They can start by fixing that abomination called bloom.
> > > > > Increased vehicle damage ( because its like there made out of paper mache )
> > > > > Oh yeah and add 1 - 50 true skill.
> > > >
> > > > Are u serious? Vehicles are already overpowered.
> > >
> > > How can vehicles be overpowered when you can take a banshee out with 4 shots of the snipe?
> >
> > Agreed. The fact that everything is an anti-vehicle weapon is pretty bogus.
> >
> > However, I cannot agree with the addition of 1-50. That system promoted boosting out the Yoink!, multi-accounting, and dozens of other problems that lead to terrible experiences for many players.
>
> You have to agree that the way Arena was implemented was just as bad, though. Nobody even plays it, and it’s “Ranked” Halo!
>
> They should have had the rank visible in all playlists next to your Military Rank.
You can have ranked playlists without the need for a 1-50 style system. Many shooters have ranked and public (or social) playlist, and just by looking, you’d never be able to tell the difference between the two.
Arena was a great idea that was implemented in a bad way. I like the current 3 month seasons, but it needs more than one playlist. If Arena were made more like the ranked playlists of Halo 3, that would be wonderful.
Again though, 1-50 should never, ever return to Halo.
Someone a page back (I think) lamented the addition of the Grenade Launcher to Halo Matchmaking. I know this is a bit off-topic, but how can you call one of the most skilled weapons in the game a “noob-toob”? The Grenade Launcher requires good depth-perception, timing and aim, making it one of the most under-appreciated weapons of any Shooter. Pretty much everyone who complains about it is simply just useless with it themselves.
~ KingBorisThe3rd
The nade launcher can be used as a camp tool on reach. I think this is a product of the bad maps though. That would be my explanation of the hatred.
> Someone a page back (I think) lamented the addition of the Grenade Launcher to Halo Matchmaking. I know this is a bit off-topic, but how can you call one of the most skilled weapons in the game a “noob-toob”? The Grenade Launcher requires good depth-perception, timing and aim, making it one of the most under-appreciated weapons of any Shooter. Pretty much everyone who complains about it is simply just useless with it themselves.
> ~ KingBorisThe3rd
Hear, hear.
> The sword block should stay, in my opinion. Because it gives a fighting chance to pro players. Where in Halo 3, noobs that abused it’s increased lunge range could get unfair kills.
If you’re so pro, the noobs wouldn’t have the sword in the first place. Sword block is a bad design mechanic. It should be removed at all costs. What should happen, is there should be a cooling off period after sprinting or evading in which weapons can’t be used. That would avoid sprint + sword.
> > The sword block should stay, in my opinion. Because it gives a fighting chance to pro players. Where in Halo 3, noobs that abused it’s increased lunge range could get unfair kills.
>
> If you’re so pro, the noobs wouldn’t have the sword in the first place. Sword block is a bad design mechanic. It should be removed at all costs. What should happen, is there should be a cooling off period after sprinting or evading in which weapons can’t be used. That would avoid sprint + sword.
No. Armor abilitie’s is what made it overpowered. Do something about that instead.
I hope they can keep their word. I really look forward Reach if it plays much more like Halo1,2,3 than I´ll come back and I´ll do as if Reach never really existed.
The only things I really want in the TU outside of the standred fixes is:
-
For active camo to look the same in your first person view as it does to others.
As of now if you looks 50% invisuble, you are actually like 80% invisble to everybody else. Just use active camo, move around a little, and view it in theatre while swithcing from 1st person and 3rd, and you’ll see a huge difference. Making it so it stops flickering in 1st person would be nice too. -
I’d also like to see the secondary emblem “four diamonds” to go back to how it was in 3, in reach it’s just a duplicate of “4 plots”. It’s annoying to see an emblem removed, more so when it’s just replaced with a emblem already present in game.
> I hope they can keep their word. I really look forward Reach if it plays much more like Halo1,2,3 than I´ll come back and I´ll do as if Reach never really existed.
Exactly how I feel haha.
In my mind Reach is not a Halo game the way it is right now, I’m really hoping they can make it feel like an enjoyable Halo game again that I can’t put down 
> Someone a page back (I think) lamented the addition of the Grenade Launcher to Halo Matchmaking. I know this is a bit off-topic, but how can you call one of the most skilled weapons in the game a “noob-toob”? The Grenade Launcher requires good depth-perception, timing and aim, making it one of the most under-appreciated weapons of any Shooter. Pretty much everyone who complains about it is simply just useless with it themselves.
> ~ KingBorisThe3rd
If you ask me, it’s TOO hard to use. Well, not really, but in normal multiplayer, using it like a grenade launcher will make it usless, it fills a different roll entirely.
Speaking of grenades, i’d like to see their damage go up. Not to the beta damage levels (As much I liked it then), but in between that and now.
Though I think a change like that is a rather large one and would probably not be able to be done without other balencing.
Oh, one last thing:
In invasion, can we please get purple and green, not red and blue? I know we can’t have indivual shades of purple and green, or make it so spartans are always green and elites purple, but just make it so the forced color is changed to those two.
> > Someone a page back (I think) lamented the addition of the Grenade Launcher to Halo Matchmaking. I know this is a bit off-topic, but how can you call one of the most skilled weapons in the game a “noob-toob”? The Grenade Launcher requires good depth-perception, timing and aim, making it one of the most under-appreciated weapons of any Shooter. Pretty much everyone who complains about it is simply just useless with it themselves.
> > ~ KingBorisThe3rd
>
> If you ask me, it’s TOO hard to use. Well, not really, but in normal multiplayer, using it like a grenade launcher will make it usless, it fills a different roll entirely.
>
> Speaking of grenades, i’d like to see their damage go up. Not to the beta damage levels (As much I liked it then), but in between that and now.
>
> Though I think a change like that is a rather large one and would probably not be able to be done without other balencing.
>
> Oh, one last thing:
>
> In invasion, can we please get purple and green, not red and blue? I know we can’t have indivual shades of purple and green, or make it so spartans are always green and elites purple, but just make it so the forced color is changed to those two.
>:( NO. It needs to be like in Halo 3.
Here are mine. Feel free to post yours.
- Fix Bloom
- Fix vehicle damage, make it like halo 3
- Fix overpowered grenades
- Make better/Creative maps; The maps on reach are so dull, what happened 343? halo 3 had great maps
- Fix Armer abilities
- Why did you get rid of the bubble shields???
- RANKED PLAYLISTS LIKE HALO 3 <-------I get matched up with stupid teamates
- Sword block fix…
- Mellee system fix…
- I never thought i’d see a noobtoob in halo =’(
- More creative forge world maps with objects, like Sandbox. The itiems on forge world are dull and all grey.
- idc much about the armer but I suggest more armer and more secret helmets like the haunted skull.
- Less power weapons on the maps.
- The quiting system, Whenever I play a match someone(s) quits 80% of the time.
- The super jackpot weekend is useless
- Bungie/343 you guys should make another type of armer like (recon) or flames and re add bungie favorites and people who get on the favorites get rewarded that type of product, to motovate people of forging maps, and getting more creativity with custom games
- File share; it has to be fixed. halo 3 had the fil share right. Also pictures. Pictures will never be the same like halo 3. Nobody ever looks at each others file share anymore because its broken, one must wait for pics to load… ect
- The arena, it has to be fixed
- Halo 3 equipment was great like the bubble shields
- Fix ranking system. Every match is the range of 1-3 thousand credits and halo 3 had it right.
- THEATER FIX only one person can watch a video?!?!!? and in the prevouse halo you could have 4. That makes no sence at all.
- Health pack/bar is useless.
- Two sword guys shoot at same time and both die, need to be fixed with sword battle,especially with grifball and custom games
~ Please dont destroy the halo franchise…
Fix bloom lol, preferably remove it and make it like classic halo, but whether it’s a tweak or removal, just for the love of god get rid of this horrid system we have to deal with right now.
Ok i believe sword block should be removed, im also aware it was added because you can now sprint or evade towards someone and lunge. i offer a possible solution remove the sword block but also remove the ability to lunge whilst sprinting or a second after sprinting and only allow the lunge whilst you arent sprinting just as you cant shoot whilst sprinting.
i think this is a good idea but would like some feedback on it so we could tweak the idea so it will work in MM
thanks
Lets remove it so everyone can have a twice as much chance of getting 10 consecitive kills.
When I get sword blocked I rarely die. There is a 95% chance of me living.
Caution: Long-ish read ahead. Don’t post if you haven’t read the OP. This is a copypasta of my Bungie.net thread. I felt it would get more exposure here, but is more likely to get noticed by someone capable of making changes here.
So, as I’m sure most of you are aware, 343i have confirmed in their latest update that a Title Update is in the works. Aside from bloom and numerous bugs which have all been covered in great detail, one severe problem that Reach has is the balance between its Armour Abilities. At low level play the flaws in AAs are not particularly noticeable, but at mid and high level some aspects of AAs are seriously exploitable and/or extremely underpowered.
Bungie have already acknowledged these problems, to a degree. AL is being removed from more and more playlists, Drop Shield is almost entirely gone from Reach’s matchmaking experience.
I believe that with some tweaking, the AAs can be made to be equally viable and more balanced.
It’s a shame that currently to have a balanced, competitive game in Reach practically all the AAs have to be removed, it really is, and I believe they have potential.
The following are my suggestions for improving AAs in Reach. I strongly believe that by changing AAs in a manner similar to the way I suggest, it brings more balance between them, and makes the game more fun for everyone. I will list out the changes by AA, and I will italicize ideas which I feel have the potential to be both good and bad, and would probably require a lot of testing. I will also explain below each suggestion my rationale for this change.
Sprint - Sprint disengages when a headshot is received
I am not sure about this change. One of the majorly annoying things about Sprint is that it makes it incredibly easy to: a) run away from fights (and poor decisions), b) sprint and melee. Making Sprint disengage, but only when headshot, allows it to be countered in a skilled manner. Sprint balance is not too pressing an issue, however, so I am tentative about this change.
Evade - Reduce Spartan Evade to 1 roll per charge, with a slightly faster recharge period.
Evade, although an incredibly fun ability, is incredibly overpowered. Any sensible player will choose Spartan Evade over any other ability. I say Spartan Evade because Elite Evade doesn’t throw the Elite anything like as far, and because Elites are larger targets they are easier to hit in the middle of fights. Evade does everything Sprint does and more, and when you’re given two rolls the potential to disengage in any direction from any bad decision is too great. When both teams have access to it, fights become very aggravating to finish, and it is way too easy to retreat, slowing gameplay down dramatically. Reducing Evade to one single roll allows players to still escape Grenades and melees, but makes it harder to simply roll away from all your troubles.
Active Camo - You are unable to activate the scope on scoped weapons while Camo is engaged. Camo transparency while moving is increased slightly to compensate.
This is a solution I’ve never seen proposed before. Currently Camo’s biggest problem is Camo sniping. Camo Sniping takes no skill whatsoever. A typical Sniper not only has to worry about lining up good shots, but positioning and being found. Camo Snipers have to worry about neither. It is far too easy, and requires little skill or thought. The Sniper can take you out before you even know where he is or that he exists. I believe my solution is effective in keeping Camo a viable ability, but removing the exploitability of Camo sniping. It also makes sense as your scope would be invisible (ignoring smart-linked scopes).
Hologram - Red text above hologram. Red radar contact. Slightly more pronounced purplish Hologram effect. Hologram mimics actions player is performing.
Let’s face it, Hologram is pretty much useless against good players. At high levels, there’s absolutely no reason to use the Hologram. You can instantly tell the difference, and it [sometimes, it seems to be inconsistent] has a white radar contact instead of a red one. It was a good idea on paper, but it simply isn’t effective enough. My first three changes serve to make it less distinguishable but still spottable to a trained eye. My italicized suggestion I feel would also contribute a lot to making the Hologram a more viable ability - the only reason I am tentative about it is that it may make it TOO effective or be too difficult to code into the existing game. I don’t know enough about coding to be sure.
Drop Shield - Drop Shields destroyed very quickly by Plasma weaponry. Normal weaponry is also more effective.
Simple really, Drop Shield is a joke in MM, that’s why Bungie have removed it. It’s even more of a second chance card than Armour Lock is. Making Plasma weapons HIGHLY effective at destroying them both makes DS less effective and makes plasma weapons more effective, something this game needs. Making them easier to destroy means you need to think twice before deploying them.
Armour Lock - AL charges limited to two seconds. Two uses per charge. Recharging takes longer.
This is a change I feel strongly about, and have explained on numerous occasions. I’ll put it simply. AL is an uncounterable (waiting is not a counter) invulnerability period which gives poor decisions 6 seconds of guaranteed life, in which they can be saved and/or receive a free shield recharge. Players hold it down to survive, and its intended use was to block damage. No form of damage (as far as I can recall) lasts more than a few frames in this game. Explosions, gunshots, rockets, vehicles, the damage is transferred over the course of less than a second. Making it so that you can only use AL for 2 seconds means you have to time it better, and can no longer simply hold it down to live. It does not make it ineffective - there is still not a single type of damage you cannot block. This helps balance AL tremendously. This is a compromise for me as I deeply hate the existence of AL, but understand its users will be sorry to see it gone or nerfed to hell.
Jetpack - All Jetpacks are now map pickups.
I am VERY tentative about this change. The biggest problem with jetpack is its easy to abuse at high levels of play. Jetpacking up to soft killzones to get easy angles, or raining grenades down from above on unsuspecting opponents, or just completely invalidating certain aspects of map control. There’s no way to nerf the jetpack so that it becomes less useful without making it useless, none at all. This is the only fair compromise I can think of short of doing nothing. As Bungie doesn’t use traditional powerups in standard Reach (Camo/Overshields), this could be another compromise. And it makes more logical sense than having other AAs as pickups as you’d have to attach the jetpack to your back in reality. For example, putting Jetpacks on the bottom floors of Countdown means teams which have lost top control have a chance at regaining it by using their brains and controlling the Jetpack spawns. However the team with control can further compound their map control by assigning a player to guard the Jetpack spawns - and this takes far more skill than simply picking it as a loadout. It adds depth to the game, much in the way the Overshields on The Pit allowed teams at a disadvantage that chance at making an aggressive push, without guaranteeing it.
>
>
There you have it, my ideas.
Please discuss and comment. But don’t be an idiot, and don’t post if you haven’t read the OP. I will not be nice if you don’t.
I don’t see how those changes will make the game any more balanced. You said it yourself that AAs have to be completely removed in order to have a balanced competitive game.
The fact of the matter is if you give people the option to choose different abilities off spawn encounters will become random because you can’t know which AA your opponent will have before an encounter and also some AAs may have advantages in certain situations compared to others. There’s no way to account for that.
Solution: Remove sword block as well as AAs.