play mlg doodTunavi said:Why the fuck is armor lock in halo, its not even funny anymore.
I did after this, but I don't care for MLG's map selection, it's pretty sparse. Just no real classics in this game. -_- I could have played MLG King on Construct all day long, win or lose...Booshka said:play mlg dood
Didn't Bungie specifically say that Reach would do this?Tunavi said:Yesss I had this idea too. Too bad it will never happen for Reach.
They said equipment was lame since it was one time use....NullPointer said:Didn't Bungie specifically say that Reach would do this?
Same here actually. I always thought they should've made them reusable with cooldowns.A27 Tawpgun said:They said equipment was lame since it was one time use....
NullPointer said:Didn't Bungie specifically say that Reach would do this?
I was under the impression that Reach did this automatically (which is why it isn't an option). But Bungie did say that the social preferences are restricted so that they don't slow down the search and that they wouldn't even have an effect during every search. My guess is that there just aren't enough people searching at the same time who all of the DLC and would have what the game considers a "playable connection" to one another.Tunavi said:Yesss I had this idea too. Too bad it will never happen for Reach.
:lol well doneTunavi said:I did after this, but I don't care for MLG's map selection, it's pretty sparse. Just no real classics in this game. -_- I could have played MLG King on Construct all day long, win or lose...
Decom said:I was under the impression that Reach did this automatically (which is why it isn't an option). But Bungie did say that the social preferences are restricted so that they don't slow down the search and that they wouldn't even have an effect during every search. My guess is that there just aren't enough people searching at the same time who all of the DLC and would have what the game considers a "playable connection" to one another.
Heck, for all we know, most games you get matched into could only have 1 or 2 people that don't have the DLC. But that's all it takes to keep you from playing it.
On Solo yes, co-op you restart from checkpoint if anyone diesPlasmid said:Did the challenges for today, not too bad.
Doesn't pillar of autum LASO mean you die once you restart entirely?
But you could use the Save + Quit trick.Plasmid said:Did the challenges for today, not too bad.
Doesn't pillar of autum LASO mean you die once you restart entirely?
It has a "Greatest Journey" vibe to me.szaromir said:I dont know where to post this, so might as well here. Earlier today I was listening to this song (David Arkenstone - Below the Ocean) and at 1:32 it totally gave me Halo vibe. Is it just me?
edit: Halo 3 ODST Finale track sounds similar to it at 6:02. That's where the vibe comes from
I'm in the last fucking room of the laso missionA27_StarWolf said:someone should come online and play Halo...
in other news. My NAT keeps going back to strict/closed.... WHYYY
Nope. I got it too.szaromir said:I dont know where to post this, so might as well here. Earlier today I was listening to this song (David Arkenstone - Below the Ocean) and at 1:32 it totally gave me Halo vibe. Is it just me?
MY protips, save Senor Fuel Rod for last if you can. There's 2 healthpacks in that room not including the one next to the dead marine.MrBig said:I'm in the last fucking room of the laso mission
This is the worst ending to a game bungie has ever made.A27 Tawpgun said:MY protips, save Senor Fuel Rod for last if you can. There's 2 healthpacks in that room not including the one next to the dead marine.
It gave me problems too but I eventually got it. I lured him into the back room with the healthpack and kept weaving in an out of cover while shooting with P pistol.
I mean it's not fun. Not even on my first heroic playthrough was it fun. It's just stupid difficult. Every other Halo game has had some sort of ridiculous or fun ending, but this is just bonkersKuroyume said:Well, you're playing it LASO... Not sure what you're expecting.
NullPointer said:Same here actually. I always thought they should've made them reusable with cooldowns.
I'm a happy camper
I'm forced to agree with this only because we might've ended up with a space based firefight levelDax01 said:During the final moments of PoA: LASO, I correctly wondered: Why doesn't the Covenant cruiser simply heat up its plasma lines and shoot the Pillar of Autumn? Why does it have to use its main gun.
Speaking of ways of ending the game, even though I think the ending to Reach is one of the best in videogames around, there would have been a better (and have as much impact) way of ending Reach while staying true to the book. You could take the Saber out in the final mission and then would have been asked to protect the Pillar of Autumn while she makes her escape (and maybe some brief on-foot rescue operation to help save the Chief right beforehand), or better yet, help protect the Pelican that's carrying the other remaining Spartans who have been sent groundside to protect the Super Mac generators. Now, imagine carrying out these objectives with the epic final battle of Reach, as depicted in the book, being played out it in the background. The one glimmer of hope being when the huge space repair cubes sacrificing themselves for the first bombardment, only until the horrible realization moments later, when so many more ships jump in, that the Covenant's forces are far larger than anything the UNSC could have ever comprehended.
Tashi0106 said:Lol you guys see that Windows 7 commercial?
"Get a mini fridge for college, get an ice tray. Get a windows laptop for college, get an Xbox 360" Then a spartan walks up and blows up the mini fridge with a Spartan Laser. Pretty cool.
Almost none of the mission story telling - the bits within the missions that set up the encounters - make any sense in Reach. There are some flaws to the overall story telling, but I like a lot of how it's told. But the way battles are set up...are just unrelentingly nonsensical.Dax01 said:During the final moments of PoA: LASO, I correctly wondered: Why doesn't the Covenant cruiser simply heat up its plasma lines and shoot the Pillar of Autumn? Why does it have to use its main gun.
Speaking of ways of ending the game, even though I think the ending to Reach is one of the best in videogames around, there would have been a better (and have as much impact) way of ending Reach while staying true to the book. You could take the Saber out in the final mission and then would have been asked to protect the Pillar of Autumn while she makes her escape (and maybe some brief on-foot rescue operation to help save the Chief right beforehand), or better yet, help protect the Pelican that's carrying the other remaining Spartans who have been sent groundside to protect the Super Mac generators. Now, imagine carrying out these objectives with the epic final battle of Reach, as depicted in the book, being played out it in the background. The one glimmer of hope being when the huge space repair cubes sacrificing themselves for the first bombardment, only until the horrible realization moments later, when so many more ships jump in, that the Covenant's forces are far larger than anything the UNSC could have ever comprehended.
Okay, that was awesome. :lolKibbles said:^ Is that commercial on youtube anywhere? Nvm found it: http://www.youtube.com/watch?v=uz5OdiXIV1M
Wow it is year of the HD remakes (I'm so getting that MGS HD 360 set). Bring on Halo!
Unfortunately, there are only a few ways to say "okay, play firefight for a few minutes longer than you want to now."GhaleonEB said:Almost none of the mission story telling - the bits within the missions that set up the encounters - make any sense in Reach. There are some flaws to the overall story telling, but I like a lot of how it's told. But the way battles are set up...are just unrelentingly nonsensical.
GhaleonEB said:Almost none of the mission story telling - the bits within the missions that set up the encounters - make any sense in Reach. There are some flaws to the overall story telling, but I like a lot of how it's told. But the way battles are set up...are just unrelentingly nonsensical.
The second LASO run was easier than the first on PoA, mostly because we all had a better idea of what to do. Well, that and MrBig hopping on the MAC gun and taking out all the reinforcements at the end. That was pretty neat.
Okay, that was awesome. :lol
Tunavi said:I've played Nightfall countless times and I still don't know what the point of that 'mission' is.
Oh god, please don't get me started about the story...
Waste of resources, "let's make cool things the player can't interact with!"Booshka said:Whenever I get confused by Halo's story, I just think to myself, "Sandbox Mother Fucker."
You're thinking of L.A. Noire. This is Halo.Plywood said:Waste of resources, "let's make cool things the player can't interact with!"
My mistake was mixing up sandbox and skybox. :[NullPointer said:You're thinking of L.A. Noire. This is Halo.
Yeah. And a lot of the intra-mission setups. Tip of the Spear is a great mission, but the narrative is odd. Jorge lands his Falcon and says he saw some "nasty business" in the canyon below. Presumably that means he saw the turrets. AA guns are something we've been avoiding like the plague so far in the game. The very first thing we do in the mission is take down two AA turrets so our Falcon can land.Thagomizer said:The setups to Tip of the Spear, PoA, and nightfall were particularly bad in this regard- either they didn't make any sense or weren't explained (wait, how did a fairly substantial recon force make it to Reach and begin conducting operations with no one noticing? None of these farmers had cell phones? The only installation that connects the MOST IMPORTANT NON-EARTH PLANET to the rest of humanity is in a middle of fucking nowhere backwater with three squads of Marines and a Warthog stationed to guard it? Wait, why are we driving across a giant salt flat now?) And so on.
This is true. The entire section around Long Night of Solace is done very well. The sequence of having to take down the carrier, how it's handled, and the fallout from it is the best story telling in Reach. It's the kind of thing I wish the game did more of, but a mission later (after Exodus) we spent an entire level taking out jammers. The story just stalls out.NullPointer said:The setup and execution of Long Night of Solace was very well done. The slipspace rupture idea was cool, fighting your way to the Sabre facility, disabling and then hijacking a covenant cruiser, Jorge looking frightfully peaceful in his imminent demise, and then watching a spehere of nothingness split a capital ship in two as you hurtled back towards Reach.
Perfect.
Hahaha. OK, when you put it like that its kindof hilarious. And I never did understand why you just fly right through the EMP.GhaleonEB said:Yeah. And a lot of the intra-mission setups. Tip of the Spear is a great mission, but the narrative is odd. Jorge lands his Falcon and says he saw some "nasty business" in the canyon below. Presumably that means he saw the turrets. AA guns are something we've been avoiding like the plague so far in the game. The very first thing we do in the mission is take down two AA turrets so our Falcon can land.
So what do we do after Jorge notes their presence in the canyon? We fly through it. Not over it, or around it, but straight down a gauntlet of what we've been avoiding the whole game.
And then we get to the spire. Auntie Dot informs us the shield might be an EMP. Jorge tells the pilot to fly straight through anyways. Not to land so we can walk through it, or to drop down a ways and then fly through to make the fall much less dangerous. Just fly on through. What's the point of having an AI tell you things like that shield you're about to fly through is an EMP if you're going to ignore it?
The start of the game sort of sets the bar for this sort of thing. Carter tells us to be selecting in who we engage, as we don't want to telegraph our presence - right after we've buzzed the place in two helicopters and then landed on a bluff overlooking the houses. Carter then tells us to enter the house, but to "go in quiet". We get through the house and find Jorge has landed his Falcon right outside the door.
Every mission is packed to the gills with those kinds of moments.