I'd like to be able to make my own controller layout to accommodate the lack of a good bumper jumper layout, but I doubt that's something that Bungie would implement.
Not that its likely to happen, but I can imagine Forge having a cool Area Naming scheme ... like you place an area down (like a hill marker) then you can set the text that pops up in the bottom corner, so you have call-outs for your map.
I see people (well Pegasi) mentioning about difficulty to dodge grenades and rockets and such with the lower jump height and movement speed, but I don't really think it's an issue. I think people still need to get used to these AA's so they become split-second reflexes because all but one of them would help you in that situation. Armour Lock: You see a rocket/grenade coming towards you, instead of trying to dodge it you just Armour Lock and take it like a man, crisis averted. Sprint: You just run the hell away from it in your desired direction. Remember, Pegasi, you said (para-phrasing) "we can't run as fast to dodge them" - well with sprint you can. Jet Pack: You just fly the hell away from it in your desired direction. Remember, Pegasi, you said (para-phrasing) "we can't jump as high to dodge them" - well with jet pack you can. Active Camo: You go invisible and the rocket/grenade stops dead in its tracks, looks side to side, and flys away in confusion, you know, like in the cartoons...oh wait, that doesn't actually happen, you get blown the hell up. BWAHAHAHA, Camo sucks Nubs!
Finally dl'd and played last night, couple of observations: 1. The Needle Rifle, Plasma Repeater, and Pistol are win. 2. The DMR and Assualt Rifle are....ok. 3. Sprint rules, camo is way over used and may be too powerful to be able to loadout with, brings a bit of MW2's camping style gameplay into Halo. I was camo camped a few times in 1 flag. 4. Sword base feels a bit like a certain Halo CE map Only without falling to your death and no teleporters. 5. Stockpile is awesome. Other than that there were some pretty cool moments during gameplay. I like the unpredictability of the grenades and the cool little wiggly trail they have as they fly through the air. Plus the sound effects and subsequent moment of being stunned with ringing ears is a nice touch. The graphics I will admit are kinda meh, but only because they are a bit jaggy and not that clear. But, tis a beta so I am sure they will clean them up.
I'll have to find a youtube video for the jump heights and I'll have to check the frag grenade thing in Halo CE because I never remember dying from one with full shields and full health. I'll get back to you. And yeah, cap what you mean for me, cuase I may be taking it the wrong way or have no idea what your talking about.
Made a Halo Reach wallpaper guys. I went 20 - 4 with the Plasma Pistol on Sword Base Covy Slayer last night while playing with Agamer and some other dudes. I'm trying to get it to be my top tool of destruction right now.
if nobody has played it yet, juggernaut on powerhouse is impossible to win if your not the juggernaut, he has a hammer and overshields, and you dont have any armour abilities, so if he hides in the lockers, he can basically win without dieng.
Just played the beta and I am liking it. Couple of things: - I was mostly heading for a DMR or Needle Rifle rather than say a shotgun - stockpile isn't that great on powerhouse - sword base is epic - so is headhunter - when you jump during a sprint gravity seems to switch off slightly and you float - 5 shots with the DMR are easy - camo and armour lock are the least used abilities - where's our emblem on our Spartan?!!?!?! - assassinations aren't that fullfilling - frags have these strange, muffled sounding explosion which I don't like - sticky grenades are now white and beast that's all I got so far
I hate the way that grenades look on the ground. They're just like grey...balls...with no features that make them stand out... Also, is it just me or is the needler (not the needler rifle) awesome?
Fair point, and I actually like how AA's have been integrated in to the movement mechanic. But in comparison to a basic movement which is capable of escaping damage, I stick solely to sprint for exactly that reason. I feel it's most responsively integrated in to movement (not a slight on the Jetpack, I think it works fine in its own right, I just like it less and use BJ so Jetpack on X would be a nightmare). Still, 'press a button and move faster in pretty much one specific direction' is not the same as a speedy and versatile movement. Jetpack has more fertilise movement but then it's a little sluggish to react and puts you in a seriously compromised position. I don't want to be able to escape all and every nade placed near me, that would negate them as a factor (and like I said, I love nades, what's why I ***** them so much on 3, I just want them to have a proper place as opposed to being more effective than any single weapon considering the skill differential in using them). The only real answer to such powerful nades without suitable balances in movement and fuse time is to make them a separate weapon which you have to switch to, as other games have done. This would no longer be Halo to me, and I really want to see the nades put back in the incredibly effective support role which they've held up till now (less so in Halo CE with the massive damage, but I'd still assert that even CE had better nade balance than the Beta). I'm starting to come off really flamey about this, I know, and overall I will admit that the changes aren't insanely significant. It's just that, for me, these changes are what define whether Reach is a game I really love in pretty much every aspect, or a game which I really love but constantly gets me frustrated with certain aspects I just can't reconcile.