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ENP No Trace

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Jackal (2/19)

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  1. Multiplayer "It's gameplay is exactly like Halo: Reach. The following is from an interview by HBO: It just has the 7 new maps - Reach's original multiplayer maps are not included. If you just have Reach, and you don't want to play this, we will make these available for separate purchase eventually. We're not saying how long 'eventually' is right now, but it's not an amount of time that will upset anyone.There will be a playlist for just these maps. Reach players will be able to directly play seamlessly in that playlist, and those maps will also be integrated into other playlists. We'll try and make a very central place to play just these maps, so there'll be a good population, but eventually they'll end up in all lists. We're going to do significant stuff with matchmaking playlists to make sure that these are respectful of original system link-type games. You know how there's a Classic playlist right now? Imagine that, but plus-plus, and some other stuff we can't talk about right now. O' Connor clarified with Joystiq that Anniversary's multiplayer component, while employing the Reach engine, will still be playable on the Anniversary disc itself. The game will also include a voucher to download the maps for play within Halo: Reach. You will not be required to swap between disks to play the Halo: Reach maps, but you may have to buy DLC if you haven't already done so" _____________________________________________________________________________________________________________________________________________________ Hold on a second, what does this entail? Is the Halo: CE Anniversary supporting multiplayer entirely? I'm very confused about all of this- information. A couple questions: 1. Does Halo: CE anniversary have it's own, separate multiplayer? 2. If so, will I be able to play on the original maps for Reach? (This includes both the Noble and Defiant Map Packs) 3. Is this somewhat reminiscent of ODST? Will this game's servers be shared with Reach's? (Explination: If the population of Reach is one, and then someone signs on to CE multiplayer, will the total population increase to two?) 4. So, If I play the CE anniversary, will I be limited to only a few playlists? 5. How much will the 7 maps be for one who dosen't purchase the CE anniversary? (Microsoft points-wise?) (Guestimate: 1400 MSP) 6. Will the classic playlist, most likely, be redesigned completely? 7. <-- (Ironic, I know.) Can any aditional details be given to help ease my, and most likely, others confusion? ____________________________________________________________________________________________________________________________________________________ Both forge and theater have been confirmed for the Halo: CE Anniversary, how does this work? Do the same rules aply to muliplayer? Will I only be able to forge on the CE maps on the CE disk? ____________________________________________________________________________________________________________________________________________________ Miscellanious: If I come across a terminal in Halo: CE Anniversary, then switch back to classic mode, what will I be looking at, a wall? A tree? Glitches have been confirmed to return, as well. (P.S. For those of you who don't know, when you're aproaching the swamp in 343 Guilty Spark, right before you get off of the Pelican, throw a Frag Grenade, you'll stay on the Pelican!)
  2. None of you have any Idea what you're talking about. Just to clarify. The people that have posted so far truly didn't read the post at all.
  3. Yeah so like I ******* said I'm perfectly capable of doing well in Reach, I haven't left it, I'm a hero, and I'm not bad. My K/D is 1.54.
  4. Like most of you, I thought the DMR would make a wonderful addition to Halo. Honest to God I have never made a DMR complaint thread. Ever. However, after carefully annalizing Reach's gameplay and style, I've come to the cruel realization that the BR can really be the only true Halo mid range weapon. Why? I'll explain: The DMR was going to be fantastic and eliminate the powerhouse (ucwhatididther?) of the BR. Unfortunately, this was not the case. Before I go on, do not tell me I'm bad, do not tell me I must adapt to Reach's gameplay. I'd consider myself a fairly experienced and skilled Halo player. But enough about me, let's talk the DMR. What's wrong with it? Simply, it placed the majority of Halos combat at a range it should not be played at. How do I mean this? The DMR is 75% of most players kills, correct? The BR played perfectly for how Halo was designed, difficult to use at long ranges, but skillfully played with at close to medium, where Halo should be played. With the addition of the single shot DMR, Halo's main combat range is now significantly longer than in all of the previous Halo games. This has detrimental effects on the game. Halo's combat must be played. the large majority of the time, at medium to close. The BR allowed this, the DMR does not. The spread of the BR allowed for it's range to be kept safely at medium range. The DMR's "bloom" can be overcome easily by pacing shots. This still dosen't deny players the opportunity to pick people off from across Hemmorhage with the main weapon of the game. Also, the real-time mechanic of the BR in Halo 3 created better gameplay, while in Halo 2 the BR's spread compensated for it's hit-scan nature. The DMR simply dosen't work, and it's part of the reason Reach's population is so diminished compared to the other Halo games.
  5. Listen, Kid. Just because everybody in-game, including your team-mates hates your ****ty overused tactic dosen't mean you have to call me out. Everybody but a small percentage of Reach's population hates Armor Lock. You go to melee a guy, he goes into armor lock. That stuns you and you can't move away, he get's out, melees you, you die. You stick someone, he goes into AL and you don't get the kill you deserved. You rocket someone, nope, ******* armor lock! You armor lockers annoy the **** out of me when you get shot once and go into armor lock and wait untill your energy drains then you run like a *****. It slows down gameplay and everybody hates it with a passion. Also, you say time a nade. Well, that tactic dosen't work either half the time. How so? Because I don't know when you're going to get out of armor lock until you've stayed in for 4.5 seconds out of your five. And don't tell me I'm bad at Reach because the community and I hate your tactics, I guarantee I would destroy you.
  6. I think what Bungie tried to do was make this more of a military shooter, allow Halo to dive into a gameplay style that just didn't work. The Armor Ability idea... it was good, but they should be pickups, nothing else. The decreased jump height, decreased speed, and made way for Armor Abilities at the expense of gameplay without them. I love Bungie, but they tried to blend with the crowd on this one, and it was a horrible idea. I still play Reach, and I'm a (If I may brag) pretty damn good player. Bungie should've remained where the were with Halo 3. Reach dosen't even feel... like Halo. The reason is because, while you learn your actions in the campaign were very important and vital to Master Chiefs survival, it was set entirely on Reach. There were no forerunner hints, no constructs, and it just didn't feel like Halo. Loadouts were a bad idea from the start, and it was clear at this point in developement that Bungie wanted to steal some ideas from more prominent shooters. Halo needs to remain sepparate like the trilogy did, having no relations to other shooters other than to be a shooter. I hope 343 industries knows what Bungie did wrong and understands the key aspects on how to make Halo 4 successful. The hype is rediculous, and I hope to see gameplay footage soon.
  7. No, I don't want people to post their questions, I need those ones answered!
  8. 1. Why can't a monitor activate his own instalation and requires a "reclaimer" to do so? 2. If you are on a halo ring while it is fired, are you subject to it's effects? 3. If the Ark is safe from the Halos firing range, why did the forerunners not take shelter there? 4. What was the "soluton" Cortana had in Halo 3 that would destroy the flood without activating the Halos? (Go into deep detail about this) 5. Are there still some flood specimens still on some of the installations?
  9. Well, because all of us, including me, find that, although Reach is a fantastitic game, we have to understand it has many flaws. With a title update being established within a reasonable amount of time, I thought I might make a list of the BEST possible fixes. I'll adress the problems alot of people have with this game, aslo. Armor lock: Seeing as 90% of us hate this God forsaken armor ability, let's see how we can fix it. It truly is a get out of death free-card. It slows gameplay nearly to a halt and frustrates the best of us. I could go on for hours about my undyeilding hatred for armor lock. Possible solutions: Remove EMP completely One use per charge, no pulsing of the ability, once you activate it you need to wait the full 5 or so seconds to deactivate How about get rid of the damn thing from matchmaking completely? (This is excluding firefight and custom games/forge) Nasty betrayal system: Well, to be honest, I'm never really subject to this problem because I'm rarely in a game filled with weapon horders who fight over specific guns. But since I hear a lot of people complain about it's inconsistency, I thought I might adress it. Keep in mind, I don't know how it works. Possible solutions: After the first betrayal, no matter what, the betrayed victim has the option to boot the betrayer. No exceptions. Overpowered Sniper/DMR against vehicles: This gets on my nerves, the banshee itself is overpowered because of it's bomb, but the Sniper can take it down in FIVE SHOTS! The DMR, with concentrated fire from a team, can destroy a banshee easily within ten seconds. Possible solutions: The power of the sniper and DMR against vehicles, nothing else, has to be severely reduced. Heavily overpowered grenades: This was severe in the beta, and even with Sage's powerful nerfing beard, they still remained mini-nukes. A sliver of damage to a fully sheilded opponent followed by a poorly tossed grenade can kill someone. Plasma grenades do not bother the community nearly as much, however. The damage of plasmam grenades can remain the same. Possible solutions: Nerf grenades, a grenade to an opponent should take out only thier shields, and possibly one bar of health. Nothing more An opponent with red health directly hit with a grenade should not die Bloom: This, I have seen as a popular rumor: "343 is putting in an option to remove bloom!" While this may be true, I doubt it will make it's way into matchmaking quickly. What will most likely happen is a playlist or set of playlists in which bloom is absent. This will make the DMR and Needle Rifle overpowered beyond comprehension, but people will get what the wanted. It will bring reduced kill times, something that Reach is in desperate need of. Possible solutions: Playlists with absence of bloom (Could eventually spread to the majority of playlists) Make blooms spread more predicatble Remove it completely (risky move, not a fan of this option. This could ruin the game as opposed to fix it) Add option to remove bloom for custom games Active Camo: Without a doubt, Squad slayer became, in my opinion, the best playlist in the game with the removal of armor lock. However, I soon saw complaints about Active Camo soon into the playlists introduction. The community will never be satisfied. Though I somewhat agree, It can become annoying when all you see on your radar is incoherent flashing red dots. Possible solutions: Active Camo would now not jam radar, but instead, show the player using Camo as a red dot, now matter if they were not moving or crouching, this would not apply if the player did not have the ability activated. Plasma launcher: It was feared in the beta, it was a real power weapon. Now? It's only a threat to stationary targets and opponents in narrow hallways. It is completely useless against vehicles unless they are heading directly for the player weilding it. Possible solutions: Increase tracking capability Increase speed of projectiles Recuce charge time (These would not ALL be applied to the PL, instead they are sepparate ideas to bring back the capabilities of the Beta PL) Please list your own ideas and suggestions for title update changes to Reach.
  10. Well, because all of us, including me, find that although Reach is a fantastic game, it has many flaws. With a title update being established within a reasonable amount of time, I thought I might make a list of the BEST possible fixes. I'll adress the problems alot of people have with this game, aslo. Armor lock: Seeing as 90% of us hate this God forsaken armor ability, let's see how we can fix it. It truly is a get out of death free-card. It slows gameplay nearly to a halt and frustrates the best of us. I could go on for hours about my undyeilding hatred for armor lock. Possible solutions: Remove EMP completely One use per charge, no pulsing of the ability, once you activate it you need to wait the full 5 or so seconds to deactivate How about get rid of the damn thing from matchmaking completely? (This is excluding firefight and custom games/forge) Nasty betrayal system: Well, to be honest, I'm never really subject to this problem because I'm rarely in a game filled with weapon horders who fight over specific guns. But since I hear a lot of people complain about it's inconsistency, I thought I might adress it. Keep in mind, I don't know how it works. Possible solutions: After the first betrayal, no matter what, the betrayed victim has the option to boot the betrayer. No exceptions. Overpowered Sniper/DMR against vehicles: This gets on my nerves, the banshee itself is overpowered because of it's bomb, but the Sniper can take it down in FIVE SHOTS! The DMR, with concentrated fire from a team, can destroy a banshee easily within ten seconds. Possible solutions: The power of the sniper and DMR against vehicles, nothing else, has to be severely reduced. Heavily overpowered grenades: This was severe in the beta, and even with Sage's powerful nerfing beard, they still remained mini-nukes. A sliver of damage to a fully sheilded opponent followed by a poorly tossed grenade can kill someone. Plasma grenades do not bother the community nearly as much, however. The damage of plasmam grenades can remain the same. Possible solutions: Nerf grenades, a grenade to an opponent should take out only thier shields, and possibly one bar of health. Nothing more An opponent with red health directly hit with a grenade should not die Bloom: This, I have seen as a popular rumor: "343 is putting in an option to remove bloom!" While this may be true, I doubt it will make it's way into matchmaking quickly. What will most likely happen is a playlist or set of playlists in which bloom is absent. This will make the DMR and Needle Rifle overpowered beyond comprehension, but people will get what the wanted. It will bring reduced kill times, something that Reach is in desperate need of. Possible solutions: Playlists with absence of bloom (Could eventually spread to the majority of playlists) Make blooms spread more predicatble Remove it completely (risky move, not a fan of this option. This could ruin the game as opposed to fix it) Add option to remove bloom for custom games Active Camo: Without a doubt, Squad slayer became, in my opinion, the best playlist in the game with the removal of armor lock. However, I soon saw complaints about Active Camo soon into the playlists introduction. The community will never be satisfied. Though I somewhat agree, It can become annoying when all you see on your radar is incoherent flashing red dots. Possible solutions: Active Camo would now not jam radar, but instead, show the player using Camo as a red dot, now matter if they were not moving or crouching, this would not apply if the player did not have the ability activated. Plasma launcher: It was feared in the beta, it was a real power weapon. Now? It's only a threat to stationary targets and opponents in narrow hallways. It is completely useless against vehicles unless they are heading directly for the player weilding it. Possible solutions: Increase tracking capability Increase speed of projectiles Recuce charge time (These would not ALL be applied to the PL, instead they are sepparate ideas to bring back the capabilities of the Beta PL) Please list your own ideas and suggestions for title update changes to Reach.
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