Halo Reach Beta Forum
  • Subject: WEAPONS, VEHICLES, & LOADOUTS Impressions/Feedback
Subject: WEAPONS, VEHICLES, & LOADOUTS Impressions/Feedback

Post your general thoughts and impressions regarding the weapons, vehicles, and loadouts found in the Halo: Reach Beta.

Rants go elsewhere. Please be constructive. Or else.

KNOWN ISSUES:

-DMR is not the BR
-Grenades are very powerful
-Melee combat penalizes players who rely on gunplay
-Assassinations can send players to a different dimension

[Edited on 05.06.2010 11:43 AM PDT]

  • 05.06.2010 10:41 AM PDT
  • reply edit unleash ninjas
Subject: WEAPONS, VEHICLES, AND LOADOUT IMPRESSIONS

AR isn't awesome enough.

  • 05.06.2010 10:42 AM PDT
  • reply edit unleash ninjas

sweet, my personal opinion is that the ar needs more love. it is not strong enough and seems to be over shadowed by the pistol at close range. i feel that someone has better luck spamming the pistol at close range to get that lucky headshot then using the ar.

[Edited on 05.06.2010 10:44 AM PDT]

  • 05.06.2010 10:42 AM PDT
  • reply edit unleash ninjas

Wrong thread! lol

[Edited on 05.06.2010 10:53 AM PDT]

  • 05.06.2010 10:45 AM PDT
  • reply edit unleash ninjas

Posted by: Macaroon
I like the Grenades. A lot of people think they are too powerful, I think thats great.
Only one thing though. As they are so powerful, maybe we should only spawn with one, and there should be a couple on the map?

agree with you 100 percent.

  • 05.06.2010 10:45 AM PDT
  • reply edit unleash ninjas

All non-explosive/power weapons in the game need a buff in my opinion, especially precision weapons. I think the desire for longer kill times in this game was not a good idea.

Posted by: ChristBeliever
sweet, my personal opinion is that the ar needs more love. it is not strong enough and seems to be over shadowed by the pistol at close range. i feel that someone has better luck spamming the pistol at close range to get that lucky headshot then using the ar.

If someone kills you at close range with a pistol, it isn't always luck. Plus, using the AR is somewhat luck-dependent, so I don't understand why using a "lucky" pistol is a bad thing in your eyes?

[Edited on 05.06.2010 10:51 AM PDT]

  • 05.06.2010 10:46 AM PDT
  • reply edit unleash ninjas

Yes my picture is an "M" For my name Mckenze :)

I am 19, I ain't no school Kid.

I have a problem with the plasma mortar locking on to people when they are using the invisible ability.

Even though you are invisible they can still lock on to you. very Annoying.

  • 05.06.2010 10:46 AM PDT
  • reply edit unleash ninjas

I really love covy slayer, I just feel like an Elite unlike Halo 3 when it was just a different model. Once invasion comes tomorrow I will really love Elites :)

  • 05.06.2010 10:46 AM PDT
  • reply edit unleash ninjas
  • gamertag: sum0ne
  • user homepage:

Thanks for Team Snipers Bungie.
Mythic Member, Legendary Member and back and forth. i just can't make up my mind!
Campaign - Halo C.E.>Halo 2>Halo 3
Multiplayer - Halo 2>Halo 3>Halo C.E.
Just about every thing I post is my opinion and nothing more. Be subjective. Respect other's opinions. Try to understand other's point of view.

I don't think this matters in this part of the game but I still believe in map control and that's pretty much what armour abilities take away. Now it's just running around and killing. It takes out a lot of strategy.

  • 05.06.2010 10:47 AM PDT
  • reply edit unleash ninjas
Subject: WEAPONS, VEHICLES, & LOADOUTS Impressions/Feedback

Operator Loadout Feedback
The major problem I have with the Invasion Gametype is the Operator Loadout for Spartans, which, coupled with the map design of Boneyard and the weaknesses of the Energy Sword, make Phase 3 of Invasion very difficult to win against a coordinated team.

In Halo 3, I've had a bit of experience with Sword vs. Shotgun combat. The shotgun always beats the sword, unless the sword user can trick the shotgun user into firing early so that he can lunge in for the kill before the shotgun wielder can get off another hit. This rarely happened in Halo 3, which is one of the many reasons I never played Infection.

In Reach, I had hoped this would change somewhat in the Energy Sword's favor, as Shotgun would reportably take a bit more aiming and had a more narrow blast, which would increase the chances of people missing and giving the sword wielder a chance to go in for the kill.

Then people found out that melees can block sword strikes. I have literally found myself in the following situation as an elite too many times for it to be funny. I have an energy sword, the single spartan in front of me has a shotgun. We are circling around each other, waiting for either to make a move. He fires the first shot, but misses, I see my chance to dash in to kill him, only to have him melee directly after his shot, blocking my sword strike, and then he finishes me off at point blank range. I can only find myself saying "What the hell?" The one way for the sword to beat the shotgun has been completely nerfed. I rarely even spawn with the sword anymore, it's just ridiculous.

Normally having a bunch of shotgun wielders in a big open map like Boneyard isn't a problem, they might have pistols, but a Needle Rifle at range is enough to easily kill them, and as long as you stay out of close range combat, it isn't a problem.

Except in Phase 3, you are forced into close range combat to steal the core from the Smelter. To get the core out, Elites have to take it through three narrow claustophobic doorways to get it outside. The game is often literally decided by whether or not he can make it through those three doorways without dieing or not. Because if the core lands in this region, Spartans with operator loadouts can easily camp this place for an easy dominating win. As I've established earlier, swords are worthless against shotguns, especially when you are trying to go through a narrow doorway and there is no room to dodge or manuever. So what is the next logical step to counter these shotgun campers?

Plasma Grenades of course. And it seems like a grand idea, spawn as a Royal Zealot so you can own those people at range with your needle rifle, and if they are camping you smoke them out with plasma grenades.

Except that Operator not only spawns you with a shotgun, but it also gives you the ultimate tool for neutralizing grenades at close quarters: Armor Lock.

So from the spawn, Spartans are masters at close range combat and immune to grenades. Frankly, the only thing Elites can do is attempt to rush the core all at once and drag it a few more inches towards the exit before being gunned down mercilessly. And Spartans do spawn very, very close to the core, so even if you manage to kill a few, they will be literally on your backs and replacing their former posts in seconds.

The shotgun also has far too much ammo. 18 shots from the spawn? We are no longer in the Halo CE era where you need a shotgun that can wipe out an entire army of flood. Even if you assume that half your kills with the shotgun take two shots, that means that you can kill way more elites with a single shotgun than with a sword. Hopefully you can see from your data just how much this loadout is being picked.

It just seems super unfair. Why can't the Champion Assassin Loadout have swords instead of Plasma Repeaters? You can hardly call cloaked sword wielders unbalanced in comparison to the Operator Loadout. It would at least give elites a chance at fighting back, having them all cloak at once and go in for the kill.

I find it odd that you would take the DMR start out of Phase 1 of, claiming that it was unfair that Spartans should be able to lord over all of Boneyard and that they should be forced to work as a team to stave off the Elite Assault. Yet, it argueably takes even less team work to camp the data core. I never even had a problem with the DMR starts as an elite, but you choose to fix this instead of the shotguns?

Fix it however you like, just make sure to fix it. Be it a map change, reducing the ammo, adding a delay between firing the shotgun and meleeing, but this needs to see a nerf.

[Edited on 05.16.2010 2:09 PM PDT]

  • 05.06.2010 10:47 AM PDT
  • reply edit unleash ninjas
Subject: WEAPONS, VEHICLES, AND LOADOUT IMPRESSIONS

Posted by: urk
KNOWN ISSUES:

-DMR is too awesome

Well that must make the Needle Rifle Godly then

Anyway, I'd like to say that I do not believe the sword should be blocked by a normal melee, as it renders using it pretty much useless, due to it being able to be countered 'relatively' easily by every player.

  • 05.06.2010 10:47 AM PDT
  • reply edit unleash ninjas
  • gamertag: ilunc
  • user homepage:

One death is a tragedy, a million is a statistic - Joseph Stalin

Assault rifle should be more powerful than a pistol, and when you are invisible you shouldn't be found out by people looking at you and your name showing up. Also there seems to be a little problem, the DMR isn't shooting 3 bullets at a time... =P
mmm edit: Also punching is too fast and bloom is too drastic on some weapons.

[Edited on 05.06.2010 10:49 AM PDT]

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

It throws me off every time that the invisibility armor ability also turns off all sound you hear, especially your own gun sounds. I keep thinking something is wrong every time I pull a trigger while cloaked. I'd prefer it muffled, but still audible.

I guess armor ability impressions also go in this thread, if not, I apologize.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

I want my spartan lazer back!!!!!!!!!!!!!!! it reely helps against banshees

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

-Avatar-

Meh. I work too much.

Posted by: ChristBeliever
Posted by: Macaroon
I like the Grenades. A lot of people think they are too powerful, I think thats great.
Only one thing though. As they are so powerful, maybe we should only spawn with one, and there should be a couple on the map?

agree with you 100 percent.


I think the clearest representation of the grenades that I've seen is most people will rather throw a grenade, then actually engage you in a firefight.

I know some situations its wiser to drop a nade and let them come to you, but I really feel that if the grenades are to stay as powerful as they are, then you should just start with 1, and there be less on the map. I enjoy the weapon fights in halo, not the random grenade lobs that get kills from no where.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

"Some People Think Inside the Box, Some People Think Outside The Box, But I Prefer, To Think Out of My Mind - INSANEdrive"
Ret. Halo Pc Skinner | Old Skins - New(er) Site
-----------------------------------------
(Skins) INSANeffect
Improves the effects in Halo 1 PC.& Adds actual Blood decals to Elites (Part of - not Rebuilt)

Yep. I look forward to useing Vehicles later in the week.

First the Human Sniper Rifle (more formally Special Applications Rifle, Caliber 14.5 mm, SRS99). I love it...it is what it's supposed to be. As I recall from a Vidoc, you all had a problem with how people were using it for close quarters combat. With the limited time I have had with it... It seems like you have made it harder to shoot close quarters.


This in turn leads me to the Focus Rifle ( AKA The Type-52 Special Applications Rifle (or T52 SAR)). This weapon needs to be looked over. For one this is what is replaced with the sniper rifle in Covy Slayer. This tells me that is the Covenant answer to the sniper ( as does the zoom). As amazing as my deduction skills are, this is not a sniper weapon, it's a Heavy Power Sniping weapon. I for one Love it and fear it. Not only can you attack the far, but the close... and with absolute devastation. When you are hit with it... you feel you are surrounded by the beam... the light having a blinding effect on you, and the sound the thing makes.... it's just a terror weapon.
In the end... it all depends on WHAT you want this weapon to be. If you want it to be a Sniper exclusively then I suggest you have the beam do less effect up close, and a-bit more effective in longer ranges. Also having a visual effect to correspond with this. That is one thought. Another thing you could do is have it so if a person is attacked with it and they armor lock, it instantly over heats.


Moving along... there is a an error with the Grenade Launcher (AKA Pro Pipe or more formally Individual Grenade Launcher, Caliber 40mm, M319) I shot a round and in between was fraged. My round that I had shot did not go off. I came back, I picked up the gun... BOOM. I know why this occurred...but it shouldn't... the round needs a dead man switch. You can see a video of it here.


Then there is the ?glitch with the Melee. It's been reported before...but to reiterate, if a person attacks you with a sword or a hammer , and melee at the same time, instead of an instead of a insta-kill, it just pops your shields, a second time is then a kill. Presuming this is a ?glitch... I like this... it adds a-bit of tactics to the weapon. It's a nice game play element. I think you should take it a-bit further and make it so that if a person blocks a Killing blow... there shields get popped and some health gets taken as well.It's very Spartan like to take a brunt of something and to survive the unsurvivable... even if by a thread. I kind of hope this is in the vers. that goes Gold.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas
Subject: WEAPONS, VEHICLES, & LOADOUTS Impressions/Feedback

WHAT DID YOU DO TO MY BELOVED BANSHEE?!?! You got rid of the barrel roll?! WHY? The banshee survives off maneuverability and it no longer has its greatest asset! The fuel rod switch strikes me as silly, but I can learn to deal with it. But the barrel roll?! GAH!! Words cannot express how crazy this change is. GAH!

Weapon bloom needs to be reduced, if not removed.

Here's the problem with reticule bloom.

Person A opens fire on Person B's back. He paces his shots because he doesn't want to miss.
Person B turns around and fires as quickly as possible. If he were to pace his shots, he'd die anyway, so he spams the trigger.
The end result is now decided by how lucky person B is.

You can say timing and precision all day long, but in actual gameplay, it just turns into luck.

The reason it works for other games and not halo is kill speed. In other games, full-auto weapons kill in 5 bullets. Without bloom, kill speed would be out of control. By the time someone can turn around, it won't matter. If the guy isn't killed, it was the accuracy of the player, not the gun, that was at fault. Halo, on the other hand, is much slower paced. You can turn around and return fire when you're shot in the back. You even have the opportunity to kill a player who's an okay shot after he got first shot on the back... or you would, if it wasn't about luck.

Many will say that Person A is firing too slowly, but they're missing the point. Person A is firing at the rate appropriate for that range. Person B is firing faster than they should. Person B is supposed to miss, but it's random. If he gets lucky, he wins the fight. After playing 200 games, I'll tell you that people get lucky a lot more often than you'd think. And it's extraordinarily frustrating to be on the receiving end. At the same time, I don't feel satisfied when I win because of it since I know I just got lucky.

[Edited on 05.08.2010 6:06 PM PDT]

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas
Subject: WEAPONS, VEHICLES, AND LOADOUT IMPRESSIONS

Rocket Launcher spawn is too easily accessible on Powerhouse. The RL is very strong on a midrange level like Powerhouse, and it's easier to get to as blue. Move the spawn of the RL to a more difficult location.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

Am I missing a leg, or did I even have it to begin with?

My pet peeve: If you're going to quote me, do it right. My words of epicness don't belong to anyone else but me.

Halo Reach Beta Q&A Thread

No I don't have any Beta codes. Sorry :(

-Needle Rifle's kill time is a bit too slow, especially since players usually get to evade it.

-Plasma Launcher's tracking is too great and hard to dodge.

-The Assault Rifle is very ineffective

-The Rocket Launcher and Grenade launcher are closer to the Red Team's stockpile

-Red Team gets the Rockets and camps the flag room on 1 Flag

-The Blue Team has the Focus Rifle, Shotgun, and Hammer, which is not balanced. They also get a clear shot to Red Team's stockpile with the Focus Rifle

-Hammer Lunge is too great

-DMR and Magnum clip are too small

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

See me with my flames during Fall!

Keep the Armor Lock as is! If anything, make it have a bigger EMP burst.
As well, the DMR is fine. Nerf the pistol and lengthen the time of sprint by 1.5 - 2 seconds longer.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

Time to die.

I don't like the Energy Sword parry.

Assault Rifle is way underpowered.

Magnum needs less recoil.

DMR needs a higher rate of fire.

Shotgun needs a small range buff.

Focus Rifle should grant a 10% damage bonus for a headshot.

That's my impressions, so far.

  • 05.06.2010 10:48 AM PDT
  • reply edit unleash ninjas

I find that grenades' blast radius and damage could be toned down a little bit.

Also, I think that there would be less spam if the default for grenades in loadouts is one, this way these "semi-power weapons" (as they are now) would be sought out more on maps and actually make players think twice before just throwing wildly.

  • 05.06.2010 10:49 AM PDT
  • reply edit unleash ninjas

All the weapons feel too weak. It takes far too much ammo to kill anyone without tossing a nade first.

The nades are great btw, especially since you can use four of the five AAs to evade them, thats an interesting mechanic and I hope it was intentional and makes it to the retail version.

  • 05.06.2010 10:49 AM PDT
  • reply edit unleash ninjas