pistol, it's best to get a feel for how much accuracy you need at any given distance. I've found the best thing to do is to squeeze off 4 body shots as quickly as possible, then take a moment to line up the headshot.

Why is something that stupid even built into the game (bullet spam on shielded opponent = all bullets hit; bullet spam on unshielded opponent = not a chance in hell)? I laugh everytime I see the Sniper reticule bloom after a shot because the next one will swerve to the left or right because one bullet having a spread doesn't make any sense whatsoever, it's just like Modern Warfare 2's laughable spread for their Snipers.
 
Deputy Moonman said:
Nice! I think I'm working backwards in that respect. Can they make an award for 15 deaths and no kills please? :lol This games is brutalizing me and Im gonna have to change they way I play or something. That or Im just on a really bad streak of luck. Im getting horrible kill/death ratios. This wouldnt be bad, but Im seeing so many people get high positive kills to deaths. Eeeep. I think I'm also changing my mind about sword base. Getting around takes you out of the action too much, and using a jetpack in the middle is a death wish a good chunk of the time. And I officially think the plasma launcher is ridiculously too strong. It's basically a rocket launcher that locks onto players and has way more ammo.
Yeah I know how you feel, yesterday I did absolutely horrible. Definitely left me with some ill will but I just came back today and after a shaky start got on a really good stretch of games. So..I guess what I'm saying is keep at it, the ins and outs of Reach will come to you.:D
 
The new melee system is still confusing the shit out of me :-(

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Man playing a match earlier today with a fellow gaffer and a lurker on my team we were doing pretty good for a while but then we played Stockpile on Powerhouse. The random we got on our team did nothing but sit at the stockpile and every time we would put flags in he would pick them up and then just put them back to steal our points.

This person did this the entire help, nothing to contribute to the team and we ended up still only losing 10 to 9. Was very upsetting and I really can't wait for the fix to lock those flags down.
 
pringles said:
I'm already over the beta and I haven't even played it yet. It sounds like such a terrible game, don't know how Bungie could have messed up so badly.

Please, dont listen to these people. It has its share of minor problems like all betas, but people here are blowing it way out of proportion.
 
I don't understand why people are so confused by the new melee system. It's much simpler than Halo 3's.

One melee to take down someone's shields no matter how much of it is left, and then one melee to kill someone when their shields are down.
 
Natakuu said:
Got my first perfection today, was rather encouraging and representative of the last six hours or so of games:D I've had a real turn around on the game today. I think the turning point was when I realized the DMR is not a death star. The BR was the true death star and it's not around anymore, but I just have to get used to that fact instead of trying to use the DMR hoping for a BR-like domination.

Speaking of my perfection, the match said I had 15 kills, 0 deaths. In the game it popped up the medal for perfection and as I said the post-game report said I went 15-0 but didn't display the perfection medal. Anyone else have this problem?
Yeah I got that also. Chalk it up to beta shenanigans.
 
Domino Theory said:
Has anyone noticed that it is incredibly easy to take down an opponent's shields, but once you do, your weapons just go haywire with its spread (hitscan weapons having a spread: LOL)?

I have tried spamming the Pistol and DMR at mid-range, even long-range, and have taken out an opponent's shields easily. But once their shields are gone, it's like the functions of each weapon just do a complete 180 and you have to try a whole new tactic just to remove their health.
THE SKILL GAP, BRO. THIS'LL INCREASE IT.
 
Trasher said:
I don't understand why people are so confused by the new melee system. It's much simpler than Halo 3's.

One melee to take down someone's shields no matter how much of it is left, and then one melee to kill someone when their shields are down.

People miss having to shoot 4 bullets with their ARs then meleeing them for the kill and feeling happy about themselves. I'm so glad that's gone.

I'm more consious about CQC battles in Reach now. I just always think "if I get the first shot, just keep shooting and once their shields are down and they've meleed me, I'll melee them and they're dead".

Also, has anyone noticed that sometimes when you do that special type of melee (the one where the melee animation happens SUPER fast and there's a loud thump), you can melee IMMEDIATELY afterwards (almost like a BXB)?
 
Trasher said:
I don't understand why people are so confused by the new melee system. It's much simpler than Halo 3's.

One melee to take down someone's shields no matter how much of it is left, and then one melee to kill someone when their shields are down.


I think it is less of a confusion with the melee system and more of a confusion in being able to tell when the enemy is no shielded. I know for myself the game is so frantic when fighting an enemy up close I don't get a good visual cue to when they are no shielded.

So most players are meleeing thinking the enemy is no shielded when really they aren't, making them complain that the melee system is broken.
 
Not a Jellyfish said:
I think it is less of a confusion with the melee system and more of a confusion in being able to tell when the enemy is no shielded. I know for myself the game is so frantic when fighting an enemy up close I don't get a good visual cue to when they are no shielded.

So most players are meleeing thinking the enemy is no shielded when really they aren't, making them complain that the melee system is broken.

Yeah, I'm not digging the shield pop at all. In Halo 3, the whole body glows bright yellow when being shot at and I loved that. What happened to the shield pop from the Alpha MP trailer that we saw that was akin to Halo: CE? Did that just get removed?
 
After playing around 50 games in the beta, all i can say is BRAVO BUNGIE!!!

I was really surprised how different is this game from the previous halo. The series desperately needed change and Reach delivered ! (thank god its not another Halo 3).

My only gripe is that the maps are not that good. Sword base looks like a poor attempt to remake (boarding ship?) map from halo 1. and powerhouse is another take on high ground. I don't really feel those maps.

I hope in the final game they show how many cR you get from every kill and capture(COD style). they already did it in ODST firefight so i don't know why they didn't in Reach.

Oh yeah and the pistol ROCKS!! i wish it has more bullets and better sound effect.

Great job bungie!!
 
What time does the Beta start tomorrow? 12AM PST? Noon EST? 6EST?

EDIT:

One more time: The Halo: Reach beta is expected it to go live Monday (May 3rd) in the early evening (GMT)/late afternoon (ET)/late am (PT) - Major Nelson
 
Domino Theory said:
Yeah, I'm not digging the shield pop at all. In Halo 3, the whole body glows bright yellow when being shot at and I loved that. What happened to the shield pop from the Alpha MP trailer that we saw that was akin to Halo: CE? Did that just get removed?

I know, I really can't tell when players are no shielded sometimes. Especially when multiple enemies take some grenade damage, I don't know which to fire on first.
 
Domino Theory said:
Has anyone noticed that it is incredibly easy to take down an opponent's shields, but once you do, your weapons just go haywire with its spread (hitscan weapons having a spread: LOL)?

I have tried spamming the Pistol and DMR at mid-range, even long-range, and have taken out an opponent's shields easily. But once their shields are gone, it's like the functions of each weapon just do a complete 180 and you have to try a whole new tactic just to remove their health. So fucking stupid. :lol

Hell, even someone who made a "guide" for Reach on HBO agrees with me:



Why is something that stupid even built into the game (bullet spam on shielded opponent = all bullets hit; bullet spam on unshielded opponent = not a chance in hell)? I laugh everytime I see the Sniper reticule bloom after a shot because the next one will swerve to the left or right because one bullet having a spread doesn't make any sense whatsoever, it's just like Modern Warfare 2's laughable spread for their Snipers.

But I guess they need the practice for Modern Warfare 3 and 4 for the next 10 years.

I feel like the hitbox for headshots is tiny sometimes. Even close range it an be difficult to get headshots with the magnum. Something weird happened to me today and I didn't save the film like an asshole but I might just go back and try to find it. I was hitting a guy with a DMR and it took more than 4 shots to take his shields down. The shots were all hitting though. To me it seems as though shots to body parts like arms or legs I guess do less damage.

And with finishing headshots on unshields opponents it's almost like game bases whether or not you get the kill on the bloom of the reticule rather than if the bullet actually hit. It's really weird sometimes. Other times, I have no problems 5 shotting people. I don't know, it's weird.
 
As crazy as it sounds, I actually think some evil programmer at Bungie programmed the bloom to screw you over more often on unshielded opponents.
It was you, wasnt it Sage!??:lol
Bloom with the Sniper is the worst thing ever, I was really lucky with it so far and didnt even realize it had an effect, but today all my shots have been swerving away from my unshielded opponents - so annoying.

I think the Sniper should just have a delayed RoF, the bloom to simulate this RoF makes me too tempted to try my luck. :lol

Also, nades are basically mini nukes at the moment, those REALLY need to be toned down to Halo 3 levels. A Nade and Pistol headshot is satisfying. A straight up single nade isnt satisfying to kill with, or to die to.
 
Sniper bloom is real dumb. You make rockets easier to use and snipe harder... but it was already hard to get kills with the snipe and easy with rockets.
 
kylej said:
Sniper bloom is real dumb. You make rockets easier to use and snipe harder... but it was already hard to get kills with the snipe and easy with rockets.
What is sniper bloom?
 
godhandiscen said:
What is sniper bloom?

When you fire a shot, your reticule turns huge, if you dont wait till it gets small again your shot will literally go anywhere.

The sad thing is, I picture montages made up of people who get a triple kill with the Sniper, then shoot while in reticule bloom and get a lucky headshot on a guy they dont intend to hit. :lol
 
bobs99 ... said:
When you fire a shot, your reticule turns huge, if you dont wait till it gets small again your shot will literally go anywhere.
Ohh, I actually stand behind that design decision. :lol
 
I hate when people in swat matchmaking complain about "hitting them in the head so many times but they're not dying" when they're pressing the DMR trigger down so fast from across the map. It's funny how many people online don't even know what the hell the bloom in the reticule is for.
 
godhandiscen said:
Ohh, I actually stand behind that design decision. :lol

I do as well, makes the sniper fit into a role of players having to have a real skill with it to gain headshots, instead of just two shotting people like most players do in H3.
 
godhandiscen said:
Ohh, I actually stand behind that design decision. :lol

So far im finding it slows down gunplay to extreme levels, I know were not super super soldiers, but were still spartans, I should be able to have the tools to fight more than 1 guy at a time.

Not a Jellyfish said:
I do as well, makes the sniper fit into a role of players having to have a real skill with it to gain headshots, instead of just two shotting people like most players do in H3.

Snipe only comes with 8 shots, the players who land headshots are already getting better use from it. Now even the skilled players are missing out on the opportunity to get real multikills with it.
 
Not a Jellyfish said:
I do as well, makes the sniper fit into a role of players having to have a real skill with it to gain headshots, instead of just two shotting people like most players do in H3.

Getting hit with anything kicks you out of sniper zoom. Snipe doesn't need bloom.
 
kylej said:
Getting hit with anything kicks you out of sniper zoom. Snipe doesn't need bloom.
Getting hit with anything kicks you out of pistol zoom. Pistol doesn't need bloom.
Getting hit with anything kicks you out of needle rifle zoom. Needle rifle doesn't need bloom.

I can go on, but I think you get the point
 
Mo0 said:
If you're getting hit while sniping, bloom is the least of your problems. It makes it more skill-related to kill things when you're properly sniping (i.e. not getting shot at).

It takes more skill to snipe things when you're not getting shot at. Please re-read what you just wrote.
 
kylej said:
Getting hit with anything kicks you out of sniper zoom. Snipe doesn't need bloom.

That applies for all zoomed weapons as well, DMR, Focus Rifle, Needle Rifle and Pistol. I know you are not suggesting that those weapons shouldn't have bloom either but one could make the argument. :P

I just think the bloom on the sniper is part of Bungies overall design choice to have all the weapons really serve a purpose and a role in the sandbox. I am beginning to get better at the game understanding this and really applaud Sage for this because I am enjoying this aspect of Halo much more, instead of just relying on the BR in almost all situations like in H2 and H3.
 
I actually like the sniper bloom. I have never really enjoyed the sniper in halo, well really just the whole no scope phenomenon that occurs, because of the how fast you can fire the thing. The reticule bloom makes it much more sniper rifle like and less of a mid range single shot gun.
 
I was fine with the melee system in Halo 3 right now. =\ Before anyone goes and looks up my stats, I am positive with melee kills and it's my #1 weapon of choice apparently. DMR should be more accurate too, I'm sick of trying to spam the last headshot. It's not a reliable weapon. Grenades should also be toned down a bit. It's a good thing Bungie has actual betas that are different from the final game, unlike some 360 betas.
RIP H3 Beta Carbine. lol autoaim splazer
.

Otherwise I'm enjoying the beta, but I'm eagerly awaiting May 7th for Invasion!
 
We'll see how snipers play out on other maps. Sword base can be tough for sniper if you're playing a decent team. It makes headshots more important. I also found no scoping to be easier in Reach than in Halo 3.
 
kylej said:
Getting hit with anything kicks you out of sniper zoom. Snipe doesn't need bloom.
Sniping was abused before IMO. I have a friend who used to get dozens of double kills with the sniper, he didn't need to use any other weapon, but now he can't, that makes me happy. :D
 
kylej said:
It takes more skill to snipe things when you're not getting shot at. Please re-read what you just wrote.
Yeah, I changed what I wrote because I realized it was the kind of circular logic I usually go "ugh" at, sorry about that. The new post crystallizes my point a bit better, I think (I hope).

Personally, the bloom is a much better visual feedback to me in terms of how I shoot and when, so I like it. :D
 
CQC in Reach is straight up stupid. Most close quarters battles deteriorate into "Who can melee twice first!" Bring back the old health system, please.
 
I feel like I'm in Jesse Jackson's Rainbow Coalition. Total equality isn't always better. Power weapons are named so for a reason. Regardless of how you feel about H3 snipe, some of you have to admit it's strange to make it easier to get kills with grenades and rockets and harder with the sniper rifle.
 
Tashi0106 said:
We'll see how snipers play out on other maps. Sword base can be tough for sniper if you're playing a decent team. It makes headshots more important. I also found no scoping to be easier in Reach than in Halo 3.
I thought the same thing. It's weird that it seems so much easier. Maybe it's because of all this practice without much auto-aim in Reach.
 
So should I assume that the "late morning" ETA goes for Arena too?

Tashi0106 said:
We'll see how snipers play out on other maps. Sword base can be tough for sniper if you're playing a decent team. It makes headshots more important. I also found no scoping to be easier in Reach than in Halo 3.

Yeah, I agree completely.
 
kylej said:
I feel like I'm in Jesse Jackson's Rainbow Coalition. Total equality isn't always better. Power weapons are named so for a reason. Regardless of how you feel about H3 snipe, some of you have to admit it's strange to make it easier to get kills with grenades and rockets and harder with the sniper rifle.

Well, if we're talking about "weapon balance", isn't the ideal situation equality in the weapons, so that two players of equal skill will have an equal chance to kill each other regardless of weapon?

I mean, if I'm wrong as to what weapon balance means then by all means correct me, but I thought things like "Increasing the power of X while decreasing the power of Y" was sort of a direct method of balancing weapons.
 
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