> Why don’t you just log about 50 games into Arena? After you get plopped in a division, you are actually matched based on your Trueskill level. Basically every month you should wind up playing the first 4-5 days with noobs, then the rest of the month it’s like H3 ranked all over again.
>
> Everyone disses the Arena rank tier, but it gives you something to go for month after month AND it is an effective ranking system short a few measly days out of each month.
Agreed after the division is put, there are more people around your skill level.
Matches got closer like 50-45 rather then 50-10. I like this, it is more of a challenge.
> @TomoK: Reach is MUCH easier. Not just because of AAs but because of general properties of everything. Halo 3’s Bullet Travel Time made it extremely hard to 4sk on the BR, even for pros, when 5sks are something noobs do ALL THE TIME in Reach.
This is the reason I split everything up in fractions. I do not agree.
> Bloom adds a random factor that reduces the skill gap by increasing how often a player “lucks out”
85% bloom makes this less frequent. Still I agree 100% bloom is terrible and very random even when pacing.
> Shields don’t recharge nearly as fast as players respawn anymore, meaning even if you die, you are rewarded by knowing exactly where to find a weak player when you spawn.
Campers are the only type of people standing in one place even so they know when to run. It’s like you are saying they spawn right in front of you and even know it. If you stay in the same place after you are no shielded, you have 3 seconds or so to get out, if you do not it’s your own fault.
> Grenades not only do more damage and have a higher blast radius, but they also have an aim assist for the first time in Reach, grenade bounces will fall short, or extend based on the direction players in proximity are moving, and are even known for bouncing unnaturally to move closer to a target. Not to mention the hitboxes of the physical grenade are larger, making Sticking infinitely easier.
Same damage higher radius. I do agree on the last part sticking appears to be easier.
> Melee also promotes easier play. Double Melee is a feasible kill tool for the first time EVER in Halo. There hasn’t been a single Halo game other than Reach where a player like I Melee Only 2 can only Melee ever and have a K/D of 1.3. Your weapon was always more effective. That and the “No bleed through” of pre-tu gametypes punishes players who shoot rather than charge-melee. As they are left on an even playing field despite all the damage they did before the Melee clash.
Agreed that is why we had the TU, and it is being applied nearly everywhere now.
> Players don’t move as fast or jump as high, therefore hitting a target with a bullet (coupled with hitscan), grenade (coupled with aim assist/blast radius), or Melee (Double Melee especially) is like taking candy from a baby.
Again double melee is no longer an actual argument due to the TU.
Hitscan has been used in Halo 2 so Halo 2 must require less skill then Halo 3, right?
To top it off, projectile based is terrible online and only works in LAN so hitscan is the best to use until internet connection can achieve a higher speed then it currently has. Movement is not reliant to the isue due to AAs or Classic settings.
Grenade do not have aim assist…
> Armor Abilities are another means of making the game easier:
> Jetpack removes the cover aspect from almost every map, making it impossible to punish players who don’t finish you off.
Easier? They make it harder!!
Because a building with roofs do not exist (power house, Ridgeline, every damn map with a base or corridor that makes jetpack obsolete), I have stated this many times before AAs only work in certain situations, getting into that situation is your fault.
> Armor Lock… Need I say more?
Sitting duck that can be knocked out with 2 grenades ever since the TU?
Please do.
> Sprint promotes Meleeing more than shooting, as well as running every time you get shot, instead of standing and fighting like a man.
Because no one ran away in Halo 3 /sarcasm.
Also it takes balls to run up and try to double melee when bleedthrough is enable since you can easily get killed after melee 1.
Also this can be helped with 75% melee setting.
> Active Camo, is friggin active camo. The radar jammer screws the enemy team into knowing where your team is, and you are invisible, which is especially bad when you are sniping.
Yes because nothing distracts the enemy more then a radar jammer /sarcasm.
Every time I notice my radar is getting jammed, I start to be more cautious because I know there is someone in active camo. Not only that but the player is limited to crouching since walking at the same movement speed makes him visible.
To top it off the radar jammer only works in a certain radius leaving that radius (or being in the edge) actually gives me an advantage because I can track his location by his own AA. And don’t forget he has no radar as well and can’t hear a thing in game.
I can go around a corner wait and see how he comes crawling from behind it just to get him by suprise.
On the sniper one. You can easily see the where the sniper trail leads to. And since you can’t really run fast with AC and are visible when you do it, it will be just the same as in Halo 2-3 except the guy is transparent.
> Corner Camping with the Hologram is basically the formula to free assassinations, no skill or effort required.
Never fell for it, if Hologram is a loadout option, I always check for names above players before assasinating. Also it only works 1 if teamplay is there.
Only an idiot would fall for it more then once.
> Drop Shields are infinite bubble shields, only they HEAL YOU.
And they break, 1 scorpion or wraith shot and its gone. The bubble stayed for 30 seconds regardless of the damage to it.
> Evade is like Sprint, only WORSE.
Do a barrel roll!!
> Let’s face it, Halo 3 was a more skill reliant game in every single regard than Halo Reach.
Um no.
The reason that people hate AAs isn’t because everybody can use them to their fullest but they can’t. If it were so easy then why the complaints?
AAs are not a primary factor, skill still is.
The enemy team might know that jetpack breaks map control but if their aim is terrible it doesn’t matter at all. AAs are no free kills.
I do agree they are terribly implanted by being available from start but it does require skill to use them in the best way possible just as it does for a weapon.
Everyone can use a pistol but not everyone can land a headshot over a great distance.
Everyone can throw stickies but not everyone can stick as good as a pro.
The problems are exaggerated and wrongfully pointed out to.
If I sprint around the corner for safety that corner is the biggest factor not sprint, that is a just a detail as I could have just walked behind it.