I like firing the pistol in two consecutive shots, but the bloom takes too long to reset. I find armour lock annoying. Bungie even said that armour abilities weren’t for direct offense. Armour lock has the big EMP and slows you down when you melee.
> > The game is perfect.
> >
> > 343, when you get the game, don’t buy into the whiners. Don’t ruin the game for us.
>
> bingo.
>
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> With only a few things BUNGIE as usual is on top of things and fixing things people see wrong with it.
>
> It just takes time and the only issue is people like you (OP)who have zero patience and expect a TU a month into the game.
LOL.
Okay a few things wrong with this,
September 14 - February 19 =/= 1 month.
If we wanted it one month into the game we would all be complaining in october.
The game has proven itself as broken, and look at the population drop off, it’s more severe than any other Halo game.
I’ve gone back to playing through CE/2’s campaign/LAN and H3’s online, way better than Reach, so it’s not nostalgia.
I just came over from the FIFA 11 forums, ranting at how broken that game is. I see a lot of people saying that Reach is broken too. Seriously, the two do not compare.
Whilst there are a few balancing issues that could be changed and the AL being quite annoying, none of them are really game breakers. Playing FIFA 11, you have to worry that a lobbed through ball will always get you in on goal. Now that’s a massive issue that affects every single game, and I think people are justified to complain about that because it is simulating a real life sport. Reach is based in complete fiction. So the designers can have whatever they want, doing whatever they like. It’s not broken if it was intended to be that way.
And as for people who use the “people aren’t playing it any more, therefore it must be broken” reasoning… many people have already mentioned the 7 versions of COD that came out over the last couple of years. There’s also BF: BC2 and MOH and loads of other massive multiplayer games out there now that weren’t competing for a chunk of the pie when Halo 3 came out. It’s safe to assume that people now probably want to play other FPS games too.
> We all now know Bungie are ignoring the communitys crys the gameplay to be changed. I just hope when you’re “handed the keys”, you will see things differently.
>
> I’m not going indepth about the problems. We all know what they are.
Yes. Im coming to this web site from now on. No more Bungie.
> > We all now know Bungie are ignoring the communitys crys the gameplay to be changed. I just hope when you’re “handed the keys”, you will see things differently.
> >
> > I’m not going indepth about the problems. We all know what they are.
>
> Yes. Im coming to this web site from now on. No more Bungie.
about the dmr bloom of course you can spam at close range because the closer you are the more the enemy will fill the reticle. At medium to long range (dmr’s optimal ranges) i assure you, pace your shots and you will be he victor.
Let’s hope that when 343 does their game they won’t be following Reach standards, sure keep the Armory and Assassinations but not the gaemplay…the only place for AA’s is in FF/Invasion or BTB
Armor lock (as do the other abilities) slow down the game and make the kill times excruciatingly long even to the point where people can run away from danger or give their teammates enough time to come to their rescue.
"As it stands the most effective RoF for every fight in the close to medium range 1v1 is “spam”
It’s like so many of you understand but fail to execute.
Why is it a team orientated game must be judged by lonewolf standards?
That quote PROVES THE SYSTEM IS WORKING. It is the point of bloom and your ability to fire quicker than optimal. The DMR is meant for long range precision shots. It is not meant to be used across all ranges with pinpoint accuracy. At the same time, it’s suppose to give at least a fighting chance in most situations.
The Needle Rifle is designed to be most like the BR. It is meant to be fired in 2 shot bursts but isn’t suppose to dominate in close ranges either. It doesn’t hurt health and it bounces off of vehicles. It can ricochet around corners too.
If you’re in close to medium range, either use a weapon designed for that range OR use your AA to get to a range to effectively use your DMR.
If you don’t use cover to your advantage, you will be tempted to spam the enemy and be also be in a position to be spammed by the enemy. If you use cover in a firefight, you will be automatically pacing your shots and won’t notice the bloom.
Personally, I do think each playlist/gametype should have an almost unique AA feel to them.
I love the new Arena intent. Invasion loadouts have been tweaked to be less OPed. AL is a great AA but I agree, should be limited in frequency. Just like objective games, not every one needs to have a Drop Shield in it. But some maps should.
So it’s more like having 2 slightly varied gametypes available. Slayer can have gametypes without AL and some with it. Objective games can have Drop Shields in them, other times they shouldn’t. AL should be in objective, but maybe not always.
PS, loved the shield popping mechanic. Have wanted so many things in Reach since CE. I’ve had to wait almost 10 years to get the sequel I thought we were going to get.
It’s really hard to explain it without knowing you’ve seen the video because it provides essential visuals hard to place into words.
I completely agree that you must increase your rate of fire in close range. I’m 100% with you, but the bloom system now has a attribute of “luck” tied in that I can spam the trigger as fast as I can even in close range where the bloom is much bigger than my target and still land my shots (even headshots).
Using the provided fix of the video, you still increase your rate of fire, but not to the point where “luck” is factored in. You will win fights because you fired at the optimal fire rate rather than as fast as possible and get a lucky headshot.
Armor Lock should only be on gametypes with vehicles honestly, if at all since vehicles are already much weaker than past games with the DMR buff.
Drop Shield is abused pretty bad on returning flags, bombs, etc. so Idk how I feel about them being in objective gametypes.
I watched. I really can’t agree with the conjectures made within it. Using cover and not rushing the enemy all but eliminates the “problems” of bloom.
Teamshooting allows you to pace more accurately because you are shooting 2 to 1.
Playing Reach differently than the previous Halos will make it so that the weapons function properly. AR/BR rushing (spawning then running into battle) didn’t cut it in the previous titles, it is even more detrimental in Reach (spawn rushing).
For me, Reach is the greatest hits of Halo. I have no objections to a playlist being introduced that emulates Halo2/3’s physics. However, I do find it funny when people say it will play more like CE than Reach when CE’s jump height is less than Reach’s. It’s the little things that add up.
> I watched. I really can’t agree with the conjectures made within it. Using cover and not rushing the enemy all but eliminates the “problems” of bloom.
>
> Teamshooting allows you to pace more accurately because you are shooting 2 to 1.
>
> Playing Reach differently than the previous Halos will make it so that the weapons function properly. AR/BR rushing (spawning then running into battle) didn’t cut it in the previous titles, it is even more detrimental in Reach (spawn rushing).
>
>
> For me, Reach is the greatest hits of Halo. I have no objections to a playlist being introduced that emulates Halo2/3’s physics. However, I do find it funny when people say it will play more like CE than Reach when CE’s jump height is less than Reach’s. It’s the little things that add up.
Not to requote my other thread, but you favor people shooting when their reticle is 50% on their target for a faster shot winning some over 75% or 100%? Just goes down a coin flip.
Teamshooting is always be more effective, but it shouldn’t take two players to teamshoot one player before he can run away/go into AL.
CE may have had less jump height, but it’s grenades had longer fuse time, giving players more time to jump or move out of the way of the strong grenades. With Reach’s shorter fuse time, strong grenades, and slow movement and low jump height, it has turned players to throw more grenades rather than using their gun.
“Teamshooting is always be more effective, but it shouldn’t take two players to teamshoot one player before he can run away/go into AL.”
But that is the intent. You don’t tell the game how it should be played, the game tells you how to play. Like I have said elsewhere, the system may be different but it isn’t broken. In Reach, teamwork beats singular play. That means being a superstar is harder. It’s not that everyone can be good, it’s that it’s harder to excel above the others. That’s not reducing the skill curve, that’s raising it.
And don’t tell me you play as a team, shoot as a team but get frustrated that a player CAN get away if you encounter him one on one. It shouldn’t be a problem IF you play as a team consistently.
You make it seem like it isn’t about playing as a team but reducing the metagame to a few select moves that can be predicted, making it so that it isn’t a team of 4 but 4 individuals simply filling a predetermined position and the quicker players, not the better team wins.
> We all now know Bungie are ignoring the communitys crys the gameplay to be changed. I just hope when you’re “handed the keys”, you will see things differently.
>
> I’m not going indepth about the problems. We all know what they are.
they are and ban us for expressing our ways to fix it. Please take full control over Reach form Bungie and fix the game for us.
“CE may have had less jump height, but it’s grenades had longer fuse time, giving players more time to jump or move out of the way of the strong grenades. With Reach’s shorter fuse time, strong grenades, and slow movement and low jump height, it has turned players to throw more grenades rather than using their gun.”
Ya well in CE you couldn’t shoot a grenade out of your opponent’s hand the moment you saw it either.
But on the topic of grenades. Frags are actually weaker in Reach than in Halo3. However, impact damage to your shields and standing in confined areas makes explosions more deadly. I give ya that. As far as movement speed, jetpack, sprint and especially evade make your belief that movement speed is an issue in Reach when avoiding grenades moot.
Grenades have a more CE like arc to them (meaning less arc). Because of that, they throw more intuitively than 2 or 3.
But all that being said, there aren’t many grenades on the map, you spawn with 2 max and the only way the enemy can get more is if they take them from your dead body or find them on the map. To boot, campers can’t resupply their grenades.
> Agreed. 343 can start greatly out of the gate if you guys take what the community has been saying and fix:
> Kill times
> Grenades
> Armor Lock
> DMR Bloom
> A few other weapon balancing issues
> Movement Speed
>
> If you can address these, the community will love you. Please, don’t pull a Bungie and ignore your fans, I’ve given up hope that they will give us the Title Update this game needs.
THIS, 343. It is not hard to cater to both communities, I promise. Just a few custom games options, a few glitch fixes such as the OV glow and Camo and this game will be solid and everyone will love you guys way more than everyone loved Bungie.
We need a TU that patches the bleed-through, the sluggish movement and the crappy bloom mechanic. If you can, just give us the option in customs to turn it off, as well as the bleed-through.