Halo Reach: Always Out Numbered But Never Out Gunned

Needle rifle just needs three shots to the body without a shield and they explode.

When I’m fighting camo users, I play and wait till I see the scrambler and since the scrambler tells you what level they’re on you just have to focus on the bunch of it and more times than not you can spot one. That’s why I don’t use it much but, those guys that stay still are a little harder to spot.

Melee sucks imo. Even if the guy has a blip left of shield the melee will only take the shield down and do no damage to the health, so the only way to surely kill someone with it is to drain their shield completely.

So if their shields are drained but they have full health, one elbow will kill?

IMO, this is why I hate healthpacks. It’s so much easier without it. And it’s lame having to press a button to regenerate your health. Just walk over it to pick it up, dammit.

Yea, no shield and it’s 1hit K.O. or at least that’s what I’ve been seeing.

I think once I get more accustomed to the nades I’ll be a lot better. I’m used to the inaccurate Halo3 nades that I keep overthrowing or underthrowing, I’m also not using the bouncyness as much as I should. Getting better though.

I’m loving this game and I’ve only played about 6 matches. By the time I got the game downloaded, we were able to play one game before the servers crashed (expected). Took about another 3 hours until we got in again. Also seems we couldn’t get into a match when grouped with friends - oh well.

I love the equipment. Jetpack is my new love, sprint is really useful, invisibility is cool but I’m way too aggressive to sneak around, and I’ve hardly used armor lock. I had a very satisfying, game-winning Gravity Hammer/Jetpack kill yesterday. Crushed the dude from above.

New weapons are pretty awesome too. New Needler fires faster but isn’t as “fire and forget” as the claimed. Needler Rifle seems under-powered. DMR is sweet - I like it way more than the BR, just wish it had more rounds before reloading. Magnum feels like an old friend. :lovin: Grenade launcher is a beast too. New plasma rifle is pretty cool too but seems to be as effective as the H3 PR. I haven’t been able to get my hands on any of the other weapons yet.

Recon control scheme is the best, only problem is remembering where the grenade switch is.

I’m using that also. I needed the melee button to be B as it’s what I’m used to from Modern Warfare.

Had some good games today and I have to say I’m really looking forward to this. I know it could change hugely and it gets a bit boring playing on the same two maps but when you’re on a co-operative team it’s very entertaining. Armor Lock seems to be my most used ability. It looks as if it really confuses some people and when you’re defending on CTF it can be a great help dodging those grenades.

Looks like I need to dig out the Xbox and buy some live again.

Except they were armor locking right infront of us and we were just waiting for them like uhh you still gonna die.

That’s what I do. Only thing is that I don’t know the exact timing for the nade but I still get the kill. And it’s weird that it feels like they get their shield back but when I tried armor lock I know that’s not the case.

I’ll probably experiment with that a little later, know your enemy and all that. :sweat:

Seems like a melee will knock someone’s shields out even if they only have a bit of shield left… meaning it doesn’t carry through to their health? Iono, this seems weird.

yea, I tested that a few times and that seems to be the case. Sucks since that means that other guy can kill you if you don’t melee that second time. I really don’t know why they changed the melee, well I kinda do (too many complaining scrubs about getting meleed to death) but still…

So tell Bungie.

www.bungie.net

They say they are listening so you never know.

It should definitely spill over, IMO. It sucks to shoot a bunch, then melee and do little to no damage since they had a little bit of shield left.

After some more testing, yeah. I wish that they’d move it back to how you did more damage if you were jumping/hitting them in the head.

After playing for a few hours…meh.

  • Grenades are too strong. Halo 1 and 2 nades were perfect. The physics engine doesn’t lend itself well to such strong nades, especially when they’re used so often.
  • Lobbing nades don’t feel as accurate as they should.
  • All the guns feel weak except the ones that shouldn’t be(e.g. Rockets).
  • Armour abilities are hit or miss with their usefulness.
  • They give you all these control layouts, yet, for some reason, I can’t customize me own freakin’ controls.
  • Bloom is stupid and pointless. Halo is not a sim.

All that aside, it’s kinda fun. There may be some hope for this when it comes to team play, but I’ve yet to get a chance to get on with a good team. FFA objective games are ass.

I liked it a lot, but I hate the RB being the melee button, why do they have to change the controls every single Halo game?

Been playing it, and I love this damn game. I think it’s going to end up being the ultimate Halo game, and it sure seems like it will be better than Halo2/3, which is great. Now though, when are we gonna get our hands on some vehicles, if at all?

Switch to Recon, it’s the closest to Halo 3’s default control scheme, with only X and LB being switched up.

In Halo 3, it was switched up to better accommodate dual wielding, iirc. For Reach, it’s for the Armor Abilities.

I’ve got mixed feelings on Reach. I’m glad fall damage is back, that the Spartans don’t have so much hang time on their jumps, that it seems like the lunge on melee attacks have been reduced a bit, sticky-aim/bullet magnetism feels much more closer to Halo 1’s standards, the DMR and Pistol are very fun to use once you get accustomed to their respective rhythm, and I can’t see myself playing Halo without the ability to sprint anymore(seriously, been begging for this ever since Halo 2).

Most of my complaints are for weapon balance decisions. Frag 'nades are too powerful, and too plentiful. Splash damage on Rockets definitely need to be toned down a bit. Melee’s feel like they need to be tightened up, AR is more accurate than it’s ever been, but because of the way melee damage works against shields has been changed, it’s still technically weaker. Right now, I see no good reason to keep an AR when I’ve got a Pistol, the latter shouldn’t be able to effectively compete with the former at close range. It takes more needles for the Needler to kill, but it homes in much better now, especially at close range. I think Halo 3’s Needler was better, to be honest. The Pistol’s reticle needs to be made more noticeable. You can barely see it to begin with, but when it starts to bloom it practically disappears.

Some of this stuff, power of the 'nades and Rockets in particular, might stat making more sense to me once Invasion comes out later this week, they were probably made this powerful with vehicles in mind… For infantry combat though, I think it’s a bit too much.

I’ve played halo 3 so much it’s tough to get used to popping the armour first before going for headshots. I’d tried playing a couple of games with control schemes that used AA on the bumper but nothing feels right, Bungie need to sort out a custom control scheme setting.

I’d have to agree grenades are far too powerful and its so easy to spam. Haven’t had much of a chance to play around with pro tube, but I’m loving the knew sniper rifle.

What annoys me the most though is getting teamed up with people that only want to play stock pile, nobody wants to play SWAT or Covey :sad:

It seems that a lot of people out there still don’t even realize that you can even VOTE for different maps and gametypes. Stockpile is usually the default choice. >_>

i rather like the super powered frags. they’re hilarious to use.