The strange thing with Pinnacle is that it has an entire part of forge world made specifically for it and nothing else really.
Now the question is why not make it play to its fullest potential? Big tower is severely overpowered and there are many awkward protrusions and sloppy forging all around the map as well as a severe lack of cover that was once there. All these things go hand in hand in making this map severely unbalanced.
Some changes were done to balance the map like moving blue initial spawn to the small tower that way both teams fight for rockets and both get their respective sniper at the same time.
Reach is one year old, and there are tons of good games comming comming out this year (Skyrim, BF3, MW3…etc) and Reach must try to survive one more year. For that reason I suggest that 343 Industries would upgrade the maps that bungie remade, by replacing them with the ones that Overkill has done.
That, the classic maps, and the TU can make Reach last for one more year without much problem.
It seems that every thread of yours never lacks my support
> Two Things:
>
> 1. Excellent Remake. Much better then Pinnacle at the moment.
>
> 2. Where’s the Banshee?
Unless the Banshee gets nerfed, it will always remain severely overpowered.
I tried it out for a long time and the average player is to incompetent to team shot the banshee down. That and one banshee bomb can clear out 2-3 guys easily given how small the map.
Feel free to try it out with a banshee on 150 sec respawn.
Its fun sometimes but other times its extremely overpowered.
I hope the TU addresses this. Either make the rockets retain their lock after a flip or increase the cool time between flips AND banshee bombs.
The Reach Banshee would probably be overpowered on Ascension. I’m glad it wasn’t added in, but at least Bungie could’ve done a little something with that area instead of leaving it as just a landing pad.
> > Two Things:
> >
> > 1. Excellent Remake. Much better then Pinnacle at the moment.
> >
> > 2. Where’s the Banshee?
>
> Unless the Banshee gets nerfed, it will always remain severely overpowered.
>
> I tried it out for a long time and the average player is to incompetent to team shot the banshee down. That and one banshee bomb can clear out 2-3 guys easily given how small the map.
>
> Feel free to try it out with a banshee on 150 sec respawn.
>
> Its fun sometimes but other times its extremely overpowered.
>
> I hope the TU addresses this. Either make the rockets retain their lock after a flip or increase the cool time between flips AND banshee bombs.
I gues that this is the Major Issue considering that Banshees did not have access to the Fuel Rod Cannon in Halo 2 and Ascension was made with Halo 2’s controls and mechanics in mind. In Halo 3 they had the Fuel Rod Cannon and slow flipping.
The Banshee in Halo: Reach has accelerated flipping manuerves and the Fuel Rod projectile has a much larger splash radius then the one in Halo 3. So for these reasons, I can understand why you removed it.
Although I’ve only really liked this map in Halo 2 I have downloaded this map and played it with friends in custom games offline, and once again Overkill’s version is much better than Bungie’s. Replace it.
> Although I’ve only really liked this map in Halo 2 I have downloaded this map and played it with friends in custom games offline, and once again Overkill’s version is much better than Bungie’s. Replace it.
Definitely looks better than Pinnacle, but I’m not sure what 343I’s opinion on Power-Ups in non-Classic playlists is.
> Two Things:
>
> 1. Excellent Remake. Much better then Pinnacle at the moment.
>
> 2. Where’s the Banshee?
The Banshee basically doesn’t work on any non-Invasion maps because the flip disables locks as well as not draining energy and the Fuel Rod cannon recharges too fast.
At least 2 of those things have to be changed for the Banshee to be a fair and fun normal MM vehicle again.
> > You don’t realize how important the rocks in front of small tower were until they are gone.
>
> Seriously… that and the wall behind big tower are crucial to preventing that side of the map from becoming overpowered.
> > > You don’t realize how important the rocks in front of small tower were until they are gone.
> >
> > Seriously… that and the wall behind big tower are crucial to preventing that side of the map from becoming overpowered.
>
> What does the wall do?
>
> EDIT: Grenade bounces from B2 to B3 off the wall?
Being able to bounce it on the bottom floor as well as rocket splash damage.
It certainly looks nicer and may play smoother- BUT as far as Reach is concerned the map plays like crap in most gametypes.
I don’t entierly see the point in it but do appreciate it all the same- however I say the team spawns should be from banshee bridge facing the other team behinde the shotgun spawn area. The tower/Rockets spawn areas are very terrible.
> It certainly looks nicer and may play smoother- BUT as far as Reach is concerned the map plays like crap in most gametypes.
>
> I don’t entierly see the point in it but do appreciate it all the same- however I say the team spawns should be from banshee bridge facing the other team behinde the shotgun spawn area. The tower/Rockets spawn areas are very terrible.
Then one team gets 2 snipers and the other has a fair shot at rockets.
The spawns were altered so that each team spawns close to their respective sniper greatly balancing out the opening rush.
The tower is no longer an overpowered position due to the necessary rock placement.