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#Halo

8/22/2012 9:28:54 PM
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What is the problem with reach?

The story might not be as good as Halo 3, but why does everyone think bad of it. Personally I love the multiplayer and there are no obvious flaws in the campaign (the ending could have been better). I just want to know why people think its bad.

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  • [quote][b]Posted by:[/b] Wolverfrog Played it again recently with the mindset that all of Noble team are psychological screw ups and are presented as such, hence their apparent idiocies and problems at times. Enjoyed the game[/quote]Six, leave that lone wolf stuff behind. *Several minutes later* Six, do this. Six, do that. Yeah I guess Carter does have some memory issues.

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  • Played it again recently with the mindset that all of Noble team are psychological screw ups and are presented as such, hence their apparent idiocies and problems at times. Enjoyed the game; story's decent, characters are alright and it's a tight little experience. It's a shame TFoR is contradicted a few times, but at least the datadrops somewhat mitigate that. I like Reach's campaign.

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  • [quote][b]Posted by:[/b] SubtleSpartan So basically you want a re-make of CE. [url=http://www.amazon.co.uk/Halo-Combat-Evolved-Anniversary-Xbox/dp/B0054OGCS6/ref=sr_1_1?ie=UTF8&qid=1347935611&sr=8-1]They have one bro[/url].[/quote]And it was just as fail. I was severely disappointed with CEA, perhaps even more than Reach. Lots of old skool CE players were. Even LASO players were disappointed. [quote][b]Posted by:[/b] SubtleSpartan Reach wasn't meant to be CE 2,[/quote] Yes it was. This can be seen in aesthetics (trooper armor color, Needler, Fuel Rod Gun) and gameplay (Hunters have fuel rod cannon, lack of Hunter bond brother relationship, troopers stumbling from shots, restoration of timed checkpoints and long-term checkpoint delaying which was rare in Halo 2/Halo 3). [quote][b]Posted by:[/b] SubtleSpartan it was meant to be an accumulation of the best bits of all the previous games. If they'd modeled it solely on CE, you'd have people -blam!-ing that [u]it wasn't like halo 2 or 3 enough[/u].[/quote]Creative battles like [url=http://badcyborg.net/Halo/Movies/BCM17.html]this[/url] would have been the best bit from CE, but it was completely neglected. Halo 2 has [url=http://www.youtube.com/watch?v=iALWshhtNDM]one[/url], Halo 3 has [url=http://badcyborg.net/Halo3/Fun/Level4/AAGunMegabattle.html]one[/url]. ODST has [url=http://www.youtube.com/watch?v=Xlxn5nMSCoM#t=1m19s]one[/url] (small-scale). Reach has zero, unless you [url=http://www.youtube.com/watch?v=1WJPKHfgj6w]mod the AI positions[/url]. The closest thing to creative battling in Reach is [url=http://www.youtube.com/watch?v=vXSbtQZgu4o#t=49s]moving scenery around[/url] to create stealth opportunities. I also did this at LNoS mission start, using the Wraith to move all 7 crates onto the main beach (and this was where I was constantly frustrated and began to hate Reach, because it didn't cooperate with me like the other games). And that's what they did. You don't hear very many complaints coming from CE players. You hear complaints coming mostly from Halo 2/Halo 3 players. Also, [quote]Read: [url]http://www. thebitbag. com/2010/02/13/halo-reach-preview/#ixzz26oV5tevc[/url] Bungie wants this game to feel a lot like Combat Evolved. They want Reach to be filled with open environments filled with enemies and allow you to figure out how you want to deal with the situation. There will be corridor battles like what we've seen in past Halos, but that will be balanced with the terrain of Reach. Reach will have a full weather system as well as Bungie saying they will have "40 AI and 20 vehicles" on screen at a time.[/quote] [quote][b]Posted by:[/b] SubtleSpartan Reach's gameplay is good, it just executes differently to the way some may prefer it.[/quote]Sure it is... :-7 [quote][b]Posted by:[/b] SubtleSpartan Also what does everyone have against emile? He was one of my preferred characters. Much better than Jun, who had hardly any character development, even over the course of nightfall, making him seem really shallow.[/quote]Emile never shows his face when he dies, never does anything useful except in rare moments where high ranking Elites get up close to him and never once lends a helping hand when he's in the MAC gun (for the sake of 'balancing', though I think it would have been better to make this part timed (like CE's hog run) and make enemies infinitely spawning so he could have at least taken down 2 Phantoms). Furthermore, he's a copy of Ghost from CoD, who also does nothing (or so I've heard).

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  • Needs more flexibility.

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  • [quote][b]Posted by:[/b] Sliding Ghost [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost Reach is mostly AI fail but it's mechanics were trash too.[/quote] So since reach is very similar to previous halo games, basically every halo game is a fail? Come at me bro![/quote]Similar to Halo 2 and Halo 3, maybe. But it botched it's attempt to be close to CE when it didn't fully restore the plasma pistol, the plasma rifle, or the needler (hell it didn't even try to restore the needler, Halo 3 did that). And when it continued Halo 2/3's damage sponge enemies. I don't mind the pistol being relegated to sidearm, but these 3 weapons deserve much more effort and the AI should have been smart like in CE, without handicaps.[/quote] So basically you want a re-make of CE. [url=http://www.amazon.co.uk/Halo-Combat-Evolved-Anniversary-Xbox/dp/B0054OGCS6/ref=sr_1_1?ie=UTF8&qid=1347935611&sr=8-1]They have one bro[/url]. Reach wasn't meant to be CE 2, it was meant to be an accumulation of the best bits of all the previous games. If they'd modeled it solely on CE, you'd have people -blam!-ing that it wasn't like halo 2 or 3 enough. They made what they thought was the perfect halo game. Granted, no game is perfect and reach does have it's flaws, but not really any more so than previous games. It's not their fault that they couldn't accommodate the wants/desires of millions of fans simultaneously. Edit: I'll put it this way, a lot of the flaws in reach are down to ones perception of the game, rather than actual bugs/glitches and poor gameplay. I know people who say reach is a bad game simply because it's too hard for them on normal, doesn't make the game itself bad. Reach's gameplay is good, it just executes differently to the way some may prefer it. Also what does everyone have against emile? He was one of my preferred characters. Much better than Jun, who had hardly any character development, even over the course of nightfall, making him seem really shallow. [Edited on 09.17.2012 7:50 PM PDT]

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  • [quote][b]Posted by:[/b] BaselessVirus It completely rewrites all of, "The Fall of Reach"[/quote]Who cares? Bungie made Halo. They're creative decisions take precedent over some author who wrote a book about the universe. If they want to take something and run with it, they're more than entitled to.

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  • Bringing up the points about hardly ever getting to fight as a team, and your ideas of how things should have gone, made me remember another reason why I was severely disappointed. After reading The Fall of Reach (my first Halo novel), and gaining a new level of appreciation for the way Spartans worked together, I was quite let down that we didn't see much of that incredible relationship in the games. This was to be a tragic story, a more human story, and one that would follows a band of Spartans as they fight to stop the inevitable. I was looking forward to an affecting journey, but there was nothing like that. In the novels, they were family, and it was endearing; but in Reach it was so flat. It didn't look like it was given much thought. That was one of my most disappointing aspects. [Edited on 09.17.2012 3:46 PM PDT]

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  • [quote][b]Posted by:[/b] NAStheMagiking I'm sorry, but Reach's single player experience was not a culmination of 10 years of learning and perfecting ones craft.[/quote]Yep. To be specific, there was much reverting. [quote][b]Posted by:[/b] NAStheMagiking What 343 is doing with Halo 4 is what I imagined Reach to be, tbh. An evolution in narrative, character portrayal, scope, and so on.[/quote]Agreed. [quote][b]Posted by:[/b] NAStheMagiking Noble Team was bland for the most part (Jorge and Kat were the best of them, but still left a lot to be desired), their deaths were horribly executed[/quote]Not to mention that there wasn't a single moment where the entire team was fighting together. Also, we didn't get to hang out with the team leader. We spent time alone with every team member except the leader. Plus, for most of the mission, we had to do things alone. Oh the irony. It should have been like this (I'm not going to change the plot too much as much as I'd have loved to participate in the large scale battles on TotS): [quote]WC: Noble Team (all members at the start to the relay, on foot), Jorge (rally point bravo, as it is now, except much more longer) ONI: Carter, Kat (we need to get to know our leadership!!) Nightfall: [b]alone[/b] (none of the Noble Team members would be pleasant on this level since there's ZERO stealth. Maybe Jorge could come in when we link up with the militia) TotS: Emile (dies in Hog crash at the start, thank God!), Jorge (at the Spire, as it is now) LNoS: Carter, Kat, Jorge (close call at the end, sustains injuries keeping him out of the action until near the end) Exodus: Jun* NA: Kat (maybe dies, I don't know) The Package: Carter, Kat, Jun (dies at the last Phantom a la ODST cutscene where Romeo almost gets killed by Chieftain) PoA: Carter, Kat, Jorge Lone Wolf: just cutscene where the remaining Noble Team members get killed off in combat a la Deliver Hope (they didn't die in it but they were shown in combat). Or it's an ambiguous ending. Or as it is now except the remaining members are in it and they are NOT invincible and are more smarter[/quote] What we have here is the elimination of an abysmal character (who in their right mind appreciates Emile's presence on the last level? Firing his shotgun from long range, driving the Mongoose off the cliff when driving up the ramp, not shooting at incoming Phantoms that pose a greater threat, gloating over the death of 1 single Zealot he killed, depriving us of a challenge: 2 Zealots RIP), leaving room for the members whose faces we can remember, having seen them. Emile doesn't deserve a level. *This level suits Jun since he's chatty (look at how many civilians there are!) and it's freaking long. Plus the sniper destroys Banshees [Edited on 09.17.2012 1:46 PM PDT]

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  • My main gripe was with the Campaign, because that's where the majority of my love for the series lies. I'm sorry, but Reach's single player experience was not a culmination of 10 years of learning and perfecting ones craft. I did not feel Bungie pushed Halo to new heights, and ended their legacy with a bang. What 343 is doing with Halo 4 is what I imagined Reach to be, tbh. An evolution in narrative, character portrayal, scope, and so on. Noble Team was bland for the most part (Jorge and Kat were the best of them, but still left a lot to be desired), their deaths were horribly executed, disappointing aesthetic, the majority of the music was pretty forgettable, and, just, the overall game was like a step back from previous ones. In terms of design, I can't say that it felt like Bungie's swansong to their beloved creation.

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  • [quote][b]Posted by:[/b] OrderedComa You may have enjoyed the novel more, but on its own it is entirely, completely, and totally laughable, Eric Nylund did not do a good job with depicting the actual battle at all. I read it before I ever played Reach and I thought it completely stupid, it did not make Halo great at all, it did nothing more but make me laugh my ass off and made a terribly unrealistic addition to the Halo story.[/quote] I really hate to call you out here but you can't make statements like than and then wonder why they get on you. It just seems that since you like the game and understand it easier you think it is "better". Everything you said about the book can be said about the game; such as it being completly stupid for the CSO to sit there for a month or more when that alone seemed to be more than enough to overrun the planet. It didn't make halo "great" with both factions "being at their height" yet we see no UNSC fleet, No SMACs and just a CSO sitting in space like a toad. It was terribly "unrealistic" for maggie to support the falling of a planet,sword blocking (which is canon),and the covenant just BSing in space for over a month for no reason. It's cool you like reach and all but you starting your halo love with halo 3 seems to be the reason for all of this. You were very late to the party and think the tie you spent was better than the first few hours.

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  • [quote][b]Posted by:[/b] Juan Teran What's wrong with Reach? Let's see, weak Campaign, terribly written, one dimensional characters, and the worst part is that you never get to bond with them. You could literally replace them with Marines and you wouldn't feel any difference because you never get to see their "Spartan-III awesomeness". Also, this game contradicts most of the events from the novels. Yes, I know 343 Industries found a way for both stories to co-exist, but I still think these "solutions" make no sense. The novel was far more enjoyable, and if someone thinks that the game is better because "the fight lasts longer", then you've missed the point of what made the Halo story so great, just like Karen Traviss.[/quote] The [i][b]exact[/b][/i] same thing is true about the characters in any one Halo game on its own. The characterization isn't any better than any of the others before it. The only reason characters from the trilogy have more characterization and people are more attached to them is because they've been in more games and they've had books about them as well. One wouldn't care about them from playing just one Halo game than Noble Team in Reach. Halo 3 was my first game, and I never really had any attachment to Miranda, Hood, or many of the other characters until I played the other games and saw more of the lore. You may have enjoyed the novel more, but on its own it is entirely, completely, and totally laughable, Eric Nylund did not do a good job with depicting the actual battle at all. I read it before I ever played Reach and I thought it completely stupid, it did not make Halo great at all, it did nothing more but make me laugh my ass off and made a terribly unrealistic addition to the Halo story. Halo: Reach on its own makes for a far more realistic story accounting the Battle of Reach, but it isn't perfect either, neither one is perfect on their own, but Reach infinitely better by itself in regards to the Battle of Reach than TFoR could ever hope to be, but it still has flaws. Both are meant to exist together, neither one supersedes the other, everything that was ludicrous about TFoR when its on its own makes sense when integrated with Reach.

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  • -continued [quote][b]Posted by:[/b] SubtleSpartan Player: [quote][b]Posted by:[/b] Sliding Ghost -extremely vulnerable player[/quote] No more so than other games. [quote][b]Posted by:[/b] Sliding Ghost -severe fall damage[/quote] What's the issue here? I expect to die if I fall 100ft. [quote][b]Posted by:[/b] Sliding Ghost -retarded jump height[/quote] You're a spartan III, not MC. Deal with it. [quote][b]Posted by:[/b] Sliding Ghost -slow movement & near useless strafe (insane projectile speed increase on Legendary nullifies it)[/quote] Useless strafe my ass. I've managed out kill plamsa rifle weilding ultras on legendary using purely strafing, no cover or shield recharging. [quote][b]Posted by:[/b] Sliding Ghost -necessity for Sprint[/quote] No there isn't.[/quote]Shield and health ratio is practically unchanged from Halo 3, but enemy damage is so much more greater. Granted, Halo 2's ratio was the worst: health [b]30[/b]/shield 70 On LNoS, I used to jump off cliffs after creating stealth opportunities and if the Elite I'm targeting suddenly moves, I'm screwed. Why jump off cliffs? Because I love the adrenaline, which I found lacking in Reach. So I improvised. The even smaller jump height was the most unforgivable change IMO. I wouldn't have minded CE's jump height since I could crouch jump up supply cases (it's a great way to assess jump height). It's hard to do in Reach IIRC. Video? Also, from what range? Up close, medium, or long? If it's long, yeah of course it's easy. I'm talking about close-medium. On Heroic, Reach's strafe works in all ranges if you add crouch to it (try to mimic/reflect the Elite's evasive pattern and you can avoid shots [b]without taking any shield damage[/b]). But on Legendary, as I said before, the projectile speed is nearly unavoidable (a la CE, Halo 2, Halo 3). Sure there is. The levels are huge, without Sprint or a vehicle, it takes forever (exaggeration). [quote][b]Posted by:[/b] SubtleSpartan Gameplay: [quote][b]Posted by:[/b] Sliding Ghost -insane explosion blast radius[/quote] Granted, though negative impact on overall experience is minimal. [quote][b]Posted by:[/b] Sliding Ghost -cqc sucks[/quote] It hasn't changed at all from other games, except in that AI are actually better at it now with more moves. [quote][b]Posted by:[/b] Sliding Ghost -lolphysics[/quote] Better than CE bro. [quote][b]Posted by:[/b] Sliding Ghost -vehicle health[/quote] Granted [quote][b]Posted by:[/b] Sliding Ghost -plasma grenade super lethal[/quote] It always has been. If anything it's less lethal due to armour lock. [quote][b]Posted by:[/b] Sliding Ghost -awkward grenade throw -awkward sniping -awkward aiming[/quote] Thats your aim, not the games fault. I notice little difference from Halo 3, if anything it's easier. [quote][b]Posted by:[/b] Sliding Ghost -pop in/poor draw distance[/quote] [quote][b]Posted by:[/b] Sliding Ghost -Bloom[/quote] Granted, though I personally like it on most weapons.[/quote]Not for me. Yes it has changed. You can't hit anything unless your crosshair is on it. The melee is even more slower. As for the AI, they have barely changed from Halo 3. Only the Chieftains and Hunters got noticeable changes (Chieftains have another melee animation, Hunters have earth shaking effect and can launch each other). Elites just got faster melee, that doesn't count. So you like crashing into walls with the Hog and always having to back up? So you like having a slow Hog? Right.. Not in CE. It was EMP; Grunts, Jackals, and marines could survive it despite having low health. You could use it to grenade jump without losing a bar of your health. See I didn't hate having health in Reach. I hate what the plasma grenade has become (Halo 3 made it what it is today). FYI, I have excellent aim. Granted, it is slightly better than Halo 3 since there's little to none spread. I was a bit moody when I posted that. I could live with 0-85% Bloom but 100% Bloom is overkill. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost Reach is mostly AI fail but it's mechanics were trash too.[/quote] So since reach is very similar to previous halo games, basically every halo game is a fail? Come at me bro![/quote]Similar to Halo 2 and Halo 3, maybe. But it botched it's attempt to be close to CE when it didn't fully restore the plasma pistol, the plasma rifle, or the needler (hell it didn't even try to restore the needler, Halo 3 did that). And when it continued Halo 2/3's damage sponge enemies. I don't mind the pistol being relegated to sidearm, but these 3 weapons deserve much more effort and the AI should have been smart like in CE, without handicaps.

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  • [quote][b]Posted by:[/b] SubtleSpartan [/quote]Alright pal, before I respond, let me ask you just one question. From most favorite to least favorite, what's your favorite Halo game? Mine is: CE > Halo 3 > Halo 2 > Reach _______ [quote][b]Posted by:[/b] SubtleSpartan Granted, but then again when has the friendly AI in halo ever not been worse than the enemy AI?[/quote]The trilogy allies were useful. CE: marines with snipers stole kills, in large numbers the marines could be useful since they kept the enemy on their toes (Elites spend more time dodging than firing) H2: mostly because marines are damage sponges. As for Covie allies, because Elites had shields and could use swords H3: much better vehicle handling (could stop them if they tried to drive off with your vehicle), stayed in cover [quote][b]Posted by:[/b] SubtleSpartan This has a very limited impact on gameplay, you're just nitpicking.[/quote]Not for me. [quote][b]Posted by:[/b] SubtleSpartan How so? The numbers were relatively equal to or more than that of halo 3, which no-one complains about.[/quote]Read my replies below. [quote][b]Posted by:[/b] SubtleSpartan No more lame than other games. The [i]only[/i] objective of sierra 117 was get to evac, with "coincidences" constantly preventing the player from doing so. Also the storm had the player simply destroy 3 AA objectives, something much complained about on TOSP. The objectives can be as boring as you want if you try.[/quote]By lame, I mean execution. I could care less if the objectives are do this or do that. As long as it's done well. AotCR had repetitive locations but the encounters were so different and refreshing which is why I could tolerate it. Reach was just skirmishes while Halo 2 and Halo 3 were just room-to-room. [quote][b]Posted by:[/b] SubtleSpartan I'll admit, they kinda sucked comapred to levels like The Ark and Assault on the control room.[/quote]Should have been optional. Vehicle segments have always failed IMO because they force you to use a vehicle and you can't do -blam!- without it. [quote][b]Posted by:[/b] SubtleSpartan Thats simple game mechanics, don't let enemies get close to you.[/quote]When you only have 1 vehicle to work with on a level (LNoS mission start only has a single Wraith) and you want to do something else with it besides killing infinitely spawning enemies, you end up placing yourself in scenarios where you have to get up close. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -vehicles are often irreplaceable so it's annoying having to abandon a functional vehicle[/quote] Twas the same in all the other games apart from CE.[/quote]In Halo 2 and Halo 3, you didn't have to leave the vehicle when it looked like it was going to blow up. As unrealistic as it was, it was very convenient for a lot of setups. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -lack of AI collections[/quote] I don't understand what this means.[/quote]AI go on a mass exodus to some location, you come in, they all swarm you, even the Elites. Also, when you bring friendly AI to difficult places, such as under a map. And a bunch of other things like having clones of Arbiter and Johnson. 7erminalVeloci7y's Meta Stability 2.0 has shown that AI collections in Reach are possible but they are much more smaller in scale compared to the trilogy. And granted, Reach does have cloning (2 Emiles, 2 Juns, 2 Jorges, 2 Carters on various levels). [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -lack of freeroaming AI[/quote] Not in previous games.[/quote]Even in Halo 2 and Halo 3, enemies are hard to persuade. The best you could do in Halo 2 is get a train of Ultras. The best you could do in Halo 3 is lure the hammer Chieftain to the end of Crow's Nest in addition to getting a train of kamikaze Grunts on The Covenant. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -excessive scripting (also in H3)[/quote] If you mean scripted events, it's not an RPG, the story is kinda scripted, like ALL other halo games.[/quote]Halo 3 Sierra 117: Phantoms at the end of the level blow up on their own over time, Pelican loaded with missiles is impossible to stop and has hax (can fire at enemies behind it) Halo 3 Crow's Nest: impossible to save the Warthog Halo 3 Floodgate: marines can get infected before the Flood falls on them or you saved them Halo 3 The Storm: enemies at the AA gun get killed off once cutscene starts Halo 3 The Ark: cannot touch light bridge or you die, marine driver of Gauss Hog dies even if you manage to save him Halo 3 The Covenant: if you skip all the enemies at Journey's End, they get killed off Granted, Reach at least lets you save the Troop Transport Hog on ONI. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -Noble Team and Pelicans ruin any hope of fun on lower difficulties[/quote] What fun?[/quote]TotS AA gun battles: Pelican comes in, ravages Grunts LNoS mission start: cleared by Noble Team LNoS beach battles: Pelican comes in, kills everything The Package: they get held up by Jackal snipers earlier in the level but when confronted by a Covenant army, they just graze through it like it was nothing PoA: Emile takes 2 Zealots out, only 4 Zealots left to fight I've played Reach longer than you think I would. [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -overrated encounters[/quote] Example?[/quote]4 Zealots at the end of PoA, 4 Ultras at the end of LNoS I did not find them intimidating. [quote][b]Posted by:[/b] SubtleSpartan Because you aren't supposed to kill civillians and betray your team-mates, you sadistic bastard.[/quote]It was encouraged as an easter egg in CE: killing Keyes and doing a bunch of random stuff unlocks access to Megg. Plus, when you pissed off your allies in either CE or Halo 2, the crosshair turned red and their performance was more better than when they were allies. Bungie wasn't opposed to betraying allied NPC from the start. It began with Halo 3. Besides, what would you do if you had an army of marines but nothing for them to fight? You'd be tempted to turn on them. [quote][b]Posted by:[/b] SubtleSpartan That's kinda what the thunderstrom skull does. It's not like they're any harder to kills, just one extra bullet.[/quote]Slow kill times. [url=http://www.youtube.com/watch?v=oPtUrClkTV0]A lot of grenade spamming Grunts, headshots, and Grunt Birthday Party is one hell of a birthday bash[/url] (also in Halo 2), whereas Reach lacks such an experience (Thunderstorm makes Grunts more likely to throw grenades and it makes them more durable so they don't blow themselves up which is why I want to turn it on). [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -still can't turn on/off skulls without restarting the mission[/quote] This was never in the previous games...[/quote]Halo 2: turn on skulls any time without restarting level. Turn off skulls by resetting Xbox Halo 3: have to restart ODST: have to restart [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -no carrying over weapons to next mission. Game frequently gives you a loadout[/quote] Carrying over weapons was only in halo 2, thougb it was pretty cool. Also you kinda have to have a loadout or you'd be weaponless, can't kill covenant then.[/quote]Also in Halo 3 (Tsavo Highway-The Storm, The Storm-Floodgate, The Covenant-Cortana, Cortana-Halo). Agreed. That doesn't mean it should be giving me crap weapons. The Package mission start is comparable to Delta Halo and The Covenant. The difference: no unique weapon that you can give to your marines so they can kick ass. Delta Halo: Rocket launcher, The Covenant: Spartan Laser, The Package: standard loadout How the hell am I supposed to enjoy an 'epic' mission without epic starting weapons? [quote][b]Posted by:[/b] SubtleSpartan [quote][b]Posted by:[/b] Sliding Ghost -redundant sandbox: *useless weapons (AR, plasma repeater, magnum) *situational weapons (concussion rifle, plasma launcher, plasma rifle, needler, plasma pistol overcharge, focus rifle, spartan laser) *useful weapons (DMR, needle rifle, plasma pistol, rocket launcher, sniper rifle, target locator)[/quote] Every weapon has a purpose and different people prefer different weapons. The AR is a brilliant secondary on legendary if you use it's burst fire to take down shields.[/quote]Granted the AR in Reach can actually be useful but only if I use it from mid-long range. Up close, you just get tempted to hold the trigger down in addition to dealing with a strong autoaim. [Edited on 09.17.2012 7:47 AM PDT]

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  • Personally, I don't like the campaign becuase it goes against the book quite a few times. One such time is that Master Chief and the Pillar of Autumn never landed on Reach.

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  • [quote][b]Posted by:[/b] TheSpiderChief This should go in the Halo: Reach forum. And if you think there are no obvious flaws in the campaign then you are clearly mistaken both gameplay-wise and canon-wise.[/quote]

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  • [quote][b]Posted by:[/b] Sliding Ghost Campaign AI: -sabotaged (I'm not saying they are stupid. I'm saying they were intentionally nerfed) friendly AI: slow turning speed, delay in getting in vehicles, minimum RoF output, charging into battle, wacky AI on Exodus (firing at civilians, don't attack Covies near end of the mission)[/quote] Granted, but then again when has the friendly AI in halo ever not been worse than the enemy AI? [quote][b]Posted by:[/b] Sliding Ghost -unpleasant enemy AI: *enemies have broken plasma pistols: insanely quick overcharging time, spamming overcharged bolts, possessing relatively tiny cooldown time, being able to fire standard shots almost immediately *enemies have major flaws (jump on Hunter, hologram Elites, needle rifle everything else) *can't assassinate dual wielding Elites or Brutes if they've noticed you[/quote] This has a very limited impact on gameplay, you're just nitpicking. [quote][b]Posted by:[/b] Sliding Ghost Campaign: -insufficient enemy numbers[/quote]How so? The numbers were relatively equal to or more than that of halo 3, which no-one complains about. [quote][b]Posted by:[/b] Sliding Ghost -overrated encounters[/quote] Example? [quote][b]Posted by:[/b] Sliding Ghost -lame objectives[/quote] No more lame than other games. The [i]only[/i] objective of sierra 117 was get to evac, with "coincidences" constantly preventing the player from doing so. Also the storm had the player simply destroy 3 AA objectives, something much complained about on TOSP. The objectives can be as boring as you want if you try. [quote][b]Posted by:[/b] Sliding Ghost -vehicle sections sucked[/quote] I'll admit, they kinda sucked comapred to levels like The Ark and Assault on the control room. [quote][b]Posted by:[/b] Sliding Ghost -once boarded, can't do anything about boarder (was also in H3). In a Wraith, you only have a second to try to get the boarder off, but thanks to vehicle health, you run the risk of damaging your Wraith. When confronting sword Elites in a vehicle, you're screwed if you're boarded due to 1 hit kill melee.[/quote] Thats simple game mechanics, don't let enemies get close to you. [quote][b]Posted by:[/b] Sliding Ghost -vehicles are often irreplaceable so it's annoying having to abandon a functional vehicle[/quote] Twas the same in all the other games apart from CE. [quote][b]Posted by:[/b] Sliding Ghost -lack of AI collections[/quote] I don't understand what this means. [quote][b]Posted by:[/b] Sliding Ghost -lack of freeroaming AI[/quote] Not in previous games. [quote][b]Posted by:[/b] Sliding Ghost -excessive scripting (also in H3)[/quote] If you mean scripted events, it's not an RPG, the story is kinda scripted, like ALL other halo games. [quote][b]Posted by:[/b] Sliding Ghost -Noble Team and Pelicans ruin any hope of fun on lower difficulties[/quote] What fun? [quote][b]Posted by:[/b] Sliding Ghost -game still punishes, only it's much worse (game kills you off, CoD style, for killing civilians even if it was an accident, making Noble Team able to kill you with 1 shot even though they are invincible (also in H3 but at least they could be disarmed))[/quote] Because you aren't supposed to kill civillians and betray your team-mates, you sadistic bastard. [quote][b]Posted by:[/b] Sliding Ghost -Thunderstorm skull makes every Grunt an Ultra and as you well know, they require 2-3 headshots. There was a time when I just wanted to fight Elite Ultras (in H2)...[/quote] That's kinda what the thunderstrom skull does. It's not like they're any harder to kills, just one extra bullet. [quote][b]Posted by:[/b] Sliding Ghost -still can't turn on/off skulls without restarting the mission[/quote] This was never in the previous games... [quote][b]Posted by:[/b] Sliding Ghost -no carrying over weapons to next mission. Game frequently gives you a loadout[/quote] Carrying over weapons was only in halo 2, thougb it was pretty cool. Also you kinda have to have a loadout or you'd be weaponless, can't kill covenant then. [quote][b]Posted by:[/b] Sliding Ghost -redundant sandbox: *useless weapons (AR, plasma repeater, magnum) *situational weapons (concussion rifle, plasma launcher, plasma rifle, needler, plasma pistol overcharge, focus rifle, spartan laser) *useful weapons (DMR, needle rifle, plasma pistol, rocket launcher, sniper rifle, target locator)[/quote] Every weapon has a purpose and different people prefer different weapons. The AR is a brilliant secondary on legendary if you use it's burst fire to take down shields. Player: [quote][b]Posted by:[/b] Sliding Ghost -extremely vulnerable player[/quote] No more so than other games. [quote][b]Posted by:[/b] Sliding Ghost -severe fall damage[/quote] What's the issue here? I expect to die if I fall 100ft. [quote][b]Posted by:[/b] Sliding Ghost -retarded jump height[/quote] You're a spartan III, not MC. Deal with it. [quote][b]Posted by:[/b] Sliding Ghost -slow movement & near useless strafe (insane projectile speed increase on Legendary nullifies it)[/quote] Useless strafe my ass. I've managed out kill plamsa rifle weilding ultras on legendary using purely strafing, no cover or shield recharging. [quote][b]Posted by:[/b] Sliding Ghost -necessity for Sprint[/quote] No there isn't. Gameplay: [quote][b]Posted by:[/b] Sliding Ghost -insane explosion blast radius[/quote] Granted, though negative impact on overall experience is minimal. [quote][b]Posted by:[/b] Sliding Ghost -cqc sucks[/quote] It hasn't changed at all from other games, except in that AI are actually better at it now with more moves. [quote][b]Posted by:[/b] Sliding Ghost -lolphysics[/quote] Better than CE bro. [quote][b]Posted by:[/b] Sliding Ghost -vehicle health[/quote] Granted [quote][b]Posted by:[/b] Sliding Ghost -plasma grenade super lethal[/quote] It always has been. If anything it's less lethal due to armour lock. [quote][b]Posted by:[/b] Sliding Ghost -awkward grenade throw -awkward sniping -awkward aiming[/quote] Thats your aim, not the games fault. I notice little difference from Halo 3, if anything it's easier. [quote][b]Posted by:[/b] Sliding Ghost -pop in/poor draw distance[/quote] [quote][b]Posted by:[/b] Sliding Ghost -Bloom[/quote] Granted, though I personally like it on most weapons. [quote][b]Posted by:[/b] Sliding Ghost Reach is mostly AI fail but it's mechanics were trash too.[/quote] So since reach is very similar to previous halo games, basically every halo game is a fail? Come at me bro!

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  • Honestly it's an eyesore. The blurriness of the game and the grainy effect is distracting. I still love playing it though.

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  • What's wrong with Reach? Let's see, weak Campaign, terribly written, one dimensional characters, and the worst part is that you never get to bond with them. You could literally replace them with Marines and you wouldn't feel any difference because you never get to see their "Spartan-III awesomeness". Also, this game contradicts most of the events from the novels. Yes, I know 343 Industries found a way for both stories to co-exist, but I still think these "solutions" make no sense. The novel was far more enjoyable, and if someone thinks that the game is better because "the fight lasts longer", then you've missed the point of what made the Halo story so great, just like Karen Traviss.

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  • I think Reach had the overall best campaign.

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  • Personally I love Reach. I love all of the Halo games. Everyone can have an opinion, which I'm fine with. Not everyone has to love the same thing. I thoroughly enjoyed and still do enjoy it.

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  • The problem, my dear boy, is classes in multiplayer

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  • You know, I had some problems with it too. At first I was so excited about it I knew all the spoilers before it even got out. When I played it a few times I was disappointed with it and some things about it. But bit by bit I learned to enjoy it again, in a different fashion, I suppose. Now I's like Halo 3 to me, I always return to it with fond memories and I always find something new about it. It's one of the reasons I love Bungie games.

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  • [quote][b]Posted by:[/b] wcd45 I think Reach gets alot of undeserved negative attention. I'm not saying it was perfect but it wasn't anything like as bad as soo many on this site make out.[/quote]No Halo game was perfect; people are just aggressive since it is the current Halo game that is out.

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  • [quote][b]Posted by:[/b] UL7IM4 G33K [quote][b]Posted by:[/b] Xd00999 In the original version the Covies outnumbered the UNSC roughly 2:1. High odds, but there is no way the entire battle could be over in that short amount of time. Yes, ground engagements continued for over a month, but those were resistance skirmishes. Before you could even finish most movies, the Covies destroyed over a hundred UNSC warships, destroyed and/or disabled every single MAC, eliminated most of HighCom, wiped out every major military base, and were beginning glassing. The battle was effectively lost. Reach was [i]the[/i] military stronghold. Excluding Earth, no other colony had greater defenses or military presence. Reach arguably had more soldiers. Reach falling in 2 hours is ridiculous.[/quote] In order for the UNSC to have a fair fight against the Covenant, they would need 3 ships to every one Covenant ship. The UNSC at Reach had roughly 250-ish ships (number may be wrong) vs. the Covenant's 700-ish ships. And they STILL lasted for several hours despite being at a massive disadvantage. Reach is a candy coated version of what actually happened, with numerous continuity errors. If you think its retarded for Reach to fall in 2 hours, how much more retarded would the UNSC have to be to let a random ship waltz into its space without contest (IE start of Halo: Reach).[/quote] The amount of times we've been shown that the whole 3:1 thing is pretty bull-blam!- are rather numerous...that is hardly a valid representation. And besides the point, it doesn't matter how large the Fleet of Particular Justice was upon arrival as a full [i][b][u]half[/u][/b][/i] of the fleet was wiped out by the SMACs, UNSC fleet, and a minefield before they even got to fire a shot off. Leaving the number of ships almost exactly even 15o vs 150...and considering the SMACs can take out a single Covenant ship with one shot (multiple if they're in line with each other) each SMAC counts for roughly three UNSC ships, as it takes about 3 normal MAC rounds to down a Covenant ship. So of course it's retarded that Reach fell in [i]under[/i] an hour taking the book on its own...especially with the Covenant instantly knowing where all of the UNSC's most important bases and locations were even though they had just arrived and despite the dropships descending on the planet from the two poles [u]miles[/u] from their intended targets...they almost instantly overrun what should be permanent military bases, not some random little backwoods outpost, with only hundred of dropships that are all splitting up to hit multiple different locations, and the fact that none of Reach's 11,050 strong airforce did anything to stop them or whatever anti-air units it would have in it's 58,430 land based units (and these are all the [i]permanent[/i] forces kept on Reach, the actual number is probably more considering how all of the ships in the fleet regularly stop off there and Reach would then have all of their assets at their disposal as well). I mean really think about it, the UNSC has been at war with the Covenant for roughly 25 years now, the army wouldn't be just standing around, but they'd all be ready to jump to full combat readiness almost the instant after warning of the Covenant finding Reach being known. On it's own the account given in TFoR is uttlerly ridiculous on multiple levels. Neither the game or the book are perfect on their own, they're meant to stand together compliment each other...all of those problems I mentioned above now actually make sense because of the game. Defenses were more quickly overrun because the planet was already under attack and that is how the Covenant knew where everything was when the Fleet of Particular Justice arrived. And ONI had lured the Long Night of Solace to Reach in order to use the ship for Operation RED FLAG...it wasn't just sitting there, it was one ship that they could easily control, and RED FLAG would have actually succeeded if they had shared their knowledge of it being there (which they could have easily done without revealing [i]they[/i] had been the ones who actually lured it there). The Pillar of Autumn was the back-up plan, or at least became that after the LNoS was destroyed, it was probably going to be the flagship leading the assault on the LNoS had Noble Team not blown it up.

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  • [quote][b]Posted by:[/b] Xd00999 In the original version the Covies outnumbered the UNSC roughly 2:1. High odds, but there is no way the entire battle could be over in that short amount of time. Yes, ground engagements continued for over a month, but those were resistance skirmishes. Before you could even finish most movies, the Covies destroyed over a hundred UNSC warships, destroyed and/or disabled every single MAC, eliminated most of HighCom, wiped out every major military base, and were beginning glassing. The battle was effectively lost. Reach was [i]the[/i] military stronghold. Excluding Earth, no other colony had greater defenses or military presence. Reach arguably had more soldiers. Reach falling in 2 hours is ridiculous.[/quote] In order for the UNSC to have a fair fight against the Covenant, they would need 3 ships to every one Covenant ship. The UNSC at Reach had roughly 250-ish ships (number may be wrong) vs. the Covenant's 700-ish ships. And they STILL lasted for several hours despite being at a massive disadvantage. Reach is a candy coated version of what actually happened, with numerous continuity errors. If you think its retarded for Reach to fall in 2 hours, how much more retarded would the UNSC have to be to let a random ship waltz into its space without contest (IE start of Halo: Reach).

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  • I think Reach gets alot of undeserved negative attention. I'm not saying it was perfect but it wasn't anything like as bad as soo many on this site make out.

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