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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

rar

Member
Tashi0106 said:
MLG has released its v8 map set. I'm usually happy when these updates are released but this time, I am sad. Midship Ball has been replaced by Guardian Ball. WTF! Fuck these MLG kids who never played Halo 2 and hate Midship. You have no idea how many times Midship comes up in the playlist whether it's slayer, flag or ball and people are immediately vetoing. It boggles my fucking mind. *sigh* Oh well, I'll still shit on people no matter the map. I really do enjoy Midship ball though.

Also, custom camo has been added to Construct. This will be interesting. This will definitely help those on Construct locked down by a fierce setup. I can see camo being a bigger part of the map than the OS.
edit: Looks like construct slayer will have only camo while construct king will have only overshield.

The MLG Combine event in Nashville being held at the end of the month will use the v7 gametypes so I don't see the playlist being updated until April.

no sandbox maps? looks like im not playing mlg again any time soon.. the community has made a boat load of maps that play better than terrible maps like ons, amp, and narrows and mlg is too scared to switch anything around. i like having guardian ball back but thats just not enough
 

kylej

Banned
DiabolicalBagel said:
I know, right? Triggers are so damn hard to hold. Primary fire should have definitely been on the guide button.

Have you seriously never stopped midcharge with a laser because your target moved behind cover?

Yes, of course. Here's how you weaken the laser: require the laser guy to keep his reticule over the vehicle he wants to kill for 3 seconds. Changing the discharge times would do nothing.
 

Trasher

Member
Dani said:
If they simply made the laser not one shot instant vehicle death it would be fairly balanced as has been said repeatedly.

With the strength of a direct grenade hit, the laser would take 2 hits to kill a fresh hog or just hit to destroy a damaged one. It would be a lot more acceptable this way too against infantry, two hits for a fully shield full health person and one for someone that has had they health taken down.
So then how many hits would it take to kill a tank? All 5? Yikes.

I do like the idea of it taking two hits to kill a Spartan though: one to take the shields down, and one to finish them off.

In my opinion Halo CE did it the best when it came to balancing vehicles. They might have been indestructible, but they never seemed overpowered or underpowered.


Hey, look at all these cool jobs: http://www.microsoft-careers.com/go/343-Industries-Jobs/190537/
 

LunaticPuma

dresses business casual
2 shots to kill a spartan with a laser? How many other weapons does it take 10+ seconds to kill someone? 2 shots for a spartan is way too long. I can see 2 shots for a hog or tank and maybe 1 for banshees and ghosts. The missile pod also needs some work, there are many times while driving a hog, I've never heard any indication of lock-on. This is with 4-5 bars connection.

IMHO, the best way to balance vehicles would be to give the plasma pistol better vehicle tracking. It's an oft neglected weapon that is extremely useful for taking care of hogs on Standoff and Valhalla. It just requires good aim and being a bit close for comfort. Being able to carry more grenades would help too. A big problem is that Halo 3 only ever lets you carry 4 grenades instead of 8 (in MM there are only 2 types of grenades on any given map). More grenades would be more likely to destroy or roll vehicles.
 

Trasher

Member
LunaticPuma said:
2 shots to kill a spartan with a laser? How many other weapons does it take 10+ seconds to kill someone? 2 shots for a spartan is way too long. I can see 2 shots for a hog or tank and maybe 1 for banshees and ghosts. The missile pod also needs some work, there are many times while driving a hog, I've never heard any indication of lock-on. This is with 4-5 bars connection.

IMHO, the best way to balance vehicles would be to give the plasma pistol better vehicle tracking. It's an oft neglected weapon that is extremely useful for taking care of hogs on Standoff and Valhalla. It just requires good aim and being a bit close for comfort. Being able to carry more grenades would help too. A big problem is that Halo 3 only ever lets you carry 4 grenades instead of 8 (in MM there are only 2 types of grenades on any given map). More grenades would be more likely to destroy or roll vehicles.
4 grenades is plenty. No more please. I hate grenade spamming so much. :( Having fewer grenades encourages players to be not so wasteful with them and to use them only in certain situations. I actually prefer the way that some games limit you to one or two grenades per life, and I also prefer not being able to pickup grenades from fallen enemies.
 

Striker

Member
Trasher said:
4 grenades is plenty. No more please. I hate grenade spamming so much. :( Having fewer grenades encourages players to be not so wasteful with them and to use them only in certain situations. I actually prefer games that limit you to one or two grenades per life, and I also prefer not being able to pickup grenades from fallen enemies.
That's what I'm hoping Reach fixes also; the grenades always lying on the map only allows for more such thoughtless tossing. I think of the gold lift in Construct to be a major ally of this; not a good thing and really brings down the gameplay.

I agree with Puma's regard to the Plasma Pistol, also. But obviously they think placing more single spikers on the map is more useful.

Another thing to add, re: the Laser

The Laser's biggest problem, in my view, is how it acts like a sniper rifle. You can sit in the far back of Standoff and still pick off guys getting ready to hop in a vehicle (not hitting the vehicle, but the players themselves). This shouldn't be what a premier anti-vehicular weapon should do. Why not add a Sniper Rifle to the map, as it is basically one in itself, just fewer shots? If its objective is to bring down vehicles and air craft, that's fine, and however they decide to neuter is still unknown; but my bigger gripe is how it is commonly used as an infantry weapon and its incredibly long range precision and power. That's why I don't really care if it gets removed. If it can't be fixed properly, remove it. It goes up with previous Bungie weapons/maps, ala Backwash and the limited supply of a Mauler.
 

Dirtbag

Member
GhaleonEB said:
To add an one final note, the missile pod - and from the looks of it, this new weapon for Reach - also have a wide tracking angle, meaning evasive maneuvers can be effective, and firing it from the wrong angle can result in a clean miss. Between the missile pod and rockets, there was no reason for the laser to exist.

I love the laser against infantry though, I think it's a great addition there.
Maybe if it took two laser shots to destroy all vehicles outside of the mongoose?
One shot to kill any spartan. So you could kill the driver of the warthog in one shot if you hit him dead on, but it would NOT kill everyone in the hog.. same with the ghost, etc.

I think that would be the best way to fix it.
 

LunaticPuma

dresses business casual
Trasher said:
4 grenades is plenty. No more please. I hate grenade spamming so much. :( Having fewer grenades encourages players to be not so wasteful with them and to use them only in certain situations. I actually prefer the way that some games limit you to one or two grenades per life, and I also prefer not being able to pickup grenades from fallen enemies.

Grenade spamming could be a problem. There were some fun times up at the top of the lift on Ivory tower with both teams throwing grenades down the halls. Being able to pick up grenades is a critical element. Not all of us can 4 shot people so we have to rely on other skills like artful grenade placement. At the very least, I'd like to be able to carry 4 stickies since 1 stuck to the hog isn't always enough to take it down.
 
kylej said:
Yes, of course. Here's how you weaken the laser: require the laser guy to keep his reticule over the vehicle he wants to kill for 3 seconds. Changing the discharge times would do nothing.
Actually, do that too. But any change that means the laser will waste ammo most definitely gets my approval.
 

Trasher

Member
LunaticPuma said:
Grenade spamming could be a problem. There were some fun times up at the top of the lift on Ivory tower with both teams throwing grenades down the halls. Being able to pick up grenades is a critical element. Not all of us can 4 shot people so we have to rely on other skills like artful grenade placement. At the very least, I'd like to be able to carry 4 stickies since 1 stuck to the hog isn't always enough to take it down.
I think the best way to fix the grenade spamming problem is to prevent grenades from dropping every time someone dies. You should spawn with two, and then there should be around four or so spawns on a given map (more or less depending on the size of the map) with a pair of grenades per spawn. In a game like Halo where you have 8 people playing a team slayer match to 50 kills...that is just far too many grenades to pick up from fallen Spartans (and Elites, sorry Eazy).
 

Dirtbag

Member
Trasher said:
I think the best way to fix the grenade spamming problem is to prevent grenades from dropping every time someone dies. You should spawn with two, and then there should be around four or so spawns on a given map (more or less depending on the size of the map) with a pair of grenades per spawn. In a game like Halo where you have 8 people playing a team slayer match to 50 kills...that is just far too many grenades to pick up from fallen Spartans (and Elites, sorry Eazy).

Not going to happen. They upped the grenade count, and with the now larger and more spread out maps I doubt they will amass in giant piles constantly. The only time grenade spam was really game-breaking was in king of the hill. Leave the grenade nerfing to MLG boring gametypes. Grenades are a skill weapon in Halo, nowhere near as overpowered as in most games.
 
Holy shit I need these.
ec67f77aebf9dd6f10adde6e1a08ad60.jpg


This is exactly what I have been looking for... My A40's are way to bulky to wear out, but I love the sound they give out, and for $150.00 it really isn't that bad.

I am pretty sure I am going to pick these up.
 

Sanjuro

Member
Those headphones look pretty sexy. Maybe I will be able to check some out at PAX.

Do any of them have both optical and headphone style jacks?
 
Dirtbag said:
I love the laser against infantry though, I think it's a great addition there.
The laser is just as bad against infantry as it is against vehicles. It's sniper-like precision and huge reticule (and the fact that you don't have to aim for the head to kill in one shot) allows a user to kill someone from all the way across the map. It's really annoying.
 

rar

Member
i say this every time somebody talks about the laser, but just replace it with a copy of the half-life 2 rocket launcher where you have to guide the rocket to its destination with the laser sight. that way its very effective at killing vehicles, but its not essentially an automatic kill like h2's rl or the laser.. id try and find a video of it but i assume everybodys probably played hl2 any way

tracking on any weapon is silly to me.. at least make them work for it!
 

Striker

Member
rar said:
i say this every time somebody talks about the laser, but just replace it with a copy of the half-life 2 rocket launcher where you have to guide the rocket to its destination with the laser sight. that way its very effective at killing vehicles, but its not essentially an automatic kill like h2's rl or the laser.. id try and find a video of it but i assume everybodys probably played hl2 any way

tracking on any weapon is silly to me.. at least make them work for it!
Except dodging a Rocket from Halo 2 is tons easier than dodging a laser shot. There was also a "beep" when locked-on, FWIW. Never was it a guaranteed kill, especially on maps like Terminal and Headlong.
 

Dirtbag

Member
Striker said:
Except dodging a Rocket from Halo 2 is tons easier than dodging a laser shot. There was also a "beep" when locked-on, FWIW. Never was it a guaranteed kill, especially on maps like Terminal and Headlong.

Even the halo 2 rocket launcher was too strong. I used to get a lock and shoot it straight into the air to get a downward strike that rarely missed.
 

Kapura

Banned
How about this: The laser stays mostly the same in terms of ammunition, charge, and base damage EXCEPT on the Warthog. You need to hit a specific point on the vehicle for a destroy, otherwise it deals limited damage.

Examples: You hit the turret, but nothing else. The driver and passenger drop about 2/3s of their shield, and the gunner is killed. You hit the driver, he dies, the passenger loses all shield and the gunner loses 1/2 shield. Same for if the passenger is hit instead of the driver. Let's say you hit a wheel. It will drop the shields of the people in the vehicle a third to all the way depending on which axle it hits. But if you hit roughly the centre of the engine, the whole thing explodes. This would make it slightly more of a skill kill, such as a sniper headshot, but still make it an active deterrent for potential hog drivers.
 

Eric WK

Member
Devin Olsen said:
This is exactly what I have been looking for... My A40's are way to bulky to wear out, but I love the sound they give out, and for $150.00 it really isn't that bad.

I am pretty sure I am going to pick these up.

If you already have the A40s for gaming why would you buy these for music use over a far cheaper, higher quality pair of Senn's or something? Makes very, very little sense.
 
Kapura said:
How about this: The laser stays mostly the same in terms of ammunition, charge, and base damage EXCEPT on the Warthog. You need to hit a specific point on the vehicle for a destroy, otherwise it deals limited damage.

Examples: You hit the turret, but nothing else. The driver and passenger drop about 2/3s of their shield, and the gunner is killed. You hit the driver, he dies, the passenger loses all shield and the gunner loses 1/2 shield. Same for if the passenger is hit instead of the driver. Let's say you hit a wheel. It will drop the shields of the people in the vehicle a third to all the way depending on which axle it hits. But if you hit roughly the centre of the engine, the whole thing explodes. This would make it slightly more of a skill kill, such as a sniper headshot, but still make it an active deterrent for potential hog drivers.

Works for me.
 

DarkJC

Member
Eric WK said:
If you already have the A40s for gaming why would you buy these for music use over a far cheaper, higher quality pair of Senn's or something? Makes very, very little sense.

Agreed, the A30's are assuredly overpriced for what you'll get out of them. I don't like fullsize headphones at all when I'm out and about to be honest, and $150 will get you a very very nice pair of IEMs.
 

Slightly Live

Dirty tag dodger
Kapura said:
How about this: The laser stays mostly the same in terms of ammunition, charge, and base damage EXCEPT on the Warthog. You need to hit a specific point on the vehicle for a destroy, otherwise it deals limited damage.

Examples: You hit the turret, but nothing else. The driver and passenger drop about 2/3s of their shield, and the gunner is killed. You hit the driver, he dies, the passenger loses all shield and the gunner loses 1/2 shield. Same for if the passenger is hit instead of the driver. Let's say you hit a wheel. It will drop the shields of the people in the vehicle a third to all the way depending on which axle it hits. But if you hit roughly the centre of the engine, the whole thing explodes. This would make it slightly more of a skill kill, such as a sniper headshot, but still make it an active deterrent for potential hog drivers.

Unless Bungie have fixed every player's net connection, the latency, lag and a million other related issues would turn that already convoluted solution into a confusing mess.

To be honest I do hope the laser is tweaked in some fashion, as right now it just plain sucks for multiplayer for most of the time but hits it's sweet spot in campaign. Maybe Sage will address the laser in the next podcast? It'd would be great to know whether any tweaks are being made at all to the thing.
 

EazyB

Banned
Don't think requiring multiple shots with the laser would work. Player's health would probably recharge by then and vehicles would almost always take cover. To balance it I think they'd have to focus on requiring more anticipation and planning. Making the charge take up some energy is an alright idea as it'd discourage players from constantly priming it to fire whenever the vehicle/person peaked its head out but that's a little dull in my opinion and would still guarantee them 2 or 3 easy kills while wasting about 2 just priming.

Pull the trigger, fucker gets going and will go off in 3 seconds no matter what. Awesome.
 

Slightly Live

Dirty tag dodger
EazyB said:
Pull the trigger, fucker gets going and will go off in 3 seconds no matter what. Awesome.

I'd be very happy with this solution, not only would it mirror the Covenant's new big gun but it seems like a fine compromise. Plus I see it making the value of the laser greater, a team would ensure that a good laser user handle the thing and attempt to use it with skill rather than any idiot constantly priming it like how they can do now.
 

user_nat

THE WORDS! They'll drift away without the _!
Kapura said:
How about this: The laser stays mostly the same in terms of ammunition, charge, and base damage EXCEPT on the Warthog. You need to hit a specific point on the vehicle for a destroy, otherwise it deals limited damage.

Examples: You hit the turret, but nothing else. The driver and passenger drop about 2/3s of their shield, and the gunner is killed. You hit the driver, he dies, the passenger loses all shield and the gunner loses 1/2 shield. Same for if the passenger is hit instead of the driver. Let's say you hit a wheel. It will drop the shields of the people in the vehicle a third to all the way depending on which axle it hits. But if you hit roughly the centre of the engine, the whole thing explodes. This would make it slightly more of a skill kill, such as a sniper headshot, but still make it an active deterrent for potential hog drivers.
This already happens, occasionally.

Plenty of times I have laser a hog and only killed 1/2 or 2/3. It mainly only happens when the hog is brand new though.
 

Chinner

Banned
les papillons sexuels said:
how about this.

The laser is fine, and you nerf the vehicles so that players don't have to depend on them, or depend on the laser to kill them?
so basically we should remove vehicles from halo
 
Laser Defense Force, here and accounted for!

I love the laser. Please Bungie, keep it in. But... I wouldn't be against tweaking it to be a little more favorable towards the victim. A 'point of no return' handicap when charging maybe?
 

Tashi

343i Lead Esports Producer
rar said:
no sandbox maps? looks like im not playing mlg again any time soon.. the community has made a boat load of maps that play better than terrible maps like ons, amp, and narrows and mlg is too scared to switch anything around. i like having guardian ball back but thats just not enough

No sandbox maps. I haven't played any Sandbox maps that you claim are better than Onslaught, Amplified and Narrows but I'm sure they've tested some Sandbox maps. Maybe they just found them to not be worthy replacements. My opinion? If it ain't broke, don't fix it. MLG v7 has my favorite line up of gametypes and maps.
 

Trasher

Member
Devin Olsen said:
Holy shit I need these.


This is exactly what I have been looking for... My A40's are way to bulky to wear out, but I love the sound they give out, and for $150.00 it really isn't that bad.

I am pretty sure I am going to pick these up.
So these don't work on the Xbox unless you have the mixamp?

Edit: Just read through it and answered my own question. Ugh. So expensive with that mixamp haha. These almost made me want to cancel the order on my Tritton AX Pros.
 
Chinner said:
so basically we should remove vehicles from halo

not at all, but vehicles should not have the level of map control they have.

People making the argument that the laser can deny usage of a vehicle is standing on a strawman argument as the missle pod, grenades, other vehicles or a regular rocket can do the same thing. The fact the vehicle requires a weapon like the laser to balance them out is the more pressing issue then the laser being overpowered.

It's the vehicle that's roaming around that's problematic to begin with. Nerf the vehicle, and lower dependency on them. You guys are looking for a solution, to a solution of a problem.
 

Chinner

Banned
les papillons sexuels said:
not at all, but vehicles should not have the level of map control they have.

People making the argument that the laser can deny usage of a vehicle is standing on a strawman argument as the missle pod, or a regular rocket can do the same thing. The fact the vehicle requires a weapon like the laser to balance them out is more evident then the strength of the laser.

It's the vehicle that's roaming around that's problematic to begin with. Nerf the vehicle, and lower dependency on them.
oh. i 'get it' now.
 

Kapura

Banned
"Nerf Vehicles" seems like a pretty shortsighted and heavy-handed solution. The probpem is not vehicles, but specific use of Warthogs. Different problem entirely.
 

Striker

Member
Kapura said:
"Nerf Vehicles" seems like a pretty shortsighted and heavy-handed solution. The probpem is not vehicles, but specific use of Warthogs. Different problem entirely.
Warthog chain gun was weak in Halo 2. It was overly powerful in Halo 3. I would hope it is a mix in between.

I also hope for larger, open varied maps, similar to Waterworks and Coagulation. You hardly seen Warthogs run havoc in Halo 2 like they do on Halo 3, and it isn't merely because of how powerful the chain gun is. How designed the map is and where the anti-vehicular weapons are. Coagulation had Rockets in the high spots and not right beside the base. While that wouldn't have worked in 3, it was still great for the game. Containment was the same way.

les papillons sexuels said:
how about this.

The laser is fine, and you nerf the vehicles so that players don't have to depend on them, or depend on the laser to kill them?
What's the point of a Spartan Laser, then?
 

EazyB

Banned
les papillons sexuels said:
not at all, but vehicles should not have the level of map control they have.

People making the argument that the laser can deny usage of a vehicle is standing on a strawman argument as the missle pod, grenades, other vehicles or a regular rocket can do the same thing. The fact the vehicle requires a weapon like the laser to balance them out is the more pressing issue then the laser being overpowered.

It's the vehicle that's roaming around that's problematic to begin with. Nerf the vehicle, and lower dependency on them. You guys are looking for a solution, to a solution of a problem.
That's the thing. They don't...

"The missile pod, grenades, other vehicles or a regular rocket" aren't nearly as debilitating to vehicle use as the laser. The laser eliminates one team's ability to use vehicles, all those other things threaten vehicles so that if the map is set up properly vehicles are threatened.

Striker said:
Warthog chain gun was weak in Halo 2. It was overly powerful in Halo 3. I would hope it is a mix in between.

I also hope for larger, open varied maps, similar to Waterworks and Coagulation. You hardly seen Warthogs run havoc in Halo 2 like they do on Halo 3, and it isn't merely because of how powerful the chain gun is. How designed the map is and where the anti-vehicular weapons are. Coagulation had Rockets in the high spots and not right beside the base. While that wouldn't have worked in 3, it was still great for the game. Containment was the same way.
The only time I see hogs run wild is on Standoff (because spawns and lopsided laser control) and default Sandbox (map design - sandy perimeter breaks it). I'd be interested in hearing what other maps you think they're overpowered on. I wouldn't mind it if the chain gun's damage was decreased slightly against infantry but it'd make the hog pretty tough to use against wraiths, banshees, and other vehicles; thus making those vehicles more overpowered.
 
Bleh, I hate when Vehicles feel like death-traps.
So perhaps boost vehicle endurance but lower rate of fire? I don't know..

Chopper & (to a lesser extent) Ghost work pretty well in 3.
 

Ramirez

Member
Zeouterlimits said:
Bleh, I hate when Vehicles feel like death-traps.
So perhaps boost vehicle endurance but lower rate of fire? I don't know..

Chopper & (to a lesser extent) Ghost work pretty well in 3.

I think all of the vehicles aside from the Hog are fine, the chain gun (and gauss) is just to devastating, 2 had it right.
 
Zeouterlimits said:
Bleh, I hate when Vehicles feel like death-traps.
So perhaps boost vehicle endurance but lower rate of fire? I don't know..

Chopper & (to a lesser extent) Ghost work pretty well in 3.

I agree. Vehicles were almost useless in H3 for me at least.

Take the laser out

or

Make the laser like others have said, with a point of no return

or

Just make the warhog have an overheat for the gunner, but also take the laser down a notch.
 
EazyB said:
That's the thing. They don't...

"The missile pod, grenades, other vehicles or a regular rocket" aren't nearly as debilitating to vehicle use as the laser. The laser eliminates one team's ability to use vehicles, all those other things threaten vehicles so that if the map is set up properly vehicles are threatened.

If they were to replace the laser on the top of the hill of Valhalla, with a missile pod, or rocket launcher, one could use it in the exact same fashion to remove the enemies hog while it's not occupied, thereby controlling vehicles in the exact same fashion as the laser, the only difference is the travel time of said projectiles.

That said, the only way for a team to continuously control the laser on Valhalla is to maintain map control, the strongest tool to do that is the warthog and banshee.

The same can be said about standoff, or any other map with the laser being centrally planned.

Without the laser the only other guaranteed warthog killer is the trip mine, and that's situational at best. All other weapons can be juked, or dodged by a good driver, 90% of the time, and a good gunner/driver team go often times go uncontested, hence the need for the laser. That said the laser is not a guaranteed kill, in the wrong hands people can out right suck with it.

If the laser were to be nerfed, it'd still need to destroy the vehicle completely. I'd be fine if it stalled vehicles first, then caused the vehicle to explode, giving players the chance to dismount first.

The warthog on the other hand is the bigger pressing issue, especially since it can be used to render the opposing vehicle useless, just as fast as a laser, but with even less risk. On most maps a driver and gunner can reach the opposing teams vehicles as fast as it takes a player to reach the laser.

Make it so that vehicles are easier to board, everything except for a charging ghost or banshee should be able to be boarded from the side or front with proper timing (jump board?). Plasma pistols need to be more effective against them, and increase the damage dealt from a being flipped over (brute shot and human grenades more effective) and It'd balance out... i think...
 
Kibbles said:
AeroSpace = Map Editor

It's a full software development platform.

Computer software, namely, game engine software for video game development and operation; Interactive game software; Video game software
Class Status: Active
Computer hardware and software design; Computer programming and software design; Computer software development in the field of mobile applications; Computer software development in the field of video games; Design and development of computer game software and virtual reality software; Design of home pages, computer software and web sites; Developing of driver and operating system software

looks like bungie might start leveraging out their engine, debugging tools etc to other developers.
 
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