• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

Popeck

Member
By the way, has Bungie said anything about Elites Assassinating Spartans? Or is the mechanic just for Spartans killing manly Sangheili warriors? It could be quite brutal to see an elite just break a Spartan to pieces.
 

Trasher

Member
Popeck said:
By the way, has Bungie said anything about Elites Assassinating Spartans? Or is the mechanic just for Spartans killing manly Sangheili warriors? It could be quite brutal to see an elite just break a Spartan to pieces.
I would assume it works for Elites as well, but they just haven't shown us yet.
 

Kibbles

Member
Can't wait to play co-op to kill a buddy over and over to get grenades planted, driving a warthog over the pile, and launching it.
 

feel

Member
Beautiful podcast.


Wider FOV!!! :D

Plus almost everything else was peachy too.
Some of the stuff may piss off the super hardcore geeks, but these guys can go cry themselves to sleep cause the rest of us don't give a shit.
 

NG28

Member
Kibbles said:
Can't wait to play co-op to kill a buddy over and over to get grenades planted, driving a warthog over the pile, and launching it.
I spent a stupid amount of time doing that on Silent Cartographer. Too bad the physics won't be as crazy, and the hog will explode this time.
 

Magni

Member
NG28 said:
I spent a stupid amount of time doing that on Silent Cartographer. Too bad the physics won't be as crazy, and the hog will explode this time.

Custom Game Option: Undestructible vehicles. Please.

(I'll also re-ask for a Silver skull enabling the Halo 1 soundtrack :D)
 
MagniHarvald said:
Custom Game Option: Undestructible vehicles. Please.

(I'll also re-ask for a Silver skull enabling the Halo 1 soundtrack :D)

We need a bunch of skulls, including one that makes Grunts speak English.
 

Slightly Live

Dirty tag dodger
What I found slightly interesting was the name of the "shield" Armour Ability - Armour Lock.

Makes sense really. If you remember the opening cinematic of Halo 3 when the Chief is being recovered from atmospheric re-entry, it's mentioned that the outer gel layer of his armour harden in order to protect from the powerful impact as he landed.

Nice little consistency between the games. If the Chief can survive the fall, you should be able to survive a vehicular impact. Might explain the flash of light and the explosion of the Ghost in the trailer. If the suit locks into position, you essentially become a brick wall and whilst your shield is blown away by the impact, you'll be safe and sound.

The vehicle blowing up makes sense too, not many vehicles are designed to boost straight into a wall. It explodes from the impact rather than some kind of power drain/EMP effect.

Sorry if this brought up before, I'm just shocked I didn't make the connection earlier without the name.
 
Does a slower base movement speed mean slower gameplay? I was sort of hoping it would actually be slightly faster.

Meh Im also pissed at the decision to make the DMR and pistol take 5 shots to kill, the precision weapons really seem to have been taken down a notch. I will reserve judgment until I play the beta but on a very personal level I dont think Halo will hold the same level of interest if the gameplay revolved around slower paced battles, especially if the spray and pray weapons are the most prevailant. (not saying that this will be the case).
 

Popeck

Member
Trasher said:
I would assume it works for Elites as well, but they just haven't shown us yet.

Yeah, they probably will have to do four different kind of executions: Spartan on Spartan, Spartan on Elite, Elite on Spartan, and Elite on Elite.
 
Kibbles said:
New Bnet article up, Feast of Bones
Some really interesting stuff in this. Loved reading about the alternative story ideas for the Flood. Thanks for this, Urk.

Fictionally the Flood’s true roots will likely never be unearthed,
Say it ain't so! :(

Funny. This story reminded me how much I want to fight in some Forerunner structures in Reach. They better be there, Bungle!
 

Slightly Live

Dirty tag dodger
Kibbles said:
New Bnet article up, Feast of Bones

Is the Flood in Reach now?!!!!!!!!!!
The flood are in reach!!!1

=\

bobs99 ... said:
Does a slower base movement speed mean slower gameplay? I was sort of hoping it would actually be slightly faster.

Meh Im also pissed at the decision to make the DMR and pistol take 5 shots to kill, the precision weapons really seem to have been taken down a notch. I will reserve judgment until I play the beta but on a very personal level I dont think Halo will hold the same level of interest if the gameplay revolved around slower paced battles, especially if the spray and pray weapons are the most prevailant. (not saying that this will be the case).

I think that the speed was altered due to the wider FOV and the decrease height your view is from the ground. The closer to the ground the faster your speed seems so it was changed to compensate for Reach changes. Nothing to suggest that the overall gameplay will be slower.

A quick look at the multiplayer trailer should show you that it looks as fast as your typical Halo.
 

EazyB

Banned
Podcast was awesome.

Questions I asked almost exactly 2 months ago and I'll bold what they addressed:


  • Are the grenade tosses similar to CE/2/3, more like ODST's, or something new? Any description would be nice.
  • Speaking of grenades, any changes to their radius or damage from 3 to Reach?
  • Has the basic (non-assassination) melee system changed from 3? Lunge range, damage, etc.
  • Beyond the new gameplay features added in Reach like health (yuck), equipment, and anything yet to be revealed; are there any other changes players can expect to feel when playing as a spartan II? For example is the movement speed and jump height of the spartan IIIs any different from the spartan IIs and elites we played in Halo 3.
  • IIRC Halo 3 had a custom content limit of 100 items (map variants, custom gametypes, and films) along with a screenshot limit of 50. Can't speak for everyone but I ran into the limit rather quickly and would like to know if this limit has been increased or, better yet, taken out. I realize these features haven't really been covered so at the very least can you say that Bungie recognizes it as a problem for some in Halo 3? (Urk addressed this earlier)

Questions I don't expect
real
answers to but I'll ask anyways:
  • If the Reach pistol is not "on a caliber of the DMR" is there anything redeeming about it other than something to use beside the AR when looking for a DMR?
  • What's the reasoning behind extending the time between sniper shots? Will other power weapons that have been used for even easier kills such as the laser and rockets also be tweaked to make them less powerful? I realize all the weapons may have some tweaks but is there a similar effort to tweak these other power weapons from Halo 3 to bring them down a notch?

So fucking awesome. While listening to the podcast it totally felt like Brian was reading right off my question list. Personally couldn't ask for a better list :D


As far as my reactions to all the answers:
Melee - I really expected worse news so finding out melees won't kill unless the player is completely shielded was really good news.
Running speed - Not too pumped about slowing it down even more from Halo 3. Says something about it feeling just as fast but I'll have to play it before I believe that and I was hoping for faster gameplay.
Pistol - really happy to hear I'll never have to fire the AR as the a good player (Bungie's standard for good player) with a pistol will beat them out. The range/accuracy of the pistol sounds atrocious though. "Just outside of AR range" is where the Halo 3 pistol is (which takes around 5 or 6 shots) and I can still see the Halo 3 situation of one team gets DMRs and the other team spawns with only the pistol so they get destroyed from a distance. I also like spawning with something to at least challenge a sniper/laser with. Still good to hear there will we a CQC weapon that rewards skill.
Grenades - Good to hear they didn't think the ODST tosses were predictable enough for MP; really cautious about their strength though. I like a powerful grenade with a small radius that results in a high risk/reward situation that rewards skilled tosses but it's not exactly sounding like that for Reach.
"Ping" - That's just what I was suggesting a couple days ago. Adopting a KZ2-like animation for taking weapon damage. Sweet.
Grenade launcher - Seems alright. Still not sure if it'll just result in a bunch of noob infantry kills but I really like the anti-air EMP effect. Definitely not a replacement for the bruteshot.
Fall damage - Alright with the stun, glad the damage is greatly reduced from CE. Wanna see how this effects mancannons and such.
Elites - Definitely sounds like I was correct in saying they just have the evade ability and nothing else. Really interested in how they'll play in invasion.

Ya done good with the podcasting, Bungie.
 
Dani said:
Is the Flood in Reach now?!!!!!!!!!!
The flood are in reach!!!1

=\



I think that the speed was altered due to the wider FOV and the decrease height your view is from the ground. The closer to the ground the faster your speed seems so it was changed to compensate for Reach changes. Nothing to suggest that the overall gameplay will be slower.

A quick look at the multiplayer trailer should show you that it looks as fast as your typical Halo.

I understand the FOV aspect to it, so im not too worried about it being toooo slow, but I was hoping it would be slightly faster than H3 at least.

As for looking at the trailer, go watch the first Halo 3 multiplayer trailer, it looked equally as chaotic, but you never see like 5 people fighting in the cave on snowbound :lol - so yeah im wary of trusting the trailer for that kind of thing.

Eazy said what I would say but he said it better.
 

Hostile Paradox

Neo Member
Kibbles said:
Holy shit that was amazing, thanks a ton! Whoever did that rendering job is a beast.


DSCN0169.jpg


That would be the newest member to Rooster Teeth. His name escapes me right now. He's the guy on the left.

P.S. Yes, those are Heinekens on their table.
 
Dani said:
You should play more Customs. :lol







=\

You play some AWEFUL customs :lol

All joking aside the 'pace' of the trailers is a REALLY bad way to judge how the game will turn out.

If theres fall damage stun could there be plasma damage stun (please!) - I really hope crouching mitigates stun Halo 1 style.
 

Slightly Live

Dirty tag dodger
bobs99 ... said:
All joking aside the 'pace' of the trailers is a REALLY bad way to judge how the game will turn out.

I agree, it's a limited source. They did sound reassuring on the podcast that it was quite minor though. Wouldn't be surprised if the majority of folks don't even notice it come the Beta/release.

Liking the idea of special death animation/s for a halted would-be assassin. I can already imagine the Youtube videos framed with whining of the deceased players screaming down the mics.
 

Striker

Member
Good material and news I would say.

- Five shots from the DMR isn't a problem, especially since it is hit-scan.
- Slower gameplay is definitely not a plus, but we'll see with the wider vision.
- Fall damage is something I do want, because without it players take huge risks jumping off high spots without being punished. I doubt a man-cannon or air-lift effects this much.
- News about frags is nice; despite being able to carry 4, it is good we won't get the same cluster of a mess about dropped grenades from Halo 3.
 

Sanjuro

Member
I was at the RvB panel. The new segments look amazing.I've been out of the Halo world for maybe a year and a half. Still preparing my entry back into the underground.Need to get a copy of ODST again.

A ton of people had those Astro headsets at PAX but there wasn't a booth or anything that I could find. Only Turtle Beach and Triton. I prefer the later of the two as cosmetically the Turtle Beach look just terrible and flimsy.

I really just want to get a good pair for some late night gaming hopefully with you guys. I would prefer it to be 5.1 with a digital input and possibly a USB one as well for usage on the PC. If anyone has any other recommendations or ones they are selling for the cheap I would be interested. I sound like a broken record in here, but it's a huge commitment for me. Once I get into Halo there is no coming back out for a long time for me. :D
 

FourDoor

Member
GhaleonEB said:
I think the important caveat with the BR is that it's a 4-shot kill assuming all shots land. At longer ranges - Valhalla hilltop battles, and Standoff rock line shootouts - it's at least one more. But the lack of spread on the DMR and increased accuracy should mean that skilled players land 5-shot kills from range more consistently than 4-shot kills at range with the BR. Close quarters shootouts will be slightly lengthened.

(Another differentiator between the Reach DMR and the pistol is the former has a 3x zoom, the latter a 2x, but I assume everyone knows that at this point.)

Thats true and one thing I forgot to factor in was the rate of fire. I'm sure as soon as the beta hits that we'll soon see side by side comparisons of how long it takes to take down someones shield to a kill with the 5shots from the DMR and and Magnum vs. its predecessors.
 

Thermite

Member
Finally got a chance to sit down and listen to the podcast. Just some random thoughts..

The five shotting mechanic with the DMR will take a little bit of time getting used to (along with the blossoming reticule), after being so accustomed to knowing for so long that four shots with the BR will kill a guy. The pistol sounds all kinds of awesome, though. I hope we always spawn with the pistol as our secondary for AR starts. It really does sound like the perfect alternative to the AR as far as spawn weapons go.

I'm not sure how I feel about the slower pace. In the trailer, even though it's really not the best source to judge, the gameplay seemed to move just as fast, if not faster, than Halo 3. I guess it's just a wait and see how much it does or doesn't affect gameplay at this point, though.

The 'ping' stuff sounds AMAZING. If I understood Luke correctly, you actually see people's heads snapping back when you shoot them, which is just all kinds of awesomeness. I hope they keep this in the final build, because this alone is going to make shooting someone so much more satisfying compared to other Halo games. :D

It's nice to know that your health will regenerate to a point, so you won't die 'from a scratch' after a battle is over. I still wish I didn't have to rely on Health Packs (just due to the complications that can arise from there being a set point where health pack's spawn; ie camping, griefing, etc), but the fact that it'll regenerate some on its own, soothes me.

Everything else sounds really great to me, though. Why isn't it May 3rd yet? ;(
 

GhaleonEB

Member
EazyB said:
Elites - Definitely sounds like I was correct in saying they just have the evade ability and nothing else. Really interested in how they'll play in invasion.

Ya done good with the podcasting, Bungie.
Yeah. And it sounded like they were implying Elite's shields recharge faster than Spartans, so in theory they'll be able to push ahead in heated battles faster than the defenders can defend, which fits with the concept of Invasion. I'm curious if they move a touch faster as well. They'd be less equipped with gadgets, but quicker, stronger and more agile, which could make for an interesting dynamic.

I can see why the Beta is going to be so broad: there's a lot of new variables to test out in just the revealed features so far. A lot of the stuff I'm cheering I'm expecting to feel off a bit in the Beta as balancing is worked out.
 

Tashi

343i Lead Esports Producer
Just finished the podcast. I still don't know what to think, I'm not too excited about the changes. However, I'll wait until I play it but I do want to play it even more now.
 
Tashi0106 said:
Just finished the podcast. I still don't know what to think, I'm not too excited about the changes. However, I'll wait until I play it but I do want to play it even more now.


Everytime I hear Sage speak, it is like butter on bread. His diction and choice of how to put things into perspective makes me really excited he is at the helm of balancing the sandbox. I'm honestly not too worried about the experience of the changes :)
 
About to listen to it right now.


I'm curious about Reach's gameplay speed. I was hoping it would be faster than Halo 3's, but I'll just wait for the beta before I judge.
 
Based on the new podcast, the pistol sounds completely ridiculous. The AR fills one role, now both the pistol and the DMR fill the same role, right down to the number of shots for a kill.

Why the hell would I bother to even look for a DMR if I spawn with a weapon thats just as effective? Stupid decision, seemingly based entirely on appeasing diehard fans of the original broken CE pistol.
 

Domino Theory

Crystal Dynamics
dslgunstar said:
Based on the new podcast, the pistol sounds completely ridiculous. The AR fills one role, now both the pistol and the DMR fill the same role, right down to the number of shots for a kill.

Why the hell would I bother to even look for a DMR if I spawn with a weapon thats just as effective? Stupid decision, seemingly based entirely on appeasing diehard fans of the original broken CE pistol.

:lol Did you even listen to the whole podcast?
 

Striker

Member
dslgunstar said:
Based on the new podcast, the pistol sounds completely ridiculous. The AR fills one role, now both the pistol and the DMR fill the same role, right down to the number of shots for a kill.
The DMR's range is quite longer, whereas the Pistol's range is not much further than the Assault Rifle. The DMR sounds like the primary mid-range go-to weapon, but the AR/Pistol start seems like that's how they'll go for normal starting weapons.

Thermite said:
It's nice to know that your health will regenerate to a point, so you won't die 'from a scratch' after a battle is over. I still wish I didn't have to rely on Health Packs (just due to the complications that can arise from there being a set point where health pack's spawn; ie camping, griefing, etc), but the fact that it'll regenerate some on its own, soothes me.
Health packs were placed in beneficial spots throughout maps in Halo: CE. In the LAN game I've participated in, no griefing or camping was involved in determining the health. You don't need a full health bar ala Halo: CE anyways to really go headstrong into battle.

Tashi0106 said:
Just finished the podcast. I still don't know what to think, I'm not too excited about the changes. However, I'll wait until I play it but I do want to play it even more now.
There were changes, both mild and large, from each game throughout the series (ODST notwithstanding). Why expect them to keep things exactly the way they were?
 
Domino Theory said:
:lol Did you even listen to the whole podcast?

Yep, albeit while I'm working since I'm at the office. For all the talk about limiting the number of weapons and making sure every one fits a particular role, the whole discussion about the power of the pistol sounded weirdly out of place.

Striker said:
The DMR's range is quite longer, whereas the Pistol's range is not much further than the Assault Rifle. The DMR sounds like the primary mid-range go-to weapon, but the AR/Pistol start seems like that's how they'll go for normal starting weapons.

I'm fine with people wanting a headshot capable weapon that can handle itself against the AR but at what point does the AR gain the advantage back from the pistol? If there's no situation where the AR is a better weapon, then it renders the AR pointless. So you either have a redundant pistol or a worthless AR.
 

Slightly Live

Dirty tag dodger
Anyone up for some MM? Monday evenings are usually quiet.

I've been working on my sniping, one of my weak spots, in preparation for the Beta. I'm definitely improving and I'm quite happy that I managed a Perfection in a game. :D
 

Domino Theory

Crystal Dynamics
dslgunstar said:
Yep, albeit while I'm working since I'm at the office. For all the talk about limiting the number of weapons and making sure every one fits a particular role, the whole discussion about the power of the pistol sounded weirdly out of place.

That's why I think something other than balance (re: fan demand from Halo: CE diehards) motivated the power of that weapon. Its so weird to push a certain design philosophy, and then lay out this one weapon that completely works against it, filling a role that's filled by another weapon (DMR).

Im fine with people wanting a headshot capable weapon that can handle itself against the AR (although I hope that the AR dismantles it in close-quarters, because if it cant it makes the AR worthless), but the pistol sounds overpowered. Again.

The pistol's range is just outside of the AR's range and the accuracy for it blows really quickly (indicated by the reticule bloom). It also comes with a 2x zoom.

The DMR's range is significantly longer (think Sniper range), but with a slower rate of fire and the accuracy doesn't blow out as fast as the Pistol's. It also comes with a 3x zoom.

The pistol is HARDLY overpowered. It's now the perfect side-arm to use in combat. <3
 

Thermite

Member
dslgunstar said:
Based on the new podcast, the pistol sounds completely ridiculous. The AR fills one role, now both the pistol and the DMR fill the same role, right down to the number of shots for a kill.

Why the hell would I bother to even look for a DMR if I spawn with a weapon thats just as effective? Stupid decision, seemingly based entirely on appeasing diehard fans of the original broken CE pistol.

You would want to grab it for the range. While the pistol may kill someone with the same amount of shots, the DMR has a far bigger range than the pistol does.

Striker said:
Health packs were placed in beneficial spots throughout maps in Halo: CE. In the LAN game I've participated in, no griefing or camping was involved in determining the health. You don't need a full health bar ala Halo: CE anyways to really go headstrong into battle.

In LAN, though, where everyone is up close and it's in RL, people are far less likely to be complete assholes during gameplay. Online is just a totally different story. I can already see someone getting super pissed off because they wanted the sniper, but didn't get there first, so they start purposely getting hurt (ie throwing grenades at their feet), and then grabbing all the health packs in a certain spot screwing other players over. :(
 
Dani said:
If the Chief can survive the fall, you should be able to survive a vehicular impact. Might explain the flash of light and the explosion of the Ghost in the trailer. If the suit locks into position, you essentially become a brick wall and whilst your shield is blown away by the impact, you'll be safe and sound.
After the podcast and that tidbit of info from Dani, I have had a vision;

Jumping from a high altitude, activating the shield lock and crushing another player.

Also, I wonder what sort of things might happen an EMP'd jetpacker without killing him. I always wondered why you never fell over in many games. I'd imagine an EMP'd player from the air would stumble to the floor.

One thing I didn't hear addressed in the podcast was the way in which frags deafen(/blind) the player. It was sort of mused before but like, as with the damage curve, I was curious what that would mean in terms of te sound distortion.
 
Sanjuro Tsubaki said:
I was at the RvB panel. The new segments look amazing.I've been out of the Halo world for maybe a year and a half. Still preparing my entry back into the underground.Need to get a copy of ODST again.

A ton of people had those Astro headsets at PAX but there wasn't a booth or anything that I could find. Only Turtle Beach and Triton. I prefer the later of the two as cosmetically the Turtle Beach look just terrible and flimsy.

I really just want to get a good pair for some late night gaming hopefully with you guys. I would prefer it to be 5.1 with a digital input and possibly a USB one as well for usage on the PC. If anyone has any other recommendations or ones they are selling for the cheap I would be interested. I sound like a broken record in here, but it's a huge commitment for me. Once I get into Halo there is no coming back out for a long time for me. :D

Yeah, I thought it was odd that Astro was such a big sponsor, but didn't even have a booth - I wanted to try them. I preferred look of the Triton headsets, but they were heavy, they sat on my head really oddly, and I could never get them to form a good seal around my ears. The Turtle Beach headphones were snug and light and sounded awesome. As mentioned earlier, vhfive won a pair of the wireless headphones by beating that clown of a pro. Different colored contacts? Seriously? Also the Turtle Beach rep was a total skeezball.
 
Top Bottom