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

Halo: Reach Beta Thread

Wizpig said:
Is your NAT open?
I mean, don't worry: it's ok (?) to have input lag in this mode, but it's not if you do CoOp in Halo 3 or ODST... and the way to avoid lag in those modes is that every single player has open NAT and not strict.
What annoys me is Halo 3 and ODST (and this beta) are the only games which bitch at me about not having an open NAT, while I actually do! Lost Planet use to really bitch if you didn't have an open NAT and I can play that without a problem so I dunno why halo moans at me about it. It doesn't effect me in any way for what I can tell anyway.

I once had co-op lag in ODST but that was mostly due to my cousins connection fucking about that day, he was hosting too.
 
FourDoor said:
Pro tip when defending your generator as a spartan. Don't throw grenades at the elites that are destroying your generator. You might accidentally blow up your own generator. :lol
Spawning the Spartans with the grenade launcher is actually quite dangerous. I've already seen a couple videos of players launching grenades at Elites attacking them, and seeing the generator health chip down as a result. I don't think they noticed, though. :lol
EazyB said:
Well, the game looks pretty. Can't see myself playing too much of the gametype due to the lag and constant player drops. Woulda been awesome to have that gametype 4v4 in grab bag but then I suppose no one would bother jumping in the laggier playlist if that were the case.

I like the fact that the spartans are custom colored in the game mode. Don't see why both the spartans and elites couldn't be like that in the final game's Invasion and SvE.
This is not a multiplayer gametype. It's a weird multiplayer/Firefight mashup to test the network code....
 
Wizpig said:
Is your NAT open?
I mean, don't worry: it's ok (?) to have input lag in this mode, but it's not if you do CoOp in Halo 3 or ODST... and the way to avoid lag in those modes is that every single player has open NAT and not strict.
My NAT is most definitely open. I just tend to be unlucky with the hosting solutions the game picks.
 
So I'm asking myself, why all the secrecy regarding NT1? If it's just Reach's Firefight mode, why not just give us Firefight? Drop a few waves of Elites in there, and bam. Nothing we haven't played before. Why make it Spartans vs Elites? Why is the goal of the gametype so simple? Why use the co-op netcode for this at all?

Spasm's greater NT1 theory:
NT1 is actually Reach's special blend of 3 herbs and spices; Campaign, Firefight, and Adversarial mode.

3 Spartans vs 3 Elites, with both human and Covenant AI soldiers scattered throughout, for the entirety of the regular campaign.

For the Spartans, it's pretty much business as usual. Play through the story, clear out skirmishes, and keep trying to advance to the next checkpoint. In your way this time though, are 3 Elite heroes controlled by other players.

The possibilities for the Elite player logistics would be numerous.
These Elite heroes could spawn in squads of AI Grunts as captains. They might even be able direct them in battle (remember the regroup command on the Controller layouts?).
They could possibly earn better squads (Jackals, Hunters) through performance/checkpoints.
The number and type of squad AIs you spawn could be a loadout option.
Seeing as how the emphasis should still be on progressing through the campaign, Elites could have one life, and be forced to spectate till the next checkpoint/skirmish, or keep spawning as long as they still have AI squads alive. Hell, maybe there's even a plot point in the campaign where the Elites are supposed to be victorious, and these rolls are reversed.


...Or it could be regular assed ol' Firefight... I guess...
 
Spasm said:
So I'm asking myself, why all the secrecy regarding NT1? If it's just Reach's Firefight mode, why not just give us Firefight? Drop a few waves of Elites in there, and bam. Nothing we haven't played before. Why make it Spartans vs Elites? Why is the goal of the gametype so simple? Why use the co-op netcode for this at all?
Maybe marketing won't let them announce that feature yet.

Maybe the AI or animation isn't tuned for prime time yet, and thus they had to mock up player controlled opponents.

Maybe it's still not in any kind of stable condition, and they need data from a large scale networking test to get it in shape.

And so on.
Popeck said:
If NT1 is Firefight's next evolution (which seems very likely), at least you can now rewind in the theater!
:eek
 
GhaleonEB said:
This is not a multiplayer gametype. It's a weird multiplayer/Firefight mashup to test the network code....

I don't think the gametype has anything to do with testing the networking; Invasion shows they can have these kinds of objectives in regular multiplayer.

I'm pretty sure Bungie could use Generator Defense in regular MP if they want. They're just using it to test campaign networking in this case, and put it in it's own playlist to lure people in.

One thing is does show though is that it's now possible to have objective gametypes in Firefight. Or at least the engine could support it if Bungie wanted to add it in (which hopefully they will - something like generator defense or KOTH in Firefight would be awesome).



So I'm asking myself, why all the secrecy regarding NT1? If it's just Reach's Firefight mode, why not just give us Firefight? Drop a few waves of Elites in there, and bam. Nothing we haven't played before. Why make it Spartans vs Elites? Why is the goal of the gametype so simple? Why use the co-op netcode for this at all?

I assume that it's partly a marketing thing. But also it's clearly designed to see how well matchmaking would work with the campaign netcode. Clearly Bungie are not going to want to announce that as a feature only to pull it because of issues.
 
GhaleonEB said:
This is not a multiplayer gametype. It's a weird multiplayer/Firefight mashup to test the network code....
Uh, didn't they say explicitly that if people liked the gametype they'd put it in the final game? So yeah, it's a potential multiplayer gametype and that's why I'd love to test the gametype out without the burden of co-op networking.

Yes, it's safe to say they're testing the networking for firefight with up to 6 players but whether or not SvE or generator objectives are planned to be part of that experience is a much greater jump to conclusions.

...
 
Just played my first NT1 game. I'll refrain from commenting on the actual gametype, as i've only played a single match, but there's something...different about Overlook, visually. I can't put my my finger on it. Perhaps that it appears to have a more vibrant/saturated color pallete. Regardless, I like it.
 
has anyone else noticed how great the water in overlook looks as opposed to the water in powerhouse?

reach_1209364_Full.jpg
 
GhaleonEB said:
Maybe the AI or animation isn't tuned for prime time yet, and thus they had to mock up player controlled opponents.
I'm hoping that Firefight's been scaled up just a tad. Remember that rumour of Scarabs being in Invasion? That can't have come from nowhere.

wishfulthinking.jpg
 
Willeth said:
I'm hoping that Firefight's been scaled up just a tad. Remember that rumour of Scarabs being in Invasion? That can't have come from nowhere.

wishfulthinking.jpg
Well they've already said they have dramatically increased the number of AI's they can run at once.
Hopefully the netcode can handle it.
 
This playlist is a fucking joke.

Who's idea was it to make a super gorgeous map that is unplayable. What a cock tease.

"Hey, lets make this gorgeous map and put a brand new gametype on it, but wait, here's the catch... wait for it.... ITS LAGGY THE ENTIRE FUCKING TIME!!!"

Spartans should not have a shotgun loadout. When B is the last generator and the spartans all have shotguns. Not cool.

And when theres one generator left it should not be able to be locked down. Or at least the lockdown period should have at least a 20 second break inbetween.

fuck this gametype.

I understand you need to test your network. Do that shit another way. dont tease us with an awesome gametype and have be unplayable. At least do all the shit you need to do every third match or something. Not every match for the entire match

baghh
 
Pandoracell said:
Just played my first NT1 game. I'll refrain from commenting on the actual gametype, as i've only played a single match, but there's something...different about Overlook, visually. I can't put my my finger on it. Perhaps that it appears to have a more vibrant/saturated color pallete. Regardless, I like it.

Theres SO much detail, look at the ground theres like fields of flowers!
 
I'm having problems with the balancing act in team games.

If you dont run with a pack, you're dog meat, but if you run with a pack, you're obviously sharing kills and lowering your potential Arena score....hmmmmmmmmm
 
dslgunstar said:
I'm having problems with the balancing act in team games.

If you dont run with a pack, you're dog meat, but if you run with a pack, you're obviously sharing kills and lowering your potential Arena score....hmmmmmmmmm
Assists count the same as kills.
 
NJ Shlice said:
Spartans should not have a shotgun loadout. When B is the last generator and the spartans all have shotguns. Not cool.
This is a problem in Invasion, too. I'd like to see loadouts rationed out so that an entire team can't have the same weapons, but I can't see any way that wouldn't lead to dickholes betraying people for loadouts.
 
dslgunstar said:
I'm having problems with the balancing act in team games.

If you dont run with a pack, you're dog meat, but if you run with a pack, you're obviously sharing kills and lowering your potential Arena score....hmmmmmmmmm


I thought Kills = Assists in terms of points. I could have sworn I saw people bitching about that.
 
the problem is that shooting someone just once counts as an assist (it's a bug). It should be doing something like 40% of damage I believe.
 
EazyB said:
Uh, didn't they say explicitly that if people liked the gametype they'd put it in the final game? So yeah, it's a potential multiplayer gametype and that's why I'd love to test the gametype out without the burden of co-op networking.
Well, you didn't say that. It sounded like you were critiquing the implementation of a mocked-up testing bed as a gametype, which fit in smoothly with the posts you've been making lately. I can't tell when you're adding "spice" or whatever you called it a while back versus being serious. My bad! :p
NJ Shlice said:
Holy shit. 0_o
Willeth said:
Wait, I thought that the bug was that it took into account 40% of health and not 40% of shields+health like it was supposed to?
Correct.
 
NJ Shlice said:
Spartans should not have a shotgun loadout. When B is the last generator and the spartans all have shotguns. Not cool.
Wait outside and laugh at the spartans as they camp in there, shotguns in hands, while you stare in through the window adjacent to the generator and throw all your stickies in just as the lockdown disengages.
You destroy the generator and get a multikill as they all madly rush to get the next lockdown. :)
 
Dirtbag said:
the problem is that shooting someone just once counts as an assist (it's a bug). It should be doing something like 40% of damage I believe.
Wait, I thought that the bug was that it took into account 40% of health and not 40% of shields+health like it was supposed to?

EDIT: Ghal your crazy backwards edits are super confusing :lol
 
I know this probably gets brought up and answered a lot but I seem to miss the answer each time.

Is it not possible to join games in progress because of how the netcode/stats work?

I wish it could be more like the L4D online play in that it's drop-in (when somebody drops-out) and you can vote out griefers/afks. I'd still keep the bans, it just seems like refilling a match is the only thing holding back bungie's pioneering matchmaking.
 
JesseZao said:
I know this probably gets brought up and answered a lot bit i seem to miss the answer each time.

Is it not possible to join games in progress because of how the netcode/stats work?

I wish it could be more like the L4D online play in that it's drop-in (when somebody drops-out) and you can vote out griefers/afks. I'd still keep the bans, it just seems like refilling a match is the only thing holding back bungie's pioneering matchmaking.
In Generator Defense, you can pull up the guide and invite friends, but they can't join. To me, that points to in-progess Firefight joins.
 
Willeth said:
In Generator Defense, you can pull up the guide and invite friends, but they can't join. To me, that points to in-progess Firefight joins.
Well thats good to hear. I'll be able to try out the new mode later tonight, can't wait!
 
NT1 is blech.

Covies: Rush to power weapon drop to laser cores outside (or sneak into B, but this is risky with the cool down) two-three times to core destroy. Otherwise good fucking luck hitting the cores with cooldowns if the Spartans are smart and have all three go to a seperate core (until it's lost, in which case two on a core. Three on last core)

Spartans: Rush power weapons. Grab laser, suicide off map edge so covie can't get power weapons.

Lock down cores wait two minutes with traveling between cores or sticking to a core and defeating all comers. Don't throw grenades at cores, but with your back to the core, throw grenades freely.

Meh. Invasion Slayer is better. :|
 
Dirtbag said:
Assists count the same as kills.

Yeah, fair enough. I just never seem to get many kills. Tons of assists, no kills. So when I win Im like +4, when I lose Im like -9. :lol

Dani said:
Can't believe I actually got the Shawn Michaels reference. FML

I got it too if it makes you feel any better.
 
Broman1978 said:
2 pics from Generator Defence I took
I kinda liked the one of the Spartan burning in the explosion^^

LkFLoBNlw.jpg

Reminds me of the Marathon flamethrower death animation.

Alright update, not really anything that's new, besides "the dream". :lol
 
Top Bottom