• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Halo: Reach Beta Thread

Ramirez said:
The map is hardly restricted without a jetpack, jetpacks ruin every map they're on. Who needs to strategically take a part of the map when I can just fly up and rain grenades, ugh.
I've played it a bit, but I personally have no issue with it. But it seems from various posters on here that in Arena/Slayer Pro it often involvers players camping top lift with "power weapons" and usually is already deciding the game. In my view, the map doesn't have a good flow unless you're playing Slayer. CTF is pretty awful, though I would love to try Team Headhunter for it. Curious to why we haven't gotten that mode in the beta.
 
Ramirez said:
The map is hardly restricted without a jetpack, jetpacks ruin every map they're on. Who needs to strategically take a part of the map when I can just fly up and rain grenades, ugh.
I find the raining grenades thing less true on bigass maps. Especially Invasion.
 
soldat7 said:
It's brilliant. WAY better than Halo 3.

Can't say that when the beta is broken with the overpowered nades and Mortal Kombat close combat.

See a lot of potential though.

AAs are great.

DMR and pistol have been tweaked and are great. BR was too useful in all situations and DMR is more specialized to particular situations.

Dynamic reticle is a good thing. Halo 3 had weapon fire spread so I have a hard time understanding the complaints other than the DMR has been made a bit more unwieldy.

Lots of good and lots of potential but the beta was marred with a bland Invasion gametype and overpowered nades and melee.

It can be a very good FPS. Not one of those expecting Halo 3 + 1. The whole AA deal told me that it was aiming to be something different. What I can't stand though...is an imbalanced and broken game and thus far this beta has been that.
 
Striker said:
I've played it a bit, but I personally have no issue with it. But it seems from various posters on here that in Arena/Slayer Pro it often involvers players camping top lift with "power weapons" and usually is already deciding the game. In my view, the map doesn't have a good flow unless you're playing Slayer. CTF is pretty awful, though I would love to try Team Headhunter for it. Curious to why we haven't gotten that mode in the beta.

The map pretty much sucks period, but I think jetpacks make it worse than it already is because it removes any map control whatsoever. That said though, I'm almost certain the map wouldn't even exist if they didn't have jetpacks in the game, so whatever.
 
dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.
What the hell are you talking about? It's awesome.

Reach beta > H3 retail
 
Iknos said:
Can't say that when the beta is broken with the overpowered nades and Mortal Kombat close combat.

See a lot of potential though.

AAs are great.

DMR and pistol have been tweaked and are great. BR was too useful in all situations and DMR is more specialized to particular situations.

Dynamic reticle is a good thing. Halo 3 had weapon fire spread so I have a hard time understanding the complaints other than the DMR has been made a bit more unwieldy.

Lots of good and lots of potential but the beta was marred with a bland Invasion gametype and overpowered nades and melee.

It can be a very good FPS. Not one of those expecting Halo 3 + 1. The whole AA deal told me that it was aiming to be something different. What I can't stand though...is an imbalanced and broken game and thus far this beta has been that.

what exactly is imbalanced?
 
I personally like Halo 2 and Halo 3 (mlg 3) more than Reach Beta by a tiny amount. The Reach Beta has tons of potential though, which is why I really want to change the base player speed. That change itself will improve the game by making the jumps a little higher than now but at the same time still lower than the Halo 3 jumps, and bringing back strafing in 1v1s back to it's effectiveness in other Halos. I personally would like the DMR 4 shot to speed the game up a little more, but it's not something I would hate if it wasn't changed, it's just a personal wish.

Hopefully the maps are as good as Halo 2's...

Also, I would prefer melees to be a 3 hit kill and it would better demonstrate to players that shooting is more effective, as opposed to the melee system that tries to do that right now but fails. Someone sprinting at you and meleeing you twice is still more effective than straight out shooting, waiting for 1 melee to kill. That is just a minor negative though, nothing big.
 
MLG speed was akin to Halo 2, or least it felt that way, in Halo 3. It definitely beat standard speed for it. It's too bad we couldn't tinker with custom games and maneuver with speed settings and whatnot.
 
Hi all,

I've been reading this thread & playing the beta for the last couple of weeks (ish), and I just wanted to jump in and say thanks for the comments from everyone about tips, tactics, thoughts on the game etc.

I'm a very average player but the tips have certainly helped, and I'm really enjoying the beta.

I think, like another poster, I'd stopped playing the Halo 3 beta by this point, but I'm still really enoying Reach. Not too keen on invasion but I've only played 1 or 2 games of it so far.

Anyway, thanks again, maybe I'll see some of you on Live when you'll undoubtedly be putting bullets through my forehead.

PS the Focus Rifle seems rather overpowered to me.
 
dslgunstar said:
Whatever. I'm tired of spawning in the middle of groups of enemies, putting clips of ammo into someone only for them to kill me with a single grenade, meleeing someone only for 1% of their shields to absorb the entire blow, and generally just always feeling like every kill or death is a matter of luck instead of skill.

The better man leaves, the lesser man respawns? LMAO. The respawning man is decided by the flip of a coin.


Usually don't say things like this but it seems that you aren't as good as you think you are.
 
I had a lot of fun with the game tonight, mainly because we were just playing Grab Bag against really bad people, but ya know. I don't really like the competitive side of the game at the moment, but it's still fun to dong on scrubs.

19 game winning streak in GB tonight. :lol
 
Ramirez said:
I had a lot of fun with the game tonight, mainly because we were just playing Grab Bag against really bad people, but ya know. I don't really like the competitive side of the game at the moment, but it's still fun to dong on scrubs.

19 game winning streak in GB tonight. :lol
Yup, the game is rather shitty but I have to admit, at times
it's a tad less shitty.


2uoq715.jpg
 
As someone that played Halo 3 non stop until Reach Beta came out i can say with absolute conviction, Halo 3 is now obsolete.

I love everything, most of all the grenades. They act like grenades now. People didnt fear grenades in Halo 3, if someone threw one nobody took extra measures to avoid it, unless it landed under your feet. Players in Reach take extra caution, which changes up the gameplay quite a bit.

I simply cannot wait to see what they have instore for the the final game.

dslgunstar said:
I think it's time we all stopped skirting the issue with polite language.

Based on this beta, Halo: Reach is shaping up to be an absolutely terrible, inconsistent MESS of a game.

This is not Halo 2. I hope they dont change too much about Reach when its released, especially the grenades. Im having more fun than i have with the others.
 
2Good4u said:
I like everything except invasion slayer.
Seriously did the covenant win at least 1 time on this map?

Of my last 10 games of Invasion Slayer played, Elites won 7 times. You guys suck as Elites, it seems.

But, in theory, Spartans should dominate in Invasion Slayer, because they start with the pistol. But that isn't how it is.
 
I think Reach definitely has a huge amount of potential. Certain aspects of the sandbox have really impressed me, particularly how each weapon now has it's own niche, which is more reminiscent of H1.

With regards to reticle bloom, I'd rather see that removed for precision weapons and just have the rate of fire locked slower. Bloom is great for rapid fire weapons like the AR because it provides feedback on just how inaccurate your shots are. It's like health in H3, this was there in previous games, just not directly visible. Making it visible allows the player to make more informed choices.

But for precision weapons it just introduces RNG, and that's extremely frustrating. Being nailed in the head by people firing 2x as fast as you due to luck does not feel satisfying, it feels like being cheated. Statistically yes, it happens less than you should win if you're taking controlled shots, but it leaves a very bad taste when it does happen.

With regards to the base player traits (speed and jump height), I think that's a huge problem. The jump height results in getting stuck over what feels like trivial obstacles, which breaks the flow of the map (getting to the grenade launcher on Powerhouse is the one I have in mind here). The player speed (sans sprint) makes it feel like a long time before you can get around, which slows things down.

I'd say part of the problem is that the maps seem to expect you to have jetpacks if you want to get the same sense of movement you could get in earlier games. Two of my favourite maps, Midship and Lockout were partly as good as they were because there were so many ways to get around. If you had required a jetpack to get around them anywhere near as freely, then they would have played horribly. Okay, Bungie don't want the jetpack to be almost useless, but you can still have it open up new ways to get around without greatly restricting things for those on foot.

The other main issue I think is Armour Lock. It's not the concept I find bad, just that at the moment it acts like a giant reset button (plus blocking melee attacks whilst instantly draining shields... don't get me started). Previously to reset a fight it would take good coordination to pull off effectively and reliably. If it were tweaked to give you a limited opportunity to block attacks with good timing, instead of a spammable reset button then I reckon that would help a lot.
 
Ajemsuhgao said:
Of my last 10 games of Invasion Slayer played, Elites won 7 times. You guys suck as Elites, it seems.

But, in theory, Spartans should dominate in Invasion Slayer, because they start with the pistol. But that isn't how it is.

That's the power of teamwork!

Or unbalanced skill levels within teams.
 
riceandbeans said:
That's the power of teamwork!

Or unbalanced skill levels within teams.

I'd generally get 20+ kills as an Elite, so that probably has something to do with the fact that Elites would generally win in my games >_>
 
Photolysis said:
I think Reach definitely has a huge amount of potential. Certain aspects of the sandbox have really impressed me, particularly how each weapon now has it's own niche, which is more reminiscent of H1.

With regards to reticle bloom, I'd rather see that removed for precision weapons and just have the rate of fire locked slower. Bloom is great for rapid fire weapons like the AR because it provides feedback on just how inaccurate your shots are. It's like health in H3, this was there in previous games, just not directly visible. Making it visible allows the player to make more informed choices.

But for precision weapons it just introduces RNG, and that's extremely frustrating. Being nailed in the head by people firing 2x as fast as you due to luck does not feel satisfying, it feels like being cheated. Statistically yes, it happens less than you should win if you're taking controlled shots, but it leaves a very bad taste when it does happen.

With regards to the base player traits (speed and jump height), I think that's a huge problem. The jump height results in getting stuck over what feels like trivial obstacles, which breaks the flow of the map (getting to the grenade launcher on Powerhouse is the one I have in mind here). The player speed (sans sprint) makes it feel like a long time before you can get around, which slows things down.

I'd say part of the problem is that the maps seem to expect you to have jetpacks if you want to get the same sense of movement you could get in earlier games. Two of my favourite maps, Midship and Lockout were partly as good as they were because there were so many ways to get around. If you had required a jetpack to get around them anywhere near as freely, then they would have played horribly. Okay, Bungie don't want the jetpack to me almost useless, but you can still have it open up new ways to get around without greatly restricting things for those on foot.

The other main issue I think is Armour Lock. It's not the concept I find bad, just that at the moment it acts like a giant reset button (plus blocking melee attacks whilst instantly draining shields... don't get me started). Previously to reset a fight it would take good coordination to pull off effectively and reliably. If it were tweaked to give you a limited opportunity to block attacks with good timing, instead of a spammable reset button then I reckon that would help a lot.
So I see EazyB made an alternate GAF account.
 
Photolysis said:
I think Reach definitely has a huge amount of potential. Certain aspects of the sandbox have really impressed me, particularly how each weapon now has it's own niche, which is more reminiscent of H1.

With regards to reticle bloom, I'd rather see that removed for precision weapons and just have the rate of fire locked slower. Bloom is great for rapid fire weapons like the AR because it provides feedback on just how inaccurate your shots are. It's like health in H3, this was there in previous games, just not directly visible. Making it visible allows the player to make more informed choices.

But for precision weapons it just introduces RNG, and that's extremely frustrating. Being nailed in the head by people firing 2x as fast as you due to luck does not feel satisfying, it feels like being cheated. Statistically yes, it happens less than you should win if you're taking controlled shots, but it leaves a very bad taste when it does happen.

With regards to the base player traits (speed and jump height), I think that's a huge problem. The jump height results in getting stuck over what feels like trivial obstacles, which breaks the flow of the map (getting to the grenade launcher on Powerhouse is the one I have in mind here). The player speed (sans sprint) makes it feel like a long time before you can get around, which slows things down.

I'd say part of the problem is that the maps seem to expect you to have jetpacks if you want to get the same sense of movement you could get in earlier games. Two of my favourite maps, Midship and Lockout were partly as good as they were because there were so many ways to get around. If you had required a jetpack to get around them anywhere near as freely, then they would have played horribly. Okay, Bungie don't want the jetpack to me almost useless, but you can still have it open up new ways to get around without greatly restricting things for those on foot.

The other main issue I think is Armour Lock. It's not the concept I find bad, just that at the moment it acts like a giant reset button (plus blocking melee attacks whilst instantly draining shields... don't get me started). Previously to reset a fight it would take good coordination to pull off effectively and reliably. If it were tweaked to give you a limited opportunity to block attacks with good timing, instead of a spammable reset button then I reckon that would help a lot.

Agreed. Reach has tons of potential, and the things you proposed will make huge impacts on past Halo gamers while still keeping Reach feeling new and improved.
 
GhaleonEB said:
Combined with the other issues I've ranted about, I simply can't come to grips with the way Reach plays. The game told me tonight that I've played enough to be rated against my peers in Arena, though I can't find that rating (Steel here I come!), which was a goal. But having hit it, I think I'm sitting the rest of the Beta out, though I'll do a few games of Generator Defense. I know a few of the big ticket issues are getting addressed before ship, but I hope there's a deeper reconsideration about the way the game plays along the way. If it's like this at ship, I don't see myself playing much MP. Thank goodness for Firefight.
Won't the feel of the game basically be the same for Firefight and campaign? I asked you about that when we were playing awhile back. I think I asked, "Ghal, given how you feel about multiplayer, do you think it'll affect your enjoyment of the campaign?"
zewone said:
What the hell are you talking about? It's awesome.

Reach beta > H3 retail
Reach beta doesn't have a map as good as Valhalla, Guardian, or The Pit. Therefore, you are wrong.
Photolysis said:
I think Reach definitely has a huge amount of potential. Certain aspects of the sandbox have really impressed me, particularly how each weapon now has it's own niche, which is more reminiscent of H1.

With regards to reticle bloom, I'd rather see that removed for precision weapons and just have the rate of fire locked slower. Bloom is great for rapid fire weapons like the AR because it provides feedback on just how inaccurate your shots are. It's like health in H3, this was there in previous games, just not directly visible. Making it visible allows the player to make more informed choices.

But for precision weapons it just introduces RNG, and that's extremely frustrating. Being nailed in the head by people firing 2x as fast as you due to luck does not feel satisfying, it feels like being cheated. Statistically yes, it happens less than you should win if you're taking controlled shots, but it leaves a very bad taste when it does happen.

With regards to the base player traits (speed and jump height), I think that's a huge problem. The jump height results in getting stuck over what feels like trivial obstacles, which breaks the flow of the map (getting to the grenade launcher on Powerhouse is the one I have in mind here). The player speed (sans sprint) makes it feel like a long time before you can get around, which slows things down.

I'd say part of the problem is that the maps seem to expect you to have jetpacks if you want to get the same sense of movement you could get in earlier games. Two of my favourite maps, Midship and Lockout were partly as good as they were because there were so many ways to get around. If you had required a jetpack to get around them anywhere near as freely, then they would have played horribly. Okay, Bungie don't want the jetpack to be almost useless, but you can still have it open up new ways to get around without greatly restricting things for those on foot.

The other main issue I think is Armour Lock. It's not the concept I find bad, just that at the moment it acts like a giant reset button (plus blocking melee attacks whilst instantly draining shields... don't get me started). Previously to reset a fight it would take good coordination to pull off effectively and reliably. If it were tweaked to give you a limited opportunity to block attacks with good timing, instead of a spammable reset button then I reckon that would help a lot.
There are a lot of good ideas about this post.
 
Bloom on the precision weapons is great, I really like those moments when your opponent is blazing shots wildly and you just calmly line up the headshot and drop them.

Its great, although I do get the issue about random headshots happening when firing rapidly. Hard to remove this though I think.

Part of that may change as you get more used to the ranges for each weapon and at what distance different firing rhythms are appropriate. Your paced DMR 5 shot kill at range isnt going to cut it when up close when a rapid fire blitz is going to be better. I think its the middle ground between those two extremes that people are finding tough to take as thats where it changes over and is harder to pick between slow and steady or all guns blazing.

Melee and grenades definitely need a tweak (already underway as I understand it) and that will really change up the feel and pace of encounters.

Could Arena matchmaking try and put full teams of 4 together and individual players together in separate games? At the minute its totally pot luck if you go in on your own in a team of randoms and end up facing a team of 4 buddies you will lose every time.

Edit: Yes, also hoping for some more traditional symmetrical 'arena' style maps in the full game.
 
Dax01 said:
Reach beta doesn't have a map as good as Valhalla, Guardian, or The Pit. Therefore, you are wrong.
You're right. Those maps are better, but even with shitter maps, the gameplay is just so much better than anything Halo 3 ever offered.
 
zewone said:
You're right. Those maps are better, but even with shitter maps, the gameplay is just so much better than anything Halo 3 ever offered.
I disagree, but I think the combination of good gametypes on good maps make up for it. Plus you have Forge and custom games. As it is, I can't say I enjoy any objective game in the beta - not even one flag. Stockpile has potential, and it looks like it will meet that potential in the fall, but the maps currently out are just unsuitable for objective games.
 
Diablohead said:
Did you teabag!!??


While we're on the topic - there are some serious retards out there.

I played an Arena match, 2 of my team left, and the game became 2v4 on swordbase. The enemy team camped the elevators with Shotguns, Plasma Launchers, Swords etc - and all had Jetpacks - so if we killed one/two, they flew straight back and set-up perfectly still to ambush us when we approached.

Fair enough, I can cop a bad game because of some leavers, and I can understand these people using it as a means to maximise their K/D ratio and rating against us. However, I managed to kill one with a pistol, and as I ran around the corner, I got shotgunned by his partner. I die, the shotgunner proceeds to stand over me and tea-bag, and then another team-mate runs over and tea-bags me also. Now I'm not one for honour etc and all that shit... but wow, seriously immature. It was bad enough that they were playing 'dirty' against a mere 2 of us, but then to taunt when we had zero chance without power weapons.

Anyways, I dunno - it didn't annoy me - but just made me question the brains and thought processes of some of these people. I can understand a taunt after an amazing kill or as revenge. But really, there was no skill involved, and certainly not from 2 of them :lol
 
Ramirez said:
I had a lot of fun with the game tonight, mainly because we were just playing Grab Bag against really bad people, but ya know. I don't really like the competitive side of the game at the moment, but it's still fun to dong on scrubs.

19 game winning streak in GB tonight. :lol

Haha, agreed. Halo Reach definatly does not suck, but its certainly not the Halo experience I personally look for. I think ill have my fun in BTB - I actually like the Arena, but until I understand how it works im avoiding it, I got 2 terrible ratings last time I played and only had time for 1 more game, playing with the same 'friends' who betray for sniper didnt seem like a good idea so I called it a day.

Prine, the Halo 3 grenades where lethal, if one of those hit you, you were left very vulnerable, the Halo 3 nades also behaved a lot more bouncy, meaning I could bounce them off walls into camping spots. I cant even use them on the people camping Swordbase lift room without exposing myself anymore. The Reach grenades are lethal, but detract from the game, why shoot when you have mini nukes?

There are more than 1.5 million people playing CoD on a weekly basis?
http://majornelson.com/archive/2010/05/11/live-activity-for-week-may-3rd.aspx

wut.
 
Anyways, I dunno - it didn't annoy me - but just made me question the brains and thought processes of some of these people. I can understand a taunt after an amazing kill or as revenge. But really, there was no skill involved, and certainly not from 2 of them
Probably because they knew you'd never have the chance to get them. Just being little shits, really.
 
remz said:
Probably because they knew you'd never have the chance to get them. Just being little shits, really.

Yeah I know... but wow. I never really understood the concept to begin with - but I've seen heaps of them in Halo, not really in too many other shooters. I guess I'm still new to the online shooter environment.
 
So I'm sitting here at work, talking about Halo 3 with this other guy who doesn't even have a 360 but has played tons of Halo 3 at a buddy's house and even he thinks Reach looks unattractive and not fun. He rather watch Halo 3 videos than Reach videos on Youtube. :lol
 
Stripper13 said:
Yeah I know... but wow. I never really understood the concept to begin with - but I've seen heaps of them in Halo, not really in too many other shooters. I guess I'm still new to the online shooter environment.

Most of them are doing it to be shitheads, but some are deliberately trying to mess with you. Don't let it get to you, or you'll find your quality of play goes down because you're angry.
 
Blueblur1 said:
So I'm sitting here at work, talking about Halo 3 with this other guy who doesn't even have a 360 but has played tons of Halo 3 at a buddy's house and even he thinks Reach looks unattractive and not fun. He rather watch Halo 3 videos than Reach videos on Youtube. :lol

Doesn't say much about Reach really. Think about how HaloGAF reacted to the gameplay footage of Reach, the hype levels in here were off the damn chart :lol

Now people in here are just mad that it's not called Halo 3: Reach.
 
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.
I love you.
 
Trickster said:
Doesn't say much about Reach really. Think about how HaloGAF reacted to the gameplay footage of Reach, the hype levels in here were off the damn chart :lol

Now people in here are just mad that it's not called Halo 3: Reach.
I think it says plenty about Reach. It's not everyday that a casual Halo player that you would expect to jump on the new game bandwagon doesn't.
 
Trickster said:
Doesn't say much about Reach really. Think about how HaloGAF reacted to the gameplay footage of Reach, the hype levels in here were off the damn chart :lol

Now people in here are just mad that it's not called Halo 3: Reach.

I personally think Blueblur's coworker is ignorant. You can not like Reach beauce of it's gunplay, blooming, move speed, jump height, etc. But to say that you'd rather watch videos of Halo 3? He either is really mad that he can't/hasn't played Reach or he's just dumb.

If you were to watch a video of Halo 3 and then watch a video of Reach. There is no way in hell you could say "Halo 3 looks more fun."

I like Reach. I stopped playing Halo 3 because I was losing interest and it wasn't fun. It needed another dynamic. It was obvious with the competition as strong as it is (MW2) that Bungie had to make Reach more fun. I don't agree with all of the changes they made to fundemental gameplay, but the addition of AAs and the already better maps are a welcomed change and one that will keep me playing Reach.
 
NJ Shlice said:
I personally think Blueblur's coworker is ignorant. You can not like Reach beauce of it's gunplay, blooming, move speed, jump height, etc. But to say that you'd rather watch videos of Halo 3? He either is really mad that he can't/hasn't played Reach or he's just dumb.

If you were to watch a video of Halo 3 and then watch a video of Reach. There is no way in hell you could say "Halo 3 looks more fun."

I like Reach. I stopped playing Halo 3 because I was losing interest and it wasn't fun. It needed another dynamic. It was obvious with the competition as strong as it is (MW2) that Bungie had to make Reach more fun. I don't agree with all of the changes they made to fundemental gameplay, but the addition of AAs and the already better maps are a welcomed change and one that will keep me playing Reach.
It's his opinion. Just like the above is yours. This isn't even worth arguing about. :P
 
I played a grand total of 13 ranked matches in Halo 3. The rest of my time was spent in Action Sack (I'm a sergeant in Grifball :lol), because I could never take the game seriously. I've already played 75 matches in the Halo: Reach beta, and I really enjoy it. So they're doing something right in my book.
 
NJ Shlice said:
I personally think Blueblur's coworker is ignorant. You can not like Reach beauce of it's gunplay, blooming, move speed, jump height, etc. But to say that you'd rather watch videos of Halo 3? He either is really mad that he can't/hasn't played Reach or he's just dumb.

If you were to watch a video of Halo 3 and then watch a video of Reach. There is no way in hell you could say "Halo 3 looks more fun."

I like Reach. I stopped playing Halo 3 because I was losing interest and it wasn't fun. It needed another dynamic. It was obvious with the competition as strong as it is (MW2) that Bungie had to make Reach more fun. I don't agree with all of the changes they made to fundemental gameplay, but the addition of AAs and the already better maps are a welcomed change and one that will keep me playing Reach.

I personally think Halo 3 videos are a lot more interesting because of the increased movement/ jump height/ no bloom = more clutch plays. I honestly havent seen a non Sniper Reach multikill that hasnt involved something fairly cheap like the Rockets.

That being said I agree with the rest of your post, Bungie is a business and took the smart step of changing shit up to compete with games like CoD.

divisionbyzorro said:
I played a grand total of 13 ranked matches in Halo 3. The rest of my time was spent in Action Sack (I'm a sergeant in Grifball :lol), because I could never take the game seriously. I've already played 75 matches in the Halo: Reach beta, and I really enjoy it. So they're doing something right in my book.

This is very extreme, but imagine the next CoD game has super floaty jumps, no movement bloom, no sprinting, but generally faster movement. A load of CoD fans would be like "Wtf", while a lot of Halo fans would be like "I played a grand total of 13 matches in MW2 because I could never take the game seriously. I've already played 75 matches in the new CoD, and I really enjoy it. So they're doing something right in my book."

Very hyperbolic, and probably a bad way of getting my point across, but meh.
 
Stripper13 said:
Agree 100%. I find the shotgun incredibly effective but not as godly as it used to be. I'm not sure what it is, but I find it more difficult to get 1 shot kills with it now, whether that be due to shorter range, or possibly a tighter bullet spread - I'm not sure, but it certainly feels more fair now... and not a rape all CQC weapon... the sword actually has a shot at taking a shotty user down now.

What game are you playing?
 
urk said:
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.)


In all fairness the timed rollouts of modes in this beta (rather then have everything unlocked up front like the H3 beta) plays a factor in this as well.
 
So I really think vehicles should not have their own health. It's ridiculous that a Banshee can be taken down in seconds by just having a few Spartans focus DMR fire on it. Sure, it's cool that I can survive 4 shots from a launcher when I first get in the Warthog, but not soon after I'll be shot by a Repeater for a few seconds and I'm dead. Vehicles really feel useless this time around, especially on a crammed Boneyard.
 
Schmitty said:
So I really think vehicles should not have their own health. It's ridiculous that a Banshee can be taken down in seconds by just having a few Spartans focus DMR fire on it. Sure, it's cool that I can survive 4 shots from a launcher when I first get in the Warthog, but not soon after I'll be shot by a Repeater for a few seconds and I'm dead. Vehicles really feel useless this time around, especially on a crammed Boneyard.

I agree with this but only for the tanks. The fact that my wraith or scorpion only lasts seconds if more than one person decides to shoot me is a bit crazy. :D
 
Man, getting my first 1700+ rating is not at all satisfying when we're 3v2. But damn you need a crazy good game to get that kinda rating.
 
Top Bottom