Halo 2 and 3 did not have the kind of competition with the CoD games that Halo: Reach does. Sure, CoD existed, but it didn’t become HUGE until MW2.
Reach win. I love it and always will.
> > > > Apart from the P2P network, the only thing I want changing is friendly fire. I don’t want this to be post moaning, but please 343i, if you’re reading this then please disable it. Friendly fire does nothing but infuriate players such as myself. I got booted from a game this evening because I accidently betrayed a few people in a Wraith. Granted, I could have been more careful and not have gotten carried away, but I’d like to play a game knowing that I can be a bit clumsy and nothing will happen to either myself or my team mates. By all means have the option to turn it off or on in custom games, but for match making, it needs to be disabled.
> > >
> > > Honestly, don’t blame Friendly Fire, it makes Halo Unique, Blame bungie for screwing up. I get betrayed 3 times by someone with no prompt to kick. I kill him once and he gets the prompt to kick me…
> >
> > The best thing to do when someone betrays you is to turn the other cheek and just try and avoid him/her because of that problem you just highlighted.
>
> I never boot people, the point is though, Sometimes it requires one betrayal, sometime several…
I meant not to kill them back, but yeah, I totally agree with you there.
Still hate FF though. 
> > > > > > > Bungie made Halo Reach have a more CE feel. If you don’t like the Reach gameplay, you probably wouldn’t like CE much either.
> > > > > >
> > > > > > No, they tried to. They Tried, and Failed…
> > > > >
> > > > > So did your face.
> > > >
> > > > They fail and this thread proves it.
> > >
> > > There are more than 120,000 people playing Reach right now. That’s really fail. Contrary to what you believe, those angrily posting on forums, Yoink! that their DMR shots won’t hit, don’t represent the entire Halo population.
> >
> > that really is fail when h2 and h3 had triple that number 2 years later.
>
> Halo 2 and 3 did not have the kind of competition with the CoD games that Halo: Reach does. Sure, CoD existed, but it didn’t become HUGE until MW2.
> Reach win. I love it and always will.
What do you mean, That’s when CoD 4 came out, that was pretty much the Dawn of CoD. It was pretty good competition. Still, Halo has so much different gameplay than COD where one who likes one game won’t leave the other for it.
make us BELIEVE with a nice TU 343i. thank u.
What’s this blasphemy of turning off friendly fire?! If you betray someone then it’s usually your fault. Sure, sometimes a friendly runs into your nade or your sniper bullet, but those are uncommon. Turning friendly fire off would do nothing but promote nade spam and the misuse of explosives (propelling friendlies with a pile of nades, etc). It should be one betray and you get the option to boot. That’ll stop power weapon betrayers.
I wouldn’t get your hopes up.
> I wouldn’t get your hopes up.
For what, an announced TU…
Well, might as well throw in my suggestions:
Weapon balance:
- Increase Focus Rifle damage.
- Slightly increase Plasma Launcher charge speed.
- Increase Plasma Repeater damage.
- Decrease grenade damage.
- Decrease melee damage.
- Allow bleed through damage.
- Increase Assault Rifle damage, decrease bloom, heavily decrease range.
- Remove Sword/Hammer block.
- Decrease Armour Lock usage time.
- Remove Active Camouflage movement visibility, decrease usage time to 10 seconds, regardless of movement.
Other:
- Add armour detail colour.
- Remove daily credit limit.
- Bring back Beta Invasion (1 round, green vs purple)
- Bring back SvE Slayer (not to be confused with Invasion Slayer).
- Bring back some of the Beta armoury options that aren’t in the final game (for example, the CNM attachment for the Mark V helmet.
> What’s this blasphemy of turning off friendly fire?! If you betray someone then it’s usually your fault. Sure, sometimes a friendly runs into your nade or your sniper bullet, but those are uncommon. Turning friendly fire off would do nothing but promote nade spam and the misuse of explosives (propelling friendlies with a pile of nades, etc). It should be one betray and you get the option to boot. That’ll stop power weapon betrayers.
I’ve had so many team mates run into my grenades and as a result get killed by them, it’s unreal. Oh, and purposeful betrayals seem to be the cool thing these days, since I’ve had to boot several people for it recently. Believe me when I say that it would solve more problems than it would cause if friendly fire was disabled.
> What’s this blasphemy of turning off friendly fire?! If you betray someone then it’s usually your fault. Sure, sometimes a friendly runs into your nade or your sniper bullet, but those are uncommon. Turning friendly fire off would do nothing but promote nade spam and the misuse of explosives (propelling friendlies with a pile of nades, etc). It should be one betray and you get the option to boot. That’ll stop power weapon betrayers.
how would it be better to make it 1 betrayal = option to boot?
what the heck? accidental betrayals happen frequently. people also boot when they can, this is incredibly apparent when you are carrying the holy heck out of your team, then you accidentally betray one of them and they insta-boot you even after you have already said ‘sorry!’.
1 betrayal = option to boot is a horrendous idea.
it should be 2 betrayals = option to boot. the game should also take into consideration of how long you were aiming on target at said person, and how much damage you have dealt to them too.
i said it before, i had someone shoot me with literally 2 entire clips of the turret you can carry around. after which, he accidentally betrayed me, and i couldnt boot him. this needs to change.
if you look at someone, then fire at them for long enough for them to die, you should be given the option to boot, even if its the first betrayal. if you deal a certain amount of weapon damage to them, or grenade damage to them, you should also get the option to boot off of 1 single betray too.
if you accidentally throw a grenade, and blow someone up, or shoot a rocket, and blow someone up, they shouldnt be able to boot you because that happens all the time. especially in reach, where the grenades and rockets are HYPER explosive.
> What’s this blasphemy of turning off friendly fire?! If you betray someone then it’s usually your fault. Sure, sometimes a friendly runs into your nade or your sniper bullet, but those are uncommon. Turning friendly fire off would do nothing but promote nade spam and the misuse of explosives (propelling friendlies with a pile of nades, etc). It should be one betray and you get the option to boot. That’ll stop power weapon betrayers.
That would be simply awful. Then innocent players like myself would be kicked more frequently. I’d also rather have people grenade spam than team kill on purpose for a laugh.
The lack of friendly fire in games like RFOM and Killzone 2 has worked well pretty well so far, and I hope 343i follows suite and disables it for matchmaking.
I want AAs out of Halo for Good, even reach. Custom Games and invasion are okay though. And no, there are no good things about it…
Active Camo : Ruined the whole Concept of Active Camo in Halo. Also, it promotes super Camping which slows down Gameplay too much. Just crouch in an Open field and you can’t get shot.
Armor lock : Every knows what’s wrong with it. Instant push of a Button invincibility for 5+ second.
Drop Shield : Prevents one from getting shot AND Heals them. But this isn’t in many Gametypes, so Buingie at least saw the problem with this.
Evade : Promotes Double melee. Melee once, Roll Backwards, roll towards, melee again.
Hologram : … Actually, this one’s pretty useless…
Jet pack : Punishes trying to get map control and instantly allows a player to gain the high ground without much resistance.
Sprint : Promotes Double melee. Sprint away from Combat. Makes melee weapons take no strategy and allows one to sprint at another and get a basically free kill.
In opposition to the belief things are broken:
> Evade : Promotes Double melee. Melee once, Roll Backwards, roll towards, melee again.
This is why I pipe up when I feel someone missuses the term “nerf” as an exaggeration. The term double-melee has now been twisted to define any 2 consecutive melees that land a kill, the timing between them be -Yoink!-?
> Hologram : … Actually, this one’s pretty useless…
Did you know you can use it in to take a few shots for you? If timed right in combat, it can block any 1 of the 2 melees that could kill you in a double-melee attack upon you whilst you return the favour but more successfully. It will also absorb a couple smalls arms fire shots or needles, block a plasma-explosive, deflect frags, confuse auto-tracking weapons slightly and even stop a Shogun blast or a bit of Focus Rifle fire. It will however not help against blocking actual explosion damage, nor will it help against a Sniper-shot.
Making a dummy and crouching in it is great way to bait and return fire.
> Sprint : Promotes Double melee. Sprint away from Combat. Makes melee weapons take no strategy and allows one to sprint at another and get a basically free kill.
I have to disagree because if used from too far away, the sprinter is toast long before they get to the target. And to counter it, a shot in the head should do it against an unshielded enemy.
> Jet pack : Punishes trying to get map control and instantly allows a player to gain the high ground without much resistance.
“Breaking” a map is relative. There’s playing a map with limited 3D movement and then there’s combat with full 3D movement. One is not better than the other, but full 3D combat requires more situational awareness.
As for the rest, there is no promotion of any tactic that can’t be learned to overcome and always remember to do when doing the battlefield circle-check and therefore be kept in check. So therefore there isn’t a promotion of certain tactics, it’s that there are “best” available tactics that must be chocked off to prevent from happening.
Like grabbing the Sniper and hanging at any 1 of the 4 “best” spots on Hemmorhage. The idea is too always keep an eye on those positions and prevent the enemy from getting to them in the first place.
Say that, or grabbing a Sniper on the Pit and then either hanging a top of Sniper or over by Shotgun as a means to gain control over 1/2 or 1/3 of the map. If the connections are good, then we move to enemy-side Sword or the bridge don’t we? 
Preventing the enemy from ALing in the first place is the best way to counter AL, non?
Having a designated Jetpack-killer is a great strategy to execute. Instead of every player constantly looking up, have 1 player mostly looking at the places a Jetpacker will be and then have the other 3 cover him. They’ll cover the 1-shot call outs but not engage directly in firefights because they’re looking for the airborne/flanker.
And it wouldn’t hurt to have another person tend to deal in counter-active as well. They should be the ones flanking the rest of their team that sweeps the corners and odd areas and makes call outs while the remaining 2 players act as either hunters or scout and pointman as a pair. But of course, that’s only when it’s called for. I’m just suggesting the above against organized teams that use the diversity available to them, a bit less “me be the killer” and a bit more “get’em pa!”
> > Random number generators are supposed to stay in casinos and out of FPS’s! ( bloom )
>
> Sorry to be so blunt, but you clearly know nothing about how to actually program a game.
>
> Bloom is not random by the way, it is an indicator of a non-random expansion of the angle at which a bullet might leave the gun. Nearly every shooter uses this concept of a random exit vector from the gun to simulate less than perfect accuracy. And this is a fundamental part of balance, if every AR bullet went straight out of the gun why would you ever use a DMR? The expansion of this bullet spread as the weapon is fired adds a layer of tactical depth, one must consider the optimal rate/tempo of fire for a given situation.
>
> It is also a fact that every Halo game has had increasing bullet spread, even for precision weapons. Granted in Halo: CE a problem with the algorithm meant that the spread only occurred as you held down the trigger and it was removed from the BR in Halo 2 via a patch (making both of these weapons terribly overpowered). The BR in Halo 3 also had a fixed bullet spread.
>
> Now finally with Halo: Reach thanks to well implemented increasing bullet spread and reticle bloom we have a primary mid-to-long range weapon which is not also better at close-to-mid range than every close-to-mid range weapon, and you’re saying that this is a bad thing? From my perspective this is the best thing to happen to competitive Halo since Halo: CE was released. Bravo to Sage Merrill, he finally balanced Halo.
Where a bullet might leave a gun? So your saying the game is guessing? Meaning that is random… Hmmm yea I see ur logic lol
In other words it is random, and it balanced halo where noobs had a increasing chance against non-noobs…
Which is ok for some, but for me, I rather a game be all skill then based on randomness.
Changes to weapons:
Assualt Rifle: Buff it so it can kill 2 bullets qucker when the enemy has no sheilds.
Plasma Repeater: Buff making it take 3 shots less to take down sheilds.
Thats all I have right now.
What I said with the PR NEEDS to happen. The AR can probably still be debated about.
> [hologram’s extra uses]
i believe he was talking about hologram when compared with any other AA. when you compare it to anything else, its just flat out terrible, especially against good people where it will damn near never work (maybe once or twice a game lol)
> I have to disagree because if used from too far away, the sprinter is toast long before they get to the target. And to counter it, a shot in the head should do it against an unshielded enemy.
sprint promotes the double derp more than anything else in halo reach. because of sprint and our horrendous no-bleed melee system, the viability of shooting is thrown out the window some of the time. at close range a lot of the time there is simply no point in shooting at all because sprint + double melee is simply better, and easier to pull off. skill gap -> thrown out the window.
> “Breaking” a map is relative. There’s playing a map with limited 3D movement and then there’s combat with full 3D movement. One is not better than the other, but full 3D combat requires more situational awareness.
yea, more situational awareness like… make sure you pay attention to not only the map, but also to about 80 feet above the map just because you can spawn with a jetpack and fly straight up for roughly a day and shoot from up there. jet pack completely removes the concept of map control from halo in the gametypes that you can use it on, its not even debatable, it just does. jet pack as a PICKUP might be nice, but off the spawn it should NEVER be included in any non-joke playlists. team slayer is literally more like team jet packs right now because of this. it make the game feel more gimmicky, like some child’s game instead of a serious ‘M’ rated FPS game.
> Preventing the enemy from ALing in the first place is the best way to counter AL, non?
what reaper means here is, get a headshot with the sniper, or you are SOL. it is basically impossible to kill someone who is EVEN REMOTELY good with armor lock when they know to stick next to their team, and have teammates who arent horrible.
throw grenades -> armor lock.
shoot at him -> armor lock.
body shot him with a sniper -> armor lock.
shoot a rocket at him -> armor lock.
shotgun him once -> armor lock.
stick him with a plasma grenade -> armor lock.
etc. etc.
armor lock is BLATANTLY OVERPOWERED. its literally not even debatable. arguing that its balanced is just silly.
> Having a designated Jetpack-killer is a great strategy to execute.
good strategy, but how does this make the game fun?
“OK TOM! were playing team slayer so you are on constant air control for the entire match! dont ever look ahead of you, instead keep your eyes peeled for people flying 50 feet above the map. sure, if someone on the ground sees you you are instantly dead, but at least you’ll keep the air clear! matter of fact, lets get 2 guys doing this since were playing team slayer so its 90% jet packs anyways.”
“but… team captain… why do we have to do this -Yoink-, this isnt fun at all! i never had to do this crap in other halo games!”
“too bad! were playing halo reach so its mandatory!”
lolololololololololololololol
> > [hologram’s extra uses]
>
> i believe he was talking about hologram when compared with any other AA. when you compare it to anything else, its just flat out terrible, especially against good people where it will damn near never work (maybe once or twice a game lol)
>
>
> > I have to disagree because if used from too far away, the sprinter is toast long before they get to the target. And to counter it, a shot in the head should do it against an unshielded enemy.
>
> sprint promotes the double derp more than anything else in halo reach. because of sprint and our horrendous no-bleed melee system, the viability of shooting is thrown out the window some of the time. at close range a lot of the time there is simply no point in shooting at all because sprint + double melee is simply better, and easier to pull off. skill gap -> thrown out the window.
>
>
> > “Breaking” a map is relative. There’s playing a map with limited 3D movement and then there’s combat with full 3D movement. One is not better than the other, but full 3D combat requires more situational awareness.
>
> yea, more situational awareness like… make sure you pay attention to not only the map, but also to about 80 feet above the map just because you can spawn with a jetpack and fly straight up for roughly a day and shoot from up there. jet pack completely removes the concept of map control from halo in the gametypes that you can use it on, its not even debatable, it just does. jet pack as a PICKUP might be nice, but off the spawn it should NEVER be included in any non-joke playlists. team slayer is literally more like team jet packs right now because of this. it make the game feel more gimmicky, like some child’s game instead of a serious ‘M’ rated FPS game.
>
>
> > Preventing the enemy from ALing in the first place is the best way to counter AL, non?
>
> what reaper means here is, get a headshot with the sniper, or you are SOL. it is basically impossible to kill someone who is EVEN REMOTELY good with armor lock when they know to stick next to their team, and have teammates who arent horrible.
> throw grenades -> armor lock.
> shoot at him -> armor lock.
> body shot him with a sniper -> armor lock.
> shoot a rocket at him -> armor lock.
> shotgun him once -> armor lock.
> stick him with a plasma grenade -> armor lock.
> etc. etc.
>
> armor lock is BLATANTLY OVERPOWERED. its literally not even debatable. arguing that its balanced is just silly.
>
>
> > Having a designated Jetpack-killer is a great strategy to execute.
>
> good strategy, but how does this make the game fun?
>
> “OK TOM! were playing team slayer so you are on constant air control for the entire match! dont ever look ahead of you, instead keep your eyes peeled for people flying 50 feet above the map. sure, if someone on the ground sees you you are instantly dead, but at least you’ll keep the air clear! matter of fact, lets get 2 guys doing this since were playing team slayer so its 90% jet packs anyways.”
> “but… team captain… why do we have to do this Yoink!, this isnt fun at all! i never had to do this crap in other halo games!”
> “too bad! were playing halo reach so its mandatory!”
>
> lolololololololololololololol
Yeah, exactly
> <a> iQ II URZA Permalink Report Reply Quote More 6-17-11 7:44 PM thy ReaperMC:[hologram’s extra uses]
> i believe he was talking about hologram when compared with any other AA. when you compare it to anything else, its just flat out terrible, especially against good people where it will damn near never work (maybe once or twice a game lol)
> **thy ReaperMC:**I have to disagree because if used from too far away, the sprinter is toast long before they get to the target. And to counter it, a shot in the head should do it against an unshielded enemy.
> sprint promotes the double derp more than anything else in halo reach. because of sprint and our horrendous no-bleed melee system, the viability of shooting is thrown out the window some of the time. at close range a lot of the time there is simply no point in shooting at all because sprint + double melee is simply better, and easier to pull off. skill gap -> thrown out the window.
> thy ReaperMC:“Breaking” a map is relative. There’s playing a map with limited 3D movement and then there’s combat with full 3D movement. One is not better than the other, but full 3D combat requires more situational awareness.
> yea, more situational awareness like… make sure you pay attention to not only the map, but also to about 80 feet above the map just because you can spawn with a jetpack and fly straight up for roughly a day and shoot from up there. jet pack completely removes the concept of map control from halo in the gametypes that you can use it on, its not even debatable, it just does. jet pack as a PICKUP might be nice, but off the spawn it should NEVER be included in any non-joke playlists. team slayer is literally more like team jet packs right now because of this. it make the game feel more gimmicky, like some child’s game instead of a serious ‘M’ rated FPS game.
> **thy ReaperMC:**Preventing the enemy from ALing in the first place is the best way to counter AL, non?
> what reaper means here is, get a headshot with the sniper, or you are SOL. it is basically impossible to kill someone who is EVEN REMOTELY good with armor lock when they know to stick next to their team, and have teammates who arent horrible.
> throw grenades -> armor lock.
> shoot at him -> armor lock.
> body shot him with a sniper -> armor lock.
> shoot a rocket at him -> armor lock.
> shotgun him once -> armor lock.
> stick him with a plasma grenade -> armor lock.
> etc. etc.
>
> armor lock is BLATANTLY OVERPOWERED. its literally not even debatable. arguing that its balanced is just silly.
> **thy ReaperMC:**Having a designated Jetpack-killer is a great strategy to execute.
> good strategy, but how does this make the game fun?
>
> “OK TOM! were playing team slayer so you are on constant air control for the entire match! dont ever look ahead of you, instead keep your eyes peeled for people flying 50 feet above the map. sure, if someone on the ground sees you you are instantly dead, but at least you’ll keep the air clear! matter of fact, lets get 2 guys doing this since were playing team slayer so its 90% jet packs anyways.”
> “but… team captain… why do we have to do this Yoink!, this isnt fun at all! i never had to do this crap in other halo games!”
> “too bad! were playing halo reach so its mandatory!”
>
> lolololololololololololololol
Is your response to:
> Having a designated Jetpack-killer is a great strategy to execute. Instead of every player constantly looking up, have 1 player mostly looking at the places a Jetpacker will be and then have the other 3 cover him. They’ll cover the 1-shot call outs but not engage directly in firefights because they’re looking for the airborne/flanker.
> And it wouldn’t hurt to have another person tend to deal in counter-active as well. They should be the ones flanking the rest of their team that sweeps the corners and odd areas and makes call outs while the remaining 2 players act as either hunters or scout and pointman as a pair. But of course, that’s only when it’s called for. I’m just suggesting the above against organized teams that use the diversity available to them, a bit less “me be the killer” and a bit more “get’em pa!”
Let me highlight the section that shows me you have very little gaming experience: “**i never had to do this crap in other halo games!”**To you, a game is built without limitations and the systems themselves are perfect as there is no need to go beyond 10 year old technology to achieve perfection. Your ability to adapt would make a Spartan proud. Actually, your steadfast devotion to archaic beliefs would make an Elite proud and a Spartan will constantly tick you off with their annouying, yet effective use of team-tactics.
I’ll also point out what I wrote: "But of course, that’s only when it’s called for. I’m just suggesting the above against organized teams that use the diversity available to them, a bit less “me be the killer” and a bit more “get’em pa!.” And your response to was to take the suggestion as is and “use it 100% of the time.”
What’s funny about your response is that the opposite to my suggestion would hold true to you accusation. If TS is 90% jetpack, you should have 2-3 players with their sound on and looking to the skies while the 1 to 2 other players look to the ground/forward. It has nothing to do with what’s fun (because that’s what customs are for), it’s doing what wins (after all, that is one of your supports of using button-combos). And playing as a team that specializes in countering AA-strategies rather than playing as LWs using AAs as your butt saviour WILL increase your chances of winning greatly.
As for the rest, keep grasping at straws.
> i believe he was talking about hologram when compared with any other AA. when you compare it to anything else, its just flat out terrible, especially against good people where it will damn near never work (maybe once or twice a game lol)
He said it is useless. Not only did I prove that Hologram is not useless, but I’ve proven you both don’t have the imagination to use a distracting tool that absorbs minor damage effectively. I don’t use Hologram, if at all, ever (maybe once or twice I have). Just because I don’t use it doesn’t mean it sucks. That is very childish thinking.
A big straw:
> what reaper means here is, get a headshot with the sniper, or you are SOL. it is basically impossible to kill someone who is EVEN REMOTELY good with armor lock when they know to stick next to their team, and have teammates who arent horrible.
Ya, if your LWing and playing on a team that isn’t playing as a team vs a team that is (those are funny to write). Of course you’ll get your -Yoink- handed to you if you play Halo: Reach exactly like a previous Halo (no regard for your ROF).
I suggest diversifying situational awareness, you suggest removing it. I suggest working as a team, you suggest that 4 lonewolves don’t have to work as a team (and then turn around and consider the teamplayers as skill-less and will boast the LWs’ skills to their graves). I suggest there are no limits in a balanced sandbox, you suggest that a balanced sandbox quickly reveals its limits… Nice story.
> Changes to weapons:
>
> Assualt Rifle: Buff it so it can kill 2 bullets qucker when the enemy has no sheilds.
>
> Plasma Repeater: Buff making it take 3 shots less to take down sheilds.
>
> Thats all I have right now.
>
> What I said with the PR NEEDS to happen. The AR can probably still be debated about.
I think the plasma rifle needs a buff, plasma repeater can kill somewhat quick.