343 announces Reach Title Update in September (Updated OP)

Discussion in 'Halo and Forge Discussion' started by Pegasi, Jun 29, 2011.

  1. Overdoziz

    Overdoziz Untitled
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    I'm pretty sure they will. That way we can mess around with it in customs a bit to be prepared for the playlists.
     
  2. Pegasi

    Pegasi Ancient
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    I'm thinking the same thing, here's hoping.
     
  3. Overdoziz

    Overdoziz Untitled
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    I'm still wondering if the list they've given us is the full list.
    What about grenades, the Banshee, vehicle health, assists and player movement?
    Please fix more 343.
     
  4. thesilencebroken

    thesilencebroken Jill Sandwich
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    This.

    I'm aware this is spam, but it needs to be quoted.
     
  5. Skater

    Skater Halo Reach Era
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    I'm soooo glad i never ever got collonade in H3
     
  6. Spicy Forges

    Spicy Forges Ancient
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    So when is the title update available? Like is there an exact date or is just 'september' at the moment?
     
  7. broccollipie

    broccollipie Forerunner

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    I thought it was going to be during Halo Fest.... or has that already been?
     
  8. Security

    Security Ancient
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    Halofest just happened over the weekend, and they said mid to late September. No specific date yet.
     
  9. Spicy Forges

    Spicy Forges Ancient
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    THE WAIT!!! minor rawr...
     
  10. PacMonster1

    PacMonster1 Senior Member
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    The largest point behind the update is to prepare MM for the Halo CEA maps and the mega pistol so I'd expect it to be relatively close to the release of CEA.
     
  11. Scobra

    Scobra Ancient
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    The only one of these that I see needing changing at all is Vehicle Health. Everything else is either pointless as it can be edited in the settings to mitigate the problem, or a waste of time as their are much more apparent problems.
     
  12. I Black I Eye I

    I Black I Eye I Ancient
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    QFT!!!11

    Everytime I look one of the vids, especially the one on Beaver Creek.. I immediately want to sit in front of my tv and get some games on it :(
     
  13. Overdoziz

    Overdoziz Untitled
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    Aside from assists, I think what I listed are quite big problems.

    Grenades are too strong as they can kill people after they've been shot once.

    The Banshee is extremely overpowered. Every played Paradiso? Yeah, good luck shooting that Banshee out of the air while it's doing flips all over the place.

    Player movement needs to be changed. And I by that I don't mean the speed at which you can walk or the height you can jump, but I mean inertia. This had been introduced in Reach and wasn't present in the past Halo games. Simply said it takes longer to get up to full walking speed if you suddenly start walking the opposite way of which you were walking. In previous Halo games you would instantly go the other way at the same speed. Not in Reach. This makes it harder to avoid grenades and makes strafing pointless.


    None of these problems can be fixed using gametype settings.
     
  14. PacMonster1

    PacMonster1 Senior Member
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    ...It's an explosive. Players should die from a grenade near them blowing up if they're already hurt. There are various strategies for not being blown up by grenades.

    ...They do give you a laser, tank, and sniper rifle. All able to take out a banshee easily. Plus concentrated DMR fire will also take one down in like a minute. They also put two on the map at each base to balance each other out. So none of your point makes sense. Yes the banshee is very powerful, which is why it is not in many maps and you can just not put it in user maps. Again, not a pressing concern.

    So a feature that makes Reach more realistic you dislike. You can still strafe, in fact its a very useful strategy used in conjunction with a thing called shooting. Any fractions of a milliseconds your losing because the physics engine is forcing a slight slow down on direction changing should be considered and prepared for by you, not the developers.

    Most of these actually can. Banshee bothering you, don't include it. Grenades too powerful? Use less of them and increase player or shield resistance more. Moving not responsive enough? Improve player speed slightly to compensate.
     
    #214 PacMonster1, Aug 30, 2011
    Last edited: Aug 30, 2011
  15. Overdoziz

    Overdoziz Untitled
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    Compare the from Halo 3 to those of Reach and you'll what the problem is. The big radius, high damage and the fact that they seem to always stick around are problems that weren't present in Halo 3. "It's an explosive" is a laughable argument.

    If you take the Banshee out of the context of the map you can see why it's overpowered. Being able to use evading maneuvers constantly makes it nearly impossible to shoot down. They should've linked those maneuvers to the boost meter. So every time you do a flip half your boost meter is depleted.

    The radius of the Banshee is also way too big. Once again Halo 3 has a better version. Its blast radius was fairly small and was mostly used against vehicles.

    Stop making up dumb arguments. Calling something realistic doesn't justify it. Previous Halo games didn't have it and for the better. Reach strafing is nothing compared to Halo 2/3. I'm not saying it's impossible, but it's hardly effective. Removing inertia makes for easier and more agile movement which makes for faster paced gameplay.

    I don't want to 'fix' it by removing it. I don't want to remove the Banshee. It's a fun vehicle to use, but it should be nerfed. Same goes for the grenades. Upping player movement doesn't fix inertia.

    These may seem like small changes to you, but changing them can have quite an impact on Reach's gameplay as a whole and not just small bits like nerfing something as armor lock.
     
  16. PacMonster1

    PacMonster1 Senior Member
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    Basically it sounds like your problem is that Reach is not Halo 3. The gameplay doesn't have to be the same. Major concerns the developers care about are things that seriously hamper Reach, being more like H3 is not one of them.

    And BTW, you were the one that used the banshee in context to the map, so I responded in kind. All the things that balance it out well on Paridiso can be applied to any map. The rocket launcher is pretty OG by itself. But when you put the proper balances in it all works out just fine.
     
    #216 PacMonster1, Aug 30, 2011
    Last edited: Aug 30, 2011
  17. Overdoziz

    Overdoziz Untitled
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    Halo 3 was more balanced in terms of these aspects. I'm not saying the entire game should be like Halo 3.
     
  18. Nutduster

    Nutduster TCOJ
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    I'm amazed to see people appeal to "gametype settings" so much. I realize this is a forge community and therefore more custom game-oriented than the Reach community as a whole, but realize that most players (even here) still play a LOT of matchmaking, where we have no control over the game settings and rely on Bungie/343 to make the changes we want. And that, of course, almost never happens. Even beyond that, gametype settings are not as useful as they are often made out to be. You can't usually fix a problem without at least slightly causing another one. Messing with damage/resistance/shield settings, for example, will adjust things that are annoying (like too much 'nade damage) but end up creating other issues (like guns are too weak as a result). And there are no gametype settings that affect just one specific weapon.

    For me, the banshee is a problem all the way around. Infinite tricking, the radius of the banshee bomb, and the low health of the thing were all bad design decisions. It's too powerful as an offensive weapon and too fragile as well. I've said before, but I reiterate here, that it feels like Bungie made an uber-vehicle and then decided the only way to "balance" it was to make it out of tissue paper. I would be much happier with the banshee if A. the bomb had a smaller radius (and tracked less); B. the tricking either reduced the energy meter, had a longer cooldown period after doing one or two tricks, or both; and C. it could take a little more fire from everything (especially snipers, DMRs, and machine gun turrets - I absolutely hate trying to flee from falcons on The Spire and knowing that I have NO chance unless somebody else kills it while it's chewing me to pieces).

    I will say though that I don't care about the slight physics change that reduces the effectiveness of strafing. I never liked the little "wiggle wars" that are so important to doing well at Halo. For the entire series, two of the best tactics for winning precision weapon duels have been strafing back and forth randomly like you're having a stroke, and hopping up and down to dodge headshots and disorient your opponent. I realize Halo isn't a realistic game, but this is both completely unrealistic and not very fun to me. The tactics of the game (flanking, rushing at the right time, holding high ground, etc.) are a lot more interesting to master than winning at wiggle wars.
     
    #218 Nutduster, Aug 30, 2011
    Last edited: Aug 30, 2011
  19. Neoshadow

    Neoshadow Forerunner
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    Sure sounds like it.

    Strafing isn't pointless now. At all. You stand still, have another player strafe and see how far that gets you.
    It's not like the other player you're up against has Halo 3 strafe either. Your player movements are the exact same, so there are pretty much no balance issues.

    I agree, grenades are a little more powerful than in Halo 3, but you have them as well as the other player, you start with them too, so it's far from unbalanced. They're more powerful than they were in Halo 3, but this isn't Halo 3.

    I'll agree with the Banshee being overpowered, but again, only in comparison to Halo 3. I have little problem taking down a Banshee on Paradiso. Sure, he can flip all he wants, but that doesn't make it hard to land either a sniper or DMR shot on him. And if you have a laser, the smaller targeting laser than Halo 3 makes it decently difficult to tell if someone is targeting you with one.
    Also, I never get a Banshee flipping CONSTANTLY. They'll always slow down to get the kill, and usually only flip once fired upon.

    It just seems to me, and Pac too apparently, that you're just comparing it against Halo 3.

    Maybe some of these changes are for the worse, maybe for the better, but the thing is there are much bigger issues which make a much bigger impact on the game than those you've described.

    If your counter argument to this is pretty much the exact same post you just made, I don't want to hear it. I'm sick of people repeating their arguments as a necessary counter arguments here, it happens constantly.
     
  20. Nutduster

    Nutduster TCOJ
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    I've seen people flipping pretty much constantly (or at least constantly while in view of enemy players) on a number of occasions. I see it the most on Renegade, because the map is very wide open (low likelihood of flipping into something and blowing yourself up, plus less cover makes flipping to dodge shots more important). But I've also seen people do it on Boneyard and Paradiso frequently. At any rate, what you're saying here is not really a counter-argument. People may or may not do it a lot but just the fact that it's possible, and that the banshee is still fairly effective offensively while you're doing it, is a flaw in the design of the thing.
     

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