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Halo: Reach Beta Thread

Hydranockz said:
I imagine te assassinations have nothing to do with the map really. Unless I read your post wrong... it's 4am after all :p

Halo 2/3/ODST/Reach has different .map files. When I say "map", that's what I mean.

There's the actual map files, which are the different levels you're playing on, and .map files for the main menu, "shared.map", and "campaign.map". Shared.map is just a dump file for things that are common across all multiplayer levels. Campaign is similar to shared, but used strictly for Campaign I believe.

So when I say that the animations would have to be stored in each map, I mean they'd either be in all of the individual .map files, or just dumped into Shared.map. I really can't say.
 
Kibbles said:
red_spartan_epicloss.png


Would someone be kind enough to Avatarize this for me? I'd just resize it myself, but I can never get it to be a blank background that, it always basically becomes white, which shows up against Neogaf's background. Edit: Look at my avatar now (before it was a blank white background. I had to change it to Neogaf's brighter color so that it'd fit in seamlessly atleast half the time. Thanks to anyone who does this for me.:D
 
Heh, I've never seen a game split the fanbase in so many different ways before. I told some of the guys the other night that this will be the Zelda 2 of the franchise. :lol
 
Ajemsuhgao said:
Halo 2/3/ODST/Reach has different .map files. When I say "map", that's what I mean.

There's the actual map files, which are the different levels you're playing on, and .map files for the main menu, "shared.map", and "campaign.map". Shared.map is just a dump file for things that are common across all multiplayer levels. Campaign is similar to shared, but used strictly for Campaign I believe.

So when I say that the animations would have to be stored in each map, I mean they'd either be in all of the individual .map files, or just dumped into Shared.map. I really can't say.
Oh right gotcha. I'll blame 4am for the initial misunderstanding :p
 
Generic said:
Would someone be kind enough to Avatarize this for me? I'd just resize it myself, but I can never get it to be a blank background that, it always basically becomes white, which shows up against Neogaf's background. Edit: Look at my avatar now (before it was a blank white background. I had to change it to Neogaf's brighter color so that it'd fit in seamlessly atleast half the time. Thanks to anyone who does this for me.:D


qy6a9c.png


Hydranockz said:
Oh right gotcha. I'll blame 4am for the initial misunderstanding :p

Unless you ever modded Halo, you'd really have no idea what I was talking about anyway :lol >_>
 
Assembly Required said:
Thank you! ...sprint is the most versatile, effective, awesome ability by far. Armor Lock comes in second..
God I love armor lock so much. Getting grenade spammed? Armor lock. About to be meleed? Armor lock. Enemy about to turn the corner? Armor lock. Stickied? Armor lock. Rockets? Ha! Armor lock.

I've got so much mileage from that one ability. It's so damn fun to use.
 
Crunched said:
God I love armor lock so much. Getting grenade spammed? Armor lock. About to be meleed? Armor lock. Enemy about to turn the corner? Armor lock. Stickied? Armor lock. Rockets? Ha! Armor lock.

I've got so much mileage from that one ability. It's so damn fun to use.

I always seem to do it just too late or something. I always get killed as I'm going into armor lock. Does the whole take-no-damage thing not go into effect until your fist is touching the ground?
 
Crunched said:
God I love armor lock so much. Getting grenade spammed? Armor lock. About to be meleed? Armor lock. Enemy about to turn the corner? Armor lock. Stickied? Armor lock. Rockets? Ha! Armor lock.

I've got so much mileage from that one ability. It's so damn fun to use.

as opposed to a melee or shots to the face? You reaching with that one. :lol
 
MMaRsu said:
Like what ?
The general feel of the game, primarily - player movement and jumping feel similar to me - but also the concept of the expanding targeting circle (though a different implementation in Reach) and making aim more accurate for crouching. The parallels don't run deep - just a few influences that the two FASA guys probably brought over with them.

I didn't buy the game mostly because the package was so skimpy on both content and features. I liked a lot of what I saw otherwise.

Letters said:
looong sprint jumps... <3 <3 <3
Yup. I rock Sprint partly just so I can glide around the maps.
 
Ajemsuhgao said:
I always seem to do it just too late or something. I always get killed as I'm going into armor lock. Does the whole take-no-damage thing not go into effect until your fist is touching the ground?
That happened to me a lot at first. It's just under a half second or so after you initialize it before it goes into effect. A little before your fist hits the ground, I think.
zero margin said:
as opposed to a melee or shots to the face? You reaching with that one. :lol
I mean like, you stand just at the bend of the corner and AL as they round it to strip their shields. Then melee.

Hearing kids rage is what makes Halo so fun to play.
 
zero margin said:
as opposed to a melee or shots to the face? You reaching with that one. :lol

Why? They're gonna come around the corner, and try to melee you since you're right in their face. Your armor lock will take out their shield, and you just pop out and hit them. They die, you're perfectly safe.
 
Just to randomly jump to the Campaign for a bit:

Does anyone know who wrote the Halo 3 Terminals? The reason why I ask this is because they are so incredibly superior to the main story in all the games and Sadie's Story in ODST.
 
GhaleonEB said:
The general feel of the game, primarily - player movement and jumping feel similar to me - but also the concept of the expanding targeting circle (though a different implementation in Reach) and making aim more accurate for crouching. The parallels don't run deep - just a few influences that the two FASA guys probably brought over with them.

I didn't buy the game mostly because the package was so skimpy on both content and features. I liked a lot of what I saw otherwise.
I don't get why that feel is a bad thing though. To me Shadowrun always felt like Halo with a CSS game mode and fairy dust.
 
AwesomeSyrup said:
I don't get why that feel is a bad thing though. To me Shadowrun always felt like Halo with a CSS game mode and fairy dust.
I agree. First time I played Shadowrun I thought it was built on an expanded version of Halo 2's mechanics. Feels very similar.
 
Why can't we see our division placement in the game?

Not only that but it takes some digging (at least on chrome) to get it to show on bnet.

Is this intentional or is something going on?
 
Lead Based Paint said:
Why can't we see our division placement in the game?

Not only that but it takes some digging (at least on chrome) to get it to show on bnet.

Is this intentional or is something going on?

-Where is this located in BNET. Are you talking about the stars next to your ranking?
 
Had a good few games with Dani and Kapura tonight, just enough to get my first daily of 1564 (I think). But that includes one really bad game were I was something like 1440. I know I can do a lot better, but I feel like that's a good starting point. :D
I like that people can better specialize in different areas of the sandbox in this game. In Halo 3, if you can use the BR you can use the Carbine. If you can use the sword, you can use the hammer. But everything has been differentiated enough where different players always go for different things. For instance, I find myself always taking the needle rifle over the DMR now. I can get kills with the other two, but I feel more successful with the needle rifle, because I'm better at firing off quick shots and landing the final headshot than I am at slowly ripping them apart with 5 DMR shots. And the sword I can't get kills with. With the melee block, I can't mash B quick enough to counteract a smart player. But with the hammer I can get the jump on people.
I feel like this when I get a nice Magnum or needle rifle head shot:
34s08ba.gif
 
GhaleonEB said:
The general feel of the game, primarily - player movement and jumping feel similar to me - but also the concept of the expanding targeting circle (though a different implementation in Reach) and making aim more accurate for crouching. The parallels don't run deep - just a few influences that the two FASA guys probably brought over with them.

I didn't buy the game mostly because the package was so skimpy on both content and features. I liked a lot of what I saw otherwise.
I feel like Reach's jumping is pretty similar to CE (something I don't miss from CE), except CE didn't have so much shit to get caught on and the player movement was faster. Shadowrun had really floaty jumps IIRC, maybe even floatier than Halo 2/3.

I loved Shadowrun and played the shit out of it. The gameplay and sandbox were really well crafted. The magic abilities where really well balanced for the most part and most importantly fun to use (teleport led to some incredible firefights) but the gunplay itself was its weakest component. I feel like Reach brought over elements of Shadowrun's weak gunplay (a set backwards in the series but not as mediocre as Shadowrun's) but didn't fell way short of Shadowrun's player abilities. It's like they tried to meld the two together but going halfway in between led to a worse experience. The AAs in Reach aren't integrated with the core gameplay/sandbox nearly as well as Shadowrun's.

I get the feeling that Reach is a product of a team tired of making the same Halo game but held back from crafting gameplay tuned specifically for a new experience by the desire to keep it feeling like Halo. Would've much rather them stick to tradition or scrap it all and make a totally fresh, focused experience than what I've gotten out of the beta. From the list of changes already made from the beta it's hard to tell how the final product will play, but I'm definitely more concerned about the game than I was coming into the beta and just wish I could take a look at New IP.
 
neoism said:
Guys does anyone know the release EST time for Invasion?

I don't think anyone knows yet .. though it doesn't really matter to me as I won't be home from work until 6 PM EST anyway ..

Though after playing Swordbase and Powerhouse way too many times I can't wait to play Invasion almost exclusively.
 
LukeSmith said:
Close Call is bugged in the beta. The functionality of this medal is revamped for ship.

Sweet. Thanks Luke. Also.....

Expected: Selecting 'Team and Party' under Matchmaking Voice option will not reset back to default on next boot.
Actual: Audio/Video setting resets back to default.


Am I doing it right?
 
I love playin Crazy King, and oddball like Luke.. +22.. +28 :lol :lol All most got a rampage, but killed myself one kill away
 
Ramirez said:
Heh, I've never seen a game split the fanbase in so many different ways before. I told some of the guys the other night that this will be the Zelda 2 of the franchise. :lol

Or, to go more recent, the Splinter Cell: Conviction of the series.

Cerrius said:
As I said before, Bungie has been trying to move away from placing importance on individual skill for a long time now.

The writing's been on the wall for years. The evolution of the weapons support this.

H1 pistol = 3 shot kill
BR = 4 shot kill in H2 with massive sticky aim
BR = 4 shot kill with terrible random spread in H3
DMR = 5 shot kill with reticule bloom.


I get the message loud and clear. Less "Out BRing". More team play.

The 3 shot kill was unintentional in Halo 1, with some reports claiming the damage was as much as doubled right before ship, and the sticky aim in Halo 2 was an attempt to compensate for the poor netcode of the day.
 
EazyB said:
I feel like Reach's jumping is pretty similar to CE (something I don't miss from CE), except CE didn't have so much shit to get caught on and the player movement was faster. Shadowrun had really floaty jumps IIRC, maybe even floatier than Halo 2/3.
I've been alternating between Halo 1 - co-op with the kid - and Reach. The jumping is not similar. The only basis for comparison I make to Shadowrun is the player movement - the weight shifting around, jumps, etc. To me they feel similar. I do not draw a further comparison.
 
Oozer3993 said:
Or, to go more recent, the Splinter Cell: Conviction of the series.

Reach is Bungie at their finest. This is a tough pill to swallow for some of the dedicataed HaloGAF crowd. Seriously, some of the most vehement detractors have been posting here, almost daily, for several years. New and fresh is not something this group wanted, apparently.
 
dslgunstar said:
I've had a piss-poor day K/D wise, so keep that in mind when you read the following statement.

BUNGIE! UNFUCK THE DMR!!! THANK YOU!
I hated it at first but the suggestion with 4 shots to the body then 1 headshot will really change what you think about the gun.
 
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