Title Update Discussion

Hey 343i, are you guys gonna fix the custom games when you take over Halo Reach? Cause that would be great! ;D

You should add to the list: “Fix custom games to be like Halo 3”

the three things i can think really need attention.

fix armor lock (nerf the hell out of it)
fix bloom = reset more quickly, but also expand much more between shots
fix jump height, give me back my badass spartan who can at least jump on top of a crate

Well since they are going the cheap route and not remaking the multiplayer. I want a TU that has a dedicated section for Halo CE style matchmaking. Include the weapson like AR, pistol, rockets, snipe, etc. that were actually in Halo CE and don’t include any of the Reach weapons. Removing AA’s and adding the moddified movement from the classic playlist are also obviously needed in this. And also when when I say section I’m inplying that I want several playlist, so I can choose what I want to play CE style, if it be skirmish, slayer, FFA, etc.

I agree with the OP fully… I want real halo back not this reach -Yoink-

I agree with you on the ability to turn on and off bloom.

Also grenades need to be reduced with the explosion radius or nerf them.

A true rank system would be nice so even if has nothing to do with ranking up but just being able to show off what level you are would make people happy.

Also make Vehicles like the warthog stronger so the DMR doesnt wreak everything all I want is to be able to ride the warthog again and have fun no one wants to use it now. =[

Mongoose: A little stronger
Warthog: Stronger
Ghost: A little stronger
revenant: stays the same
Wraith: Fine
Banshee: Idk it needs to get weaker but it gets owned by the DMR so you’ll have to work on that one.
Tank: Make it weaker so it can be placed back on Hemhorrage.

Make jump heights and movement more customizable in options so we can make a more classic feel for games when the new classic maps come out.

> Hey 343i, are you guys gonna fix the custom games when you take over Halo Reach? Cause that would be great! ;D

You should elaborate here. I’m not sure what you are getting to get across.

> You should add to the list: “Fix custom games to be like Halo 3”

Sir you need an award!

Make it so pacing beats spamming 100% of the time.
Fix Grenade blast radius.
Make melees do bleed-through damage.

> > You should add to the list: “Fix custom games to be like Halo 3”
>
> Sir you need an award!

Second that Motion! For Customs make it so you can turn on complete invisibility similar to Halo 3. Leave Invis. alone in matchmaking if it stays A.A. except for removing jammer from it.

Basically these things are need for a title update

A setting in options to turn on and off bloom so we can keep it on in casual gametypes and off in more competitive ones.

Grenades need to be nerfed to more of a Halo 3 feel it worked nicely in that game.

Vehicles need to be strenghtned or weakened.

Warthog: Stronger (I want the old hog back)
Mongoose: A little stronger
Ghost: A little stronger
Revenant: Same
Wraith: Same
Falcon: Same maybe make turrets a little weaker against opposing vehicles.
Banshee: Needs to be weaker in some areas and stronger in others its complicating.
Tank: Needs to be weaker so it can be placed back on hemhorrage.

AL needs to be a 180 veiw or first person view.

Finally a more detailed customization for movement and jump heights to get a real nice classic feel.

Oh and a 1-50 rank system lol I forgot my bad

even if it didnt have to do with ranking up maybe the higher a person ranks the more credits they get for being higher.

The rank system however should work with point values.

to get from rank 1 to 2 you need one point

1-point if you win

2-points if you win and your MVP

-1-if you lost

0-if you lost and you where MVP.

Then lets say from level 23 to 24 you need like 3 to 4 points.

What do you think?

Yeah for Invisible make it so you get the pick up version your completely invisible and AA the same

Also in options you should be able to choose if you can be compeletely invisible

I personally want a different way for credits to be given.
More credits for capturing objectives and doing well.

pikachu.

edit and maybe the ability to actualy search by skill, not just be other people using that filter.

I am new to the waypoint forums. Seeing as Bungie.net will no longer be the main source of information regarding Halo Reach, and 343I will be running the show for all Halo related matters from now on. This includes a (hopeful) title update for Reach.

The reason I am discussing this is because I am hoping for a change in Armor Lock (AL). The way it is, it perverts the nature of armor abilities and ruins gameplay balance. Many people have decided to grab their pitch-forks and torchs to hunt down AL until it is no longer a capable AA or it is completely out of matchmaking. I am hoping that won’t happen.

I am not sure if anyone at 343 will read this, but I hope this might provide some ideas. (This is a post I made in the Halo Reach forum on B.net)

Entering
I am a proponent for changing when AL’s actual effects begin. I believe it should begin when a player’s fist hits the ground or 12 frames. It makes it universal and there is less guess work for figuring out when the actual AL effects begin. System lag creates odd moments when players seemingly enter AL before or after they should have.

Usages(s).
Al has a total of 5 seconds of usage. If there is less than 1/4 full of charge, it will not activate. I propose a change where AL shall last at most 1.25 seconds per usage (usage is defined as a time between when the actual shield appears and when the EMP is released). There will be a cool down time of 1.5 seconds to help prevent any chances of somebody escaping into AL during a melee fight. The next part will be controversial, there will be a total of 3 AL uses within a full charge. This is in case of times when multiple threats are present such as multiple vehicles or random grenade spam. The charge(s) shall be completely refilled after 12 seconds. That’s 4 seconds per usage to recharge. This is to keep it fair. Not too long or short.

Second, exiting.
I suggest lowering the time it takes to gain full control from 20 frames to 15 frames. The main reason is CQB. Commonly I go into AL to escape a grenade when I am about to lose all health; whenever I do, I get covered with enemies. Most of the time I can only do one action before facing the inevitable. With a drop in the time for full control to half a second, it will give AL players more of an edge when exiting (don’t worry about EMP that will come later). However, adjustments to the view snap would be necessary. Within 90 degrees of the center of view from where you were previously aiming, you will snap in 15 frames. Within 180 degrees, it will take 20 frames. And for anything outside of 180 degrees, it would take 25 frames. This will mean that there is a greater chance of killing from behind, but you will have to act fast to get it or you will get hurt. I also suggest removing the extra damage protection after exiting, it maked the game less about guessing when to shoot.

EMP/Push/Stun
AL will give off an EMP and Push dependent upon time in AL. I suggest cutting the EMP out completely so that situations like this doesn’t happen anymore. It makes no logical sense that someone who chooses something when they spawn should lead to a kill over someone who took a power weapon.
I believe that the Push created by AL should be increased. If a full charge is used, then anyone who is within melee distance will be forced back 1 meter past the melee range and have a stun for 8 frames. This is to prevent somebody who is mashing the stick down from instantly getting a kill when the person exits AL. This can be defeated with teamwork and timing.
The stun is an issue, I don’t think players should be penalized simply because of bad connections or somebody has a really quick bumper finger. I think it should be dropped to 8 frames like the proposed push.

Function: Basic
Its basic function shall not change; in other words, preventing players from taking catastrophic damage.

Function: Vehicles
AL has made a name for itself as a ghost shredder. It should keep it. The issue is that identifying AL’ers is very hard. I propose a return to the old AL digital manifestation shown incredibly briefly at 0:26. It appears to be a back pack with an antennae on it. Possible recoloring to prevent confusion with the jetpack might be necessary.

Function: Plasma Grenade Shedding
People are very pissed over the fact that AL gives players that ability to survive explosions from stickies. The issue is that the actual effects begin to early. Plasmas should only be shed if a player times when they activate AL as the same time as when the sticky hits. However, having AL appearing to sometimes work is not enough, I also suggest that stickies that are stuck before activation will have their timers freezed when the actual effects of AL begin. So upon exiting, the stickies will drop off and resume their timer. This gives AL’ers a chance to escape if they are fast enough and know the terrain well enough.

Frosting
Frosting, the bane of most players. Bungie did make it so that shields don’t recharge during AL. But they forgot that AL lasts long enough so that no damage is read and shields begin to recharge as soon as players exit AL. I suggest that the 0-damage timer completely freezes as soon as players enter AL so that shields cannot recharge if someone enters it arbitrarily to prolong death.

It will take more skill to use properly in my suggested changes.

Stickies will now have to be timed to properly escape. Rather than just going into it, you have to get the entrance right, or figure out how to get some distance between you and it after exiting.

Actual usage will now require thought as to when to activate. Why enter to late and waste a charge or enter when you can easily escape from a grenade? Why waste it dodging one DMR round when you will die with the next?

Anti-vehicle usage will mean that you have to have more time to react since you now will enter it within less than 1/2 a second rather than a quarter.

It will take more “skill” in this form than its current due to its scarcity and properties.

I guess I should also state what the statistics of AL are along with why it should be changed.

AL
Its purpose is to render the user invincible momentarily at the trade-off for immobility.

What does it protect against?
Everything, users are not harmed for the duration of AL.
This also means that any damage that would have happened (stuck plasma grenade) would not affect someone using AL.
AL can have a full 5 second usage or 2 smaller usages when used from a full guage.

What can it do?
It can destroy boosting vehicles and release an EMP as well as repulse any objects.

The facts (most times are aproximate to give easily understood numbers) about AL (basic usage)
-It takes 8 frames to enter AL which means .27 seconds before a player is invincible. This happens before the fist touches the ground (I do believe that is 15 frames or .5 seconds)
-Exiting (exit measured form time of EMP release) al takes 20 frames or .67 seconds (player is no longer in any AL animation).
-Players can attack after 20 frames or .67 seconds. This menas shoot, melee, or throw grenades.
-AL will allow users to face any direction after 20 frames or .67 seconds (seeing a pattern?)
-AL has added damage resistance after EMP release that lasts for 8 frames or .27 seconds. The only lethal weapons are the rockets and plasma grenades. All others have greatly reduced damage.
-AL disregards all timers for melee, grenade tosses, and reload. You can enter whenever.

EMP:AL has an EMP/Repulsive affect that has a range proportional to the length of AL usage (Note: I did not find out what the range is for intermediate times since I do not have a stop-watch)
-For a momentary usage (essentially the fist touches the ground and then release), the EMP will have a range that hugs the user.
-For a full 5 second usage, the range is 4.65 meters from the center of the user.
-The melee EMP is less than the blocks on the end of the Shield bar, I estimate (the means do not quote me on this) 20% reduction. So you lose apr. 20% of your shields when you melee someone in AL. This is not proportional to length in AL.
-The melee EMP also stuns players (reduced speed) that lasts for 1.5 seconds.

Additional AL affects:
Plasma Grenade Shedding-People who are stuck will “shed” plasma grenades allowing players to survive. Anything that will stick to players will be shed. But anything that will stick to players when the are in AL will stay stuck (this also includes rockets). If timed right (when the plasma grenade touches you) AL will launch whatever will stick you in the direction of your reticle.

Frosting-Players’ shields recharge after 5 seconds of not being damaged. A full AL usage is 5 seconds long, and player do nto recieve any damage while in AL. That means that players will have a small bit of shields recharged after exiting AL after 5 seconds of usage.

The issue with AL as it is.

AL is being abused in ways Bungie didn’t want it to be.
Bungie intended it to be a way to escape large amounts of damage quickly. Instead, people now use it to extend their lives as well as a weapon.

AL gives players an extra 5 seconds of life guaranteed. Those 5 seconds are 5 seconds the user has to plan an escape or to be bailed out by his/her teammates. This interupts gameplay like a crashed freight train, combat just stops.

Not only does it slow down gameplay, it almost laughs in the face of DMR users. Most people beign to shoot as soon as they see the EMP release (one wasted shot). By then, there is a thin film of shields which has to be removed (2 wasted shots), so they have to follow up with a headshot (3 shots total). By that time though, players could have scrambled to cover or have their teammates swarm the enemy.

The purpose of Armor Abilities (AA) is to provide a way to augment your offensive and defensive tactics. But none of them are weapons like AL. AL will actually combat players for you with the EMP. Its original idea wat to provide an outlet for people who get trapped in AL so that they wouldn’t be killed instantly. People now use it to fight those with actual power weapons and win.

This unbalances the game, why should someone who picked up a weapon that might have been hard to retrieve be killed easliy by someone who picked an option when they spawned.

Again; I understand that is to remove any close by threats, but why should the user have an easier chance to kill someone if they brought a knife to a gun fight?

AL does not do what Bungie intended to do, as well as players have warped its usage.

Solution.Agreed.

i agree there should be changes 100%.

i think the proper changes are as follows:

take the current armor lock

  • your idea for visual recognition (somehow, i could care less what it is) (awesome idea btw).
    -4 seconds of duration.
    +faster cooldown.
    -EMP killing other peoples shields.
    +your idea to prevent successive uses with melees (brilliant idea btw).
    -frosting effect.

then POOF! its suddenly BALANCED and not BLATANTLY OVERPOWERED like it is now.

change is needed here soooo bad. i really hope they title update reach before, or as halo ce:anniversary comes out to fix this (among many other things, bloom on the DMR included).

> i agree there should be changes 100%.
>
> i think the proper changes are as follows:
>
> take the current armor lock
>
> + your idea for visual recognition (somehow, i could care less what it is) (awesome idea btw).
> -4 seconds of duration.
> +faster cooldown.
> -EMP killing other peoples shields.
> +your idea to prevent successive uses with melees (brilliant idea btw).
> -frosting effect.
>
> then POOF! its suddenly BALANCED and not BLATANTLY OVERPOWERED like it is now.
>
> change is needed here soooo bad. i really hope they title update reach before, or as halo ce:anniversary comes out to fix this (among many other things, bloom on the DMR included).

I am trying to understand how you put that. You want 4 seconds of duration but less of a cool down time?