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Halo: Reach Beta Thread

Tashi0106 said:
Lol so Haggard.

But nah, I can't play the beta competitively like I want to. I just don't have fun. There's too much bullshit, not Vanilla enough. If I try to take it seriously I just get angry. Like, why is this guy sprinting up to me with Hammer? Wait, why is hammer here? This radar is like having a waypoint over my head. My shot didn't register and I just got double melee'd. This guy is chasing me so hard and I just ran out of sprint and have no health :/ :lol But I'm not sweating it. It's just the beta, there will
hopefully
be more maps suited to my style. I just for once though want to try DMR + Magnum, no radar, no other weapons and maybe sprint only. I'll have to wait for that though.

Yea, I can't wait for a no AA playlist on release. Really can't wait to see what MLG does with the game either...
 
Ramirez said:
Yea, I can't wait for a no AA playlist on release. Really can't wait to see what MLG does with the game either...

Yup. I've really grown to love Vanilla Halo since MLG got their hands on it. I think the real key is Forge though. I don't see Reach having a decent amount of small, arena style maps.
 
I really wish the party system worked properly. Really don't understand how something like that gets through. We'd be having a ball, Reach is fucked for competitive matches but it's still a blast donging on terrible players.
Exhibit A: Getting 33 kills + perfection (game link)
Exhibit B: Holding off an entire team using the tank (film) (game link)

And here's a random clip I rendered of a AL combo that looked nifty.
 
Does anyone know what the Elite 'General' says to you at the end of invasion if the elites win? I can never hear it with everyone spamming names and stuff at the end of the game.
 
SailorDaravon said:
It can't be though, because I just double-checked, and people were getting their division placements on the 6th, and the Arena didn't go up until the 3rd. I don't think it places you in a division until the "end" of the 3rd day you had daily rankings. I did my 3rd day of daily placement today, so I guess we'll see if I have something in the morning or not.

This is what i thought too, but when someone else said that it was 5 days i just thought that i must have imagined it :lol

I've had daily rankings on 4 separate days now and still don't have a rank. I guess i'll have to see if i get one after i play some more tonight ;)
 
BadAss84 said:
This is what i thought too, but when someone else said that it was 5 days i just thought that i must have imagined it :lol

I've had daily rankings on 4 separate days now and still don't have a rank. I guess i'll have to see if i get one after i play some more tonight ;)

Mine showed up after three days. Are you sure your looking at the correct page on bungie.net? You have to go to Game History > Arena as far as I can tell.

This should be the link:

http://www.bungie.net/stats/reach/playergamehistory.aspx?player=YOURGAMERTAG&vc=arena
 
Thagomizer said:
Is it weird to anyone else that it takes less to kill a tank than a Warthog?
I don't like how you can stick two plasma grenades to a Warthog and, most of the time, neither of the occupants will be harmed, and the Warthog will be barely damaged.
AwesomeSyrup said:
I hate Powerhouse but love Sword Base. Boneyard >>>>> both though. Also when is Generator Defense gonna be up?
This Friday.
 
broony said:
Does anyone know what the Elite 'General' says to you at the end of invasion if the elites win? I can never hear it with everyone spamming names and stuff at the end of the game.

Something like "Excellent work my brothers, we now have a map to the human hive". The data core obviously contains the navigational data for UNSC controlled worlds, including Earth.
 
Popeck said:
Something like "Excellent work my brothers, we now have a map to the human hive". The data core obviously contains the navigational data for UNSC controlled worlds, including Earth.

I wonder if the Invasion maps follow some kind of progression or are they just random maps? It would be pretty cool to have a kind of Invasion Campaign running through the mode, where you progress through the build-up to a war of some kind.

I might have to try doing that once the game comes out and get to play with Forge. :D
 
I like Powerhouse and Swordbase a lot. It's kind of amazing that Bungie surpassed Halo 3's good map count with a beta. Slayer, 1 Flag CTF, SWAT, Stockpile all play really well on both maps. I really like the art as well, even though they're your typical Halo environments. Well, swordbase is a bit better in that regard but not by much. The invasion map sucks ball though. I'm sure the textures are nice, and it's big, but there's a lot of uglyiness to it. The base areas in particular are really ugly, simple, and confusing. It's like a Red Faction: Guerilla map without the destructability to make it okay. They need to redesign the bases for the final game.
 
Kuroyume said:
I like Powerhouse and Swordbase a lot. It's kind of amazing that Bungie surpassed Halo 3's good map count with a beta. Slayer, 1 Flag CTF, SWAT, Stockpile all play really well on both maps.

lol_cat-12926.jpg


They are both so lopsided for those gametypes it's ridiculous.
 
Arena slayer is so damn addictive. Daily rating for today is up to 1663. Also please tell me you can keep your saved films and use them in the retail version, because I've gotten my first ranked killtacular ever. I want to cherish the moment forever.:lol

Swordbase is incredible fun in (team) slayer, but it's absolutely awful in the objective gametypes. One-flag CTF is a disaster on that map. Stockpile can be fun at times though. Both stockpile and one-flag suck hard on powerhouse though. Any FFA mode aside from slayer turn into a campfest near the bathroom. It's a shame really, cause it has the potential, but it just doesn't live up to it.

Invasion is only awesome/fun when you're a spartan.:lol Boneyard is an awful, awful map. The second part of the map is okay'ish, but the first part is so bland.
 
I'm not sure I'm getting the idea behind the arena rankings. Kills/assists seem to be the big factor, and to get a high rating you'll need to have teammates with a bad rating. Seems 33 kills and 35 deaths is better than 10 kills and 2 deaths. Let's ignore the objective of the game and make it a meta game where teamwork suffers.

I'm pretty much always winning with a positive K/D and a really shitty rating. I'm glad I don't care that much for e-peens and still having fun. Still, why?
 
Wow, Invasion Slayer without AA is an Elite domination until the score reaches 25. And AR's on Boneyard = useless shit.

But I am digging Invasion for the most part. The major issues I have had already been brought up, so hopefully the shipping game will deal with them all. Although I do have to stress how much I dislike the idea of armories. I'd rather have weapons littered throughout the map (especially the ranged weapons) than have to constantly hoof it over to an armory and miss out on the fighting.

Came across a weird little glitch. Kind of small, but still weird. I tried using the Plasma Launcher on a Wraith and another player, but when I went back to lock on to the player, the shot literally zig-zagged around the guy and went to the Wraith again. Kind of amusing.
 
krakov said:
I'm not sure I'm getting the idea behind the arena rankings. Kills/assists seem to be the big factor, and to get a high rating you'll need to have teammates with a bad rating. Seems 33 kills and 35 deaths is better than 10 kills and 2 deaths. Let's ignore the objective of the game and make it a meta game where teamwork suffers.

I'm pretty much always winning with a positive K/D and a really shitty rating. I'm glad I don't care that much for e-peens and still having fun. Still, why?

The Arena ratings reward agressive gameplay and don't take into consider whether you went positive or negative. The system is flawed in that, like your example, someone who gets 33 kills and 35 deaths does better than someone who gets 10 kills and 2 deaths.

Some thoughts:

- The win/loss multiplier should be greater (should make more of a difference.)
- There should be a positive/negative KD multiplier (If you went positive you get another 'small' multiplier.
 
The melee system needs a complete overhaul!

Situation A :

I see a guy, put half a magazine of an AR into him, he turns round melee's me, I melee him, then we both melee each other resulting in us both dying......

Meaning

Him -Half a magazine of AR bullets + melee + melee

Me - melee + melee.

How is this possbily fair?

Fix this shit Bungie!!!!
 
Shake Appeal said:
The shield system has been changed in Halo: Reach. You need to make sure you pop his shield before you attempt a melee, as melee damage does not carry through the shield.

I understand this but........

Why even have weapons in the game if putting half a magazine into someone counts as nothing if the shield isn't fully depleted?
 
CozMick said:
The melee system needs a complete overhaul!

It is a Beta, and things like this need to be worked out, which I am confident that they will.

To me, whenever there is a double-melee kill I say to myself "Okay, I deserved that."

My problem with the melee system is that I have absolutely no way of knowing when my opponent's shields are down so I will never melee. I'll run backwards until I reload before I attempt to melee. With something like the current system where the shields have to be completely down for the melee to be fatal, there needs to be a more tell-tale sign that the opponent's shields are completely down. A bigger pop/fizz would help.
 
Assembly Required said:
I can't access my info, can anyone explain what the 'stars' and 'numbers' mean? ...random people online keep asking (a star appeared by my rating) and now I'm curious.
The colour of the star and the number tell you whether you are Steel (1), Bronze (2), Silver (3), Gold (4), or Onyx (5).
 
NJ Shlice said:
- The win/loss multiplier should be greater (should make more of a difference.)

I disagree. I should be able to get a rating the represents how well or bad I actually did. Regardless of how good or terrible the rest of my team did.

Anyway. Could somone explain to me why I get to play with and against gold and onyx players, even though I'm just a lowly bronze player?
 
Trickster said:
I disagree. I should be able to get a rating the represents how well or bad I actually did. Regardless of how good or terrible the rest of my team did.

If you do well, you do well. But if you win, you should get a better bonus. So don't look at it as you're getting penalized if you lose, you are just getting a nice reward if you win.
 
CozMick said:
I understand this but........

Why even have weapons in the game if putting half a magazine into someone counts as nothing if the shield isn't fully depleted?

The idea is that if you're using the gun appropriately and competently, you'll get their shields down or kill them with one clip (for most guns, anyway?). But it is a little odd, and something you need to get used to, for someone like me who isn't incredibly skilled at the game (yet). I can understand how it would feel like you're getting cheated out of kills.
 
NJ Shlice said:
If you do well, you do well. But if you win, you should get a better bonus. So don't look at it as you're getting penalized if you lose, you are just getting a nice reward if you win.

Except that if you lose your rating takes a bit of a hit doesnt it? I'm pretty sure it does.

If it's just a bonus for winning however, I don't mind.
 
Trickster said:
Anyway. Could somone explain to me why I get to play with and against gold and onyx players, even though I'm just a lowly bronze player?
This is good, because it gives you a better chance to improve.

If you get the highest rating in that game, you are first out of those eight players (I think a lot of people fail to grasp this point: the individual rating number is never, ever that important; what's important is where it puts you in that game relative to the other seven players). That data is fed into the hidden TrueSkill system, and you get more of a boost for beating the players who are placed higher than you within that system. When you beat better players, the game is forced to adjust its understanding of how good you are.

Trickster said:
Except that if you lose your rating takes a bit of a hit doesnt it? I'm pretty sure it does.
It does. There is no 'bonus' for winning, but losing shaves a not inconsiderable 4% off your score, changing a 1500 into a 1440.
 
NJ Shlice said:
- The win/loss multiplier should be greater (should make more of a difference.)

I disagree; it should be removed entirely, as it goes against the entire concept of personalised ratings. I can have a great game with lots of kills and assists, and yet if my teammates are bad and lose the game, I get punished. It makes it harder to directly compare ratings as well because I then have to start adding numbers on to the losing team's rating to get their 'true' rating.

The win/loss thing should have no impact on rating, but there should be other incentives to winning. I'm thinking a far higher credit bonus so you rank up faster or something.

Rating is designed to be a personal measure of performance. Having the system say "you did well, but your teammates sucked so you're not as good" is nonsensical. And it's a real kick in the teeth when your awesome rating gets dragged down by people running in over and over and dying.


I do agree that the system is flawed where you can actually go negative and yet get far higher ratings than someone who doesn't charge in and goes positive. Deaths probably need more weighting.
 
Photolysis said:
I disagree; it should be removed entirely, as it goes against the entire concept of personalised ratings. I can have a great game with lots of kills and assists, and yet if my teammates are bad and lose the game, I get punished. It makes it harder to directly compare ratings as well because I then have to start adding numbers on to the losing team's rating to get their 'true' rating.

The win/loss thing should have no impact on rating, but there should be other incentives to winning. I'm thinking a far higher credit bonus so you rank up faster or something.

Rating is designed to be a personal measure of performance. Having the system say "you did well, but your teammates sucked so you're not as good" is nonsensical. And it's a real kick in the teeth when your awesome rating gets dragged down by people running in over and over and dying.


I do agree that the system is flawed where you can actually go negative and yet get far higher ratings than someone who doesn't charge in and goes positive. Deaths probably need more weighting.

But there needs to be some form of incentive for wanting to win or it ruins the experience. If everythign is individual then there mine as well only be FFA Arena. You are in a team game to win. So winning is working as a team and you should get rewarded for doing so.

At the end of the day it isn't about you. It's TEAM slayer. And a measly 4% is not the end of the world. Like I said, it should be a bonus, and it should not take away from your score if you lose.

EDIT* I agree deaths need more weighing. Or taking into consideration going positive or negative.
 
NJ Shlice said:
But there needs to be some form of incentive for wanting to win or it ruins the experience. If everythign is individual then there mine as well only be FFA Arena. You are in a team game to win. So winning is working as a team and you should get rewarded for doing so.

At the end of the day it isn't about you. It's TEAM slayer. And a measly 4% is not the end of the world. Like I said, it should be a bonus, and it should not take away from your score if you lose.

EDIT* I agree deaths need more weighing. Or taking into consideration going positive or negative.


But the thing is, you already have an incentive to work as a team in the form of assists. If I help my team, I get more assists therefore higher rating therefore play against better players and get better teammates. And I'm more likely to win. The rating system itself filters out those who don't work as a team because people who do work as a team will get consistently higher ratings.

The problem is I can work as a team, and I can do really well. I can do everything in my power to help the team win the game, only to get dragged down by other players. As I said, it goes against the entire concept of personal ratings, and it makes it harder for those who end up on such teams to gain higher ratings and get put with others who work together.

Also, because it becomes exponentially harder to gain rating, that 4% becomes increasingly significant. A 4% decrease in rating might actually correspond to a 20% decrease in performance if you play well enough. Going from 1000 to 960 is nothing. Going from 1660 to 1594 is huge. The better you play, the more you're punished for having a crappy team that loses the game for you.

With regards to the rating formula, I think having kills, deaths and assists all weighted equally would help. So going +0 or -5 with 10 assists still registers you as being a force of good for the team. This would involve changing the scaling factors though to account for the smaller numbers.

As for a win bonus verses a loss penalty, that's the exact same thing. The only difference is the psychology behind it.
 
Darkflight said:
Hmm, makes me want a Jailbreak mode.

Hrmm...that sounds cool. Maybe they could work it into Invasion mode. If you die, you re-spawn in jail and you need another Spartan to break everyone out to continue the assault. Though a Jailbreak mode on its own could be pretty fun.
 
I get some douche bag battle bros in public games damn, whats my reward for getting out of combat so BB can spawn? A melee in the back taking my shields down of course.

EDIT - I should add that I melee them back of course and I do love the invasions mode.
 
Photolysis said:
But the thing is, you already have an incentive to work as a team in the form of assists. If I help my team, I get more assists therefore higher rating therefore play against better players and get better teammates. And I'm more likely to win. The rating system itself filters out those who don't work as a team because people who do work as a team will get consistently higher ratings.

There are different elements to working as a team, and just one of those elements is assits. I can sit in the corner of Swordbase all game and just put one or two shots in every person I see to get an assist for that kill. That doesn't consider me a team player.

The truth is that when you go into matchmaking and your 3 teammates are in party chat, you're screwed and you take the 4% hit. But you're never gonna stop those kinds of people unless they truly care about winning the game, in which case they would be more concerned with ensuring that you are in on the communication.
 
NJ Shlice said:
But there needs to be some form of incentive for wanting to win or it ruins the experience. If everything is individual then there mine as well only be FFA Arena. You are in a team game to win. So winning is working as a team and you should get rewarded for doing so.

At the end of the day it isn't about you. It's TEAM slayer. And a measly 4% is not the end of the world. Like I said, it should be a bonus, and it should not take away from your score if you lose.

EDIT* I agree deaths need more weighing. Or taking into consideration going positive or negative.
While you get a personal rating, everyone on the winning team gets a higher rating than the losing team (or more accurately, the losing team gets docked across the board for losing). It's a factor.

FWIW, from the perspective of a very non-hardcore player: I like Arena. I'm not a huge Slayer person, but that's because I'm not that great of a player. I lose most 1:1 fights in Halo 3, and an even larger proportion in Reach. But since the ranking system is based on a blending of kills, assists, and avoiding death, it changes the way I play. So I know that I can play conservatively, be careful not to die, and help my team as much as possible, and I'll get a decent rating. (Or at lesat, one that I think is both not bad and accurately reflects my play. I'm probably Steel bound, and I'm okay with that.)

This game, for example. My team won, and I had nine kills. That's not a lot. But because of how I played, I only died four times, going +5, and notched six assists along the way. So I did a fair bit more good than harm to my team, which isn't usually the case in Slayer. My k/d spread is 1.15, the only playlist I'm positive on. And it's because the way the player rating is calculated has changed how I play on it. I love it.
Kuroyume said:
How much damage do you have to deal to get an assist? Have to break the shield and knock some health right?
In the Beta, you have to damage health (not shield) 40% of the way, and that player must die before they pick up a health pack. That's a bug: in the shipping game, you need to deal 40% or more of the total damage to the player, health or shields, and they need to be killed before a shield recharge. Fixed for fall, so to speak.
 
GhaleonEB said:
While you get a personal rating, everyone on the winning team gets a higher rating than the losing team (or more accurately, the losing team gets docked across the board for losing). It's a factor.

That's not true. Just look at the example you just gave. The top two players on the losing team scored better than the 4th person on the winning team. Which they should, especially since they had better games.

The system works well now and I could live with it going completely unchanged. But from a nitpicky sense, there should be a greater reward for winning and if you had a positive K/D ratio it should be another (very small) bonus.
 
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