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Halo: Reach Beta Thread

Anyone else feel active camo gets abused a lot by hammer guys on Powerhouse? It seems too conducive to camping. A guy will grab the hammer, then go invisible and hide in a corner until he gets a chance to hit someone.

That's the most annoying AA-related "strategy" I've encountered so far, and it seems to be really popular. If the camo sort of faded if you stood still for more than, say, six seconds, it would really help in countering the problem. Maybe even having the invisible player light up with a flash or something to call attention to him when his juice runs out would help to add some balance.

Nutter said:
More like people who sucked at Halo before are now able to get many kills with the 'nades.. so of course people will love them now. In fact I find it funny, people who did not like Halo before or were not good at it now love Reach. I guess I have to hand it to Bungle for getting the casual crowd interested in Halo again.
what is this i don't even
 
WJD said:
Makes me glad we have GAF to be honest.

HaloGAF in particular <3
Except on times like these when millions of new fans come in and all laugh in tandem at the valid complaints of the regulars who've been playing Halo almost every day for years...
 
Crunched said:
Anyone else feel active camo gets abused a lot by hammer guys on Powerhouse? It seems too conducive to camping. A guy will grab the hammer, then go invisible and hide in a corner until he gets a chance to hit someone.

That's the most annoying AA-related "strategy" I've encountered so far, and it seems to be really popular. If the camo sort of faded if you stood still for more than, say, six seconds, it would really help in countering the problem. Maybe even having the invisible player light up with a flash or something to call attention to him when his juice runs out would help to add some balance.

my friend has a strategy with armor lock that i've never seen before but hope to never encounter... whenever in close combat, he spams nades at his own feet, then armor locks. pisses people off to no end. its the halo martyrdom, but you survive! :lol
 
Crunched said:
Anyone else feel active camo gets abused a lot by hammer guys on Powerhouse? It seems too conducive to camping. A guy will grab the hammer, then go invisible and hide in a corner until he gets a chance to hit someone.

That's the most annoying AA-related "strategy" I've encountered so far, and it seems to be really popular. If the camo sort of faded if you stood still for more than, say, six seconds, it would really help in countering the problem. Maybe even having the invisible player light up with a flash or something to call attention to him when his juice runs out would help to add some balance.

Yes, camo-camping is an annoying strategy that is being widely utilized. I try to avoid any place on the map where there is a scrambled radar because it pretty much guarantees that someone is camping with sword/shotty/hammer. Don't even bother trying to find the guy, just leave the area.

op_ivy said:
my friend has a strategy with armor lock that i've never seen before but hope to never encounter... whenever in close combat, he spams nades at his own feet, then armor locks. pisses people off to no end. its the halo martyrdom, but you survive!

Seen this too - especially effective (and annoying) with plasma nades. I've seen people do this as a primary weapon, actually. Wait for someone to turn a corner, then plasma nade at your feet and Armor lock. As you said, it's another play out of CoD's game book (martyrdom) but worse.
 
Crunched said:
Anyone else feel active camo gets abused a lot by hammer guys on Powerhouse? It seems too conducive to camping. A guy will grab the hammer, then go invisible and hide in a corner until he gets a chance to hit someone.

That's the most annoying AA-related "strategy" I've encountered so far, and it seems to be really popular. If the camo sort of faded if you stood still for more than, say, six seconds, it would really help in countering the problem. Maybe even having the invisible player light up with a flash or something to call attention to him when his juice runs out would help to add some balance.

Well, if I know someone with a hammer is about I usually keep out of the small buildings. Especially if the radar is jammed. The radar jamming is a good enough indication in my opinion.
 
TommyT said:
Even you came to the conclusion about the grenades being the same as they were in H3. (unless that post was sarcastic, which I didn't catch) I understand why people are saying what you could do in H3 and how it made H3 fun/good, because I feel the same way. I was wondering why I couldn't make jumps, or why I should be able to cross ledges, etc. like I could in H3. Ultimately it came down (for me) that this isn't H3, and that if I wanted the same tactical/gameplay advantages that the floaty jumps gave me in H3, I would have to play differently in Reach: with sprint/jetpack.
I told myself I wasn't going to bitch about this any longer, but just this once:

It has more to do with how Reach's player weight, speed and jumping diverge from every previous Halo game, not Halo 3.

The way it feels to move and jump in Reach feels weighted down and sluggish compared to Halo 1, Halo 2, Halo 3 and even ODST. So it's not a matter of wanting Reach to play more like Halo 3, and more to do with it playing like Halo. And bear in mind, I'm not just referring to movement speed and jump height, but how it feels to move and jump. ODST had slower movement and lower jump height than the Halo trilogy, but it still felt very much cut from the same Halo-colored cloth. Reach does not. That is my primary objection to the game at this point, and it's not just because I'm nostalgic. There's a sense of euphoria in Halo's graceful movement, an elegance to the smooth jumps and momentum, that is not present in Reach. I feel heavy and awkward. This can be addressed without changing movement speed and jump height. Please understand this distinction, whether you agree with it or not.

I'm adjusting and getting used to it. But I think it was an unnecessary change.

Okay, really done with that now. Honest. :)
 
BenzMoney said:
Yes, camo-camping is an annoying strategy that is being widely utilized. I try to avoid any place on the map where there is a scrambled radar because it pretty much guarantees that someone is camping with sword/shotty/hammer. Don't even bother trying to find the guy, just leave the area.

Yeah, just treat it like armor lock and stay away. His team is a man down, and just make sure your team knows to watch or stay back from that house. If his teammates cluster in after him, just chuck some nades in (there are like four along the entrances and roof of that house) and then charge. You should have advantage and be able to clean it up. It's times like those where I don't mind overpowered grenades.
 
op_ivy said:
my friend has a strategy with armor lock that i've never seen before but hope to never encounter... whenever in close combat, he spams nades at his own feet, then armor locks. pisses people off to no end. its the halo martyrdom, but you survive! :lol
I never thought of that :lol

Pretty clever. Would be funny if it turned out to be effective.

BenzMoney said:
Yes, camo-camping is an annoying strategy that is being widely utilized. I try to avoid any place on the map where there is a scrambled radar because it pretty much guarantees that someone is camping with sword/shotty/hammer. Don't even bother trying to find the guy, just leave the area.
I guess my problem is the camping part more than the invisible part. One guy with a hammer can effectively annex off a section of the map just by crouching at the side of a building. No other AA has that kind of power over the flow of a map.

Armor lock gets complained about, but at least it facilitates movement. You can't (as far as I've seen) plant yourself in one spot and consider yourself safe with AL, because it has a short fuse and leaves you vulnerable upon exiting. Camo mutes your sound and scrambles radar, but those aren't things that matter to a camper. It's that one specific behavior that I think needs to be balanced out more with invisibility.
 
Using Elites feels like some kind of Halo 3 mode - the jumping is familiar, the health regenerates and you seem to survive a lot more.

Really hope they have many Elite viable playtlists in the final game.

Custom games will be sweet. Elites - Armour Abilities = Halo 3 feel.
 
Crunched said:
I never thought of that :lol

Pretty clever. Would be funny if it turned out to be effective.

I use that when going up the man-cannon to the 4th floor on Swordbase. If its full of players I just fire up there, drop the plasma and Armour Lock them all to hell. :lol

It works well because there are still loads of players that try to hit you in AL or hang around ready to assassinate you.
 
I seriously don't want to play anything but Slayer Pro for the rest of Reach's existence. So much better than vanilla Reach.
 
backflip10019 said:
I fucking HATE how sometimes you just can't make the jump onto the ledge in the middle circle on Powerhouse. WHY CAN'T I MAKE THAT JUMP SOMETIMES?!?!?

The one to bottom propipe? Yeah that's a bitch.
 
backflip10019 said:
I fucking HATE how sometimes you just can't make the jump onto the ledge in the middle circle on Powerhouse. WHY CAN'T I MAKE THAT JUMP SOMETIMES?!?!?

Hahaha.. me too. I fail that jump abou 90% of the time. :lol
 
Sean P. said:
The only beta review you need to watch:

Spartan M619 Review
4GUtA.jpg


Must be a joke :lol yeah it's a joke, too fake 2 minutes in.
 
Beta Thoughts:

  • The Loadout selection screen takes way too long. It doesn't take me 10 seconds to decide, and it breaks up the action too much. Watch a saved film to see what I mean. Long stretches of black screen are not fun.
  • There should be a setting to save your preferred Loadout(s) so my favorite is already pre-selected at the beginning of each game.
 
Trickster said:
isn't the kill/death stats for weapons just how many kills you've gotten with a weapon, and how many times you been killed by an enemy with that same weapon?

So it's not really an accurate measure of how good you are with a weapon, I mean, i'm 65/10 with the needler for instance, and while it's a good weapon now, it's not that good :lol

Been wondering the same thing myself. Anyone have a definitive answer to this?
 
squidhands said:
34yteh2.jpg

I'M NOT LEAVING MY WINGMAN
Greatest Propaganda Piece Ever?

US Navy recruitment went through the fucking roof after the release of that movie.

PS

Naval Aviators are some of the baddest motherfuckers to ever walk this planet.

From what I hear..

Ssparks said:
Hey I found an Elephant on powerhouse. I hope we get to drive it in the retail game.
2cf72vr.jpg
FFS

Quit using migrant labor and call a fucking Mason.
 
Ssparks said:
Hey I found an Elephant on powerhouse. I hope we get to drive it in the retail game.
2cf72vr.jpg

looks like a pig to me. warthogs in reach - confirmed!



also, is there a trick to the grav lift in sword base? half the time i go into it i get plenty of height to easily land where the plasma launcher is, the other half of the time, just barely enough or not enough. what gives?
 
op_ivy said:
looks like a pig to me. warthogs in reach - confirmed!



also, is there a trick to the grav lift in sword base? half the time i go into it i get plenty of height to easily land where the plasma launcher is, the other half of the time, just barely enough or not enough. what gives?

Sprint into it and go miles!!!! :D
 
GhaleonEB said:
I told myself I wasn't going to bitch about this any longer, but just this once:

It has more to do with how Reach's player weight, speed and jumping diverge from every previous Halo game, not Halo 3.

The way it feels to move and jump in Reach feels weighted down and sluggish compared to Halo 1, Halo 2, Halo 3 and even ODST. So it's not a matter of wanting Reach to play more like Halo 3, and more to do with it playing like Halo. And bear in mind, I'm not just referring to movement speed and jump height, but how it feels to move and jump. ODST had slower movement and lower jump height than the Halo trilogy, but it still felt very much cut from the same Halo-colored cloth. Reach does not. That is my primary objection to the game at this point, and it's not just because I'm nostalgic. There's a sense of euphoria in Halo's graceful movement, an elegance to the smooth jumps and momentum, that is not present in Reach. I feel heavy and awkward. This can be addressed without changing movement speed and jump height. Please understand this distinction, whether you agree with it or not.

I'm adjusting and getting used to it. But I think it was an unnecessary change.

Okay, really done with that now. Honest. :)

:lol Sorry for making you relive that. I understand better now that you (and others of your ilk
Monocle?
) are speaking about Halo as an entity and specifically what made it Halo. I guess I've missed previous posts where you have gone into detail about meaning Halo in general. As many are complaining about this were done in H3 and have been changed in Reach, I am admittedly quick to lump all complaints where previous Halo games are mentioned as such, and not many thinking about what defined it as a series to begin with.

I have no qualm with people making criticisms about the game, I have my own trust me. However, to say something is wrong (in Reach) because it was done in H3 is where in lies my problem. To say something has changed in Reach that was a definitive mechanic for Halo as an FPS is agreeable to be far more cause for concern.
 
This is one more game for the cycle. Halo 2 release: Tons of haters who stick to Halo CE. Halo 3 release: Tons of haters who stick to Halo 2.

I mean come on people, why can't we let Reach evolve, and if we feel like playing "Teh Realz Halo", fucking pop in Halo 3?

Having an opinion and being critical is fine, but some of you clearly aren't giving the game a chance.

If I get sick of Bad Company 2 missing a feature from a previous Battlefield, I play a previous Battlefield.

*puts on flame resistant MKV*
 
op_ivy said:
also, is there a trick to the grav lift in sword base? half the time i go into it i get plenty of height to easily land where the plasma launcher is, the other half of the time, just barely enough or not enough. what gives?
It depends how you center yourself over it, and if you jump first to boost your upward momentum, and what your forward momentum is.

Using Sprint to leap over the grav lift and land on one of the bridges just feels badass, I must say.
 
TommyT said:
:lol Sorry for making you relive that. I understand better now that you (and others of your ilk
Monocle?
) are speaking about Halo as an entity and specifically what made it Halo.

I have no qualm with people making criticisms about the game, I have my own trust me. However, to say something is wrong (in Reach) because it was done in H3 is where in lies my problem. To say something has changed in Reach that was a definitive mechanic for Halo as an FPS is agreeable to be far more cause for concern.
I agree with you, but there's no point in arguing with most of the people who think otherwise. Ghaleon is an exception; his opinions change. He didn't like the beta at first, but he gave it chance. I have a problem with people who hate the things that sets Reach apart simply because they're different from past Halo games. Change is good
especially when it involves armor lock
.

The same thing happened from H1 to H2 and H2 to H3, so I guess it's to be expected. It's just a shame that so many people expect a carbon copy of what's come before, and refuse to enjoy what is obviously a huge evolution
(improvement)
of a landmark franchise.
 
I love making that sprint jump on Swordbase from the top red lift to the bridge right on top of sniper. It's supereasy but it always makes me feel like a superhuman parkour badass.

kylej said:
I seriously don't want to play anything but Slayer Pro for the rest of Reach's existence. So much better than vanilla Reach.
Yes. I'd love if there were dedicated playlists for Pro and Classic in the final game, because most of the time I REALLY don't want the AA randomness and frustration. Unless they all get tweaked in the final game, but it's very unlikely, with all the new "fans" they are pulling in.

Shishka please don't let us down on this... :(
 
Letters said:
I love making that sprint jump on Swordbase from the top red lift to the bridge right on top of sniper. It's supereasy but it always makes me feel like a superhuman parkour badass.


Yes. I'd love if there were dedicated playlists for Pro and Classic in the final game, because most of the time I REALLY don't want the AA randomness and frustration. Unless they all get tweaked in the final game, but it's very unlikely, with all the new "fans" they are pulling in.

Shishka please don't let us down on this... :(
Why do I have a feeling that many of the "new fans" you're talking about are people who have been waiting since the first game for a fresh take on the series?
 
Letters said:
I love making that sprint jump on Swordbase from the top red lift to the bridge right on top of sniper. It's supereasy but it always makes me feel like a superhuman parkour badass.
(

:lol except you can't just roll out and keep going!
 
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