The title is the subject.
Well, at least the person using sword or shotgun decided to pick Sprint.
Glass half-full on this one.
Only Sword is OP with Sprint. It is tactically unfavorable to Sprint with a Shotgun like you would with the Sword since it gives the other players more tiem to kill you while you’re trying to raise your gun.
It’s not that they’re overpowered, it’s that they are power combos.
> It’s not that they’re overpowered, it’s that they are power combos.
So noob combo in H2 is a “power combo” and it was perfectly balanced even though it was unstoppable and incredibly easy to do? Your bias is showing.
Sword+sprint is possibly the most game-breaking thing in Reach on smaller maps it is like a guaranteed kill once they are in radar range pretty much, and shotgun+evade isnt much better especially when someone is camping like on ring 2 on Sanctuary.
More OP combos: Camo+Sniper, Jetpack+grenukes, AL+CQB weapon.
^ If someone is camping you on ring 2 of sanctuary then you just need to go up your P2 to Car and just 'nade them to hell.
No it’s overall effectiveness is what made if overpowerd.
A Shotgun and Sword must sprint against a back-peddling player to close the gap. Neither can shoot while this is happening (duh on the sword ;)) and can take but not give damage till the sprinting player shoots.
The Shotgun must be in range to shoot for a OSK. If not, the time for a second shot can mean a melee or few weapon shots will kill the shotgunner.
The Sword can still be blocked on its first strike and the wielder can still be killed by a counter shot to the head.
If either Shotgun or Sword is out, then range is severely handicapped and any weapon, can and will take down foolish users.
The skilled users are the ones being referred to as “overpowered users.”
The Halo2 noob-combo had a very quick charging rate that did not drain the battery. The OC shot is damn near guaranteed to hit and the reticle only has to be remotely near the enemy for the shot to track.
THEN the follow up was by a weapon that could not miss if the reticle was close to the enemy’s head.
Skilled opponent or not, that combo is nearly undefeatable.
So to recap, the Halo2 noob-comb only has the rockets, sniper or maybe quad-shotting if the range was great enough and connections allowed for it. The Reach Shotgun and Sword can be countered by many factors that require skill and a few that require none at all.
PS: The existence of so many viable OP combos means the game can’t be broken. It means you can’t have all the combos in 1.
> No it’s overall effectiveness is what made if overpowerd.
>
> A Shotgun and Sword must sprint against a back-peddling player to close the gap. Neither can shoot while this is happening (duh on the sword ;)) and can take but not give damage till the sprinting player shoots.
>
> The Shotgun must be in range to shoot for a OSK. If not, the time for a second shot can mean a melee or few weapon shots will kill the shotgunner.
> The Sword can still be blocked on its first strike and the wielder can still be killed by a counter shot to the head.
> If either Shotgun or Sword is out, then range is severely handicapped and any weapon, can and will take down foolish users.
> The skilled users are the ones being referred to as “overpowered users.”
>
> The Halo2 noob-combo had a very quick charging rate that did not drain the battery. The OC shot is damn near guaranteed to hit and the reticle only has to be remotely near the enemy for the shot to track.
> THEN the follow up was by a weapon that could not miss if the reticle was close to the enemy’s head.
> Skilled opponent or not, that combo is nearly undefeatable.
>
> So to recap, the Halo2 noob-comb only has the rockets, sniper or maybe quad-shotting if the range was great enough and connections allowed for it. The Reach Shotgun and Sword can be countered by many factors that require skill and a few that require none at all.
>
> PS: The existence of so many viable OP combos means the game can’t be broken. It means you can’t have all the combos in 1.
The overall effectiveness of these combos is what makes it overpowered as well and their insta-kill EZ to use power weapons to make the matter worse.
A sword guy sprinting at a enemy within radar range is practically unstoppable unless you have evade and can roll backwards before the sword guy comes flying at you at twice your speed. Saying they can backpeddle does almost nothing, as the guy sprinting/evading is already moving twice as fast as them and the sword has a huge lunge. Saying you can sword block is also connection dependent and even when you do most of the time you are already dead with no chance to win that fight.
I can counter the noob combo in H2 by hiding near cover knowing someone has a PP and duck shooting but that doesnt make it balanced.
I find it funny you think Reach is some perfect Halo game in terms of balance when most people who have played Halo competitvely for years say it is the most unbalanced and gimmicky Halo dependent on random outcomes. Go to the MLG forums and try to find ONE poster who thinks Reach is a good competitve game.
> I find it funny you think Reach is some perfect Halo game in terms of balance when most people who have played Halo competitvely for years say it is the most unbalanced and gimmicky Halo dependent on random outcomes. Go to the MLG forums and try to find ONE poster who thinks Reach is a good competitve game.
Right, because they are many, they are right.
Halo: Reach may not be what MLG: Halo players like but that is far from Halo: Reach not being competitive. That is hugely different in terms of how things work.
MLG rides the wave of popularity. They take games that are popular and make matches around them. They do not promote competitive games, they promote popular games competitively. Otherwise, MLG would have promoted the -Yoink- out of ShadowRun. They tried a little. They really did (a little).
And without it, it is slightly underpowered, since running backwards is only like 5% slower.
IMO
> > I find it funny you think Reach is some perfect Halo game in terms of balance when most people who have played Halo competitvely for years say it is the most unbalanced and gimmicky Halo dependent on random outcomes. Go to the MLG forums and try to find ONE poster who thinks Reach is a good competitve game.
>
> Right, because they are many, they are right.
>
> Halo: Reach may not be what MLG: Halo players like but that is far from Halo: Reach not being competitive. That is hugely different in terms of how things work.
>
> MLG rides the wave of popularity. They take games that are popular and make matches around them. They do not promote competitive games, they promote popular games competitively. Otherwise, MLG would have promoted the Yoink! out of ShadowRun. They tried a little. They really did (a little).
Well yes it would be the best place to go pertaining to this issue. If you want the best opinion backed up by facts on which Halo game is the best competitvely and the current state of the game, obviously the MLG forums full of really good Halo players would be the best place to go.
I sadly never bought Shadowrun but yeah they do pick some of the worst games for their circuit. Alot of people want Quake Live to replace COD blackops on the circuit, it got triple the views Blackops did while it was on stream and it would help MLG’s reputation big time.
> > It’s not that they’re overpowered, it’s that they are power combos.
>
> So noob combo in H2 is a “power combo” and it was perfectly balanced even though it was unstoppable and incredibly easy to do? Your bias is showing.
>
> Sword+sprint is possibly the most game-breaking thing in Reach on smaller maps it is like a guaranteed kill once they are in radar range pretty much, and shotgun+evade isnt much better especially when someone is camping like on ring 2 on Sanctuary.
>
> More OP combos: Camo+Sniper, Jetpack+grenukes, AL+CQB weapon.
I dont think it’s really a game breaker, it’s just how you decide to approach the situation. If the have sprint/sword, change strategy to using evade or armor lock. If they are camping shotgun, grenade the area first or just stay out of it until it’s clear. Jetpack/grenade, needler works wonders on a jetpack. Camo/snipe, counter with hologram or coordinate with teammates on their position. I’ve heard a lot of people gripe about the camo/snipe, but if you think about it, it’s the most logical armor ability to snipe with. Any power weapon/combo can be countered if you use the right strategy.
That’s my take on the matter.
They’re also over powered with evade, jet pack, active camo, armor lock, and drop shield …
I would have to disagree yes the sword is powerful with sprint, but not the shotgun. While you are sprinting twords the enemy it gives them a chance to fire at you or even dodge your attack. But also I think both are increably overpowerd with evade. Evade allowes them to get close up with out having to take time like sprint does, makes them a harder target to hit, and go in for another attack if you are able to dodge them. It also allowes them to get away quicker. Thank you for reading this
Everything is over powered with everything in this game … Just saying 
OP?
Nah, I’ll just AL the Shotgun and sword him back.
OR I’ll swordblock the sprinter and shotgun him.
> OP?
>
> Nah, I’ll just AL the Shotgun and sword him back.
>
> OR I’ll swordblock the sprinter and shotgun him.
What if you are a self-respecting Reach player who will not use Armor Lock on basic principle? Also, the swordblock is sort of random.
> Everything is over powered with everything in this game … Just saying 
Yessss, I love this phrase. Reach is too powerful for us all!
shotgun yes but sword no, i find it impossible to get a kill with sword without useing sprint.
anyway this is just a good weapon combo with sword, same thing as dual weilding a plasma pistol and a regular pistol in halo 3 for a quick kill
shotgun + sprint = fail
gravity hammer + sprint = overpowered
the energy sword is kind of perfect with sprint if you know how to use it but if you are smart and use a dmr to shoot at them from range or not run at them then problem solved
> What if you are a self-respecting Reach player who will not use Armor Lock on basic principle?
LOL - I love it that AL haters say they refuse to use AL out of “principle” and then complain that “in high level competitive play EVERYONE uses it.”
And sword block is not random, only your interpretation of it is.