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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

GhaleonEB

Member
Multiplayer designer Chris Carney settles into our studio to cough up all the details about Reach’s multiplayer direction and Sandbox Lead Sage Merrill has a sit in our hot seat to tackle twenty questions designed to dig into Reach's deadly upgrades.

That's three on the year, suckers, and we've already got the fourth in the can. Stay Tuned to Bungie.net all week for more Halo: Reach information!
10rvkgk.jpg
 

Slightly Live

Dirty tag dodger
Dang, it's going to take 10 minutes due to my slow ass peak time bandwidth. Worth the wait. :lol

Good news that the next one won't be delayed.
 

GhaleonEB

Member
Interesting to hear the terms "competitive multiplayer" and "cooperative multiplayer" distinguished, with Lars heading up the latter. I assume it's in part Firefight, since he worked on that in ODST.
 

urk

butthole fishhooking yes
Dani said:
Wait, three podcasts for March? This is the second, so another before Thursday or can I not do basic maths?

Already in the can. We'll get one for April going soon, too.
 

GhaleonEB

Member
Interesting discussion on FOV and how changing it cascaded to changes in other areas - wider view, slower speed, shorter mêlée lunge distance and lower camera to the ground compared to Halo 3.

Sage, droppin' facts left and right.

Edit: we gotta get an assasination train going in the Beta.
 
wwm0nkey said:
According to a few people, Halo Waypoint will have new Halo: Reach screen shots tomorrow.
Nah, not this time around. We're just making some of the existing Reach screenshots available on Waypoint for the folks who frequent it. We'll be sprinkling them throughout Waypoint over the next few weeks. Nothing megatonish. :)
 

GhaleonEB

Member
Shake Appeal said:
Ghaleon, are you in the alpha, or can you say?
I wish. I think it's still internal to Microsoft/Bungie and those associated with them.

Like what I'm hearing about grenades, and how the damage radius graduates more evenly. More powerful, slightly more rare, frags.

Edit: oh god, you can shoot dropped grenades in MP to detonate them. Thank you Jesus Sage.
 

Schmitty

Member
Fall damage is back (to a smaller degree)
Longer one on one fights
Elites have more health and shields regen faster than Spartans
5 Headshot DMR kill
Gametypes w/o abilities will exist
Frags do more damage, more rare on maps


Some of the stuff discussed if you don't want to listen. I probably missed some things
 

wwm0nkey

Member
Mr Vociferous said:
Nah, not this time around. We're just making some of the existing Reach screenshots available on Waypoint for the folks who frequent it. We'll be sprinkling them throughout Waypoint over the next few weeks. Nothing megatonish. :)
Ok well that clears a few things up, thanks.
 

Trasher

Member
Schmitty said:
Fall damage is back (to a smaller degree)
Longer one on one fights
Elites have more health and shields regen faster than Spartans
5 Headshot DMR kill
Gametypes w/o abilities will exist
Frags do more damage, more rare on maps


Some of the stuff discussed if you don't want to listen. I probably missed some things
YESSSSS

Not sure about the longer one on one fights.
 
GhaleonEB said:
Edit: oh god, you can shoot dropped grenades in MP to detonate them. Thank you Jesus Sage.

This adds a whole new layer to the gameplay. Not only will I be looking to the skies in a MP match, but also to the ground.

Schmitty said:
5 Headshot DMR kill
Wait, but didn't I see a 1 headshot DMR kill in the ViDoc? :O
 

GhaleonEB

Member
Shake Appeal said:
Grenade launcher sounds fucking awesome.
Cooked, EMP secondary fire. Good lord.

Banshees are going to rain from the sky. :D

Fall damage is in, to some degree. "You've got to be trying to hurt yourself."

Stun from long falls are in, which I do like a great deal.

Edit:

Health packs are in. Health regenerates in stages, right now in thirds (lose all your health, one third regenerates, need a health pack for the rest).

Shields recharge more slowly than Halo 3 - for Spartans.

Elites have more health, shields than Spartans, to compensate for being larger targets.
 

Oozer3993

Member
Trasher said:
Yeah, that was on a Jackal...

We are talking about multiplayer now.

There was one in the multiplayer trailer, but the opponent's shield had already been dropped. It's when the player hops on a gravity lift and picks off a guy on a walkway.
 

Gui_PT

Member
Hmmm, I'm a bit worried about running speed and jumping height after listening to this podcast.

I really hope running and jumping doesn't feel like in ODST, which was terrible.


Great podcast in general. Can't wait for the next one and the ViDoc! :D
 

Trasher

Member
Oozer3993 said:
There was one in the multiplayer trailer, but the opponent's shield had already been dropped. It's when the player hops on a gravity lift and picks off a guy on a walkway.
Yeah I know that, but he said "ViDoc." There was no multiplayer footage in the ViDoc.
 
Quick and dirty summary of the sandbox discussion, please correct me if I heard or interpreted wrongly:

Compared to Halo 3, Reach FOV is wider, camera is lower (these Spartans are shorter than the Chief), movement speed is slightly slower (although the effect is offset by the camera height and FOV, and you still move faster than a real-world human athlete), jump height is lowered, melee lunge is shorter.

Two melees to beatdown (first pops the shield). If someone's shields are down, if you hit him, he will die.

As mentioned before, you are vulnerable when "showboating" with an execution. Interrupting someone's execution will be rewarded somehow.

It takes five shots to kill someone with a DMR (four to take down shields, and then a fifth headshot will kill, otherwise three further body shots are required to kill).

The magnum is exactly the same (it fires the same round), though the accuracy and rate of fire is obviously different. DMR fires slower, but is more accurate, especially at range.

A "very skilled" player with a magnum can beat a guy with an AR "quite consistently" toward the outside of the AR's range.

Rhythm is important to maintaing accuracy.

You will have fewer frag grenades (they are sparser on maps, urk says they "almost become a power weapon", in that you go looking for them), but they are more powerful, and have a "significantly larger" radius. They have a damage curve along that radius, compared to the "fall-off" they have in Halo 3.

Currently, although it may be subject to change, you can shoot dormant grenades and have them explode (they give an example of sniping a guy, then sniping the grenades he drops when his buddy runs by).

The throwing arc is closer to Halo 3 than to ODST (thank God).

The new grenade launcher has two "modes" (on the same trigger). If you fire normally, it acts like a regular frag grenade, more or less (it blows up directly if you hit someone, of course). If you fire and hold down the trigger, the grenade goes out into the world and stays cooked until you release the trigger, when it then explodes. This is very effective against things in the air, as this secondary fire is an EMP explosion, and can drop banshees (or jetpacking guys).

Fall damage is in currently, but to a smaller degree. It also stuns you if you hit hard.

The time before your shield starts to recharge is longer than Halo 3.

Your health recharges, but to thresholds (like Far Cry 2, for instance?).

They have "embraced" the differences between Spartans and Elites. Elites are larger in size (and so easier to hit), but have more health and more shields. The time-to-death, however, is very similar on the whole, especially for the AR. The DMR requires an additional shot to kill.

Elites exist only in certain modes. In the Arena in the beta, there will only be Spartan vs Spartan; in the full game there may be Elite vs Elite. There will never be Spartan vs Elite in the Arena.

Individual encounters between players are intentionally longer (people who already complain about Halo's encounters being too long are going to love this!).

The magnum is apparently the weapon that has changed most significantly compared to Halo 3 (not ODST). Sword combat is also seeing an overhaul.

There will be gametypes (playlists?) where armour abilities do not feature. "Halo is all about options." So you can probably switch them off in custom games too.

The most obvious change to the sandbox is from equipment to armour abilities, but the most significant is the "focusing" of the sandbox, so that weapons and abilities are more situational and specific in their roles, and no one thing dominates.

Aim assist is set "per weapon"; smaller reticles indicate accuracy-based weapons. You get "not a lot of help" with the sniper rifle, and it is "even more a weapon for adults".
 
On melee: "If the shields are not down and you hit him, you know he's not going to die"

I. Love. Sage. (and I guess everyone else involved... but I'm thanking the beard for this one)
 

kylej

Banned
Shake Appeal said:
It takes five shots to kill someone with a DMR (four to take down shields, and then a fifth headshot will kill, otherwise three further body shots are required to kill).

I hope every Arena gametype has shields set super weak so the DMR can kill in 4 shots. Either that or I'm never leaving the MLG playlist whenever it appears. 4 shots just to take down shields? Urgh. I'm sure the AR will probably be the same as it is in Halo 3 too. Not liking the sound of that.
 

Trasher

Member
Shake Appeal said:
A "very skilled" player with a magnum can beat a guy with an AR "quite consistently" toward the outside of the AR's range.
Sounds the same then. I hope the pistol dongs all over the AR. :(

Seems like the pistol beats the DMR in close quarters though.
 
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