In many of the topics that discuss Reach, it really confuses me when people pan it for a lack of a skill-based ranking system when I thought that’s what the Arena was for, and looking at it, it seemed rather identical to the one in Halo 5.
The name, the ranks, the seasons, that was all in Reach. I remember having a few hardcore friends that played Reach Arena nonstop going for Onyx, however I rarely played it because I’m more on the casual side.
That being said, there’s obviously some kind of difference I’m not seeing here, so could somebody explain what was wrong with Reach Arena to the point nobody even acknowledges it’s existence?
I played Reach arena pretty regularly. Nothing is different
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> I played Reach arena pretty regularly. Nothing is different
So what was the issue with it? Nobody ever seems to remember it and I really don’t know why.
I played both and I liked both! However I tend to die in Halo 5 a lot more than in Halo Reach.
There is definitely more Tiers of Rank in Halo 5. Honestly that game pushed me so far away from Halo that I didn’t bother to buy Halo 4. As far as the ranking system in Reach I honestly don’t remember if there was any other ranked playlists besides Arena. There may have been Team Doubles? I really have no idea. Reach was just so socially geared and not the same competitive feel that Halo 3 gave most people. Personally I think the current system is closer to a 1-50 from Halo 3 than the system in Reach but then again that’s just my opinion.
Reach’s Arena ranked you up/down based on personally performance, so it was a joke as competitive playlist. Everyone would betray and horde power weapons just to go positive to rank up.
Halo 5’s ranks you up/down based on w/l.
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> Reach’s Arena ranked you up/down based on personally performance, so it was a joke as competitive playlist. Everyone would betray and horde power weapons just to go positive to rank up.
>
> Halo 5’s ranks you up/down based on w/l.
Which is still a joke, as you get matched with people below your skill with a full team of Onyx on the other team.
I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
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> I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
Search up the definition of competitive on google. Though it may not have been what you wanted, it was surely competitive.
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> > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
>
>
> Search up the definition of competitive on google. Though it may not have been what you wanted, it was surely competitive.
I never said it wasn’t. I only said Bungie, at the time, pushed Arena as ‘competitive’ compared to the other modes. It wasn’t though. Re-read the sentence again because you misunderstood what it meant. Also I didn’t want anything from Halo: Reach. I played it a lot, and while it was fun as a social game, it wasn’t when being played alone or in any competitive way.
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> I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
Also, what was wrong with the Grenade Launcher? O_o
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> > 2533274831388058;8:
> > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
>
>
> I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
>
> Also, what was wrong with the Grenade Launcher? O_o
Mlg dropped halo with reach, it didn’t meet the criteria.
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> > 2533274831388058;8:
> > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
>
>
> Search up the definition of competitive on google. Though it may not have been what you wanted, it was surely competitive.
Competitive play goes beyond just playing vs other players. Destiny would be competitive if we went by that definition but by a competitive players standards it’s a joke, same as reach was, hence why mlg dropped it and competitive halo hasn’t been the same since. Reach was unbalanced, h4 was even more unbalanced, h5 is a 50/50 things as some see it meeting the criteria while others still see it as a joke. We don’t need google to determine what is considered competitive as Google doesn’t take halo into account nor decide what’s competitive and fits halo.
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> > > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
> >
> >
> > I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
> >
> > Also, what was wrong with the Grenade Launcher? O_o
>
>
> Mlg dropped halo with reach, it didn’t meet the criteria.
What was the criteria?
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> > > > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
> > >
> > >
> > > I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
> > >
> > > Also, what was wrong with the Grenade Launcher? O_o
> >
> >
> > Mlg dropped halo with reach, it didn’t meet the criteria.
>
>
> What was the criteria?
http://www.forbes.com/sites/insertcoin/2013/01/24/halo-out-and-cod-in-at-major-league-gaming-but-why/#386a3a0e7b8fBloom added randomness to gunfights, it made 1v1s more luck based on who paced their shots better or who simply got luckier if they spammed it. Then you had armor abilities which added even more randomness into play while some broke map flow. You then had an even more redundant sandbox (mlg halo was popular for tossing away a lot of weapons in previous games because of redundancy). Then there was the load outs which didn’t create an equal starts.
I linked an article that explains why reach and h4 both failed the to make the cut.
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> > > 2533274831388058;8:
> > > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
> >
> >
> > I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
> >
> > Also, what was wrong with the Grenade Launcher? O_o
>
>
> Mlg dropped halo with reach, it didn’t meet the criteria.
I thought they dropped it with H4?
Halo Reach Arena- Player based off of how they finish rather than how the team did.
Halo 5 Arena- Play based off of how the team did not how they finished.
Halo Reach Arena- Player loses and has 17 kills would be placed hire than someone on the winning team with 13 kills.
Halo 5 Arena- Team loses and all players lose rank.
Halo 2 Ranking similar to Halo Reach, but not as bad since there were more ranks.
Halo 3 Ranking similar to Halo 5 which promoted teamwork.
Some people claim that Halo 2/Reach ranking was more skill based. Some people claim that Halo 3/5 ranking was more skill based. Each have their problems one judging players only by how they finish and one judging players if they win or lose.
There are numerous factors that make Reach’s Arena notionally inferior in terms of actual skill to 5’s Arena.
Reach had things like Armor Lock, Bloom, a lack of competitive weapons, and maps that were questionably either designed for players with sprint or without sprint. The balance was all over the place, to say the least, both for gameplay and map design.
As some have put it, Reach ranked you based on personal performance, which outright destroyed the incentive for teamwork or the “sharing is caring” attitude of guns. Seriously, I’ve been betrayed before by that one guy who wanted the sniper. Halo 5’s ranking system, while not perfect, is based off of a win/loss ratio, which by a moderate probability bears a correlation to your skill level. If you have a 90% W/L ratio, chances are, you deserve that Onyx or Champion rank.
In other words, Halo 5’s Arena is superior to Reach’s Arena because the former is much more balanced, skill-based, and with a greater emphasis on teamwork.
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> > > > > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
> > > >
> > > >
> > > > I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
> > > >
> > > > Also, what was wrong with the Grenade Launcher? O_o
> > >
> > >
> > > Mlg dropped halo with reach, it didn’t meet the criteria.
> >
> >
> > What was the criteria?
>
>
> http://www.forbes.com/sites/insertcoin/2013/01/24/halo-out-and-cod-in-at-major-league-gaming-but-why/#386a3a0e7b8fBloom added randomness to gunfights, it made 1v1s more luck based on who paced their shots better or who simply got luckier if they spammed it. Then you had armor abilities which added even more randomness into play while some broke map flow. You then had an even more redundant sandbox (mlg halo was popular for tossing away a lot of weapons in previous games because of redundancy). Then there was the load outs which didn’t create an equal starts.
>
> I linked an article that explains why reach and h4 both failed the to make the cut.
I don’t get it, half of those things could be counteracted through custom settings. Bloom was annoying, yes, but good players were still good players with or without it.
I’m also not sure what you mean by a redundant sandbox when Reach cut out half the fluff guns added in Halo 3 and removed Dual Wielding.
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> > > > > > I remember Arena being a joke in Reach. The requirement of the sprint armor ability, mini-nuke grenades, grenade launcher, lack of covenant precision weapons, and more just made it more for casual gaming. Bloom plus DMR drove away most people back to Halo 3 at the time, myself included. Then, the only map that people ever voted for was Sword Base and Powerhouse. Combine all those factors together and you had a playlist population of under a thousand, leading to long wait times for finding a game. Finally, the deviation from the true skill system of Halo 3 and using a new system that reset after a month, pretty much guaranteed no one would care. You took a non-balanced game, with non-balanced weapons, slapped on ‘competitive’, and the only people you drew in would be players who wanted to be ‘MLG’ when in reality competitive gaming left Halo: Reach within the first year.
> > > > >
> > > > >
> > > > > I feel you dude. But they did at least try to cater to competitive players with Arena and MLG, it should still count despite some undesirable features. I dont think its fair to lump it in with Halo 4 which literally had no ranked/competitive playlists whatsoever.
> > > > >
> > > > > Also, what was wrong with the Grenade Launcher? O_o
> > > >
> > > >
> > > > Mlg dropped halo with reach, it didn’t meet the criteria.
> > >
> > >
> > > What was the criteria?
> >
> >
> > http://www.forbes.com/sites/insertcoin/2013/01/24/halo-out-and-cod-in-at-major-league-gaming-but-why/#386a3a0e7b8fBloom added randomness to gunfights, it made 1v1s more luck based on who paced their shots better or who simply got luckier if they spammed it. Then you had armor abilities which added even more randomness into play while some broke map flow. You then had an even more redundant sandbox (mlg halo was popular for tossing away a lot of weapons in previous games because of redundancy). Then there was the load outs which didn’t create an equal starts.
> >
> > I linked an article that explains why reach and h4 both failed the to make the cut.
>
>
> I don’t get it, half of those things could be counteracted through custom settings. Bloom was annoying, yes, but good players were still good players with or without it.
>
> I’m also not sure what you mean by a redundant sandbox when Reach cut out half the fluff guns added in Halo 3 and removed Dual Wielding.
Some could yes, but there’s others I haven’t mentioned *cough cough instant respawns cough cough, untill they had a patch. There’s also the speculation that mlg dropped halo cuz the audience was getting lower and lower and they saw no reason to sponsor halo when CoD has a much bigger audience. There’s always kinds of speculation, mlg hasn’t “technically” spoke on the matter as to why they dropped it but much of it has to do with halos falling popularity. Why support something that will eventually be a hassle? Even Tho halo is in E-sports it’s no where near as popular as CS:GO, LoL, CoD, ect ect.