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#Halo

4/25/2011 12:14:37 AM
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The Fall of the Plasma Grenade, a thread on Plasma Grenade Shedding

[quote][b]WARNING: This topic criticizes Armor Lock![/b] If you find yourself weary of the repetitiveness of Armor Lock threads on the Reach Forum, I encourage you to read my post anyways and keep an open mind. I've put a lot of work into this, and I feel my suggestions are not unreasonable. [b]WARNING: I am TERRIBLE at writing succinctly![/b] If a 4,876 word post spread out over four posts is too much for your reading abilities to handle, then I suggest bailing out of my thread now. But feel free to post those [i]witty[/i] "tl;dr" memes to your heart's desire, it will only get you banned for spam, and bump my thread up to the top of the front page. [/quote][quote][/quote][b]Introduction: My First Game of Halo.[/b][quote][/quote]It all started at a birthday party back in the 7th grade... My friends wanted one more player to play this game called Halo CE with them, so they called me over from the snack table to fill in. I was hesitant to join them, as back then I was a devout Nintendo Fanboy and any other console was clearly the devil, but I decided to humor them by playing their inferior game. My very first match of Halo was 8 Player FFA on Battle Creek, AR Pistol starts. Looking back on the game, it was a bit of a train wreck, but it couldn't be helped as the odds were stacked against me. It was a foreign game from a foreign genre on a foreign console with foreign controls, and my friends were the sort of jerks who neglected to tell me the basic controls or nuances of the game before throwing me into the midst of it. In hindsight my biggest mistake was deciding that the pistol was garbage because it was smaller than my AR, and therefore less powerful. As a result, I had trouble defending myself from my opponents who were mysteriously capable of killing me quickly from across the map. It didn't matter what weapon I used, I couldn't score a single kill. I'd climb a ladder, and my friend would snipe me at point blank range in the head. I'd be running along behind the base and a rocket would come out of nowhere and blow me away! I was starting to get very frustrated. I didn't understand anything about this game! I was just about ready to put down the controller and walk away, but that's when I saw [i]it[/i]. There was something blue floating beneath the river that flowed through the central part of the map. I went to investigate, and as I passed over the orb, I saw a message flash up on my screen: "Picked up a Plasma Grenade". Grenades. I use the left trigger to throws those, right? At that moment my friend burst out from behind a rock and charged straight towards me, intent on farming yet another kill off the new guy. Without thinking, I tossed that Plasma Grenade directly into my friend's face, and to my surprise, it latched onto him and began to burn! I heard him let out a curse from the opposite side of the room as his Spartan Character started to panic! Four seconds later he dissapeared in a brilliant Blue Explosion, my very first kill in a Halo game! That single Plasma Grenade that I had scooped from the waters of Battle Creek completely changed the game for me. In my hand I held a weapon that was as deadly as it was beautifully comedic! I had become a wielder of burning blue death! I had the power to strike fear into my opponent's hearts! And damn was it funny to watch them freak out when they were stuck! That first game led to many others, each one teaching me a little bit more about how fun this game was. I learned how to drive a Warthog on Sidewinder, experienced the chaos of Rocket starts on Prisoner, and learned how to Snipe on Boarding Action. Altogether I left the party with a positive outlook on both Halo and the Xbox, and about a year later I got an Xbox of my very own and a copy of Halo 2 and I've been hooked on Halo ever since. Now that being said, I've never been really all that good at getting sticks with the Plasma Grenade. Sure, I could get kills at point blank range, but anybody can do that, I wanted something a little more. I was very jealous of the players online who were seemingly capable of consistently sticking me from any angle at any moment, and I too wanted to be able to stick people from a distance. Right before Halo Reach came out, I made myself a personal goal to improve my sticking ability in the new game so I could be just like those awesome players I had met. While my current abilities are definitely nothing to brag about, I am very proud of how far I've come since Halo 3. Every day I feel more and more confident whenever I throw a Plasma Grenade, and I've gotten some pretty cool sticks over my couple thousand Reach games. Finally! I understand the joy of the world of Sticking! ...Unfortunately, with that joy came a great deal of frustration. Frustration that Plasma Grenade Fans have been feeling since the Beta. Frustration that stems from a feature of Armor Lock, commonly known as Plasma Grenade Shedding. [quote][/quote][b][i]Continued on Post 2[/i][/b][quote][/quote] [Edited on 04.24.2011 4:47 PM PDT]
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  • [quote][/quote][b]The Problem[/b][quote][/quote] Out of the many new features introduced with Halo Reach, the addition of Armor Abilities certainetly changes the gameplay the most. But while they make the process of sticking someone much more difficult, they frankly don't bother me all that much. I figure that since movement speed and jump height have seen a decrease since Halo 3, it would be way too easy to get sticks without the interference of armor abilities. It wouldn't be fun if there wasn't a little challenge involved, right? That being said however, I find myself drawing the line with Armor Lock, entirely because of its Plasma Grenade Shedding Mechanic. Plasma Grenade Shedding allows Armor Lockers to survive a Plasma Grenade stick after they have already been stuck, a feat that has never before been possible in any Halo game. All the Armor Locker needs to do to live is enter Armor Lock and any stuck grenades will be "shed" and are tossed a safe distance away from the Armor Locker so they can explode harmlessly. It's a very easy feature to utilize, but surely there's some way I can change up my Sticking Technique to get around this new mechanic and score a Plasma Grenade Kill, right? Wrong. It doesn't matter if I stick an Armor Locker from point blank range or from across the map, he'll always have a full second to Armor Lock to survive once he is stuck. This is because the Plasma Grenade's second long fuse only arms when the Plasma Grenade comes to rest on the ground or sticks something. This design decision is intended to differentiate the role of the Plasma Grenade from the role of the Frag Grenade (which arms its fuse on its first bounce) by encouraging players to go for sticks. So it doesn't matter how expertly I throw a Plasma Grenade, there is nothing I can do to seriously reduce the time that my opponent has to react to my attack. Perhaps if I approach my problem like a Ninja I will succeed. Surely through superior positioning and stealth I will be able to stick my opponent quietly as to not alert him to his impending death. You can't block an attack that you don't even know is coming right? But yet again, another design feature of the Plasma Grenade gets in the way. A stuck player will always be warned of his impending doom with a variety of sensory stimuli. Your controller rumbles. Your shields take a hit from the impact. That signature [url=http://www.bungie.net/images/games/reach/audio/Plasma_Grenade.mp3]arming noise[/url] plays loudly. A burning blue Light flickers around the edges of your screen. It's hard to ignore these warnings if you're paying even the slightest bit of attention, so it doesn't really matter how sneaky I am. When you are stuck, you will realize it, and because you'll have a full second to shed that Plasma Grenade, all my careful stalking and positioning will be in vain. Surely there are moments when players can't activate Armor Lock, right? If memory serves me correctly, you can only activate Armor Lock while you're firmly on the ground, so perhaps targeting my foe while he is airborne will be the key to victory. Unfortunately, this is easier said than done. By holding down the Armor Ability button while in midair, you will immediately go into Armor Lock as soon as you touch the ground. This means that the Plasma Grenade needs to detonate while my opponent is in midair, or else it will be shed as soon as he lands. And as an average jump on a level surface takes about a second to complete, it means that I'd have to stick him right as he begins jumping if I want an aerial kill. This is well and good if you are sticking your opponent at point blank range, but if you stick them from any farther away, you need to factor in the grenade's travel time into your calculations. I'm not sure about you guys, but I lack the psychic abilities required to predict exactly when my opponent will jump well before he makes that decision himself, so this isn't a very reliable strategy. If you do get a Plasma Grenade stick in this fashion, it's more likely due to coincidence and luck than your own skill and ability. This doesn't leave us much to work with unfortunately. I suppose that if my opponent is out of power, he won't be able to Armor Lock, but there is no way for me to gauge how close he is to empty without excessive stalking, which is a luxury I rarely have. So all I can do to counter Plasma Grenade Shedding is to pray that he doesn't have enough energy to shed my Plasma Grenade? Yeah... no... that's not happening. Since there's clearly no feasible way to beat Armor Lock with Plasma Grenades, it would probably be better for me to reserve my stickies for an opponent who isn't hiding behind an overpowered counter. Oh, except that there's one more problem. Armor Lock used to be very overt back in the [url=http://i868.photobucket.com/albums/ab249/Hylebosaiden/Pre-BetaArmorlock.jpg]Halo Reach Alpha[/url], but for whatever reason, Bungie decided to change its design to the current version which can only be seen from the rear. The new design means that unless my opponent has a Jetpack, I won't be able to figure out if he possesses Armor Lock or not without further examination. Deciding whether or not to stick an opponent is a split second evaluation that does allow me the time to double check my enemy's loadout before attacking, so it's not even like I can save my ammo for targets who won't be able to shed my attacks. In the end, I'll simply do what I've done since Halo Reach came out. If I see an opportunity to go for a stick, I'll take it, and if my opponent is wielding Armor Lock, I will fail, because there is nothing I can do to overcome Plasma Grenade Shedding. I don't know about you guys, but does that not seem more than a tad unfair? You put so much effort into throwing those Plasma Grenades, and when you do overcome the odds and stick someone else you get your hopes up. As well you should, the past ten years of Halo has taught us that there is no way to survive a Plasma Grenade once you've been stuck. We've been classically conditioned to equate a stick with instant victory, and a reflexive response like that isn't something you can rewire overnight. So when Plasma Grenade Shedding takes those hopes and dreams that you clung to so dearly and [url=http://www.youtube.com/watch?v=LauaI21uFgY]crushes them mercilessly before your very eyes[/url] it feels pretty devastating, as any rapid reversal of emotion should. It goes downhill from there when you realize that you were not defeated because of your own lack of skill. On the contrary, you did everything perfectly; you successfully stuck your opponent. And you weren't defeated by the skill of your opponent either. Anybody can press a button within a second of being warned of impending danger; it really doesn't take much thought or effort. No, you were defeated simply because your foe chose Armor Lock when he spawned. Had he chosen any other Armor Ability, he would be dead, and you would be celebratory crouching all over his corpse right about now. I find that downright frustrating. Defeated by a damn menu selection. That's not something you can overcome, no matter how hard you try. It makes you wonder why people can bring themselves support such an unfair feature. [quote][/quote][b][i]Continued on Post 3[/i][/b][quote][/quote] [Edited on 04.24.2011 4:47 PM PDT]

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  • [quote][/quote][b]Why was Plasma Grenade Shedding introduced to Halo Reach?[/b] [quote][/quote] I imagine that simply showing you how Plasma Grenade Shedding is overpowered and cheap won't be enough to convince some of you that it is a bad feature. I've discussed this mechanic with various other Forum Goers for many months, and it has occurred to me that on some level the defenders of Armor Lock realize that Plasma Grenade Shedding is pretty unfair towards Plasma Grenade users. However, they believe that the problems that Plasma Grenade Shedding solves outweigh the problems that Plasma Grenade Shedding causes, so frankly, they don't care that it is more than a tad unfair. They see Plasma Grenades themselves as overpowered, so they don't particularly mind using an overpowered feature to counter them effortlessly. The first thing that comes to mind when I hear that sort of rubbish is "[i]Two Wrongs don't make a Right[/i]". If Plasma Grenades are truly overpowered, then why not benefit everybody by nerfing those aspects of Plasma Grenades directly? Solving the problem for only Armor Lockers at the expense of Plasma Grenades as a whole is definitely a suboptimal solution. For example, I've heard many players justify the inclusion of Plasma Grenade Shedding by saying that it's the only true counter against Plasma Grenade Spam. Plasma Grenade Spam sure can be frustrating, but what players need to understand is that Plasma Grenade Spam is not caused by the Plasma Grenades themselves, but rather by their overabundance. This overabundance is occasionally caused by a poorly balanced map, but most often than not it's a result of a gametype with Plasma Grenade starts. A basic principle of design is that localized problems are best fixed with localized solutions. While a global change may solve the problem just as well as a local solution, it may negatively impact other areas of the game in unintended ways. So if Plasma Grenade Spam is a problem that is localized to only a few maps or gametypes, the solution to that problem should also be localized to those maps or gametypes. If the map is the culprit, then your problems can be fixed with a few minutes of forging. Rearrange the grenades to avoid clustering, increase the spawning time to decrease the frequency at which they appear, and if all else fails, you probably just need to delete a few of the excess ones. Unlike Plasma Grenade Shedding, these solutions won't affect other maps and gametypes where Plasma Grenade Spam isn't a problem. As for gametypes with Plasma Grenade starts, there's really not much that can be done. Reducing the starting number of grenades down to one would go a long way towards cutting down on Plasma Grenade Spam, but ultimately there will still be hailstorms of stickies. If that prospect is unbearable to you, perhaps you should vote for a different gametype in the future? Simply put, gameplay in default gametypes should never have to suffer for what occurs in a gametype which spawns you with pseudo-power weapons after every death. Demanding the inclusion of Plasma Grenade Shedding to protect you from Spam in Elite Slayer is like saying that the Sniper should be nerfed because you feel it's overused in Team Snipers. Elite Slayer is a "for-fun" gametype anyways, so if you're looking for a balanced and fair fight, you're better off voting for Team Slayer instead. But what of Point Blank Sticks, another much maligned Plasma Grenade Tactic? Unlike Plasma Grenade Spam, this is a global problem, because as long as Plasma Grenades exists, people are going to use them as a one hit kill melee. A global problem requires a global solution to solve, but we can definitely do better than Plasma Grenade Shedding which only solves the problem for Armor Lockers and sacrifices Plasma Grenades entirely to get the job done. Take a look at this description from Halopedia of how Plasma Grenades operate: [url=http://halo.wikia.com/wiki/Type-1_Antipersonnel_Grenade][quote][i]When primed, the Type-1 plasma grenade emits a blue plasma gas;this emission is light so that the grenade does not stick to the person priming the grenade. When thrown, the plasma gas begins to intensify enough that if it comes into contact with a vehicle or infantry, the plasma will start to burn into the surface and adhere to it until detonation.[/i][/quote][/url] When I see this explanation, I see the beginnings of a possible mechanic to nerf Point Blank Sticks without impacting the normal function of Plasma Grenades. Let's pretend for a moment that Spartans don't know how to cook their grenades properly, and in their haste to not die, they toss the grenade as soon as it is ignited. For the first fraction of a second while the grenade is traveling through the air, the emission of the gas is light, so the grenade will not adhere to any targets it hits. After that short period of time however, the gas emission will rapidly intensify and the grenade becomes capable of sticking targets as usual. Implementing a change like this would take an unreliable last ditch tactic like Point Blank Sticking and turn it into an even more unreliable last ditch tactic which has a high failure rate. Now if you're too close to your target and you try to stick them instead of meleeing them, your grenade will bounce off your opponent harmlessly, giving them a chance to get out of the splash radius and kill you. But as long as you keep your distance from your opponent, your grenades will ignite long before they reach their target and will function as usual. Properly gauging the minimal distance that you'll need to stick your opponent will be dubious at best, which will encourage players to go for melees or to use their weapons instead of point blank sticking. I'm not saying that this change definitely [i]should[/i] happen, but if you are the sort of person who can't stand point blank sticks, then this is the type of solution you should be pursuing. It solves the problem for everybody regardless of what type of Armor Ability they like, and it only impacts the problematic area of the Plasma Grenades, allowing players to use them normally without penalty. The more you think about it, the more you realize that Plasma Grenade Shedding is completely unnecessary to balance the Plasma Grenade. There is no problem that Plasma Grenade Shedding solves that can't also be solved by directly nerfing only parts of the Plasma Grenade. It makes you wonder, if Plasma Grenade Shedding isn't necessary to balance out the Plasma Grenade, then why was it put into this game? Bungie never explained their reasoning for why they added it in, but I honestly can't think of a legitimate excuse for why Plasma Grenade Shedding should exist given how harshly it impacts the usage of Plasma Grenades. Perhaps they added it in to balance out some aspect of Campaign or Firefight? No... if that were the case, then why carry that mechanic over to Multiplayer where it would have an adverse effect on gameplay? Again, localized problems are best solved with localized solutions. Maybe their goal was not to nerf Plasma Grenades, but the Plasma Grenade Launcher? But that would be silly; it makes so much more sense to nerf the Plasma Grenade Launcher directly rather than negatively impact the entire Plasma Grenade Archetype by introducing Plasma Grenade Shedding. I mean, it's not even like Armor Lock is naturally weak against Plasma Grenades without Plasma Grenade Shedding to back it up. On the contrary, it's the best Armor Ability in the game for surviving any Plasma Grenade attack for two main reasons. The first advantage that Armor Lock has over the other Armor Abilities is that its effects are instantaneous. As soon as you press the Armor Ability Button, you are instantly protected from all incoming Plasma Grenades. On the other hand, all the movement based abilities take time to move you out of the path of the Grenade, and Drop Shield has a half second delay before it protects you from anything. Activating those abilities before the Plasma Grenade makes contact is not enough; you have to activate it well in advance if you want to survive. The effectiveness of movement based Armor Abilities are also severely inhibited by the surrounding map geometry, which can limit your evasive options. But since Armor Lock can be activated anywhere on the map so long as you are firmly on the ground, you'll never need to worry about being vulnerable while traveling through narrow corridors. If Armor Lock has a clear advantage over the other Armor Abilities when it comes to Plasma Grenades, then why does it need Plasma Grenade Shedding as an extra defensive counter? Isn't implementing Plasma Grenade Shedding just like spitting on the natural talents of Armor Lock? Counters don't have to be overt in order to be effective. No matter how I approach it, it just seems like there is no legitimate reason for why Plasma Grenade Shedding should be in the game. It sorta just seems like an arbitrary and thoughtless addition to Reach, designed to make life easier for Armor Lockers with nary a thought about Plasma Grenade fans. Don't get me wrong, there's no reason why Armor Lock can't be a counter against Plasma Grenades, but then again, there's no reason why Armor Lock should be an absolute counter against Plasma Grenades. I think it's about time to start wrapping things up. [quote][/quote][b][i]Continued on Post 4[/i][/b][quote][/quote] [Edited on 04.24.2011 4:48 PM PDT]

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  • [quote][/quote][b]The Conclusion: Plasma Grenade Shedding must Die.[/b][quote][/quote] Some of you might be wondering why I'm writing such a long thread about Plasma Grenade Shedding. It is a bit of a valid question, Reach has many flaws, some arguably more pressing than this one, so why this particular topic? It's because if it weren't for that single Plasma Grenade that I scooped from the waters of Battle Creek, I would likely never have gotten as invested in the Halo Franchise as I am today. To me, the Plasma Grenade IS Halo. I've come to love this series for its chaos, its [i]"WTF?"[/i] moments, the kind that you make a video of and show all your friends because it's so damn awesome. The Plasma Grenade symbolizes all of that for me, and it will forever hold a special place in my heart, always there to brighten my day with a boom. I owe it a great debt, and in a way, it is my oldest friend in this game's universe. So when I see the Plasma Grenade pushed around by some new kid on the block while everybody else turns the other way, I get pretty frustrated. The Plasma Grenade used to be a weapon that was both respected and feared by all for its unquestionable adhesive ability. But with the release of Reach, it has become a bit of a joke. As long as you have Armor Lock, you can toss any carefully thrown Plasma Grenade aside as if it were nothing. And I think that's kinda wrong. The least I can do for this cherished friend of mine is to bring his plight to light and make a stand for him since he can't speak up for himself. Throughout this thread I've shown the reader that Plasma Grenade Shedding is as overpowered and unfair as it is completely unnecessary to balance the game. The course of action seems clear to me. If the opportunity ever arises, Plasma Grenade Shedding should definitely be removed completely from the game in the form of a Title Update. Or, if that never comes to pass, then at the very least I expect this sort of mistake to never be repeated in future Halo games. With Plasma Grenade Shedding gone, if an Armor Locker finds himself stuck with a Plasma Grenade, that Plasma Grenade will remain stuck and will eventually kill him regardless of whether or not he enters Armor Lock. But if he is already in Armor Lock by the time the Plasma Grenade makes contact, it will be bounced away from his body, and he will survive the encounter. Is that not how the game should work? I imagine however that some of you might not be smiling over the prospect of Armor Lock becoming weaker. I can see where you're coming from, it's not easy to let go of a strength with absolutely nothing in return. But it really won't be as bad as some of you will try to make it out to be. Please keep in mind, Armor Lockers will still have a clear advantage when confronting a Plasma Grenade wielder. In order to score a kill, the Plasma Grenader will need to anticipate his enemy's movements and aim correctly, whereas all the Armor Locker needs to do to live is be relatively aware of his surroundings and then Armor Lock well before the Plasma Grenade hits them. It still kinda sucks that you can defeat our attacks with an action as simple as a button press, but I'm not complaining, as the odds of us succeeding will significantly improve with the removal of Plasma Grenade Shedding. It's a sacrifice that I'm asking you to make to improve the game drastically for Plasma Grenade fans, but it's a sacrifice that can easily be negated if you are any good at using Armor Lock. If you find yourself consistently stopping Ghosts in their tracks, blocking multiple melees, and deflecting rockets at the drop of a hat, you'll have absolutely no problem stopping a Plasma Grenade before it sticks you. Have some faith in your own abilities as a Gamer, you will survive and thrive just fine without Plasma Grenade Shedding around to fight your battles for you. Now a big question that I'm sure you're all asking is [i]"Do you think that this is the only change that Armor Lock needs to be balanced?"[/i] ....... That's a long and arduous discussion that I'd really like to save for another day. I will say however that if any changes occur to Armor Lock, the removal of Plasma Grenade Shedding should be among the first, but I'd prefer that the focus of this thread remain on Plasma Grenade Shedding. I imagine that this is a bit of a futile expectation, so instead I will demand that you post with respect and civility in my thread, regardless of where the conversation deviates to. I will not tolerate trolling or flaming by anybody to anyone. This especially goes for anyone who supports my original post. Nobody will want to agree with us if they see us all as asshats, so please don't sabotage my efforts to remain civil in the original post. If anyone finds themselves disagreeing with any part of my thread, I'd love to hear from you. I'm fairly certain that I've correctly covered everything and I'm very confident in my conclusion, but there's always a chance that I'm wrong or that I missed something, so by all means, please speak up! This definitely goes for people who need anything clarified as well. I imagine that some of the ideas in my head don't translate as well to text as I'd like them to, so I'll gladly try to explain portions of the thread again if the reader finds himself confused. I'd like to thank Old Papa Rich for yet again helping me to reserve the space that I needed to have an uninterrupted original post. I'd also like to thank all the annoying bastards on my friend list that continuously pestered me about the progress on my thread and spurred me out of laziness to complete this monstrosity. Especially the ones who frequently whored Armor Lock during custom games, as they often supplied me with the rage I needed to quickly knock out large sections of this thread in a short period of time. And of course, my thanks goes out to anyone who has managed to read the entire thread before posting. You guys are awesome. Together, we can return the Plasma Grenade to its former glory and bring back the true spirit of chaos to Halo! ~Hylebos [Edited on 04.24.2011 4:49 PM PDT]

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  • [quote][/quote][b]Update 1: Taking one for the Team[/b][quote][/quote] A pretty common idea that people have been suggesting in their posts is that if an Armor Locker finds himself stuck, he should be able to enter Armor Lock to contain the blast of the Grenade, killing himself, but protecting any surrounding team mates from the grenade's splash damage. I personally approve of this nuance, it's a pretty cool idea that promotes team work. [quote][/quote][b]Update 2: VICTORY[/b][quote][/quote] From the 343 Forums today... [url=http://halo.xbox.com/forums/games/f/7/p/22731/176499.aspx#176499][quote][b]Posted by:[/b] BS Angel The Halo: Reach Title Update will add more options and flexibility to Halo: Reach's Multiplayer. It will roll out in late September and gives 343 designers the following levers to create game variants in Matchmaking playlists. Of course while all of these features can be enabled via Matchmaking playlists, players should remember that 'normal' Reach gameplay can and will continue untouched in its own Matchmaking playlists. The features and elements listed here are tools available to us and will be used and implemented appropriately. News on the timing of the Title Update release will be revealed at the Halo: Anniversary panel at 10 am on the 26th of August during Halo Fest. Specifics: Make damage bleed to health through shields possible. Make reticle bloom configurable. [b]Modify Armor Lock. [u]> Sticky grenade will not be nullified if you use Armor Lock after being stuck.[/u][/b] > Damage received while in Armor Lock is transferred to remaining Armor Ability energy. >How much the damage depletes your Armor Lock energy is configurable. Modify Active Camo. > Reduce the bonus time the player gets in Active Camo while standing still. > Reduce the overall length of time the player can be in Active Camo. Remove Sword block. > Disable the ability to block Sword attacks using melee with anything other than another Sword. Implement the classic Magnum from Halo: CE. Enable playing Co-Op Campaign and Firefight without requiring a HDD.[/quote][/url] Hooray! Common sense prevailed today! Thank you 343 Industries for correcting this thoughtless mistake! May it never be repeated again! [Edited on 08.26.2011 2:50 PM PDT]

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  • did you get hacked or something? oh i see what you were doing, you just didn't do it very well [Edited on 04.24.2011 4:48 PM PDT]

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  • da f?

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  • [quote][b]Posted by:[/b] quickdog93 da f?[/quote]

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  • Why not make another thread and post it. Copy and Paste if you already have done it.

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  • Your other thread got locked make a title quick.

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  • I feel your pain bro. It sucks that we can't stick people when they have armor lock. All the beauty of hearing that noise when you stick someone will now be in vain. :( [Edited on 04.24.2011 4:53 PM PDT]

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  • How did you play 8 People on one console? I didnt know CE had LIVE...

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  • Great post buddy. I'm glad you were finally able to post this. Although I shared many of the same views with you already, you definitely helped me to understand a few things better. Simply put, Plasma Grenade Shedding sacrifices too much on plasma grenades and gives AL an advantage that it already has. Plasma Grenades require timing and precision to use affectively. Holding armor lock as soon as your screen turns blue does not. It's nothing more than the same reflex you get when a bug lands on your arm. Now I'm not saying your arm is overpowered to that bug; that isn't where the analogy is going. What I am saying though is that the grenade had effort put into it. When it lands on you, you know that you worked for that kill. Can you imagine if vehicles could lock up and prevent us from sticking them? This change, along with a nerf to its duration and EMP/frosting are what I'd like to see made to Armor Lock. In the end, you can still stop splatters, still block melees, and still block grenades and rockets. I don't see why AL needs to be anything else. It's reasons like these why I don't even use the Plasma Launcher anymore. Not only has it been nerfed, but now people know that AL is an absolute counter against it. Useless in Invasion. Useless in Elite Slayer. [Edited on 04.24.2011 5:06 PM PDT]

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  • You need 4 posts of 1000 characters each to explain why AL is bad? Are you okay? You do know that this IS the REACH FORUMS? And that you will probably not be able to change anyones way of thinking no matter how well written it is? if they even notice...

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  • [quote][b]Posted by:[/b] Lamo Warrior Why not make another thread and post it. Copy and Paste if you already have done it.[/quote] I did make the other post, but before I can post it, I had to reserve the proper number of posts, don't you see? Gotta run all, can't wait for the replies!

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  • [quote][b]Posted by:[/b] SiCkSniPer117 [quote][b]Posted by:[/b] quickdog93 da f?[/quote][/quote]

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  • This post is odd in a sense is why is it on b net and not 343i? I doubt bungie cares or could do anything about this. As such any problems that you have with reach that are not matchmaking online playlist/rank you need to got to 343i forums. They are in charge of future halo games and title updates.

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  • [quote][b]Posted by:[/b] SiCkSniPer117 How did you play 8 People on one console? I didnt know CE had LIVE...[/quote] LAN.

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  • What the -blam!- am I reading!?

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  • *Starts Claping*

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  • Read it all, good read. I agree, I wish they made Armour Lock like in the trailer where you can only use it for one second, kinda like Fox's ability in Super Smash Bros Brawl. [Edited on 04.24.2011 5:11 PM PDT]

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  • you wrote a book on a grenade? wow. someone tell me if these 4 posts are even worth reading. [Edited on 04.24.2011 5:03 PM PDT]

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  • [quote][b]Posted by:[/b] pnoyRoss you wrote a book on a grenade? wow. someone tell me if these 4 posts are even worth reading.[/quote] Great read if you have 30 seconds. Seriously, great thread. If AL had no shield recharge and no plasma shedding then it would be infinitely better.

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  • another solution may be to not give armor lock the ability to be used twice in rapid succession, so if you have two nades than they can only effectively counter one and you get another chance.

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  • [quote][b]Posted by:[/b] pnoyRoss you wrote a book on a grenade? wow. someone tell me if these 4 posts are even worth reading.[/quote] It's worth it if you truly hate AL. But, like someone else said before me, this is going to fall on deaf ears. Other words, Bungie for the most part will NOT see or read this, or anything for that matter. Copy and paste your book into 343i's forum, if they even have one? (Everyone keeps saying they do, but I don't see it anywhere when I google?)

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  • How bout when someone gets stuck, he/she ALs, the sticky goes under with it, getting your kill. The Armor Locker gets to save his teammates if there around him/her by trapping the blast in the Armor Lock so both sides will have fair results? [Edited on 04.24.2011 5:12 PM PDT]

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  • i have to say one thing against this post, while it is very well written which is a nice change.Currently there is no way to know if someone has a plasma grenade kinda the same way it is hard to tell if a user has AL.Keeping that in mind i ask, how is it fair for the AL user if a player sprints up to you and sticks you without you having a chance to fight back if as soon as they are stuck they die.

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