• The Halo Thread V8: Nooo Mongoose, Come Back!
    9,068 replies, posted
[QUOTE=SpartanXC9;37936672]Sorry guys no one showed up so I stopped.[/QUOTE] i would have :c
Why don't we just start one right now then, I can start up the match with EVERYONES' faveroute game, Duck hunt. :v:
[QUOTE=Pat4ever;37936484] 3. I personally don't agree with the ability to sword block, others can argue against that however.[/QUOTE] I believe 343 changed with the Reach TU that only Swords can Block other swords, and I believe it is the same in Halo 4.
Maybe we could all play forge together Just add me, and I can set up a forge lobby edit Forge lobby is up y'all just add me now
My room mates girl friend is on the xbox downstairs watching netflix...
[QUOTE=surfur;37936928]My room mates girl friend is on the xbox downstairs watching netflix...[/QUOTE] Steal it and blame it on her.
[QUOTE=Delta616;37936146]Give us 5 valid reasons why Reach was bad.[/QUOTE] Major spoilers of Reach below, don't read if you haven't played it. The storyline was just plain awful. There were many instances of things that didn't make any sense at all surrounding Noble team, like how 6 just volunteers to stay behind on Reach, which was all but destroyed at that point instead of accepting the Pillar's offer to stick around an extra 20 seconds and let him hop aboard. Another quick example of bad writing is when Kat is shot in the head through her shields by what sounds like a needle rifle. The characters themselves are a whole other problem. What was supposed to be your team of lifelike allies turns into a bunch of meatshields who feel like they've got less combat experience then the average Marine in previous titles. They're never really fleshed out like other characters in the Halo universe either, aside from Jorge. Their tactics in the story often involve doing things the most suicidal way imaginable, instead of looking at the situation tactically like a trained spartan should. More often then not it seems like they spend a lot of their time just standing around or running in strait lines. (See Cutscenes) Multiplayer. First, armor abilities were a huge unbalanced pain in the ass. Your radar was useless half the time because of people running around with Active Camo all day long. The jetpack destroyed any flow levels had, because you could access pretty much any part of a level at any time, without giving the people in the area you were entering a chance to cover a door/lift/etc and prevent you from entering. Armor Lock also helped to ruin the flow of the game by allowing you to destroy vehicles that happened to be driving by you with one button press, as well as allowing you to hold up the game by armor locking yourself in a situation where you would have otherwise had no chance at all. Aside from AA's you've got a map lineup that was just ripped out of the campaign which weren't designed with multiplayer combat in mind, as well as a few Forge maps (Seriously?) that lacked playtesting. Vehicles felt like they were made of toothpicks and glued together, and had nothing going for them in a world where there were a hundred different easy ways to disable them. Lastly, weapon balance felt seriously off. In previous titles you would see people using different weapons that fit their tastes, but in Reach they could have set multiplayer to DMR only mode and it would have handled the same way. There didn't seem to be any reason to not use a gun that was basically a less powerful sniper rifle, and was much too effective in most situations. Thats what I've got off the top of my head, but the game was by no means a good Halo title. It might have worked as a totally different game with a few game mechanic changes, but for a game with Halo in the name, there were way too many problems.
[QUOTE=Uesrname;37937043]Major spoilers of Reach below, don't read if you haven't played it. The storyline was just plain awful. There were many instances of things that didn't make any sense at all surrounding Noble team, like how 6 just volunteers to stay behind on Reach, which was all but destroyed at that point instead of accepting the Pillar's offer to stick around an extra 20 seconds and let him hop aboard. Another quick example of bad writing is when Kat is shot in the head through her shields by what sounds like a needle rifle. The characters themselves are a whole other problem. What was supposed to be your team of lifelike allies turns into a bunch of meatshields who feel like they've got less combat experience then the average Marine in previous titles. They're never really fleshed out like other characters in the Halo universe either, aside from Jorge. Their tactics in the story often involve doing things the most suicidal way imaginable, instead of looking at the situation tactically like a trained spartan should. More often then not it seems like they spend a lot of their time just standing around or running in strait lines. (See Cutscenes) Multiplayer. First, armor abilities were a huge unbalanced pain in the ass. Your radar was useless half the time because of people running around with Active Camo all day long. The jetpack destroyed any flow levels had, because you could access pretty much any part of a level at any time, without giving the people in the area you were entering a chance to cover a door/lift/etc and prevent you from entering. Armor Lock also helped to ruin the flow of the game by allowing you to destroy vehicles that happened to be driving by you with one button press, as well as allowing you to hold up the game by armor locking yourself in a situation where you would have otherwise had no chance at all. Aside from AA's you've got a map lineup that was just ripped out of the campaign which weren't designed with multiplayer combat in mind, as well as a few Forge maps (Seriously?) that lacked playtesting. Vehicles felt like they were made of toothpicks and glued together, and had nothing going for them in a world where there were a hundred different easy ways to disable them. Lastly, weapon balance felt seriously off. In previous titles you would see people using different weapons that fit their tastes, but in Reach they could have set multiplayer to DMR only mode and it would have handled the same way. There didn't seem to be any reason to not use a gun that was basically a less powerful sniper rifle, and was much too effective in most situations. Thats what I've got off the top of my head, but the game was by no means a good Halo title. It might have worked as a totally different game with a few game mechanic changes, but for a game with Halo in the name, there were way too many problems.[/QUOTE] the covenant emp'd the city thats why kats shield was down. [editline]6th October 2012[/editline] [QUOTE=Uesrname;37937043]Major spoilers of Reach below, don't read if you haven't played it. The storyline was just plain awful. There were many instances of things that didn't make any sense at all surrounding Noble team, like how 6 just volunteers to stay behind on Reach, which was all but destroyed at that point instead of accepting the Pillar's offer to stick around an extra 20 seconds and let him hop aboard. Another quick example of bad writing is when Kat is shot in the head through her shields by what sounds like a needle rifle. The characters themselves are a whole other problem. What was supposed to be your team of lifelike allies turns into a bunch of meatshields who feel like they've got less combat experience then the average Marine in previous titles. They're never really fleshed out like other characters in the Halo universe either, aside from Jorge. Their tactics in the story often involve doing things the most suicidal way imaginable, instead of looking at the situation tactically like a trained spartan should. More often then not it seems like they spend a lot of their time just standing around or running in strait lines. (See Cutscenes) Multiplayer. First, armor abilities were a huge unbalanced pain in the ass. Your radar was useless half the time because of people running around with Active Camo all day long. The jetpack destroyed any flow levels had, because you could access pretty much any part of a level at any time, without giving the people in the area you were entering a chance to cover a door/lift/etc and prevent you from entering. Armor Lock also helped to ruin the flow of the game by allowing you to destroy vehicles that happened to be driving by you with one button press, as well as allowing you to hold up the game by armor locking yourself in a situation where you would have otherwise had no chance at all. Aside from AA's you've got a map lineup that was just ripped out of the campaign which weren't designed with multiplayer combat in mind, as well as a few Forge maps (Seriously?) that lacked playtesting. Vehicles felt like they were made of toothpicks and glued together, and had nothing going for them in a world where there were a hundred different easy ways to disable them. Lastly, weapon balance felt seriously off. In previous titles you would see people using different weapons that fit their tastes, but in Reach they could have set multiplayer to DMR only mode and it would have handled the same way. There didn't seem to be any reason to not use a gun that was basically a less powerful sniper rifle, and was much too effective in most situations. Thats what I've got off the top of my head, [B]but the game was by no means a good Halo title[/B]. It might have worked as a totally different game with a few game mechanic changes, but for a game with Halo in the name, there were way too many problems.[/QUOTE] really? bahaha
[QUOTE=Uesrname;37937043]Major spoilers of Reach below, don't read if you haven't played it. The storyline was just plain awful. There were many instances of things that didn't make any sense at all surrounding Noble team, like how 6 just volunteers to stay behind on Reach, which was all but destroyed at that point instead of accepting the Pillar's offer to stick around an extra 20 seconds and let him hop aboard. Another quick example of bad writing is when Kat is shot in the head through her shields by what sounds like a needle rifle. The characters themselves are a whole other problem. What was supposed to be your team of lifelike allies turns into a bunch of meatshields who feel like they've got less combat experience then the average Marine in previous titles. They're never really fleshed out like other characters in the Halo universe either, aside from Jorge. Their tactics in the story often involve doing things the most suicidal way imaginable, instead of looking at the situation tactically like a trained spartan should. More often then not it seems like they spend a lot of their time just standing around or running in strait lines. (See Cutscenes) Multiplayer. First, armor abilities were a huge unbalanced pain in the ass. Your radar was useless half the time because of people running around with Active Camo all day long. The jetpack destroyed any flow levels had, because you could access pretty much any part of a level at any time, without giving the people in the area you were entering a chance to cover a door/lift/etc and prevent you from entering. Armor Lock also helped to ruin the flow of the game by allowing you to destroy vehicles that happened to be driving by you with one button press, as well as allowing you to hold up the game by armor locking yourself in a situation where you would have otherwise had no chance at all. Aside from AA's you've got a map lineup that was just ripped out of the campaign which weren't designed with multiplayer combat in mind, as well as a few Forge maps (Seriously?) that lacked playtesting. Vehicles felt like they were made of toothpicks and glued together, and had nothing going for them in a world where there were a hundred different easy ways to disable them. Lastly, weapon balance felt seriously off. In previous titles you would see people using different weapons that fit their tastes, but in Reach they could have set multiplayer to DMR only mode and it would have handled the same way. There didn't seem to be any reason to not use a gun that was basically a less powerful sniper rifle, and was much too effective in most situations. Thats what I've got off the top of my head, but the game was by no means a good Halo title. It might have worked as a totally different game with a few game mechanic changes, but for a game with Halo in the name, there were way too many problems.[/QUOTE] Didn't Noble 6 stay behind to defend the Autumn? Kat got shot in the head and dead instantly because her shields were knocked out by the blast caused by the explosion that happened by them. Nobles movements can be blamed by AI and the reason for them standing and running around in cutscenes was because they were ether A) looking at something or B) in the process of getting into position.
[QUOTE=DarkZero135;37937089]the covenant emp'd the city thats why kats shield was down. [editline]6th October 2012[/editline] really? bahaha[/QUOTE] Well you never addressed any of his other points?
[QUOTE=DarkZero135;37937089]the covenant emp'd the city thats why kats shield was down. [editline]6th October 2012[/editline] really? bahaha[/QUOTE] Didn't know about the EMP burst, even though I've watched that cutscene a bunch of times trying to figure out how the hell that happened. And yes really. This is the first game that needed to undergo a huge multiplayer redesign and beat the established cannon with a stick. The last time I checked there were also a lot of people who really didn't find the character design all that interesting in this game as well, which is something Halo revolves around. [editline]6th October 2012[/editline] [QUOTE=SpartanXC9;37937125]Didn't Noble 6 stay behind to defend the Autumn? Kat got shot in the head and dead instantly because her shields were knocked out by the blast caused by the explosion that happened by them. Nobles movements can be blamed by AI and the reason for them standing and running around in cutscenes was because they were ether A) looking at something or B) in the process of getting into position.[/QUOTE] Nobel 6 had to man the mini Mac-Cannon and take out the Covvie ship that was getting ready to destroy the Autumn. After the ship was destroyed, all he would have had to do was jump out of the cannon, get in a Pelican floating less then 25 feet from that location and fly over to the Autumn. Wouldn't have taken any more then 30 or 40 seconds to do after the ship was destroyed. Just got informed of the EMP burst, but still, they should have been aware of what they were running into by taking things a little slower and looking through the giant hole in the roof. My point with the cutscenes is that most of the time they didn't take a tactical standpoint during them. You know, like having somebody cover the exits? [B]Edit:[/B] Just watched that cutscene again, if there was an EMP burst from the Covenant glassing the city, why didn't it knock out power to everything else? Like the elevators they took down, or the lights in the rest of the city.
[QUOTE=Uesrname;37937043]Major spoilers of Reach below, don't read if you haven't played it. The storyline was just plain awful. There were many instances of things that didn't make any sense at all surrounding Noble team, like how 6 just volunteers to stay behind on Reach, which was all but destroyed at that point instead of accepting the Pillar's offer to stick around an extra 20 seconds and let him hop aboard. Another quick example of bad writing is when Kat is shot in the head through her shields by what sounds like a needle rifle. The characters themselves are a whole other problem. What was supposed to be your team of lifelike allies turns into a bunch of meatshields who feel like they've got less combat experience then the average Marine in previous titles. They're never really fleshed out like other characters in the Halo universe either, aside from Jorge. Their tactics in the story often involve doing things the most suicidal way imaginable, instead of looking at the situation tactically like a trained spartan should. More often then not it seems like they spend a lot of their time just standing around or running in strait lines. (See Cutscenes) Multiplayer. First, armor abilities were a huge unbalanced pain in the ass. Your radar was useless half the time because of people running around with Active Camo all day long. The jetpack destroyed any flow levels had, because you could access pretty much any part of a level at any time, without giving the people in the area you were entering a chance to cover a door/lift/etc and prevent you from entering. Armor Lock also helped to ruin the flow of the game by allowing you to destroy vehicles that happened to be driving by you with one button press, as well as allowing you to hold up the game by armor locking yourself in a situation where you would have otherwise had no chance at all. Aside from AA's you've got a map lineup that was just ripped out of the campaign which weren't designed with multiplayer combat in mind, as well as a few Forge maps (Seriously?) that lacked playtesting. Vehicles felt like they were made of toothpicks and glued together, and had nothing going for them in a world where there were a hundred different easy ways to disable them. Lastly, weapon balance felt seriously off. In previous titles you would see people using different weapons that fit their tastes, but in Reach they could have set multiplayer to DMR only mode and it would have handled the same way. There didn't seem to be any reason to not use a gun that was basically a less powerful sniper rifle, and was much too effective in most situations. The sensors were awesome in Reach, it tells you if your target is above or below you as well! If you can't adapt to armor abilities that's your problem, and you're going to have those same problems in Halo 4. Thats what I've got off the top of my head, but the game was by no means a good Halo title. It might have worked as a totally different game with a few game mechanic changes, but for a game with Halo in the name, there were way too many problems.[/QUOTE] No offense, but most of what I see here is lack of understanding of the plot, lore, events and your personal opinions, in which the majority disagrees. If Halo Reach was bad, and had terrible MP, it wouldn't have nearly 1.1 million people playing it weekly as of this date. Halo Reach was a great Halo title, it simply implemented experimental and prototype technology to the universe. Most of your MP complaints are simply invalid to us. We've adapted to the armor abilities, know how to combat them. Most of them fit perfectly to the flow of Halo, and if they didn't 343 fixed that issue. Forge maps while aesthetically lacking, were fun as hell and the official maps made from forge were indeed play tested before making the final cut. The rest of noble team were indeed much more than meat shield, and with my experience in campaign were very useful, better than marines.
so no game then? Oh, spartan, whats your GT? The link under your avatar sends me to an error page.
[QUOTE=Irespawnoften;37937458]so no game then? Oh, spartan, whats your GT? The link under your avatar sends me to an error page.[/QUOTE] My GT: SpArTaN 09 Alex. Yeah no game today I might try again next weekend.
[QUOTE=Delta616;37937440]No offense, but most of what I see here is lack of understanding of the plot, lore, events and your personal opinions, in which the majority disagrees. If Halo Reach was bad, and had terrible MP, it wouldn't have nearly 1.1 million people playing it weekly as of this date. Halo Reach was a great Halo title, it simply implemented experimental and prototype technology to the universe. Most of your MP complaints are simply invalid to us. We've adapted to the armor abilities, know how to combat them. Most of them fit perfectly to the flow of Halo, and if they didn't 343 fixed that issue. Forge maps while aesthetically lacking, were fun as hell and the official maps made from forge were indeed play tested before making the final cut. The rest of noble team were indeed much more than meat shield, and with my experience in campaign were very useful, better than marines.[/QUOTE] I'm going to also have to say no offense, because most of your post was also your opinions on the game and isn't any more relevant then my own. Rather then stating that I don't understand events of the plot and lore, why not give me examples of what I didn't properly understand? If the majority disagreed with what I've stated, then why exactly was there so much of a push for the game to be changed from what it was? Sure, they may have fixed some of the bigger issues with game flow after said push, but that doesn't change the fact that it was "broken" for a long period of time after it's release. 1.1 million people playing weekly is no big surprise. That's just what happens with AAA titles. People continually say that newer Call of Duty titles get progressively worse, yet the playerbase reliably jumps to the newer title when it is released. I can't tell you if they do it because they want a change a pace, or because they know everybody else will be doing it, or because of any other solid reason.. As long as the game has the same title and looks the same from the outside, that's what the people will play. It doesn't mean Reach was a good Halo title, it just means that people move to the newer pretty reliably no matter how it handles. Your opinions on armor abilities fitting the flow of halo perfectly are again only your opinions. You can't deny that a pretty large chunk of the playerbase you claim thinks the game is perfect had to make a lot of noise to get changes implemented into multiplayer. It should be also kind of obvious that even with the fixes in place, there is a good chance that a lot of those people are still quite unhappy with features that didn't change the way they had hoped. I can't say that for sure, but as the saying goes, you can't please everyone.
[QUOTE=Uesrname;37937741]I'm going to also have to say no offense, because most of your post was also your opinions on the game and isn't any more relevant then my own. Rather then stating that I don't understand events of the plot and lore, why not give me examples of what I didn't properly understand? If the majority disagreed with what I've stated, then why exactly was there so much of a push for the game to be changed from what it was? Sure, they may have fixed some of the bigger issues with game flow after said push, but that doesn't change the fact that it was "broken" for a long period of time after it's release. 1.1 million people playing weekly is no big surprise. That's just what happens with AAA titles. People continually say that newer Call of Duty titles get progressively worse, yet the playerbase reliably jumps to the newer title when it is released. I can't tell you if they do it because they want a change a pace, or because they know everybody else will be doing it, or because of any other solid reason.. As long as the game has the same title and looks the same from the outside, that's what the people will play. It doesn't mean Reach was a good Halo title, it just means that people move to the newer pretty reliably no matter how it handles. Your opinions on armor abilities fitting the flow of halo perfectly are again only your opinions. You can't deny that a pretty large chunk of the playerbase you claim thinks the game is perfect had to make a lot of noise to get changes implemented into multiplayer. It should be also kind of obvious that even with the fixes in place, there is a good chance that a lot of those people are still quite unhappy with features that didn't change the way they had hoped. I can't say that for sure, but as the saying goes, you can't please everyone.[/QUOTE] Lets agree to disagree. But all I will say is I never said Reach was a perfect game.
[QUOTE=Delta616;37937841]Lets agree to disagree. But all I will say is I never said Reach was a perfect game.[/QUOTE] Alright, I'm fine with that.
Honestly Armor Abilities were sort of a needed change. IMO it changed up a lot of things for the better. You had to plan differently and combatting those who abused the AAs was easy. If someone was jetpacking then they were basically sitting ducks for anyone with a DMR. If someone was armor locking then there were a million ways to deal with that. Active Camo was easy as shit to deal with, mainly for the fact that your radar gave it away (FYI, that doesn't happen as frequently as exaggerated). Sprinting and Rolling were simply there because they SHOULD have been. On the other hand, if you knew how to use the AAs correctly and when you needed to, they were powerful. Jetpacks allowed to easily reach different levels of a map, for easier access to weapons or "tactical" areas. Armor Lock was great for vehicles or for dodging grenades. Active Camo was, well, active camo. Stealth approach. I've never had complaints about the AAs because I knew that whenever I got bested in battle it was probably from my own shortcomings. I usually manage to top the scoreboard at 1st or 2nd in most gamemodes by the way. You can check my battle record on Waypoint.
Armor Abilities were a nice concept, but Reach implemented them horribly. Armor Lock slowed down gameplay too much, and Jet Pack was perhaps even worse, as it completely destroyed map design. Halo 4 looks like it is actually doing them right.
I don't know, I found jetpacks to be a piece of crap compared to what I expected.
I love the Jetpack, it changed the pace of the game and I wish that it was more useful on certain maps.
If it was faster, and you had more control over it, I would find it more useful. Currently, using it is like painting a target on you visor.
One thing I can confirm is the AA's in Halo 4 work SOOOOOOOO much better. But if your problem was not adapting to them in the Halo game play you're still going to dislike them in Halo 4.
What was that one ability that let you see through walls?
I just hope they don't forget about half of them like they did in reach. When was the last time you used the drop shield in multiplayer?
[QUOTE=FullStreak12;37938524]What was that one ability that let you see through walls?[/QUOTE] Hyper-Reality Visor
[QUOTE=FullStreak12;37938524]What was that one ability that let you see through walls?[/QUOTE] It's range is very limited in MP when it comes to seeing through objects. It's pretty much ODST's VISR mode.
[QUOTE=Irespawnoften;37938531]I just hope they don't forget about half of them like they did in reach. When was the last time you used the drop shield in multiplayer?[/QUOTE] Yeah, how come barely any game modes have the drop shield in them? I love that AA.
Woah, I just noticed that the Battle Rifle is another thing they just 'redesigned' with no canon explanation, it isn't a new version of the weapon since it shows up in the very first level which takes place on the FUD. [editline]6th October 2012[/editline] Hah this is from Thursday War, saw it on NeoGAF's Halo thread. [sp]"And the Forerunners feared the Flood would overwhelm the galaxy? They should have worried about the humans, too. Did they encounter humans on Earth when they landed and built their artifacts? They should have seen the warning signs. Gods don't make that kind of mistake."[/sp] Thought it was funny
[QUOTE=Tuskin;37939356]Woah, I just noticed that the Battle Rifle is another thing they just 'redesigned' with no canon explanation, it isn't a new version of the weapon since it shows up in the very first level which takes place on the FUD.[/QUOTE] The cannon reason is that the the FUD was carrying prototypes of the Battle Rifles. It's a cop-out yeah, but it's better than complete retconing, it would be cool if they reskined/remodeled them to be more prototypish though. That or just make a remodel of the old assault rifle, but that's just nitpicking on my part.
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