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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

GhaleonEB said:
I was looking at Overlook, and the layout looks interesting. It seems to be broken into three main segments, with rows of firing lines along each.

http://i43.tinypic.com/fdh6c0.jpg[/IMG

Looks like the kind of map where an advancing team would be taking sections of the map in sequence as they approach the main compound. Given that Generator Defense is on it, that kind of play makes sense: the attacking team needs to work through layers of defenses to get to the final set of generators. Each section probably has a unique name for easy call outs.

Halo 3 didn't really have this kind of a map; stuff like High Ground was all about sneaking through different entry points, not using the expanse of cover to move through the map in stages. I'm digging the concept.[/QUOTE]
Good catch, Ghal. Yep...I think I'll like this map more than High Ground.:lol

[QUOTE=Shake Appeal]The spread is simply awful. Find myself having to lead my targets and still not hitting effectively...[/QUOTE]
:lol :lol
 
InvincibleAgent said:
I honestly don't mind Boneyard, I just think it's ridiculous that people are complaining about Sword Base when they could be complaining about Boneyard :lol
uua5MX23v.gif
 
Speaking of names, this reminds me of some of the file names Bungie used for their maps in Halo 1 and 2 like...

A10
Pillar of Autumn
D40
The Maw
Triplicate
Terminal
Deltatap
Sanctuary
Cyclotron
Ivory Tower
Dune
Relic

etc...

try and figure them out without the spoilers telling you. ;)

Safe Bet said:
That's the real name of a real place.

Battle Creek, MI is one, don't know if there are others though.
 
ManCannon said:
Technically 3 actual multiplayer maps and 1 special test bed.
Hopefully people enjoy Generator Defense as much as I have and we can rally to convince the boys to include it in the final game (with a little bit o' final polish and tweaking). :D (SHISHKA I KNOW YOU'RE READING THIS)

I really hope that Generator Defense makes the final cut. I know, I havent tried it yet, but too be honest, it sounds the most exciting so far. I have really wanted a dynamic objective game like that in Halo for a while.

It would really cool to see different variations of Generator defense also, like with bombs or opening new areas. (assuming it does not already do something like that)

So, since there may be a little more open room for questions in the BWU this week I suppose I'll shoot.

-Will we see any ambient life in the beta? Birds or otherwise?

-Will we see any sort of destructible environments?

-Also, do any maps have any gates that need opened, or something to interact with? (I miss the train in terminal)

Maybe some of this will be ok content for the update... But.. They probably stray a bit too much.
 

EazyB

Banned
Hadn't gotten a chance to really dig into today's content (nor do I care about map descriptions enough to read it all), but this map looks fucking awesome. Like Highground on crack:

http://xbox360media.ign.com/xbox360/image/article/108/1082381/halo-reach-the-beta-maps-20100407021619488.jpg

Can't help but notice how many fucking stairs they've managed to sneak into every part of some of these maps though. I swear they'd find a way to put stairs on top of stairs if they could. Hope this is the extent of human themed maps, definitely a improvement over 3's Rat's Nest, Blackout, and Foundry but I'd still rather they all be Forerunner or Covie.
 
EazyB said:
Hadn't gotten a chance to really dig into today's content (nor do I care about map descriptions enough to read it all), but this map looks fucking awesome. Like Highground on crack:

http://xbox360media.ign.com/xbox360/image/article/108/1082381/halo-reach-the-beta-maps-20100407021619488.jpg

Can't help but notice how many fucking stairs they've managed to sneak into every part of some of these maps though. I swear they'd find a way to put stairs on top of stairs if they could. Hope this is the extent of human themed maps, definitely a improvement over 3's Rat's Nest, Blackout, and Foundry but I'd still rather they all be Forerunner or Covie.

I see two staircases and mostly ramps.
 

Iknos

Junior Member
Gui_PT said:
Not to mention how awful the accuracy becomes with distant targets.

Not really. It has the range of a battle rifle with lots of autoaim. But with a really strong bullet strength. Way too versatile. IMO. Glad it's being removed.

Had it gotten a reduction in bullet damage I would have been ok with that too.

Maybe the online experience is different vs LAN with the lag difference. See a lot of disagreement here about this issue. Wonder if the lag difference affects autoaim behavior.

GhaleonEB said:
In visual style, this looks a LOT like High Ground:

halo-reach-the-beta-maps-20100407021619488_640w.jpg

Complained about the washed out look of the multiplayer trailer before and I have to take it back. Looks brighter as if there is actual sunlight.

2 Minutes Turkish said:
Did this become the new Sonic 4 thread witout me knowing it?

Had Bungie modified the sword lunge to allow the player to jump across the map to kill their opponent...yeah you could then compare it to the trainwreck that is Sonic 4.
 
Iknos said:
Not really. It has the range of a battle rifle with lots of autoaim. But with a really strong bullet strength. Way too versatile. IMO. Glad it's being removed.

Had it gotten a reduction in bullet damage I would have been ok with that too.

Maybe the online experience is different vs LAN with the lag difference. See a lot of disagreement here about this issue. Wonder if the lag difference affects autoaim behavior.



Complained about the washed out look of the multiplayer trailer before and I have to take it back. Looks brighter as if there is actual sunlight.



Had Bungie modified the sword lunge to allow the player to jump across the map to kill their opponent...yeah you could then compare it to the trainwreck that is Sonic 4.

All started with the simplicity of Green eyes.
 

Lunchbox

Banned
Iknos said:
Complained about the washed out look of the multiplayer trailer before and I have to take it back. Looks brighter as if there is actual sunlight.


the ground on that map looks terrible

whats that one called? sandy grass?
 
IGN Interview said:
Chris Carney: We try to balance all of the armor abilities against the sandbox. Yeah, you can have a jetpack and you can fly high in the air but you move slow and it's really loud. Most new players tend to gravitate towards the jetpack but more experienced players stay away from it. It's like screaming 'Pull!' when someone uses it in Powerhouse and flies up in the air.

...

Lars Bakken: There will be some. In places like Swordbase where you can get up into these little nooks, you're also really exposed. The great equalizer on the jetpack is the Needler or the Needle Rifle. A dude in jetpack when you have the Needler is just hilarious. They are essentially screwed. They have five seconds to think about dying and then watch all of the needles rush towards them. And then they just explode.

Chris Carney: They're not maneuverable enough to dodge all of that so they just have to eat it in the jetpack. There are spaces that, of course, you can get to and I'm sure we'll find much more of those in the Beta and as we keep playing internally. We haven't really designed any ledges or anything where if you have the jetpack you can go here and nobody else can. I'm sure there are spots like that but nothing that we've intentionally put into the game.


Wow Bungie, way to sell that armor ability. Cant wait to use the flying deathtrap now! [/sarcasm]

So what exactly is the upside to this load, slow-moving, needle magnet?

Hopefully it’s not the only loadout to spawn with the AR, but if it is, it certainly sounds like it would be to hard to find them sprinkled on the ground with all the broken jetpack bodies. Quick switch of the pistol in the marksmen class for the AR and I’ve got a perfect AR/DMR loadout for CQC and mid-range.


EazyB said:
Can't help but notice how many fucking stairs they've managed to sneak into every part of some of these maps though. I swear they'd find a way to put stairs on top of stairs if they could. Hope this is the extent of human themed maps, definitely a improvement over 3's Rat's Nest, Blackout, and Foundry but I'd still rather they all be Forerunner or Covie.

Why do so many people around here not like Rat's Nest? I love that map for BTB objectives. Great mix of close-quarters infantry battles in the tunnels, vehicle battles on the roads, and infantry/vehicle interaction at the junctions and outside the bases.
 

EazyB

Banned
Thagomizer said:
I see two staircases and mostly ramps.
I was talking about all maps and not just this one. Anyways, this shot gives you a clearer view of layout where you can see at least 5 sets of stairs which vastly outnumber the area of smooth slopes.

I just like slopes better because they're more predictable and give players with the height disadvantage a better chance. Figure the geometry would be easier on the engine as well. Don't see any advantage to stairs other than aesthetic preference but they're only used in human environments which aren't terribly easy on the eyes in the first place.
 

Domino Theory

Crystal Dynamics
dslgunstar said:
So what exactly is the upside to this load, slow-moving, needle magnet?

Two teams spawn at the bottom of SwordBase.

One player on the Blue team has a Jetpack.

Flies to the top and grabs any power weapon laying around up there in the first 5-10 seconds of the game starting.

???

Profit.
 

Blueblur1

Member
Most newbies and absolutely horrible Halo players won't ever see that IGN article or care. On day one, everyone will be using the jetpack and I'll be pumping them full of DMR rounds or needles. Good times will be had.
 
Blueblur1 said:
Most newbies and absolutely horrible Halo players won't ever see that IGN article or care. On day one, everyone will be using the jetpack and I'll be pumping them full of DMR rounds or needles. Good times will be had.

I'll probably get similar enjoyment, but I'd still prefer that all the loadouts actually be balanced. If Bungie is closing off the extremities of the map from Jet-pack users AND maneuvering with the Jetpack is cumbersome, then what's the upside?


Domino Theory said:
Two teams spawn at the bottom of SwordBase.

One player on the Blue team has a Jetpack.

Flies to the top and grabs any power weapon laying around up there in the first 5-10 seconds of the game starting.

???

Profit.


Ok, good example.

So use the Jetpack for the first 15 seconds of match, die, and immediately switch?
 

Domino Theory

Crystal Dynamics
dslgunstar said:
Ok, good example.

So use the Jetpack for the first 15 seconds of match, die, and immediately switch?

Yeah, or you could keep it in case you decide to make a huge jump downward so it can help you break your fall and take no fall damage.

Or you make someone one-shot who is above you and he decides to just bail out, but you can fly up towards him and catch him before his shields recharge.

Jetpack = best used in bursts for making that hard to reach jump or to break your fall, not for holding it down for the full extent of its duration trying to get as high as you can. It should be treated as a personal grav-lift, not a 747.
 

Kapura

Banned
dslgunstar said:
I'll probably get similar enjoyment, but I'd still prefer that all the loadouts actually be balanced. If Bungie is closing off the extremities of the map from Jet-pack users AND maneuvering with the Jetpack is cumbersome, then what's the upside?

Ok, good example.

So use the Jetpack for the first 15 seconds of match, die, and immediately switch?
Maybe we put the complaining on hold until we actually play, eh?
 
EazyB said:
I was talking about all maps and not just this one. Anyways, this shot gives you a clearer view of layout where you can see at least 5 sets of stairs which vastly outnumber the area of smooth slopes.

I just like slopes better because they're more predictable and give players with the height disadvantage a better chance. Figure the geometry would be easier on the engine as well. Don't see any advantage to stairs other than aesthetic preference but they're only used in human environments which aren't terribly easy on the eyes in the first place.

You can't see smooth slopes on a top down view :lol

And in all of those cases with stairs, you can easily just bounce a grenade off the wall behind them for the same result, or there is plentiful cover for the person on the lower ground. I really don't see the big deal.

And there's even a sloping ramp right next to one of the staircases!
 

urk

butthole fishhooking yes
dslgunstar said:
I'll probably get similar enjoyment, but I'd still prefer that all the loadouts actually be balanced. If Bungie is closing off the extremities of the map from Jet-pack users AND maneuvering with the Jetpack is cumbersome, then what's the upside?

It's all upside. Because you're flying. Get it?
 
Domino Theory said:
Yeah, or you could keep it in case you decide to make a huge jump downward so it can help you break your fall and take no fall damage.

Or you make someone one-shot who is above you and he decides to just bail out, but you can fly up towards him and catch him before his shields recharge.

Jetpack = best used in bursts for making that hard to reach jump or to break your fall, not for holding it down for the full extent of its duration trying to get as high as you can. It should be treated as a personal grav-lift, not a 747.

I like the way you think. *tips hat*

So basically, its intended to players avoid EazyB's most hated enemy: STAIRS!
 
dslgunstar said:
It was one of the loadouts displayed in the Bungie Weekly Update. DMR/Pistol/Sprint = "Marksmen"

EDIT: Beaten.
Why does everyone quote that as if those loadouts are set in stone? Those were examples of how it can be implemented. Not provisions for team slayer...
 

Domino Theory

Crystal Dynamics
Hydranockz said:
Why does everyone quote that as if those loadouts are set in stone? Those were examples of how it can be implemented. Not provisions for team slayer...

Spoiler:
It's the only shot we have of some Load-outs in Reach and Team Slayer isn't the only gametype in Reach.
 

Nutter

Member
Domino Theory said:
Spoiler:
It's the only shot we have of some Load-outs in Reach and Team Slayer isn't the only gametype in Reach.
Thanks a lot! you just spoiled the game for me!


lulz
 
Hydranockz said:
Why does everyone quote that as if those loadouts are set in stone? Those were examples of how it can be implemented. Not provisions for team slayer...

Because they make sense.

Giving the DMR to jetpack would be too powerful, because it would give someone that could fly to high places a mid-to-long range rifle to snipe with right off the bat.

Giving the AR to the jetpack pushes players to do exactly what domino said, use it in short bursts for environmental navigation, because you'll never do much damage showering people with AR fire from high above.

Giving sprint to the shotgun would be too powerful, cause they could sprint around shotgunning everyone with ease.

Giving sprint to the marksmen makes sense, because they're [hopefully] vulnerable at close range to AR and shotty fire. So give them a sprint to retreat, reassess and reacquire.

Giving the armor lock to the grenadier would be insane, cause they've already got a grenade launcher to take out vehicles, they dont need temporary invincibility to make the job even easier.

They may not be set in stone, but none of them seem pointless or overpowered either, which indicates Bungie put SOME thought into them.
 

ManCannon

Member
I suggested "Splaserhouse", "Hostlook" and "Spreadbase" as other options but nobody liked 'em.

Also, spending some time this afternoon taking my first real Reach screenshots (of action and stuff, based on MP saved films from a session we had yesterday) and damn, it's awesome. Trying to find the best angle that reads well for this Jetpack on Jetpack midair assassination set against an awesome Powerhouse backdrop.

Next week you'll hopefully see the fruits of my labor, provided they are deemed worthy for release.
 
ManCannon said:
I suggested "Splaserhouse", "Hostlook" and "Spreadbase" as other options but nobody liked 'em.

Also, spending some time this afternoon taking my first real Reach screenshots (of action and stuff, based on MP saved films from a session we had yesterday) and damn, it's awesome. Trying to find the best angle that reads well for this Jetpack on Jetpack midair assassination set against an awesome Powerhouse backdrop.

Next week you'll hopefully see the fruits of my labor, provided they are deemed worthy for release.


Hey dude, can you clarify how the Jetpack can/should be used effectively?

Is Domino dead on, or is it just a trap to lure new players in with cool factor and then leave them for dead against torrents of Needle Rifle and DMR fire? :lol

Honestly, the guys in the IGN interview did a great job explaining why its not overpowered, but not really explaining why its not underpowered.
 

EazyB

Banned
Hydranockz said:
Why does everyone quote that as if those loadouts are set in stone? Those were examples of how it can be implemented. Not provisions for team slayer...
Yeah, Brian even said the gametypes he's seen have had more consistent weapon loadouts as well. If we were to put any weight to that list we'd have to assume anyone could spawn with a grenade launcher and shotgun anytime they wanted to as well as not being able to ever use the cloaking permutation. The only worthwhile things to take away from that shot is that there can be at least 4 AA options in a gametypes and those loadouts have specified grenade counts, AAs, primary and secondary weapons.

My guess is that they'll still have a Team ARs and Team BRs version of many of gametypes otherwise they'd have to restrict players who want to spawn with certain weapons to only one or two AA.

Example:
In Team Good at Videogames almost all of the loadouts will be DMR/pistol with varying AAs.
Team Videogames for Dummies will have AR/pistol + varying AAs.
 

Oozer3993

Member
ManCannon said:
I suggested "Splaserhouse", "Hostlook" and "Spreadbase" as other options but nobody liked 'em.

Also, spending some time this afternoon taking my first real Reach screenshots (of action and stuff, based on MP saved films from a session we had yesterday) and damn, it's awesome. Trying to find the best angle that reads well for this Jetpack on Jetpack midair assassination set against an awesome Powerhouse backdrop.

Next week you'll hopefully see the fruits of my labor, provided they are deemed worthy for release.

Oh dear lord. Just reading the description of the event has me all hot and bothered. The actual screenshot may give me heart palpitations.

Devin Olsen said:
Not a question, just a comment...

I think it is awesome that you guys have decided to include a game-type that you're so uncertain about... I actually mean that.

Gives it an extra 'beta like' feel

<3

Ditto. I've always been fascinated by the journey from original concept to shipping copy and I love any attempt to play a game while the final version is still in flux. It's gives you a glimpse of the developer's thought processes and I love that.
 

Thermite

Member
Got to finally read all the information, and check out the screenshots. Everything sounds pretty damn awesome to me. I can't believe there's going to be a total of four maps for the beta; so awesome.

I really hope the Generator Defense mode makes it in the final game. I totally dig the Spartans defending Reach's generators while the Elites try destroying 'em setup - it has an almost very Campaign-esque feel to it. Of course I haven't played on it yet, obviously, so I don't how well the gametype will flow, but it certainly sounds like it'll be good times. Plus, actually having something unique to defend instead of just a Flag, or a Bomb plant, etc is always awesome.

Also, I already want to make babies with Powerhouse. Not only does it look just incredibly amazing visually, it sounds like it'll have some of the best 4v4 competitive matches out of all the maps that's in the Beta. I cannot wait to play on it.
 
EazyB said:
Yeah, Brian even said the gametypes he's seen have had more consistent weapon loadouts as well. If we were to put any weight to that list we'd have to assume anyone could spawn with a grenade launcher and shotgun anytime they wanted to as well as not being able to ever use the cloaking permutation. The only worthwhile things to take away from that shot is that there can be at least 4 AA options in a gametypes and those loadouts have specified grenade counts, AAs, primary and secondary weapons.

My guess is that they'll still have a Team ARs and Team BRs version of many of gametypes otherwise they'd have to restrict players who want to spawn with certain weapons to only one or two AA.

Example:
In Team Good at Videogames almost all of the loadouts will be DMR/pistol with varying AAs.
Team Videogames for Dummies will have AR/pistol + varying AAs.


...In Team Fortress [pick your version], you CAN spawn at any time with a shotgun or a grenade launcher. It doesn't break the game. As long as the classes and weapons are balanced, the weapon loadouts could be as varied as Bungie or gamers like.

As for the AR for dummies outlook, that kind of damns the AR without even trying it. Obviously its not going to be the weapon of choice for people that define skill as 'number of consecutive headshots you can land' but it could still be an effective weapon for those that define skill as 'ability to maneuver the battle to your advantage'.

If its a useful and effective close-range weapon, then its a weapon that skilled players will opt to keep on their hip, even if they prefer the midrange accuracy of the DMR. If the AR doesnt provide any benefit over the pistol, then yeah, nobody with a hint of headshot skill is going to use it.

If they do opt to have separate lists for different AAs and DMR vs. AR starts, so be it. Ill probably enjoy both. But that would be a shortcut around lacking weapon balance. A shortcut that ideally wouldnt be necessary.
 

EazyB

Banned
dslgunstar said:
...In Team Fortress [pick your version], you CAN spawn at any time with a shotgun or a grenade launcher. It doesn't break the game. As long as the classes and weapons are balanced, the weapon loadouts could be as varied as Bungie or gamers like.

As for the AR for dummies outlook, that kind of damns the AR without even trying it.

If its a useful and effective close-range weapon, then its a weapon that skilled players will opt to keep on their hip, even if they prefer the midrange accuracy of the DMR. If the AR doesnt provide any benefit over the pistol, then yeah, nobody with a hint of headshot skill is going to use it.

If they do opt to have separate lists for different AAs and DMR vs. AR starts, so be it. Ill probably enjoy both. But that would be a shortcut around lacking weapon balance. A shortcut that ideally wouldnt be necessary.
They've already said the shotgun was a 1-hit kill at close range and that its accuracy was improved but the catch is... wait for it.... you have to aim. It's a power weapon, just like the sniper. Yes Bungie could've balanced it like TF2 does but unlike Valve & IW they opted to have power weapons in the game.

And even if the AR sprayed out laser shots that wouldn't make the gametype or weapon suitable for competitive gametypes. Works well for those that are old and can't aim or are new to videogames so its a worthwhile inclusion and as long as 1 of the 3 available gametypes/maps at the veto screen feature DMR/pistol starts it won't matter to me.
 
So, for some dumb reason, I traded in ODST and Halo 3 for MW2 a couple months ago. I finally bought ODST again and I'm having a blast with the multiplayer. I love how I can keep coming back to Halo 3 MP after 2 1/2 years and it feels almost as fresh as it did at release. It just goes to show that Bungle are gods.
 
-Yeti said:
So, for some dumb reason, I traded in ODST and Halo 3 for MW2 a couple months ago. I finally bought ODST again and I'm having a blast with the multiplayer. I love how I can keep coming back to Halo 3 MP after 2 1/2 years and it feels almost as fresh as it did at release. It just goes to show that Bungle are gods.

Excuse me while I laugh... :lol
 
@ EazyB and kylej :lol


Prisoner style map has me excited. The only thing I'm worried about is if the fights take place in those isolated areas as opposed to the open areas like Prisoner did. Of course we could always put power weapons/ups in those areas so people maneuver towards that and don't stay in the enclosed areas. And by this, I don't mean ARing each other like in the vidocs of H3 underneath Snowbound's base. More like holding those walkways as power positions with the DMR.

The high ground inspired map looks much better than High Ground, seeing as there are much more ways to gain access to the base and there is more cover for the attackers. Of course I could be wrong, and it will play like crap, but I'm pretty optimistic with what I am seeing.

May 3rd can't come soon enough.
 
-Yeti said:
You're excused. :lol

It was a really dumb decision, but I had my drunk goggles on at the time.

All is forgiven, just don't make the same mistake with Reach on the next MW, well that is if there are any staff left at IW when this whole ordeal is all said and done.
 
CrazedArabMan said:
All is forgiven, just don't make the same mistake with Reach on the next MW, well that is if there are any staff left at IW when this whole ordeal is all said and done.

Psssh, from the sound of Reach so far, I will NEVER trade it in for anything. :)
 
EazyB said:
They've already said the shotgun was a 1-hit kill at close range and that its accuracy was improved but the catch is... wait for it.... you have to aim. It's a power weapon, just like the sniper. Yes Bungie could've balanced it like TF2 does but unlike Valve & IW they opted to have power weapons in the game.

The shotgun is a 1-hit kill at close range, so unless shotgunners are given camo or sprint to close the gap quickly or without notice, the weapon isn't inherently unbalanced at spawn.

People [rightfully] complain that AR starts on large maps are painful because they dont have the range to contend with the BR users already on the map and are therefore at a disadvantage. But somehow spawning with the shotgun, which has even less range than an AR, is too powerful?

People that spawn with the shotgun will have to watch their ass and make sure they arent picked off by DMRs or potentially even ARs before they get into range for the kill.

And even if the AR sprayed out laser shots that wouldn't make the gametype or weapon suitable for competitive gametypes. Works well for those that are old and can't aim or are new to videogames so its a worthwhile inclusion and as long as 1 of the 3 available gametypes/maps at the veto screen feature DMR/pistol starts it won't matter to me.

Yes, the AR does have greater accessibility than headshot capable weapons, but it also has power in close-range situations, which makes it a useful weapon for skilled players that know when and where to break it out, and how to maneuver the battle towards those specific situations.

Like the shotgun, anyone brandishing an AR has to survive the mid-range disadvantage against magnums and DMRs before they can be used effectively, and doing so takes skill. Not the kind of muscle memory motor skills that headshots (and beer pong competitions, among other simple activities) require, a different kind of skill that involves thought about positioning, approach, and directing the flow of combat.

And last I checked, you actually have to aim the AR to deal damage with it, since the reticule is roughly the same width as the shotgun. Hopefully bursting will keep the reticule bloom down and the damage per round and clip size will require intelligent use of grenades and melees will reward those who take less of a spray-and-pray attitude.
 
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