deftangel - Hot stuff!
deftangel
Since 6877 Days
Bear in mind in this beta is in a much more beta like (ergo, 'loose') state than Halo 3 ever was and, unacceptably in my opinion, the HUD and reticule is still place-holder which makes it hard to see what's going on, definitely contributing to a lack of visual feedback as you mention. After 150+ games, Reach doesn't feel more random to me but it's painfully difficult to see the reticule at times. It's almost like the blind skull is on permanently making it hard to see whether I did in fact make that headshot or not. Having gone back to look once or twice, I can see that I did. It's a bit piss-poor that I have to though, to be honest. We are assured it will be "fixed for fall" though how they can go into a beta with a placeholder HUD without compromising the data I don't know.

Halo, more than almost any other game has to be consistent in the way it does things because there is a mountain of stats on b.net and anybody can save a film and stick it on YouTube to show the world how their game is busted.

There is nothing inconsistent about your video. The guy was at close enough range to mitigate the bloom effect of the pistol and then got lucky with a headshot. You could argue he was lucky to land all his shots in the first place though the guy on the bridge barely moved so he didn't exactly help himself either. Either way, replay that scenario ten times and the guy on the bridge wins nine of them, if not a lot more if he gets off four quick shots and times the fifth.

It's really no more lucky than a no-scope from a sniper in the same situation, in my opinion. Adding the bloom effect will on average benefit the more skilled players who time their shot. That the converse happens a smaller percentage of the time doesn't disprove that.

It's not that Bungie don't listen to their hardcore fans, they just don't listen to them exclusively or take every single of the rather amount of "advice" I imagine is thrown back at them. Much better for any tweaks to be based on the hard data they are currently reaping in spades.
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Jin187
Jin187
Since 6753 Days
Posted by deftangel
Bear in mind in this beta is in a much more beta like (ergo, 'loose') state than Halo 3 ever was and, unacceptably in my opinion, the HUD and reticule is still place-holder which makes it hard to see what's going on, definitely contributing to a lack of visual feedback as you mention. After 150+ games, Reach doesn't feel more random to me but it's painfully difficult to see the reticule at times. It's almost like the blind skull is on permanently making it hard to see whether I did in fact make that headshot or not. Having gone back to look once or twice, I can see that I did. It's a bit piss-poor that I have to though, to be honest. We are assured it will be "fixed for fall" though how they can go into a beta with a placeholder HUD without compromising the data I don't know.

Halo, more than almost any other game has to be consistent in the way it does things because there is a mountain of stats on b.net and anybody can save a film and stick it on YouTube to show the world how their game is busted.

There is nothing inconsistent about your video. The guy was at close enough range to mitigate the bloom effect of the pistol and then got lucky with a headshot. You could argue he was lucky to land all his shots in the first place though the guy on the bridge barely moved so he didn't exactly help himself either. Either way, replay that scenario ten times and the guy on the bridge wins nine of them, if not a lot more if he gets off four quick shots and times the fifth.

It's really no more lucky than a no-scope from a sniper in the same situation, in my opinion. Adding the bloom effect will on average benefit the more skilled players who time their shot. That the converse happens a smaller percentage of the time doesn't disprove that.

It's not that Bungie don't listen to their hardcore fans, they just don't listen to them exclusively or take every single of the rather amount of "advice" I imagine is thrown back at them. Much better for any tweaks to be based on the hard data they are currently reaping in spades.
I agree with pretty much everything said here, especially the bit in bold. The (almost transparent) reticule on the pistol makes it alot harder to land shot than it really should be, but I've gotten used to it now so its not so bad, i'm glad its getting fixed for launch. Also, the pistol in Reach has next to no bloom at all, it just has lots of recoil which is another reason why that video doesn't really prove anything.
In reply to
GriftGFX - He can also<br>ban your ass!
GriftGFX
Since 7009 Days
Yeah, I actually think bloom makes the DMR more difficult to control than the Battle Rifle, and I think that's a good thing. I understand that when you're bloom hits its maximum spread that you're going to get "easier" twitch shots at close range, but the same is true in pretty much every modern military shooter. And while I realize that Halo shares its roots more directly with the "classics," the shield system and relative low damage of the weapons still make this feel very Halo. I also think that sprint (and armor abilities in general) makes up for the changes in movement. I never liked how "slow and floaty" Halo was, and despite the slower movement speed AA makes this game feel much faster to me. I like it a lot.
In reply to
Jato
Jato
Since 6886 Days
What the hell is this term 'bloom' supposed to mean, why not just call it 'recoil'?! Took me a few posts to figure out what the hell you people were on about...
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blmbox
blmbox
Since 6340 Days
Posted by GriftGFX
Yeah, I actually think bloom makes the DMR more difficult to control than the Battle Rifle, and I think that's a good thing.
I agree. If there wasn't this bloom effect on the DMR, it'd be ridiculously overpowered in my opinion.
In reply to
INDIGO
INDIGO
Since 7711 Days
I love the grenades in Reach. So much fun. I hear they are talking about toning them down for release. I really hope that's not true.
In reply to
Jato
Jato
Since 6886 Days
Toning them down?! If anything, they need a boost. Get rid of that ridiculous gravity hammer instead. I hate it when people get 20 kills in a game and 10-15 of them are with the hammer. You'll never see them get that amount of kills with the regular weapons, i.e: with actual skill.

I'm actually considering going back to Halo 3 after this, I've forgotten how fun this game can be...
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Ronsauce
Ronsauce
Since 6994 Days
Posted by Jato
Toning them down?! If anything, they need a boost.
Absolutely not. The amount of nade spam is already pretty high, and the nades already do a ton of damage. Nobody needs one-hit nades being spammed.
Get rid of that ridiculous gravity hammer instead. I hate it when people get 20 kills in a game and 10-15 of them are with the hammer. You'll never see them get that amount of kills with the regular weapons, i.e: with actual skill.
Who lets someone get that many kills with a grav hammer in a game?
In reply to

Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.

Viginti_Tres
Viginti_Tres
Since 6511 Days
Posted by deftangel
It's really no more lucky than a no-scope from a sniper in the same situation, in my opinion. Adding the bloom effect will on average benefit the more skilled players who time their shot. That the converse happens a smaller percentage of the time doesn't disprove that.
A no scope with a sniper is not random, unless you shoot with your eyes closed while spinning wildly. It has a predetermined path and the player knows the moment he pulls the trigger where the shot will land. In case of a pistol a dice roll decides where the shot lands, thus it's random. There is no relation between the two.

The reason I don't want more randomness in my Halo than necessary is because I don't want "another military shooter, like CoD". This is fucking Halo, it's the last popular game of its breed, and I don't want every FPS to be a variation of one another.
In reply to
GriftGFX - He can also<br>ban your ass!
GriftGFX
Since 7009 Days
Posted by INDIGO
I love the grenades in Reach. So much fun. I hear they are talking about toning them down for release. I really hope that's not true.
They are, but I think they need to. Hopefully they'll still be deadly but have a shorter radius or something.
Posted by Viginti_Tres
The reason I don't want more randomness in my Halo than necessary is because I don't want "another military shooter, like CoD". This is fucking Halo, it's the last popular game of its breed, and I don't want every FPS to be a variation of one another.
While the bloom makes it share more in common with military FPS than previous Halos, I really don't think we're in danger of it being any less unique. This is still a far different game than Call of Duty or Battlefield.
In reply to
Ronsauce
Ronsauce
Since 6994 Days
Wow...quoting fail. Go me.
In reply to

Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.

Jin187
Jin187
Since 6753 Days
Posted by GriftGFX
Yeah, I actually think bloom makes the DMR more difficult to control than the Battle Rifle, and I think that's a good thing.
Indeed, However, i do agree that the DMR bloom needs to be toned down a little.
Posted by Viginti_Tres
In case of a pistol a dice roll decides where the shot lands, thus it's random. There is no relation between the two.
That statement pretty much describes every single non power weapon in the history of Halo. For someone who plays Halo a lot, i'm genuinely shocked that you think weapons in previous Halo games land bullets like some kind of laser gun. Pick any non power weapon in any Halo game and spam bullets at a wall, are you really trying to say that every shot fired hits the exact same spot??
In reply to
deftangel - Hot stuff!
deftangel
Since 6877 Days
Posted by Viginti_Tres
A no scope with a sniper is not random, unless you shoot with your eyes closed while spinning wildly. It has a predetermined path and the player knows the moment he pulls the trigger where the shot will land. In case of a pistol a dice roll decides where the shot lands, thus it's random. There is no relation between the two.

The reason I don't want more randomness in my Halo than necessary is because I don't want "another military shooter, like CoD". This is fucking Halo, it's the last popular game of its breed, and I don't want every FPS to be a variation of one another.
A sniper no-scope in the scenario of the video you linked to would have an element of luck. That is to say, if you found the best Halo no-scope sniper player in the world and asked them to pull of the shot three times in a row, they wouldn't be able to do it (or would be extremely lucky if they did!)

I get what you're saying in that technically the bloom reticle adds randomness to the shot (it would not be as simple as algorithm as dice roll, however) but that randomness is deliberately implemented within defined boundaries with the purpose of placing greater emphasis on engagement distance and timing of shots. It is not like players are pulling off those sort of fluke 5-shot kills more often than not, in my experience. Furthermore, I've seen plenty of complaints about Reach, but hardly any that it doesn't retain a 'Halo feel'.

In three years half the people complaining about this that and the other will be doing the same thing with regard to 343i's Halo game no doubt pointing to weapons that were perfectly fine in Reach that they have now 'ruined'.

More importantly, I have just got in after a few beers and am off to play some more Reach where I doubt I will notice reticle bloom at all given my current blurry vision.
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Phaethon360 - Mr Pant<s>s</s>ies
Phaethon360
Since 6855 Days
Posted by Ronsauce
Wow...quoting fail. Go me.
Fixed.
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Acert93 - Mr. Bad Cop
Acert93
Since 6980 Days
I agree with Grift on roles (or lack there off... I see no role for the AR among skilled players). Likewise it does seem the pistol allows some huge spam. It is like a mini machine gun at close ranges!!
Posted by Ronsauce
Absolutely not. The amount of nade spam is already pretty high, and the nades already do a ton of damage. Nobody needs one-hit nades being spammed.
Per Bungie there is no such thing...
Who lets someone get that many kills with a grav hammer in a game?
See my file share!! I have a 10 and 7 Hammer Spree ... I barely use the thing so I don't camp it, but oh... my... on one spree I killed one of my friends 3x! Hammer + Pistol = Killer Combo.
Posted by Jin187
Indeed, However, i do agree that the DMR bloom needs to be toned down a little.
I saw increase bloom and increase damage. The bloom is good--it makes it a skilled weapon with a specific role & range (isn't that what all those GDC things toot?) Just increase the damage. Decreasing bloom will just make it a more effective close range spam weapon.
In reply to

Pwn'd by Phaethon360.

Acert93 - Mr. Bad Cop
Acert93
Since 6980 Days
Posted by deftangel
In three years half the people complaining about this that and the other will be doing the same thing with regard to 343i's Halo game no doubt pointing to weapons that were perfectly fine in Reach that they have now 'ruined'.
In regards to 343...

I have played a lot of FPS over the years and one area I have isolated Halo 3 as special was weapon balance and roles. Sure, some weapons just sucked (pistol, lmg) but in general every weapon had a role where it excelled--and if you used the map right a weapon like the AR could be absolutely one of the top 2 weapons in a situation. Some power weapons could be used, with extreme skill, in other roles (e.g. no scoping the rifle at close range) but in general success was based on having the right weapons on the right place.

For all the reasons I have mentioned previously the 3 maps I have played Reach with I don't get this vibe at all. It isn't that weapons don't have better ranges or purposes but that there doesn't seem to be a clean transition, not to mention gaps of futility, and some weapons are just big question marks--as to say, why would I ever want to use this?

As it stands now, while I hope Reach is better than Halo 3, but I have often praised Bungie's Halo 3 balance. It really stands out in my mind. Reach not so much. Of course weapon design is a largely defined by map design and Sword Base and Boneyard are pretty poor maps IMO.

And back to the segway: in regards to 343's Halo... I would hope they stole Halo 3's design over doing something drastically dumb!!!!!!!!!

I would rather hear, "They just copies Halo 3/Reach" instead of, "Oh wow, what lame weapons!!"
In reply to

Pwn'd by Phaethon360.

RC_Master
RC_Master
Since 6911 Days
Posted by IamLegend
Please post a link to your bungie stat page for halo2 or 3.I need to see that before replying to your above mentioned comment or should i say a big ass lie.

Thankyou!
Um, ok here The BR makes up 33% of my kills in Ranked and 24% of kills social. In an environment that is skewed by Grifball and sword kills too!


In response to the pistol 'randomness' video:
The ideal ROF is tied to distance. At that range, your target pretty much filled even the the max pistol reticle.

You got a lucky headshot, sure, but that happens without obvious reticle bloom anyway.

Your opponent should either have been quicker it landing a headshot on you, or should have body shot you three times. If they've missed enough of their shots to need to reload before they can do either; shame on them. The pistol has an extra bullet per magazine than you need to kill someone, even by shooting them in the foot. And since you didn't get 'oppurtunist' they still had shots.

And in fact, your opponent was going for the body shots, they landed 2 before you killed them (look at your health). They still had shots left in their magazine (since no, "oppurtunist") and either were missing or simply didn't fire fast.

The only thing that was 'lucky' was the headshot.
Posted by Acert93
For all the reasons I have mentioned previously the 3 maps I have played Reach with I don't get this vibe at all. It isn't that weapons don't have better ranges or purposes but that there doesn't seem to be a clean transition, not to mention gaps of futility, and some weapons are just big question marks--as to say, why would I ever want to use this?
A HUGE portion of the Halo 3 sandbox was basically unused or worthless.

Weapons:
Plasma pistol -better to have another weapon
Plasma Rifle -useless
Mauler - shotgun better, annoying weapon
Spiker - useless
Pistol - useless
SMG - useless
Needler - very specific, better to have another weapon
beam rifle - rarely used
carbine - rarely used, BR more plentiful easier to use.
bruteshot - rare, out of the way, close range only


Whats left? Oh, power weapons, the BR and the AR.
(and some turret weapons, but, eh)

Grenades:
Flame grenade never used.
Spike grenades. -rarely used, plasmas and frags better and more plentiful

Ok, granted, some weapons fill similar roles in reach, but the way in which they are used which differs too. I appreciate the effort in trying to separate the uses of the two snipers for example. Or how the Plasma repeateer needs a little dap on the 'reload' to increase your rate of fire back up.
In reply to

Ignorance is the true enemy of all things.

Suhweet!

Ronsauce
Ronsauce
Since 6994 Days
Posted by Acert93
See my file share!! I have a 10 and 7 Hammer Spree ... I barely use the thing so I don't camp it, but oh... my... on one spree I killed one of my friends 3x! Hammer + Pistol = Killer Combo.
I imagine you're a decent Halo player though. I was mostly addressing this part of his post:
You'll never see them get that amount of kills with the regular weapons, i.e: with actual skill.
An unskilled player shouldn't be getting massive killstreaks with the grav hammer unless his opposition is horribly unskilled as well.
In reply to

Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.

Nietzsche
Nietzsche
Since 6362 Days
So any word on when we are gonna see generator defense in the beta??? is it up yet? i've been busy with finals all week
In reply to
blmbox
blmbox
Since 6340 Days
It isn't there yet as far as I can see. I'm also waiting to play that.
In reply to
deftangel - Hot stuff!
deftangel
Since 6877 Days
Posted by Acert93
I agree with Grift on roles (or lack there off... I see no role for the AR among skilled players). Likewise it does seem the pistol allows some huge spam. It is like a mini machine gun at close ranges!!
I think that's the point. That said, I'd be interested to see stats on players deaths where the AR was involved (either getting the kill or as a precursor to a successful melee). I bet it's higher than a lot of people think. 20% of my deaths in Arena are from the AR alone (my day rating averages about 1600-1650). Pistol deaths are 6-7%, DMR 13-14%
Posted by Acert93
I have played a lot of FPS over the years and one area I have isolated Halo 3 as special was weapon balance and roles. Sure, some weapons just sucked (pistol, lmg) but in general every weapon had a role where it excelled--and if you used the map right a weapon like the AR could be absolutely one of the top 2 weapons in a situation. Some power weapons could be used, with extreme skill, in other roles (e.g. no scoping the rifle at close range) but in general success was based on having the right weapons on the right place.

For all the reasons I have mentioned previously the 3 maps I have played Reach with I don't get this vibe at all. It isn't that weapons don't have better ranges or purposes but that there doesn't seem to be a clean transition, not to mention gaps of futility, and some weapons are just big question marks--as to say, why would I ever want to use this?
Bear in mind, Reach is definitely further behind in terms of tuning than even the Halo 3 beta, let alone the full game.

Whilst I don't agree to the extent of which RC_Master describes Halo 3's sandbox as "useless" (Dual maulers. Needlers, Brute Shots and Carbine/Beam rifle had their place) Halo 3 did evolve to a point where an awful lot of people would just grab a BR and use that in all situations because there were few practical limitations for doing so.

Reach is definitely different in this regard. It is useless to carry a DMR for close range encounters. Get jumped by a guy wielding an AR when you have the DMR and you're pretty unlikely to come out of that encounter well. With a pistol, you have to be good to get out of the same scenario. I think that picture is distorted right now by the double melee bug.

I think when all is said and done, Reach will have much more clearer defined roles at ship purely because there is a focus and willingness to talk about 'roles' outside of tech conferences like GDC. Whether that makes the game better or more balanced can't be answered for a long time. As the GDC talk states, balance is longevity
In reply to

http://twitter.com/deftangel

Jin187
Jin187
Since 6753 Days
Posted by Nietzsche
So any word on when we are gonna see generator defense in the beta??? is it up yet? i've been busy with finals all week
Should be out sometime tomorrow :)
In reply to
deftangel - Hot stuff!
deftangel
Since 6877 Days
I thought it was up now? I won't get to play till tomorrow anyway :)
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Frozpot
Frozpot
Since 6767 Days
Posted by Ronsauce
An unskilled player shouldn't be getting massive killstreaks with the grav hammer unless his opposition is horribly unskilled as well.
Very true, I can often take that hammer boy out if I have the room. You have to play strategically with the Hammer if you want to be successful...
In reply to

Oooh, Profound, isn't it?

GriftGFX - He can also<br>ban your ass!
GriftGFX
Since 7009 Days
Posted by Ronsauce
An unskilled player shouldn't be getting massive killstreaks with the grav hammer unless his opposition is horribly unskilled as well.
That's nonsense. The grav hammer kills everything, skilled and unskilled players alike. With sprint (or evade), its even more effective than the sword.
Posted by Frozpot
Very true, I can often take that hammer boy out if I have the room. You have to play strategically with the Hammer if you want to be successful...
Sure, if your concept of strategy is to run up on fools and kill them.
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