> This is the BASIC lesson learned from Halo Reach. If you have not played H2 and H3 multi-player then you have no clue what i’m talking about. This is the reason why H2 and H3 were HUGE successes and Reach was not.
I’m just going to nit pick this apart since many people who say these things don’t remember many of the details surrounding previous Halo titles: Halo 2 and 3 sold many copies and was enjoyed just the same as anyone who enjoyed Reach. Reason I can say that is because players choice in what to enjoy is purely up to them. Far too often people believe that just because Halo 2/3 are no longer talked about, that invalidates the complaints which existed back then like button combo’s, boostable ranking structure (ranked), host switches (done with match altering intent), and all of these even went as far as to form an entire website dedicated to the hate of Halo 2. Because of those, it is more then arguable previous Halo titles have always remained at the pinnacle of bad or worse then Reach not in terms of gameplay, but in all other assets which are the mainframe for the gameplay environments and just because players wish to return to a simplistic form of gaming, they are willing to overlook many of those factors which have since changed (market, target audience, game developer programmer selection, etc.). You wish to say Halo 2 and 3 were successful and I agree to that, but the negatives which came with those should never be brought back and should not be encouraged. Make no mistake, they may have sold well, but at what point do you say sales are more important then the standards of a solid gameplay experience to promote cheating, boosting, and willful negligence to known issues? Personally, I say never.
> Vehicle damage seems like a good idea but it does not work in reach, vehicles explode to fast from small arms fire and flip over easy.
Vehicles do not take damage for flipping and promotes the idea of controlled driving as compared to pushing forward fully on your control stick. Even in Halo: CE the ability to push your vehicle all the way was not a good idea. Sure you had max speed, but you also had max recoil when you went over a ledge wrong. Reach did the fans of driving a favor by forcing people to consider what they did when they were faced with the prospect of flipping outside an enemy spawn.
Vehicle damage on the other hand was a good idea and implemented quite nicely for while many players like vehicle driving, many other gamers who are ground forces should be able to damage a vehicle with a sniper round traveling over 100 yards a second. Same to the Spartan Laser, rockets, and grenade launcher. I understand many vehicle drivers dislike that notion, but take the warthog, falcon, or banshee classification for example, all of those are not heavy vehicles. Heavy vehicles are designated to the Scorpion and Wraith respectively. For whatever the reasoning, that is how they are classified when you really get down to it and look at them from game to game. All too often people look for the banshee as a heavy vehicle and don’t realize that its an aerial vehicle and does not pack a punch against other vehicles AND infantry alike. Ever seen how many banshee bombs it takes to destroy a revenant, warthog, or ghost? All classified as light reconnaissance vehicles? Less then a handful of blasts and normally two direct hits destroys it. How many shots for a revenant to destroy a banshee? Three direct. Not talking about maneuvering ability, aerial versus ground, I’m talking about how much damage can the banshee take before its destroyed. How many seconds for a warthog turret to destroy a banshee? Roughly five to six if kept on constantly. End result is vehicle damage was implemented correctly with Reach.
> Bloom benefits a better connection and the DMR is overall less popular over the BR for a number of reasons. Reach doesn’t feel like its a Halo game, the movement of the characters is rough and choppy compared to the smooth and rhythmic sensation people are used to.
Thanks for your opinion.
> Most of the maps in Reach are just terrible, giving one team a big advantage over the other because they are on the blue team. Frag grenades in Reach sometimes stick to objects instead of bouncing like they are suppose to.
Personally, I have nothing against the maps on Reach besides a few things I’d alter about them. As for the game flow, who I’m facing holds more value to that then the map. the map is just pathways set up for me to utilize against my opponent. Nothing more. And no, I don’t consider what they can do. Why? It doesn’t matter when you know how to shoot and grenade place properly.
As for grenades, never encountered any issues with them.
> The revenant - I have yet to play with someone who likes it. The banshee is over powered in Reach - I am glad they fixed it. H3 had a more expanded version of ranks that was removed in Reach.
You have yet to play with me or anyone else who knows how to get a perfection with it in BTB. Banshee is still OP against infantry. H3 ranks were nice names, but honestly, I’d rather have new one’s which speak to a new game then keep old one’s and get redundant.
> I could go on and on but there were a few good things about Reach like hit scan and more armor options and a more advanced forge although every forge object is the same exact color. The detail was improved slightly in reach.
Reach overhauled its graphics engine to include traits never before displayed in previous Halo titles. Beyond that, I do agree many things Reach introduced were smart ideas and further that some implementations could have been approached differently.
> Overall the negatives in Reach far surpassed all the benefits of H3 or H2 matchmaking.
Not comparable beyond personal views. Sure H3 and H2 had its good traits and moments, but Reach has just as many positives as they did. Once again, it goes down to eye of the beholder.
> What players of the very popular H3 game expected in reach was a expansion of all the things they loved. What they got was the deletion of all the things they loved.
Don’t speak for others. They can speak for themselves.