[quote]if you are posting saying why (1 ore more) said issues arent issues, please provide 1 example as to how any of the reach systems is in ANY WAY superior to ANY of the previous systems.[/quote]
i think we can all agree that halo has always been about 3 things that have been perfected to a point of making halo straight up groundbreaking, and revolutionary as an FPS game (talking about Halo CE, and halo in general).
the triangle of halo has had 3 sides:
-Shooting
-Melees
-Grenades
and now
-Armor abilities
up until halo reach this triangle has been fairly unscathed, and has followed the 'dont fix what isnt broken' rule.
in halo reach, however, the triangle of halo has been destroyed.
[quote]why shooting is broken:[/quote]
shooting is broken in halo reach because the DMR benefits spammers at mid range over 1% of the time.
every single % that a spammer (full auto DMR) would win against someone not spamming is a slap-in-the-face terrible system for halos primary weapon spawn for any sort of competitive halo.
why is this tolerated at all?!? i have came across probably over 100 threads on this matter alone, and THOUSANDS of posts with a strong desire for this garbage to be changed.
the worst part of the matter, however, is that bungie doesnt say anything on the matter, and straight up ignores the community outrage.
[quote]why melees are broken:[/quote]
currently, in halo reach, there is almost no reason to ever shoot your gun in a melee situation. no-bleed melees render all damage that would not 'pop' your shields into straight up wasted effort with the current melee settings. i have seen variations, like the 75% damage that MLG settings use, but these are still far less optimal than any of the previous melee systems.
it boggles my mind that bungie would make a conscious decision to move AWAY from shooting before you smack someone in close quarters combat.
this is such a catastrophic, crippling blow to the game its insane. how can any of you say, with a straight face, in all seriousness, that the reach melee system is in ANY WAY superior to any of the previous melee systems.
halo ce had a brilliant melee system (the best by a large margin imo)
halo 2 had a terrible melee system before it was patched, but post-patched it became 20x better. it now gave players the ability to become significantly better by using button combinations to quicken the speed of melee kills, enabling people to dispense players more quickly, leading to a direct increase in skill-gap, AND fun factor (because its fun knowing that even tho you are really good, you still have a lot of room to improve).
halo 3's melee system started out kinda mediocre, but post patch it was really made better, but was still sub-optimal overall because it actually benefited players for shooting longer, and smacking second (to deal more damage before the melee registration rewarded the player who dealt more damage the kill, keeping said player alive in the process).
halo reach's melee system is the worst of them all, hands down, bar none. there seriously isnt a single way its more optimal than any of the previous melee systems.
[quote]why grenades are broken:[/quote]
in halo 2, and halo 3, if you have full shields you will live through a grenade on top of you (frag), in halo reach, however, if you have low HP (not shields) ONE single grenade can kill you. this alone makes grenades incredibly overpowered, and greatly encourages the spamming of them.
its like if you get good enough at throwing grenades you wouldnt even need to shoot, especially if you stay on top of the grenade respawns, and constantly pick them up off of dead players.
[quote]why armor abilities are broken:[/quote]
now, i cant say that armor abilities are a complete 'flop' by any means. armor abilities provide another great aspect to the game, and add a tremendous amount of depth to the game.
while the 'idea' behind armor abilities is grand, the implementation of several of them is extremely sub-optimal. i think it is really sad that some of the armor abilities are on different levels than the other ones in terms of how good they are at average situations that happen frequently.
the god-tier armor abilities are:
armor lock (takes no skill to use, and is blatantly overpowered)
and evade (but you have to be good with it)
(maybe jet pack if you are a pro with it)
the good, and situational armor abilities are:
jet pack
sprint
bubble shield (for planting bombs, and pulling flags, etc.)
and hologram is basically really bad unless you are playing vs really bad players who fall for the obvious holograms.
i think with a different implementation of the armor abilities, and certain mini-tweaks, they could all be balanced a LOT better than they currently are.
-make armor lock last 2 seconds (with no frosting effect)
-make sprint start at the maximum speed (not have to build up to the top speed)
-make evade NEVER do the mini-rolls that kill you the second it glitches out and fails.
-make hologram shoot out 2 holograms, or some other massive buff, perhaps making it shoot at the target the most in front of it, but dealing 0 damage.
-make drop shield pop 2x faster (it takes a TON of damage right now, like 4 grenades to pop it lol)
-and just take out jetpack except for the novelty gametypes they were meant for.
i mean.. who seriously still thinks that armor lock is in any way balanced or hard to use? i mean.. sure the disadvantages for using it in a 1v1 situation are huge, but thats not why its overpowered. its blatantly overpowered because if you have even ONE teammate who has a shred of an idea what hes doing, and can stick within.. what 24 feet of you, he can kill the person waiting to kill you almost every time before your armor lock runs out.
god forbid an entire team is using it and sticking together.. when this happens its almost impossible to win, unless you all switch to evade, or the map has snipers and you headshot everyone.
sigh, this game just makes me :C
[quote]if you are posting saying why (1 ore more) said issues arent issues, please provide 1 example as to how any of the reach systems is in ANY WAY superior to ANY of the previous systems.[/quote]
[Edited on 12.30.2010 10:12 AM PST]
-
[quote][b]Posted by:[/b] NIKwithoutaC [quote][b]Posted by:[/b] THC 4N Swag [quote]When you had two people in H3 with BRs that both had any sort of aiming ability, it came down to who got the first shot[/quote] Please tell me that was sarcasm.[/quote] It was not sarcasm. The BR in H3 had very little depth to the weapon in terms of use and complexity. All you did was aim at your opponent and pull the trigger as fast as the BR would let you shoot. Therefore, it basically had a fixed kill time from the first trigger pull, providing you never missed. Fixed kill time means the player who shoots first, kills first. Period. Because of bloom, the DMR ultimately has a variable effective kill time. The player who has good aim AND good trigger cadence is most likely to get the kill in a DMR duel, even if he doesn't necessarily get the first shot. [quote][b]Posted by:[/b] IC4I II URZA II i agree with you for the most part, but as for bloom. how is it more fair to give someone with the second shot in a DMR battle a chance to rapid fire his dmr to get lucky against his opponent who got the jump on him? isnt it more fair to give the advantage to the player who is more prepared for the situation, rather than give both players the option to beat the other 20% of the time by machine gunning their DMRs, even if they have flawless aim and perfect cadence?[/quote] I'm not talking luck, and being prepared isn't always possible. Example 1: You're sneaking around with active camo. You're crouched in a corner and spot a dude firing at one of your teammates a few feet away from you. So, he's facing you but doesn't necessarily see you. You realize this and in your excitement, spam the DMR in his direction, half your shots miss. He sees you now, and calmly returns fire, pacing his shots. It's a close fight because you had the head start, but he edges you out with consistent hits and gets the kill. If you both had been using the BR, you would have won every time, because you got the first shot. +1 bloom. Example 2: You have the shotgun. You know an enemy is right around the corner because you can see him on radar. You spin around the corner and lay him out with a single shot, but at the same time, one of his teammates is behind him and out of range for the shotgun/radar. His teammate tags you with a shot from the DMR, before you have an opportunity to switch weapons. You switch, now you have the DMR, you pace your shots, he doesn't, and you get the kill. If this was a BR duel, he would have killed you every time. +1 bloom. From what I've seen, reducing bloom would make the DMR too much like the BR; two dimensional and boring. Increasing bloom spread to discourage spamming might just make it more frustrating to use and useless at short range. So, I don't know. I'm torn on the subject. IMHO, I think bloom, as it is now, is a good compromise, and a necessary evil to add complexity to the game.[/quote] how about this situation that happens quite often: player 1 sees player 2 first player 1 uses perfect aim and flawless cadence to shoot at player 2 player 2 turns around and machine guns his DMR getting a random lucky 7 shot kill before player 1 can land the 5 shot on player 2's head. player 2 wins the encounter, even tho he misused the gun. -200000000 bloom. /argument.
-
[quote][b]Posted by:[/b] THC 4N Swag [quote]When you had two people in H3 with BRs that both had any sort of aiming ability, it came down to who got the first shot[/quote] Please tell me that was sarcasm.[/quote] It was not sarcasm. The BR in H3 had very little depth to the weapon in terms of use and complexity. All you did was aim at your opponent and pull the trigger as fast as the BR would let you shoot. Therefore, it basically had a fixed kill time from the first trigger pull, providing you never missed. Fixed kill time means the player who shoots first, kills first. Period. Because of bloom, the DMR ultimately has a variable effective kill time. The player who has good aim AND good trigger cadence is most likely to get the kill in a DMR duel, even if he doesn't necessarily get the first shot. [quote][b]Posted by:[/b] IC4I II URZA II i agree with you for the most part, but as for bloom. how is it more fair to give someone with the second shot in a DMR battle a chance to rapid fire his dmr to get lucky against his opponent who got the jump on him? isnt it more fair to give the advantage to the player who is more prepared for the situation, rather than give both players the option to beat the other 20% of the time by machine gunning their DMRs, even if they have flawless aim and perfect cadence?[/quote] I'm not talking luck, and being prepared isn't always possible. Example 1: You're sneaking around with active camo. You're crouched in a corner and spot a dude firing at one of your teammates a few feet away from you. So, he's facing you but doesn't necessarily see you. You realize this and in your excitement, spam the DMR in his direction, half your shots miss. He sees you now, and calmly returns fire, pacing his shots. It's a close fight because you had the head start, but he edges you out with consistent hits and gets the kill. If you both had been using the BR, you would have won every time, because you got the first shot. +1 bloom. Example 2: You have the shotgun. You know an enemy is right around the corner because you can see him on radar. You spin around the corner and lay him out with a single shot, but at the same time, one of his teammates is behind him and out of range for the shotgun/radar. His teammate tags you with a shot from the DMR, before you have an opportunity to switch weapons. You switch, now you have the DMR, you pace your shots, he doesn't, and you get the kill. If this was a BR duel, he would have killed you every time. +1 bloom. From what I've seen, reducing bloom would make the DMR too much like the BR; two dimensional and boring. Increasing bloom spread to discourage spamming might just make it more frustrating to use and useless at short range. So, I don't know. I'm torn on the subject. IMHO, I think bloom, as it is now, is a good compromise, and a necessary evil to add complexity to the game.
-
[quote][b]Posted by:[/b] NIKwithoutaC I think it's senseless to suggest nerfing any of the AAs other than armor lock. Most of them work pretty well as-is. Remember drop shield in H3? It didn't even take damage, it just stayed on for a fixed amount of time. Weakening the drop shield in this game even more than what it is would make it useless. It's not an overshield, it's a drop shield. You sacrifice mobility for protection. Weakening it would make it immobile AND defenseless. And yes, jetpack users are annoying, but that makes it so much more satisfying to knock them out of the sky with a couple shots from the DMR and get the little medal. And I don't even know how to respond to the poster that said taking hits should knock you out of a sprint or a evade, other than saying THAT WOULD RUIN THOSE TWO AAs ENTIRELY. I almost exclusively use sprint, I like to use it when I have to run across open areas where I know people will be firing at me. If one bullet hit stopped my run, sprint would become useless in pretty much any situation except getting to the power weapons before your teammates at the beginning of a game. Evade is designed to do just what it's name is. Imagine how useless it would be if someone was spamming an AR in your direction? No- BUNGIE, if you're reading this, PLEASE don't nerf sprint and evade. PLEASE. Now, armor lock... Yea, armor lock is irritating. More often than not, it's "Crap, I got myself in over my head, now I'm just going to AL and pray to jebus that some of my teammates will show up and save my sorry ass". When that happens, everybody just stands around and waits for the AL n00b to pop out, wasting time and slowing gameplay. I've seen it suggested before that AL be changed so that it's total duration is much shorter. Still could be used twice, but each use might only last a second or so. This would force people to actually strategize and time their AL use, rather than doing the head-in-the-sand method as said above. Also, I'm not sure how I feel about the fact that you can use AL the exact same amount of times that you can carry sticky grenades. Too convenient for AL users, too INconvenient for everyone else. As for the n00b spamming DMR bloom argument- When you had two people in H3 with BRs that both had any sort of aiming ability, it came down to who got the first shot. Every time. If someone shot you first, you might as well have just stopped moving and hung your head. People seem to forget that when arguing about the DMR. Bloom gives the "second" person a fighting chance, even if the "first" person has already landed a shot or two. Bloom adds complexity to the weapon and therefore favors the player of higher skill. Does bloom need adjusted? In MY opinion, no. But I'm sure Bungie can see statistics that we can't (number of matchmaking kills with the DMR with a highly expanded reticule, hmmmmm...), and if they see a legitimate problem, it will likely get fixed. Grenades work, I mean come on. We can only carry 4 now, and the fun spike and incendiary ones are gone. Let's not make it a water balloon fight. I honestly like the melee system. CQB is must faster paced now, and I seem to have less "draws" than what I had in H3, which seemed to happen almost every time.[/quote] i agree with you for the most part, but as for bloom. how is it more fair to give someone with the second shot in a DMR battle a chance to rapid fire his dmr to get lucky against his opponent who got the jump on him? isnt it more fair to give the advantage to the player who is more prepared for the situation, rather than give both players the option to beat the other 20% of the time by machine gunning their DMRs, even if they have flawless aim and perfect cadence?
-
[quote]When you had two people in H3 with BRs that both had any sort of aiming ability, it came down to who got the first shot[/quote] Please tell me that was sarcasm.
-
[quote][b]Posted by:[/b] irie II inb4 fanboys saying its perfectly fine and to adapt. OT: A classic playlist would slve everyone's problems. It might even bring me back to Reach. [/quote]We can dream.
-
I think it's senseless to suggest nerfing any of the AAs other than armor lock. Most of them work pretty well as-is. Remember drop shield in H3? It didn't even take damage, it just stayed on for a fixed amount of time. Weakening the drop shield in this game even more than what it is would make it useless. It's not an overshield, it's a drop shield. You sacrifice mobility for protection. Weakening it would make it immobile AND defenseless. And yes, jetpack users are annoying, but that makes it so much more satisfying to knock them out of the sky with a couple shots from the DMR and get the little medal. And I don't even know how to respond to the poster that said taking hits should knock you out of a sprint or a evade, other than saying THAT WOULD RUIN THOSE TWO AAs ENTIRELY. I almost exclusively use sprint, I like to use it when I have to run across open areas where I know people will be firing at me. If one bullet hit stopped my run, sprint would become useless in pretty much any situation except getting to the power weapons before your teammates at the beginning of a game. Evade is designed to do just what it's name is. Imagine how useless it would be if someone was spamming an AR in your direction? No- BUNGIE, if you're reading this, PLEASE don't nerf sprint and evade. PLEASE. Now, armor lock... Yea, armor lock is irritating. More often than not, it's "Crap, I got myself in over my head, now I'm just going to AL and pray to jebus that some of my teammates will show up and save my sorry ass". When that happens, everybody just stands around and waits for the AL n00b to pop out, wasting time and slowing gameplay. I've seen it suggested before that AL be changed so that it's total duration is much shorter. Still could be used twice, but each use might only last a second or so. This would force people to actually strategize and time their AL use, rather than doing the head-in-the-sand method as said above. Also, I'm not sure how I feel about the fact that you can use AL the exact same amount of times that you can carry sticky grenades. Too convenient for AL users, too INconvenient for everyone else. As for the n00b spamming DMR bloom argument- When you had two people in H3 with BRs that both had any sort of aiming ability, it came down to who got the first shot. Every time. If someone shot you first, you might as well have just stopped moving and hung your head. People seem to forget that when arguing about the DMR. Bloom gives the "second" person a fighting chance, even if the "first" person has already landed a shot or two. Bloom adds complexity to the weapon and therefore favors the player of higher skill. Does bloom need adjusted? In MY opinion, no. But I'm sure Bungie can see statistics that we can't (number of matchmaking kills with the DMR with a highly expanded reticule, hmmmmm...), and if they see a legitimate problem, it will likely get fixed. Grenades work, I mean come on. We can only carry 4 now, and the fun spike and incendiary ones are gone. Let's not make it a water balloon fight. I honestly like the melee system. CQB is must faster paced now, and I seem to have less "draws" than what I had in H3, which seemed to happen almost every time.
-
How is Hologram broken? If anything it takes the most skill to use properly. A good player with hologram knows when and where the most stressed parts of a map are. Allowing two holograms would be a completely Asinine. Why would a player need two holograms? To make it work you would have to shorten the life span of each hologram and then it completely destroys the point of it. Hologram is fine the way it is. The best example to give would be to experience it, so if you want to see its uses go play rumble pit.
-
But no bungie did it therefore its right
-
[quote][b]Posted by:[/b] THC 4N Swag [quote][b]Posted by:[/b] carby21 Your 10% of people isn't really the whole community.[/quote] Nope, but its 10% that actually gives a -blam!-. The casual players will play ANYTHING Bungie throws at them as long as it is new.[/quote] this, 100000000 times over.
-
[quote][b]Posted by:[/b] GeorgeBaggy [quote][b]Posted by:[/b] DG Ren3gade Some people believe that the Halo series needed change. They say that the new mechanics in Reach are "refreshing". I will not quote made-up numbers, claim that I speak for the majority, or anything of the like. But I will speak for myself, with my years and years of Halo fandom adding gravity to my words. Bungie, you screwed up with Halo: Reach.[/quote] "Hey Bungie I don't like Halo Reach so you screwed the game up since obviously it was supposed to be made for me"[/quote] why are you under the impression that im the only one that thinks things need to be changed? laughable reply is laughable.
-
[quote][b]Posted by:[/b] carby21 Your 10% of people isn't really the whole community.[/quote] Nope, but its 10% that actually gives a -blam!-. The casual players will play ANYTHING Bungie throws at them as long as it is new.
-
[quote][b]Posted by:[/b] Folix 117 Bungie are [i]only[/i] profesional game designers and makers. i'm sure all you people who point out how they ruined halo could have made a much [i]beter[/i] game than them[/quote] sure i cant program a game, but i'd bet 1,000,000 i could make a patch for halo with a lot of changes that would be literally 20x better than reach is now.
-
Your 10% of people isn't really the whole community.
-
[quote][b]Posted by:[/b] woooooooo13 Its too late to make THAT kinda changes, Think in the box of possible. Most the things you said are too much for a title update. I also think most would F up the game more but that's just my opinion, Not being fanboy-ish but the game is good where its at, Just minor things that take away the perfect. [/quote] um. no, it is not 'too late' to change things. you are wrong. they have the capability to do so EASILY.
-
[quote][b]Posted by:[/b] MongrelShadow14 it really doesnt make since to me why you say you want to encourage shooting effectiveness but insist on a bleed-through system. i almost never saw anyone shot in close quarters it was always shot until within range then melee. after all why would i shoot more when i could just end them now? the only time i ever had a real problem with the double melee was in the beta where the time in between melees was much shorter. i myself would sprint around in the beta and double beatdown most of the time in power house. i only really encounter sprint and double melee amongst lower ranks. wich they dont know how to play quite yet. it makes perfectly good since why grenades can kill you when you have full shields and little health. 1: grenades arnt like a fist they "bleed through" 2: do you really think it would be fair for somone whos limping across the field to live through a grenade just because he has full shields? grenades where stronger in the beta. the only thing i might agree with is making the fuse time slightly longer. and i could really care less about the way bloom is now. it works for me in long range when i pace. and when im medium range i crouch and full auto. it reduces bloom. and spam and back pedal when there close. no AA is broken or overpowered. you got your facts wrong. your shields only regenerate in AL after you wait a few seconds from being damaged. and during frosting you may be able to shoot and melee but you cant aim. they would have to be pretty close for anything you could do in frosting to work. and the jet pack is slow and really loud. plus you have a radar. so if a jetpacker still gets the drop on you thats your fault. your right halo use to be a triangle. but with AA'S its changed things made stratigies more in depth. and anyone who knows how to use an AA to its full strength and knows its weakness can make it into a deadly weapon. so if youve got anything to yell at its the player who just outplayed you. not what hes using. true there are issues with this game but seeing as how everything you are asking for has been tweaked from the beta there only gona focus on real things. like infection betrayl glitch. host re connection causing the loss of your AA things like that.[/quote] "do you really think it would be fair for somone whos limping across the field to live through a grenade just because he has full shields?" by that train of logic are you are saying is it is fair that you can survive a spartans FALCON PUNCH with 1% shields? also, why is it better for grenades to be the end all best weapon in damn near every situation when you dont have a power weapon? maybe think things thru before you post, lest you look like a fool in the process. "and i could really care less about the way bloom is now." if you dont care about it, why are you posting about it? obviously you dont understand the simple concept of it being bad for someone to MACHINE GUN THEIR DMR to beat you even tho you have PERFECT AIM and FLAWLESS CADENCE. or are you saying that bloom is ok because if you crouch and spam you can beat someone else spamming? either way you are good at making yourself look like a tool. "no AA is broken or overpowered." lol what?!?! you seriously think armor lock is in any way, shape, or form balanced? LMAO! how is it fair to give players a choice to pick something that completely eliminates other strategies from the game like armor lock does? how is it fair for one armor ability to grant its user an additional ~80% chance to get out of the situation (provided that he stays by his teammates, and they arent horrible). ok kid, i just lost all respect for you there but we'll move on. "your shields only regenerate in AL after you wait a few seconds from being damaged. and during frosting you may be able to shoot and melee but you cant aim. they would have to be pretty close for anything you could do in frosting to work." are you really arguing that you should be able to REGENERATE YOUR SHIELDS WHILE INVINCIBLE? HAHAHAHAAHA! also, are you defending the frosting effect that lets you SHOOT AND MOVE WITH 400% DAMAGE REDUCTION!? LMAO wow kid are you working with extra chromosomes or something? seriously, you have to be trolling, but im not quite sure, so 10/10. also, the reason jet pack is overpowered is because it eliminates all form of 'map control'. map control being placing your team in spots that control 'choke points' that enable players to get to where your team is. jet pack takes every single choke point out of the game. you really dont have the slightest idea what you are talking about do you? lol "true there are issues with this game but seeing as how everything you are asking for has been tweaked from the beta there only gona focus on real things" so by your logic because it was fixed once means it doenst need to be fixed again? wow, thats one of the stupidest things ive ever heard! you even admitted there are problems that could be fixed! if you are trolling, 10/10, but if not.. your existence is futile.
-
Bloom and AA's abuses no longer matter to me. I tolerated Bloom and AA. See a -blam! Armor Locker? Be an ALer yourself. Just got killed by a Camo camper? Be a Camo camper as well. That's like the only possible tactic with AA in Reach. [i]Fight [u]Fire[/u] with [u]Fire.[/i][/u] And usually, I tend to play more of Firefight and Campaign than Multiplayer these days; Because of the lag, and the lopsoided "Trapezoid" you said. But if there's one thing I admittedly can't adapt, it would be the constant nade spamming (First nade kills me, the 2nd and 3rd and etc. then explodes around my body, further humilating my death) and the Sprint/Evade + Melee/Sword/Hammer + Melee/Sword/Hammer = Kill combo.
-
Its too late to make THAT kinda changes, Think in the box of possible. Most the things you said are too much for a title update. I also think most would F up the game more but that's just my opinion, Not being fanboy-ish but the game is good where its at, Just minor things that take away the perfect.
-
Bungie are [i]only[/i] profesional game designers and makers. i'm sure all you people who point out how they ruined halo could have made a much [i]beter[/i] game than them
-
AA's make the game unbalanced by starting out players DIFFERENTLY instead of on even ground as the older halo games did. Reach doesn't require much situational awareness now as well because people can just AL and reset the fight or sprint away when they are about to die. So making mistakes or stupid decisions doesn't really matter anymore which lowers the skill-gap tremendously. Secondly bloom in its current form is not working as it was intended to. It was meant to reward players for timing their shots but in its current form spamming is more effective at close-mid ranges where most battles happen. Luck should never play a big part in whether i kill someone and especially not in a halo game. The combination of AA's and bloom has also slowed down game play considerably. My shots now vary with the random bloom and i cant rely on my precision weapons to consistently shoot the same. This is a huge problem. Like i said before spammable AA's make it so players are not punished for making bad choices anymore and fights are prolonged. This is why Reach has no competitive feel to it, and the more experienced halo veterans are quitting in droves. The horrible Arena numbers reflect that and changes need to be made or the population numbers will continue to fall. [Edited on 01.20.2011 3:43 AM PST]
-
[quote][b]Posted by:[/b] -Shooting -Melees -Grenades [/quote] Actually, based on that "equation", it started being a "trapezoid" in Halo 3. AAs replaced equipment. But I am sure that has already been pointed out.
-
[quote][b]Posted by:[/b] DG Ren3gade Some people believe that the Halo series needed change. They say that the new mechanics in Reach are "refreshing". I will not quote made-up numbers, claim that I speak for the majority, or anything of the like. But I will speak for myself, with my years and years of Halo fandom adding gravity to my words. Bungie, you screwed up with Halo: Reach.[/quote] "Hey Bungie I don't like Halo Reach so you screwed the game up since obviously it was supposed to be made for me"
-
To the OP: Don't let the door hit you on the way out Nancy.
-
[quote][b]Posted by:[/b] Overklock Amen OP. Bungie always talked about the 3 elements of Halo in their videos. Armor abilities DESTROYED that triangle. It created un-fun frustrating gameplay. Bloom is a joke. Bloom and bullet spread in my opinion should only be in a game with iron sights. The pace of this game is dreadfully slow. Bungie needs to do something.[/quote] I know a game called Black Ops that uses iron sights and that is the slowest game I've ever played. Reach is way faster than it
-
You know, I quit playing Reach about... 2 months ago. I sold it a month ago. I haven't missed it, haven't regretted selling it. Hell, I've regretted selling SoulSilver, but not once have I regretted selling Reach. I have been a fan of the series since CE. I've played CE (in all flavors), 2, 3, Wars, ODST, and Reach. I've read every novel, every comic, seen Legends, played the stupid board games, immersed myself in everything Halo. Hell, I even have a warthog Christmas tree ornament. A few of my friends have commented recently that it is "extremely bizarre" to talk to me when I've not been playing Halo. So why did I sell Reach? Easy. There was no lasting value. The game was incredible at first, I absolutely loved it. I wanted to get better, delve into it in the same way I had done in the last games. However, when I did so, I realized a few things. Firstly, there is a very small skill gap as compared to the previous titles. You can argue this point until the cow comes home, but this isn't really an opinion. Armor abilities, bloom, melee-nonbleed. All good ideas in theory, but poorly executed. The only thing promoted here is randomness. Randomness leads to stale gameplay. Secondly, and most importantly, the game is not fun. I'm sure other people find it fun, but I, a gamer who's been playing Halo for years (not even an MLG player), does not find this game fun. Not even enough to warrant keeping it. Some people believe that the Halo series needed change. They say that the new mechanics in Reach are "refreshing". I will not quote made-up numbers, claim that I speak for the majority, or anything of the like. But I will speak for myself, with my years and years of Halo fandom adding gravity to my words. Bungie, you screwed up with Halo: Reach. [Edited on 01.20.2011 3:01 AM PST]
-
I think some of those reasons are silly. Just because they kinda go, "the skill gap increased between players because some will and do exploit things in games that weren't supposed to be there." Kinda like the guys in MW2 who sit there with grenade launchers and one man army pro. Another one. Drop shields don't really take that much damage. They take a decent amount, yeah, but under concentrated fire they don't last for more then mere moments. However, I agree with a few points...
-
it really doesnt make since to me why you say you want to encourage shooting effectiveness but insist on a bleed-through system. i almost never saw anyone shot in close quarters it was always shot until within range then melee. after all why would i shoot more when i could just end them now? the only time i ever had a real problem with the double melee was in the beta where the time in between melees was much shorter. i myself would sprint around in the beta and double beatdown most of the time in power house. i only really encounter sprint and double melee amongst lower ranks. wich they dont know how to play quite yet. it makes perfectly good since why grenades can kill you when you have full shields and little health. 1: grenades arnt like a fist they "bleed through" 2: do you really think it would be fair for somone whos limping across the field to live through a grenade just because he has full shields? grenades where stronger in the beta. the only thing i might agree with is making the fuse time slightly longer. and i could really care less about the way bloom is now. it works for me in long range when i pace. and when im medium range i crouch and full auto. it reduces bloom. and spam and back pedal when there close. no AA is broken or overpowered. you got your facts wrong. your shields only regenerate in AL after you wait a few seconds from being damaged. and during frosting you may be able to shoot and melee but you cant aim. they would have to be pretty close for anything you could do in frosting to work. and the jet pack is slow and really loud. plus you have a radar. so if a jetpacker still gets the drop on you thats your fault. your right halo use to be a triangle. but with AA'S its changed things made stratigies more in depth. and anyone who knows how to use an AA to its full strength and knows its weakness can make it into a deadly weapon. so if youve got anything to yell at its the player who just outplayed you. not what hes using. true there are issues with this game but seeing as how everything you are asking for has been tweaked from the beta there only gona focus on real things. like infection betrayl glitch. host re connection causing the loss of your AA things like that.