Dax01 said:So, uh, before I didn't think AL didn't need any changing, but now I do.
Two things about AL that I think need to be changed:
1. If a grenade sticks a person, then that person engages AL, the sticky still kills him.
2. No shield recharging during AL.
Don't forget instant reorientation. If someone's locked down with their back to me, they shouldn't be able to pop out of it facing me. That shit is whack.GhaleonEB said:My suggested nerfing of AL:
1) Do not strip shields completely when someone hits you. Some damage or push back, sure, but considering how quickly it can be employed, it's leathal in close quarters. (See: Eazy's abuse video.)
2) Regardless of how long it's used, it must recharge after. One use per charge.
3) Shields do not recharge when in AL.
It's the only armor ability that's a touch too multi-purposed.
There's precident. In Halo 1, Cortana enables the Chief's shield to fire off an EMP burst to shut down the three pulse generators in the Two Betrayals mission.
Major Williams said:It's almost as if they need another test build (release candidate) to put out to get final feedback before final release from the greater public audience.
Here's hoping they do - at least beyond internal testing, or small, enclosed testing scenarios.
This.Dax01 said:It's already hard enough to stick people in Reach enough as it is. I shouldn't have to worry about someone engaging in AL in order to avoid the death. I miss the certainty knowing that if I stick someone, he's going to die.
urk said:Armor Lock needs the following buffs:
If fired upon by a player using the Spartan Laser, Armor Lock should refract the blast directly back into the Laserer's stupid face.
Armor Lock should then immediately transport me to the Laserer's charred corpse, where I may proceed to humorously desecrate it by repeatedly raising and lowering my junk onto said Laserer's facial region.
Optional: In the above scenario, Armor Lock could/should append an additional 10 to 15 seconds to the Laserer's subsequent respawn window, whereby they will be forced to endure my protracted celebratory crouching while awash in a burning rage fueled by torment and agony.
Dax01 said:It's already hard enough to stick people in Reach enough as it is. I shouldn't have to worry about someone engaging in AL in order to avoid the death. I miss the certainty knowing that if I stick someone, he's going to die.
Cel shaded Mister Chief Armour would be the greatest unlock everDani said:Menus featuring 3D screens now? :lol
Ask him to throw in a BR, Bubble Shield and a pet Grunt whilst you're at it. And Mister Chief armour. Can you also find out where my triple wielding is? I made up my own expectations for it's inclusion in Reach and I'd rather not disappoint myself. Again.
Software development is a moving target, and new builds come out every day. Sometimes when you add something or change something in one it breaks something else. They obviously worked on having a stable beta candidate and had that ready for a set deadline for Microsoft testing and assurance blah blah. In the meantime, they didn't stop working down their list of known issues.SailorDaravon said:I'm mainly just really baffled out how this version of the Beta got put out; if it seems like a huge amount of bugs and/or gripes have "already" been fixed, why wasn't this put out until like June? Seems ridiculous to me.
Dax01 said:It's already hard enough to stick people in Reach as it is. I shouldn't have to worry about someone engaging in AL in order to avoid the death. I miss the certainty of knowing that if I stick someone, he's going to die.
It's really just a cheap way to avoid death.Grimm Fandango said:I like it. It's all about choices and if you choose to go with Armor Lock, then you get the benefits that go with it.
SailorDaravon said:I'm mainly just really baffled out how this version of the Beta got put out; if it seems like a huge amount of bugs and/or gripes have "already" been fixed, why wasn't this put out until like June? Seems ridiculous to me.
Dani said:Seriously don't u and the few times I used it I decided it was fun and practical but didn't suit my play style.
As long as they get rid of the glitch that lets you stand on you team mates and lets them carry you during the Lock, it's cool.
I had anticipated the ability being abused during objective games but it's simply not the case.
It's a tool to stave off death for a few more seconds. Once you get used to anticipating that it might happen and how to counter it - like with a bubble shield, for example - it'll be fine.Dax01 said:It's really just a cheap way to avoid death.
bobs99 ... said:Woah, what about that game where you went like insanely positive while using it on Powerhouse? There was one point in that game where I went to assassinate you, a teammate went to punch you from the front, you where in the middle - you used Armour lock, and screwed us both over. :lol
How the frak am I suppose to anticipate it? If I stick someone in Halo 3, even if he deploy a bubble shield, he's still gonna die.Willeth said:It's a tool to stave off death for a few more seconds. Once you get used to anticipating that it might happen and how to counter it - like with a bubble shield, for example - it'll be fine.
I definitely think that players need something more obvious to signify that they have certain abilities, though - a device on the small of the back doesn't convey that really well enough. I should be able to know if someone has Armor Lock ahead of time if I pay enough attention.
Dax01 said:How the frak am I suppose to anticipate it? If I stick someone in Halo 3, even if he deploy a bubble shield, he's still gonna die.
That only happened so little of the time, it's not even worth mentioning. Besides, not everyone had a choice to spawn with a bubble shields, so it matters even less.Dani said:What if they throw a bubble shield when the nade is in mid air and it bounces off? That can happen often enough.
Yes I am. I've already explained this. It's hard enough to get sticky kills as it is. I don't like how the certainty that a stick means the dude is certain to die, is gone.Are you seriously complaining about how someone with AL doesn't get blown up when stuck? How many times has that happened to you compared to normal sticky kills? I refuse to believe it's much of an issue to whinge about.
urk said:Getting a build ready for prime time is a massive undertaking that requires a monumental investment of time and resources. Not only does it need to measure up internally, but it also gets run through the rigors of Microsoft's own stringent certification process. It's no small feat. It's 150+ guys working insane hours for weeks on end. And yup, even while the build was out for testing, the team kept busy hammering away at the game, working on things that simply couldn't be included in time for Beta. It hurts them way more than it does you to note that something didn't make it in, but is already "fixed for fall."
Had the beta been unleashed in June, we'd have precious little time to react to any of the data we're collecting or implement any tweaks and changes we ultimately deem necessary. Time is always of the essence. As is, we can react and iterate to ensure that the finished product is extra sweet and polished up to a sparkling shine.
To your point about people leaving the Beta to wait for fixes, I'll counter with the only real evidence I have. Drop off was expected and anticipated, but on the whole it's been significantly less than what we experienced with Halo 3's Beta. So suck it, jerk! (Also, tell your lovely wife I said hello.)
I'm not talking about the stickies, just your complaints in general. AL is definitely the most useful ability in a clutch situation, and so it's naturally the most frustrating, but once it becomes part of the flow of the game it will break the flow so much less. I've already got into the habit of thinking it might be an option when attacking an objective, and it's been successful in making sure I don't go for a melee as often as I normally would.Dax01 said:How the frak am I suppose to anticipate it? If I stick someone in Halo 3, even if he deploy a bubble shield, he's still gonna die.
SailorDaravon said:I don't think there's any way anyone's going to be happy on launch day with how the multiplayer's balanced :lol
Something I also dislike. That makes me not want to pick up the sword.Willeth said:I'm not talking about the stickies, just your complaints in general. AL is definitely the most useful ability in a clutch situation, and so it's naturally the most frustrating, but once it becomes part of the flow of the game it will break the flow so much less. I've already got into the habit of thinking it might be an option when attacking an objective, and it's been successful in making sure I don't go for a melee as often as I normally would.
Reach takes out a lot of the certainty in kills, and it's a lot more accessible because of it. Swords can be blocked with melees, fancy assassinations can be halted - the laser is even a little more avoidable. It's not a bad thing, it's just different.
Dax01 said:Something I also dislike. That makes me not want to pick up the sword.
It looks like part of the same philosophy that brought in the DMR and expanding reticule. There's a lot less emphasis on power weapons and "certain" kills, making you rely a lot more on tactical play to get the job done. That's always been my favourite part about Halo, and I think why I really like Reach - and probably why the people who placed more emphasis on aim in 3 are less comfortable with it.Dax01 said:Something I also dislike. That makes me not want to pick up the sword.
I used to not have a problem with AL, but after playing Invasion enough times, I'm starting to see why people have complained about it.
Dani said:I'll bet you my Noble statue that you're wrong. =P
That's a pretty lame analogy. For one, the new grenade launcher doesn't have a precedent in previous Halo games - it's a new weapon whose expectations have not been set. The sword doesn't have any uses beyond really close-range combat. The grenade launcher does.Dani said:You seriously wouldn't touch the sword because occasionally you might not get an instant kill with the first strike?
Hey Urk, got a fantastic suggestion for "balancing" the grenade launcher...
Well, since we can stop the sword at close range, why not the shotgun? I mean, it's like the sword in that it has no uses beyond really close-range combat.Willeth said:Uh. The shotgun has been balanced. It has a much narrower cone of fire than Halo 3's and doesn't kill as often in close range.
Uh. The shotgun has been balanced. It has a much narrower cone of fire than Halo 3's and doesn't kill as often in close range.Dax01 said:That's a pretty lame analogy. For one, the new grenade launcher doesn't have a precedent in previous Halo games - it's a new weapon whose expectations have not been set. The sword is the exact opposite, and doesn't have any uses beyond close range. The grenade launcher does.
Hey, while we're at it, let's balance the shotgun as well! Now, how to deflect those shotgun shells at close range...
Willeth said:Uh. The shotgun has been balanced. It has a much narrower cone of fire than Halo 3's and doesn't kill as often in close range.
bobs99 ... said:As much as im sure I will enjoy the game, being 100% certain that theres not a aspect of it you wont like is going too far. By the way im much more interested in the flaming helmet.![]()
Put me on the list of people who thinks the sword block is a good thing though, now if only there was a way of nerfing that shotgun...
Not Bungie said:Well, then there should be a way to take out someone long-range w/ a shotgun in a way that takes a lot of skill.
That's so cool of you. Bringing up a subject I admitted I was wrong about.Dani said:Bungie could try to "balance" the shotgun, as has been previously suggested,
urk said:Yeah, the SHRINK RAY will be hard to find for many players.
Dani said:I'll bet you my Noble statue that you're wrong. =P
Dani said:Who said I have to like everything? I'm sure I can find someone impressionable enough to make themselves believe Reach is 100% perfect. :lol
Bungie could try to "balance" the shotgun, as has been previously suggested,
Yeah. If you actually get the reticule on the guy. :lol The problem with 3's shotgun was that if someone was anywhere on your screen, but close, you could kill them. With the Reach one you have to aim at them better. It does give you more damage at range, but the damage drop off is pretty severe - at the far extent of what I would consider close range it takes three blasts to kill someone.bobs99 ... said:Actually narrowing the cone would make it better as the shells would all hit.
Actually the shotgun feels a lot more powerful in this game, and rightfully so. It actually is useful outside of point blank range.Willeth said:Uh. The shotgun has been balanced. It has a much narrower cone of fire than Halo 3's and doesn't kill as often in close range.
Dax01 said:That's so cool of you. Bringing up a subject I admitted I was wrong about.
How will this affect my jump height?!urk said:Yeah, the SHRINK RAY will be hard to stomach for many players.
How was I suppose to take it any other way?Dani said:Not aiming it at you kid. Chill. It's just a relevant silly quote.
Arguing about "balance" usually degrades into the sort of discussion that spawned that quote and it's hard to see some of the discussions not going the same way.
As I understand it the alpha was updated very frequently as it went on. Does the MS's certification not allow updates like this to go out for games in a public (or SC2's limited public) beta? Seems like the only real valuable info you guys will be able to gather will be on the networking side which requires hundreds of thousands of players from around the world. But I don't see how you can get very valuable balance impressions from users when the game in its current form is so much different? Seems like something on the size and form of SC2's beta would be the most valuable for future projects given it's possible under Microsoft certification or Sony's system.urk said:Getting a build ready for prime time is a massive undertaking that requires a monumental investment of time and resources. Not only does it need to measure up internally, but it also gets run through the rigors of Microsoft's own stringent certification process. It's no small feat. It's 150+ guys working insane hours for weeks on end. And yup, even while the build was out for testing, the team kept busy hammering away at the game, working on things that simply couldn't be included in time for Beta. It hurts them way more than it does you to note that something didn't make it in, but is already "fixed for fall."
Had the beta been unleashed in June, we'd have precious little time to react to any of the data we're collecting or implement any tweaks and changes we ultimately deem necessary. Time is always of the essence. As is, we can react and iterate to ensure that the finished product is extra sweet and polished up to a sparkling shine.
To your point about people leaving the Beta to wait for fixes, I'll counter with the only real evidence I have. Drop off was expected and anticipated, but on the whole it's been significantly less than what we experienced with Halo 3's Beta. So suck it, jerk! (Also, tell your lovely wife I said hello.)
Willeth said:Yeah. If you actually get the reticule on the guy. :lol The problem with 3's shotgun was that if someone was anywhere on your screen, but close, you could kill them. With the Reach one you have to aim at them better. It does give you more damage at range, but the damage drop off is pretty severe - at the far extent of what I would consider close range it takes three blasts to kill someone.
I don't think it's a problem; it's been rebalanced. It's still a great CQ weapon, it just plays slightly differently (I think for the better).bobs99 ... said:You really mean to tell me that aiming the shotgun is a problem? :lol I hate to take the piss but how the hell are you going to use the shrink ray!??
Quoted for next page.Toddler said:So, has anyone organized a list of known accommodations yet? Here's mine: http://www.bungie.net/stats/reach/commendations.aspx?player=xTODDLERx
...I'd like to know which one(s) I'm lacking.
Letters said:Yes, be funny now, but you will regret all of this when a month after release all these new casual fans you're pleasing (instead of the old faithful) leave for a newer game, and there is noone left to read your updates or buy the DLC!!! OOOOH HOW WILL YOU REGRET IT ALL!! muhahahahahaHAHAA*cough*cough*HAHAhaaaa..
Dax01 said:It's already hard enough to stick people in Reach as it is. I shouldn't have to worry about someone engaging in AL in order to avoid the death. I miss the certainty of knowing that if I stick someone, he's going to die.
Willeth said:I don't think it's a problem; it's been rebalanced. It's still a great CQ weapon, it just plays slightly differently (I think for the better).
They're all on that page no matter whether you've earned them or not. If you look, you've not progressed enough to get the first tier of Mobile Asset but it's still there.Toddler said:Quoted for next page.
bobs99 ... said:I edited my original post to add how I understand where your coming from, I just dont have a great connection and so weapons like the shotgun always suck for me (or maybe I just suck with them?). Just having a laugh with you. :lol