MLG's Halo: Reach v1 Game Types Released! Download Now | Major League Gaming Discuss. Sorry if it's been posted. I didn't see it.
No Powerhouse Many weapons missing including the Sword, considering they don't even have Sprint I can't see why. Shotty and GL are both in, but only on Zealot Again, no Sprint or Evade Other use of AA's is nice, but I can see myself tearing my hair out with Armour Lock. No 75% melee damage I thought that was a sure fire thing, obviously logical change is obviously logical. I'd prefer 110% speed to 120%, not least because it'd make Evade and Sprint more viable options again, plus I think 120% just feels overly slippery right now, maybe I'll get used to it. Overall, not quite what I was hoping for. More safe and 'traditional' MLG Halo than I thought they were going to go with which is disappointing, but the use of AAs as pickups is a nice touch which should make things interesting.
I pretty much agree with what you said. I have mixed feelings. However, this is V1 so who knows ... it could change completely.
v1 was made with the intent of "being Halo 3, with a shadow of Reach", because H3 still has to finish out the season, and Reach will only be an exhibition at H3 events, and they don't want the people who are still playing H3 to have to learn two games at once. Shortly after the finals this year expect "serious" testing to get under way, this is nothing more than the "baseline" for the community, KC, and Ponytar to test.
Using AAs as pickups is just half a step from removing them completely. Like they wanted to remove everything but didn't want to piss anyone off. I bet they're gone completely for V2, since they'll have the excuse that they played with them at events and they didn't work out. Bungie better provide some playlist where there are AAs but no radar, or I don't even know why I'd bother playing Reach (why can't any other decent game have Forge?). MLG was going to be the saving grace that removes radar, but now they're right on track to strip the game down completely to basic Halo 2. Arena could have been good too, but apparently Bungie's solution to Slayer Pro in Arena having radar was just to remove Slayer Pro. Monday Night Combat is five times as fun as anything with radar enabled, and it only cost $15 for the game and the first free DLC
I am hoping they just use the "excuse" for AL and Holo, both are OK in their own right, but I agree with(I think) cT, they are just getting these AA's tested, as they are the least likely to work and they want them gone when real tournaments start. Perhaps Bungie is just going to use MLG TS for its "pro" variant, and are just being typical Bungie in not giving us straight answers. With how zealous we have been for the inclusion of AA's, I would bet money on at least Sprint and Jet pack being in the final settings.
How is it exciting when you remove everything that makes Halo Reach more fun and exciting than Halo 3? I was hoping MLG would try something new, but it seems like they just tried to replicate Halo 3 gameplay. All the armor abilities they added don't seem game-changing enough for teams to even fight over. I actually thought I might play some MLG after how much more fun reach is, but now that is not likely.
I really hope this is the case, and they end up fixing the settings later. The settings are not were they should be right now. They need 75% melee, evade should be tested/added with various move speeds. Sprint should be tested/added with various move speeds. Seriously though, no 75% melee? Wtf.
I actually thought of formulating a post in response, then I saw the name. Read my last post, get over your blind hatred for MLG, and grow up. I am almost positive the game will look completely different next season, there were only a few people on MLG forums who were naive enough to think they wouldn't look like this. Until Reach's actual season they will only be used as exhibitions by people who are there for H3, and people could use the "practiced for both" as an excuse for why they lost if the game was too different.
I disagree. I don't think anything "destroys" maps, per se. I say "certain maps don't play well with [insert item here]". In the case of the Jet Pack, you would need an open map with a lot of vertical combat, but still put emphasis on the rest of the map. Rand'Em High would be the best example, while the primary portion of the game is spent with one team brutally ****ing the other one off spawn, a jet pack to get up to OV would help "balance" the map. The Jet pack in this example isn't the primary focus, it is simply a situational role-player, and with the open sky of HeH you would be team shot to hell as soon as you started lifting most of the time. So, if maps were built with the Jet pack in mind, I think it would work fine.
Ok. Fair points. However, to make a map that supported jetpacks, you would need to make it big. I think you'd need to make it to big to support 4v4 mlg style of play. Also, with the current settings, you'd still have to get out of spawn to grab jetpack power up. It just seems overpowering with the current maps/settings.
Idk, I maintain that the vulnerability whilst using Jetpack downplays its power in most senses, the bigger the space you can cross with it, thus the bigger map advantage you're gaining from using it, the easier it is for the other team to shoot the crap out of you whilst doing so. The nature of the beast means that you can never get too much reward without a lot of risk imo, or at least you have to be very smart and sneaky to do so (which is something worth rewarding in itself) and even then it's not something that can be relied upon to the point of being overpowered.
Version 1.1 is out-http://www.mlgpro.com/content/alert...pes-Updated-Version-1-1-Released-Download-Now FFA, yo.
I think it's funny that their solution to Elites was to hide the loadouts. I posted in a couple places that I'm pretty sure KC reads on MLGpro how to force Spartan player models (use a different base gametype) so that should change for 1.2/2.0 hopefully.