HiredN00bs
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So when Halo 4 comes out, Reach will be classic by the same rationale.Dani said:Nope.
CE, 2 and 3 could all be considered "classic" at this point.
So when Halo 4 comes out, Reach will be classic by the same rationale.Dani said:Nope.
CE, 2 and 3 could all be considered "classic" at this point.
HiredN00bs said:So when Halo 4 comes out, Reach will be classic by the same rationale.
Kuroyume said:- Beef up the pistol (damage, rate of fire, and clip size)
Zeouterlimits said:Holy smokes, here it's 69.99 on GoD. That has to be a mistake, the RRP isn't even that...
It does need more bullets and less bloom thoughFalt said:Really? The pistol is my go to gun after the DMR. Clip size maybe, but it's pretty damn good as is. Beefing it up even slightly would lead to a lot of crying and an eventual nerf down the line.
Actually I wouldn't put Halo Reach as a classic when 4 comes out. 3 though by then will and should be considered a classic. And to answer that noob guy, CE does not mean Classic. Sure its a Classic game in the series, but to many many people "classic" settings in MP usually means something out of Halo 2 or 3.Dani said:Yes, it would be. But just like how Halo 3 is given a wide berth right now with Reach (because they are both "active" - hence no map remakes in Reach), I imagine Halo 4 will give Reach a similar or wider berth.
Dani said:"Classic" Halo is not a single game or a specific Halo game's particular settings.
Classic =/= CE
Falt said:Really? The pistol is my go to gun after the DMR. Clip size maybe, but it's pretty damn good as is. Beefing it up even slightly would lead to a lot of crying and an eventual nerf down the line.
Nutter said:Actually I wouldn't put Halo Reach as a classic when 4 comes out.
In what way? The magnum saw two changes from the Beta to final: firing speed was slighly reduced, and the recoil - which was significant - was removed entirely. Clip size and damage are identical; they're the same weapon otherwise. I find the pistol far easier to use in the final game due to the removal of recoil.Steelyuhas said:Did you play the beta? It was significantly better than it is now.
Dani said:Yeah, there was bigger gap between Halo 3 and Reach than there will be between Reach and Halo 4.
There's a massive amount of folks that would be happy to never consider Reach again after Halo 4 hits I'm sure.
We could spam it at close range. Faster ROF seemed to reduce bloom's effect. Shoot to the chest and let recoil move the reticule over head...GhaleonEB said:In what way? The magnum saw two changes from the Beta to final: firing speed was slighly reduced, and the recoil - which was significant - was removed entirely. Clip size and damage are identical; they're the same weapon otherwise. I find the pistol far easier to use in the final game due to the removal of recoil.
it had much less bloomGhaleonEB said:In what way? The magnum saw two changes from the Beta to final: firing speed was slighly reduced, and the recoil - which was significant - was removed entirely. Clip size and damage are identical; they're the same weapon otherwise. I find the pistol far easier to use in the final game due to the removal of recoil.
GhaleonEB said:In what way? The magnum saw two changes from the Beta to final: firing speed was slighly reduced, and the recoil - which was significant - was removed entirely. Clip size and damage are identical; they're the same weapon otherwise. I find the pistol far easier to use in the final game due to the removal of recoil.
kylej said:my Bag 'O Swag just shipped. hell yeah.
Trasher said:It better be fucking bigger than just tweaking armor lock lol. That wouldn't improve a damn thing in the overall scheme of things. The game needs some serious help in the fun department because it is the only Halo game that has ever gotten me so pissed in one sitting. I would definitely love to see changes on the other spectrum such as removing reticule bloom or adjusting grenades/weapon damage. Even if the game ends up being as shitty as it currently is, I would still give props to 343 for at least experimenting with it. It would be pretty hilarious if they actually found a way to make this game even less satisfying to play lol. Maybe they can find a way to make the game at least somewhat enjoyable to play by yourself in matchmaking. Pipe dream, I know.
I have not noticed this. Perhaps it's my skill set, but I found the recoil exceptionally difficult to grapple with and am much more succesful with the pistol in the final game. The only notable downside is the reduction in firing speed, which makes it slighly less effective at point blank range.Woorloog said:We could spam it at close range. Faster ROF seemed to reduce bloom's effect. Shoot to the chest and let recoil move the reticule over head...
I find it less effective at any range. The bloom goes to almost full after one shot, and you have to wait forever to get it backGhaleonEB said:I have not noticed this. Perhaps it's my skill set, but I found the recoil exceptionally difficult to grapple with and am much more succesful with the pistol in the final game. The only notable downside is the reduction in firing speed, which makes it slighly less effective at point blank range.
Very jealous... Post pictures when it arrives.kylej said:my Bag 'O Swag just shipped. hell yeah.
xxjuicesxx said:What a nerd.
Frankly, i grasped that "let the recoil move the reticule" idea only later in the beta, and that made the game so much better, AR being completly worthless and DMR being hard to use due hitbox issues. Plasma Repeater was better in the beta IMO, as was DMR (though 15 round mag is good).GhaleonEB said:I have not noticed this. Perhaps it's my skill set, but I found the recoil exceptionally difficult to grapple with and am much more succesful with the pistol in the final game. The only notable downside is the reduction in firing speed, which makes it slighly less effective at point blank range.
The Beta became so easy when I realized to aim at their foreheads and slightly above.Woorloog said:Frankly, i grasped that "let the recoil move the reticule" idea only later in the beta, and that made the game so much better, AR being completly worthless and DMR being hard to use due hitbox issues. Plasma Repeater was better in the beta IMO, as was DMR (though 15 round mag is good).
Thermite said:MAKE IT HAPPEN, 343.
GhaleonEB said:Options I'd like to see added:
- Shield system: Classic vs. Reach (melee damage pass through)
- Damage variables: independent toggles for grenade, melee, weapon damage
- Vehicle Health: Classic (linked to player), Reach
- Movement: Classic (removes player inertia), Reach
If bloom goes away, I'd like to see the DMR and Nerfle scopes reduced to 2x from 3x to limit their range.
Dax01 said:I hope 343 learns from Bungie's mistakes and doesn't incorporate campaign, multiplayer, and Firefight space across modes. No spaces taken from campaign to be used in multiplayer, and vice versa.
I don't like FF maps being taken from campaign because they, like MP spaces, I feel, hurt the campaign's replayability.
A27 Tawpgun said:If they want to keep the laser make that target painter have a LOUD AS HELL sound and be crazy visible.
what's the gist of it?O D I N said:There was a motivational poster that was the perfect response to this. For the life of me, I can't find it. Curses, foiled again.
thezerofire said:It's my opinion that the weapons were pretty much all better in the beta
kylej said:Cortana realdoll for $40. Good bargain imo.
Reach still has some characteristics of a classic Halo, namely Halo 1. Player health, 2x scope Pistol, wider FOV, etc.Dani said:Yeah, there was bigger gap between Halo 3 and Reach than there will be between Reach and Halo 4.
There's a massive amount of folks that would be happy to never consider Reach again after Halo 4 hits I'm sure.
xxjuicesxx said:I prefer the AVATAR fleshlight.
I would say that Reach is farther from Halo CE because of AA's, because no other game had abilities that you only got off the spawnStriker said:Reach still has some characteristics of a classic Halo, namely Halo 1. Player health, 2x scope Pistol, wider FOV, etc.
Overall, you have to accept that classic is a term that's clearly subjective. You might consider Halo 3 classic despite its inclusion of equipment, slower movement speed, melee system which has brought simultaneous deaths, whatever. Some others might have the same feeling for Reach. Truth of the matter is both games brought in gimmicks that changed the way the game is played, quite different than the first two games, and while Reach was closer to Halo 1 than either Halo 2 or 3, still had its differences.
No matter what, there's always going to be somebody who's inevitably say no, Reach isn't because of AA's, but each game brought changes from the previous release and some for the better, some obviously not. AA's are no less classic than equipment, and so on. Like me, I have my own set of Halo maps I would consider "classic", and I'm sure you or Steelyuhas has their own vision.
@TimothyLottes I found a couple FXAA3 perf tweaks for the 360 version that speeds it up about 15-20% without changing the results.
what's FXAA3?Hitmonchan107 said:KageMaru from the "CEA" thread (God help me) posted this Tweet from Andy Luedke, graphics developer at 343:
One of my biggest complaints about Reach was the ghosting. It creates a sludge-like graphical presentation that muddies the Halo aesthetic. (Well, that and the grain filter.)
Good to hear that 343 is trying to fix it. :^)
You and I think alike. (source article)thezerofire said:I would say that Reach is farther from Halo CE because of AA's, because no other game had abilities that you only got off the spawn
thezerofire said:what's FXAA3?
via HardOCP forums.Fred Richardson said:FXAA is a new anti aliasing technique developed by NVIDIA which provides highly effective edge smoothing, based on image luminance variations. It is designed to be extremely compatible with deferred engines, by avoiding the issues traditional hardware MSAA presents with regards to retrieving sub-pixel depth buffer samples. In addition it has much lower video memory requirements, while still producing extremely high quality results and avoiding slight image blurring which is common to other image based anti aliasing solutions
kylej said:Gonna place "We need more Invasion maps" right next to "I hope the TU adds Challenges more than anything" and "Skyboxes are worth Halo 4 running at 30fps instead of 60fps" in the 2011 BK Posting Hall of Fame.
Steelyuhas said:Hopefull this TU is dropping in August and not right before or on CEA's release.
Also, I think everyone needs to take a deep breath and rein in their expectations for the TU. I know everyone got excited because I think most of us didn't expect a TU at this point, but people are talking about removal of bloom from the base Reach gameplay, bringing back 1-50, improving framerate in Forge World...most of these things are the definition of pipe dreams IMO.
The TU will improve the game without a doubt, but some of these suggestions are pretty wild, it's still going to be Reach.
Flying Jay & Donat said:The Halo: Reach Credit-System (work in progress)
Q: What does the final credit SUM on a match's end consist of?A: SUM = GAME COMPLETE + PERFORMANCE BONUS + COMMENDATIONS + CHALLENGES + JACKPOT
Q: How is GAME COMPLETE calculated?A: GAME COMPLETE (or TIME SPENT) = RANK * PLAYLIST * TIME. Digits after commas are dropped.
Q: What is RANK?A: Each RANK has a certain credit-value. This value will increase with a higher rank.
Examples:
08,00 = Major grade 1
10,00 = Lt. Colonel grade 3
17,00 = Colonel grade 2
Q: What is PLAYLIST?A: PLAYLIST is a value tied to a certain playlist.
Examples:
* 1,00 = Campaign
* 2,80 = MM Campaign, Score Attack
* 5,40 = Invasion
* 5,60 = BTB All Stars, The Arena, Double Team, Action Sack, Team Classic, Flagstravaganza, Grifball, Firefight Limited, Firefight Arcade, Firefight Doubles, Rumble Pit, Living Dead, Squad Slayer, Team Slayer, MLG, Team Swat, Team Snipers, Team Objective, Multi Team, Big Team Battle
* 7,30 = Premium Battle, Premium Slayer
It's possible that there is a 7,3 multiplicator on all Noble and Defiant maps, no matter the playlist (we didn't check all playlists).
Q: What is TIME?A: TIME is the duration of a match. Only full minutes are taken into account. Certain gametypes have a time cap which limits the TIME multiplicator.
Examples:
04:54 min = *4
11:33 min = *11
23:17 min = *23
Time caps:
Campaign: 10:00 min -> max. TIME multiplicator is *10
MM Campaign: 1:15 h -> max. TIME multiplicator is *75
Firefight: 20:00 min -> max. TIME multiplicator is *20
Q: What does PERFOMANCE BONUS consist of?A: PERFOMANCE BONUS = GAME COMPLETE * PERFOMANCE. Digits after commas are dropped.
Q: What is PERFOMANCE?A: PERFOMANCE is based on the placing at the end of a match. Only win (team games) and 1st, 2nd & 3rd place (non-team games) are taken into account.
Examples:
*0,2 = win / 1st place
*0,1 = 2nd place, 3rd place
Q: What are COMMENDATIONS?A: COMMENDATIONS are the sum of commendations and medals one gets during a match.
Q: What is JACKPOT?A: JACKPOT is a randomly generated value distributed to all player at the end of a match (except for mega-jackpots).
Q: I'm not good at math. Could you give me an example?A: Sure.
RANK: Colonel grade 1 (17,00)
PLAYLIST: Firefight → Rocketfight (*5,6)
TIME: 23:35 (*20 because of the time cap)
PERFOMANCE BONUS: Set complete / win (*0,2)
GAME COMPLETE = 17 * 5.6 * 20 = 1904 cR
PERFOMANCE BONUS = 1904 * 0.2 = 380,8 = 380 cR (digits after commas are dropped)
COMMENDATIONS = 1291 cR (lots of multikills in this one)
CHALLENGES = 1000 cR (10 assists in FF MM)
JACKPOT = 104 cR
SUM = 1904 + 380 + 1291 + 1000 + 104 = 4679 cR
And here is a list of all the ranks we currently have data on (RANK value - see above):
Rank - cR/min
- Recruit - 5,000 cR
- Private - 5,000 cR
- Corporal - 5,000 cR
- Corporal Grade 1 - 5,000 cR
- Sergeant - 5,000 cR
- Sergeant Grade 1 - 5,000 cR
- Sergeant Grade 2 - 5,000 cR
- Warrant Officer - 6,000 cR
- Warrant Officer Grade 1 - 6,000 cR
- Warrant Officer Grade 2 - 6,000 cR
- Warrant Officer Grade 3 - 6,000 cR
- Captain - 7,000 cR
- Captain Grade 1 - 7,000 cR
- Captain Grade 2 - 7,000 cR
- Captain Grade 3 - 7,000 cR
- Major - 8,000 cR
- Major Grade 1 - 8,000 cR
- Major Grade 2 - 8,000 cR
- Major Grade 3 - 8,000 cR
- Lt. Colonel - 9,250 cR
- Lt. Colonel Grade 1 - 9,250 cR
- Lt. Colonel Grade 2 - 9,250 cR
- Lt. Colonel Grade 3 - 10,000 cR
- Commander - 15,000 cR
- Commander Grade 1 - 15,500 cR
- Commander Grade 2 - 16,000 cR
- Commander Grade 3 - 16,500 cR
- Colonel - 16,500 cR
- Colonel Grade 1 - 17,000 cR
- Colonel Grade 2 - 17,000 cR
- Colonel Grade 3 - 17,500 cR
- Brigadier - 20,000 cR
- Brigadier Grade 1 - 20,500 cR
- Brigadier Grade 2 - 21,000 cR
- Brigadier Grade 3 - 22,000 cR
- General - 22,500 cR
- General Grade 1 - 23,000 cR
- General Grade 2 - 23,000 cR
- General Grade 3 - 23,000 cR
- General Grade 4 - 23,500 cR
- Field Marshall - 25,845 cR
- Hero - 28,435 cR
- Legend - 31,265 cR
- Mythic - 34,410 cR
- Noble - 37,845 cR
- Eclipse - 41,645 cR
- Nova - ?
- Forerunner - ?
- Reclaimer - ?
- Inheritor - ?
If you have one of the four remaining ranks and want to help us, send me a PM.
thee henery said:Loooooooooool
How is that a pipe dream exactly? Or a 'wild suggestion'? The second Halo 3 patch defenestrated the old matchmaking UI and replaced global ranks with an exp rank in each playlist. The Arena has been a categoric failure; I applaud Jeremiah for trying to rescue it from its horribly flawed shipping incarnation - he really did listen to what those on the optimatch forum complained about. However, it was always too late for the Arena. The problem was, Bungie marketed it (in the vidoc particularly) as the go-to playlist for the hardcore player; ranked games aren't just for the hardcore player, and, with respect, if I want to play the most competitive settings, i'll go to MLG (which, ludicrously, isn't ranked), not a Bungie playlist. Plus, I want to know how good I am at Snipes in Reach and i'm sure others want to know how good they are at MLG, Swat, FFA etc.
I believe Reach uses temporal anti-aliasing, which is a technique that blends together a previous frame into the current frame to reduce jaggies. You can read more about it in this tech review for Reach.thezerofire said:what's FXAA3?
Timothy Lottes said:FXAA3 should be around 1ms for 720p on either console, and using the same interface, has a higher quality PC version. FXAA3 Console on PS3 does not have the same long edge quality as Sony's MLAA, but overall FXAA3 costs significantly less, freeing up SPU time for things like tile deferred lighting, etc!
wow, all of that seemed really reasonable.ncsuDuncan said:You and I think alike. (source article)
It's nice to be able to just link that now, instead of having to type out my feelings on that stuff every time the HaloGAF cycle comes to that point.
What do these ranks and the credits after them mean? I didn't get it.Donat said:And here is a list of all the ranks we currently have data on:
Rank cR
Recruit 5,000 cR
Private 5,000 cR
...
thezerofire said:It kinda made campaign just feel like a bunch of firefight missions too
Striker said:It's a wild suggestion because I give it 5% chance of getting added in, and instead being a possibility for Halo 4. The Arena formula is decent, although needs a little bit of work
(one glaring one is how deep Bungie put it in your Service Record). Halo 3's 1-50 had its obvious flaws, and was taken advantage of as well. It's going to be interesting how 343 unravels the next game's ranking system.
Woorloog said:What do these ranks and the credits after them mean? I didn't get it.
I've always felt like I was progressing though. A lot of the time in Reach it was "defend this spot," and you just let the enemies come to you. Maybe it was like that in previous Halos too but I noticed it more in ReachFyreWulff said:Halo has always pretty much been a series of Firefight scenarios. The first structure on "Halo" in Halo 1 (heck, that entire level was pretty much a series of FF missions strung together), the landing area on Delta Halo, opening the Control Room door in Halo 3..
343 is going to have an entire studio to focus on a singular project. The regret on Bungie's behalf seemed to be that it took more time than they thought when they had not the entire studio working on a game. I don't think they were expressing regret over the actual spaces themselves, as they were all made for multiplayer first, Boneyard being the only exception.
And a fraction of base value is used for the calculation or...?Donat said:These are the base values for all calculations namend RANK. Sorry for the messed up text layout, I'm fixing it double time.
Falt said:Really? The pistol is my go to gun after the DMR. Clip size maybe, but it's pretty damn good as is. Beefing it up even slightly would lead to a lot of crying and an eventual nerf down the line.
I've been very interested in this kind of thing for a while now, so thanks for doing it. Though, I also didn't understand that aspect of the data above.Donat said:These are the base values for all calculations namend RANK. Sorry for the messed up text layout, I'm fixing it double time.