Halo: Reach Issues.

I heard this is the place to come to give my feedback on what needs to be fixed with the game with a title update.

Issues:
BLOOM- Bloom is really than main issue I have with the game. It slows down kill times to the point to where every one on one battle seems like a chore. It isn’t a bad edition to the game, I just don’t think it was done right. It needs some tweaking.

MELEE SYSTEM- I can’t handle getting herp a’ derped (double beatdown). How much skill does it take just sprint up to your opponent and just hit your melee button twice?

That is all I really want fixed or tweaked.

Everyone else should post what they think needs fixed.

i agree, bloom wasnt implemented into reach very well, the slow kill times and random encounters make the game not fun to play on a regular basis. i would also like to see bleed through removed for the dmr and needle rifle, this could increase kill times and mix up the melee encounters slightly with the opportunity for 2shot beatdowns with the dmr etc. rather than the current system where the opponent can level the playing field with a single sprint melee even if you have put 4 shots into him

I know this looks like im -Yoink!- views, but I’m tired of writing all the issues over and over again so i’ll just link to my video http://www.youtube.com/watch?v=0x83wkqXiUs

Bloom doesn’t slow down encounters, using a weapon outside of its niche or not teamshooting increases kill times.

Double beatdowns have been in Halo since CE. 2-hit beatdowns have been in Halo since H3.

I think you’re crazy.

You know so little it’s not even funny. Kill times should never dependent on teamshot.

Double beatdowns in CE were extremely rare because they were hard to do and you had to have forward momentum on both hits to be strong enough to kill in 2 hits. Other times it could take 5 melees, but by that time you most likely got killed by the player still shooting his pistol. The best (and most balanced) gun to ever be in a console fps. Period.

What Society said.

Please think before posting, guys.

To add some feedback - PLEASE just give players the option to tweak individual bullet damage.
Take out bleed-through completely, it makes no sense.
Make strafing crisper and more responsive. Movement in Reach sucks compared to H2 and definitely HCE.
TWEAK BLOOM OR REMOVE IT COMPLETELY. Right now it hardly takes skill to shoot with the DMR. Do it right or don’t do it period.

C’mon 343, we are counting on you to save the Halo series… . .

I suggest you study harder on what is and isn’t balanced or competitive or competitively balanced.

And just because that’s how you played the game, doesn’t mean that’s how the game was meant to be played.

And regardless of popular and loved each individual title was, you can use all the fallacies you’d like, but Halo: Reach is a balanced FPS game.

The competitive community is suppose to eventually evolve out of the strategies that don’t become apparent till all the angles are tested. Wanting a 1-angle game is not the same as being competitive.

For me, balance isn’t really an issue, but kill times are definitely much shorter. I went back to Halo 3, and it seemed like I was killing wayyyy too fast after a good 5 months of Reach. The BR can kill in a few seconds; the DMR takes a good 5, depending on how lucky you are (which is the weapon’s main problem).

> Bloom doesn’t slow down encounters, using a weapon outside of its niche or not teamshooting increases kill times.
>
> Double beatdowns have been in Halo since CE. 2-hit beatdowns have been in Halo since H3.
>
> I think you’re crazy.

But you haven’t been able to sprint up to an enemy for the double beatdown until Reach.

And I agree OP, a bloom system that rewards luck is not needed for competitive gameplay.

It is a poor defense to use the excuse “but it wasn’t always like that.”

Also, it is .2 seconds quicker to melee then shoot the head for the win, than it is to melee for the tie against a rusher who still has shields when they enter melee range.

An individual game can be reduced to sprinting then meleeing twice for every kill, but that only works against a team that can’t defend against it. And that isn’t the fault of the game or an issue on every map.

That it is easy to do double-melee is besides the point of there being at least 1 counter to it that does not require a whole lot of skill to execute. In Halo3, a person with health/shield advantage of more than 30% won the melee encounter. In Reach, you either have shields or you don’t most times. That isn’t random nor unpredictable nor game breaking.

Things are only broken if there is no counter, or at least the only counter available is either rare or hard to execute. Shooting the head at point blank range is not difficult with any sized bloom.

That’s why Bungie/343i has more than just one sized map. Different map sizes and layouts lead to different encounters. Preferring one map over another usually has to do with the type of combat normally associated with that map.

You don’t do much sprinting + meleeing on Hemmorhage but you might on Countdown. That goes with the territory.

> http://tvtropes.org/pmwiki/pmwiki.php/Main/StandardFPSGuns
>
> http://tvtropes.org/pmwiki/pmwiki.php/Main/CompetitiveBalance
>
> http://tvtropes.org/pmwiki/pmwiki.php/GameBreaker/FirstPersonShooter
> I suggest you study harder on what is and isn’t balanced or competitive or competitively balanced.

^that^ was the biggest waist of time i have ever read. in no way does it ever even try to argue why reach is balanced, all it says is, “So far, Halo Reach has roughly balanced everything out, save for one thing - the Scorpion”. honestly if you like reach that’s cool, but if you’re going to defend it, please get an actual argument.

> And just because that’s how you played the game, doesn’t mean that’s how the game was meant to be played.

it was meant to be played however we want to play it, otherwise there would be no such thing as “custom game options”.

> And regardless of popular and loved each individual title was, you can use all the fallacies you’d like, but Halo: Reach is a balanced FPS game.

no, it’s not even close, there is nothing balanced about being able to spawn with the ability to negate all damage, not to mention that ability has unlimited uses only being effected by a short cooldown. i could go on an on…

> Bloom doesn’t slow down encounters, using a weapon outside of its niche or not teamshooting increases kill times.
>
> Double beatdowns have been in Halo since CE. 2-hit beatdowns have been in Halo since H3.
>
> I think you’re crazy.

Yea but now we have no bleed-through. Beatdowns need to bleed over from shields to health just like H3.

> “^that^ was the biggest waist of time i have ever read. in no way does it ever even try to argue why reach is balanced, all it says is, “So far, Halo Reach has roughly balanced everything out, save for one thing - the Scorpion”. honestly if you like reach that’s cool, but if you’re going to defend it, please get an actual argument.”

I have no clue what you just said here. I can only tell you that those 3 links lead to 3 articles that lead into showing how the previous Halos were unbalanced by first the Pistol, then the BR.

> “it was meant to be played however we want to play it, otherwise there would be no such thing as “custom game options”.”

That is taking things literally too far. If it was meant to played however we truly wanted it to, the amount of options available in customs would be greater.
As they stand, the options are meant to be played as the programmer intended. The amount of leeway we have is through the options allowed to us. Remember, any map created in Forge is not the property of the author. Something to think about when considering what ownership you have over the game.

> “no, it’s not even close, there is nothing balanced about being able to spawn with the ability to negate all damage, not to mention that ability has unlimited uses only being effected by a short cooldown. i could go on an on…”

Yet you didn’t because you can’t. There is a time for Armour Lock, especially when spawning and preventing a Banshee from bombing a player. Or trying to return an objective. Or when baiting an enemy with the knowledge you have AL and the enemy probably thinks “hey I’m awesome, I’ve got skillz… HE’S GOT ARMOUR LOCK??? HE’S SO CHEAP TO BLOCK MY ROCKETS”

You know whats really funny? If I used your technique of describing AL, the “fact” that in the hands of skilled user, there is no equal AA to it, and applied it to the BR/Pistol for the previous Halos. You know, showing how there is no need for any other weapon if that is the weapon you spawn with. That in the hands of a skilled user, not even a Sniper, Shotgun or Rocket could compete… Yet the BR/Pistol or yesteryears is balanced, but AL is not… using the same “logic.”

You know what’s funny? We gave the same feedback about the melee system to Bungie when they ran Halo: Reach’s Beta, and they still haven’t made good on their promise to change it since then.

looks up Whoa… I just used to same phrase as Reaper without even reading his post. Weird.

Keep em a coming.

> You know what’s funny? We gave the same feedback about the melee system to Bungie when they ran Halo: Reach’s Beta, and they still haven’t made good on their promise to change it since then.
>
>
> looks up Whoa… I just used to same phrase as Reaper without even reading his post. Weird.

It’s not really funny. It’s easily explained. Bungie had a plan. The community would give them feedback. Using the feedback, Bungie would look at their data to see if what is claimed by the community is really happening or not. If the claims are justified and a change fits into the grand scheme of things, there is a change.

If data does not support a claim, then the issue becomes moot, no matter now many times it is brought up.

343i will not change this.

It’s like this, the current state of competitive Halo Reach is downright laughable at times. While the team mechanic and shooting skill is a requirement to get into the top tier of players the luck factor removes the x factor in individual skill in this game.

A: A patch that “fixes” the DMR’s poor bloom mechanic or allows us to remove bloom and this game will be a very good competitive game.

B: Removal of the “no bleed” mechanic and/or the ability to adjust body damage(so we could make the DMR a 4 shot kill without making it too easy to shoot the body) would make it a great competitive game.

C: The ability to adjust strafe acceleration/decelaration and this game could rival Halo CE in competitive gameplay and surpass it in overall competitive value.

Basically it is 3 steps from being the single most competitive shooter on a console ever. Isn’t that kinda crazy?

Additional things that would be nice.

  • Grenade fuses like H:CE, with larger blast radius
  • Stickies can’t kill in one grenade
  • AA tweaks, Armor Lock nerf etc.
  • Better Forge, give the great forgers the ability to make better maps with more color contrast and less budget restrictions/frame rate problems
  • Constant timers. Drop Spawns are nice, but it’s basically a glitch. Allow us to toggle between static and dynamic timers for all weapons and powerups.
  • Powerup options. Allow us to customize overshields and camo’s to our liking. Options like the number of OS shields and time a camo lasts in a game/change in camo when moving on/off would go a long way.
  • Have a mirror option in forge, that way a forger could design half of a symetrical map, hit the mirror button and blam!, perfectly symetrical map.
  • Individual weapon modifiers
  • Aim smoothing on/off
  • Bullet magnetism/Auto Aim reduced or adjustable.
  • Mapable Button Layouts
  • Built in customizable tournament system
  • Have sequencing fix for Headhunter(like KOTH)
  • Make timers for Stockpile more visable
  • Be able to assign flags to flag stands so that they are always connected, more competitive that way.
  • When a game is mathmatically over end it automatically(griffball does this, durp)

> > You know what’s funny? We gave the same feedback about the melee system to Bungie when they ran Halo: Reach’s Beta, and they still haven’t made good on their promise to change it since then.
> >
> >
> > looks up Whoa… I just used to same phrase as Reaper without even reading his post. Weird.
>
> It’s not really funny. It’s easily explained. Bungie had a plan. The community would give them feedback. Using the feedback, Bungie would look at their data to see if what is claimed by the community is really happening or not. If the claims are justified and a change fits into the grand scheme of things, there is a change.
>
> If data does not support a claim, then the issue becomes moot, no matter now many times it is brought up.
>
> 343i will not change this.

Hmm…

They said they would fix the window gap, the amount of time to which one player could hit melee and the other player could react to it.

They tightened the window. They never said they would remove the 2 players killing each other.

Melees occur after a 1 second cool down from the last. They have an invisible power meter just like AAs that takes exactly 1 second to recharge to throw another melee. It takes .8 seconds to fire your weapon after a melee to kill someone with a shot to the head.
It is also possible to down a charging enemy’s shields before they melee you so when you melee them, they die and all you do is loose shields.

It is a system that requires more than “pop 2/3 (MLG/Default) BR shots, hit melee.” The system is that 2 players are nearly equal in durability till one of their shields are down.

That makes the Spartan, not the weapon, but the Spartan, more deadly than ever.

Spartans are suppose to be deadly, not their weapons.

And something else to add, combat is suppose to become more frenzied the closer the ranges get. That is why it sucks to be infantry and good to be artillery. Luck can’t help but be introduced the closer 2 opponents get to each other and the farther they get from cover.