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Are you happy with Reach?

Yes
12 (52%)
No
11 (48%)
 
Total votes: 23
 
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Re: Are you happy with the current settings in Reach?

Mon Nov 22, 2010 12:34 pm

Yeah. It's happened to me 3+ times where I had to restart my box because of a blackscreen.
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Re: Are you happy with the current settings in Reach?

Mon Nov 22, 2010 6:56 pm

The blackscreen freeze sounds like its new. Right? Or maybe I haven't played enough.
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Re: Are you happy with the current settings in Reach?

Mon Nov 22, 2010 7:39 pm

I've only had the blackscreen twice, but both times I just went to the Dashboard and played again.
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Re: Are you happy with the current settings in Reach?

Tue Nov 23, 2010 11:19 am

I've had blackscreen induced Xbox freeze a few times now. Most of them were innocent enough but twice, against full parties, 5+ of MY team's Xboxes froze and the rest of my team that managed to stay in the game after the blackscreen said that NONE of the other team got booted... SO... I suspect someone has gotten wise to the blackscreen problem and is now inducing them by way of host switch/boot.

I've been told that Frozen Xboxes are MORE likely if you have anything plugged into the USB ports but thats just heresay, still, whenever Reach goes blackscreen I still yank my TurtleBeaches out ASAP! Superstitious me.
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Re: Are you happy with the current settings in Reach?

Sat Nov 27, 2010 9:29 pm

It's been a while since I posted a wall, so here ya go:

1.
Spoiler: show
I <3 you Bloody ::bump::


2.
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Sometimes it's not as easy as "They can make a patch." While I'm no wiz at programming (in fact I know almost nil about it) I understand the fact that code can be funky. Why do I understand this? Because I've built computers, and hardware can be funky. Sometimes this specific model of graphics card doesn't like talking to that kind of RAM. Sometimes that CPU just doesn't get along well with that chipset. It happens, and probably happens more often in software coding. So sometime code limitations restrict what can be "patched". What if freezing the HUD while in Armour Lock causes you to fall through the floor once you leave AL? What if the fix for that caused you to have a bottomless clip until you used AL again? What if the fix for that causes you to stay in Armour Lock forever, punching the ground eternally whether you'd released the button or not? While these circumstances are probably overly exaggerated and unlikely, they are merely examples of what the limitations of programming code can allow in obviously noticeable ways. There may actually be no side effect, or one so small that most people will never even realize it...but that may not be the case as well.


3.
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I use Armour Lock regularly...I also complain about Armour Lock a fair bit. Usually I complain about it for reasons like "Why did my corpse AL two seconds after I was dead...when I actually AL'ed two seconds before I died?" or "Why did I just commit suicide by AL on the edge of that lift?" Armour Lock is a tool that can be used by even the most mediocre Halo player...but it can also be countered by even the most mediocre Halo player. So he survived being stuck? You probably still have one more sticky waiting, and maybe even some frags. Grenades are overpowered now, right? Throw a grenade at him about halfway through his AL, if he pops early he's dead. Throw another one near the end. If he holds the charge fully, he's dead. If he manages to survive since you timed it wrong, you failed, he didn't. Hence you will probably die, and he probably wont. Last time I checked, failing at something should put you at a dis-advantage :shrug:


4.
Spoiler: show
Maps are unfortunate, but we are a bit harsh to be honest. Sometimes we just haven't even given them the chance to fail...and sometimes we've taken a half-dozen games worth of fail to mean that is all they can do, and then abandoned them entirely. Standoff is one of our favorite maps ever. Initially, I hated Standoff. I played it in Social Slayer and sometimes Team Slayer, and I played it without a party of people I knew. I despised the map with a passion. Then I started to learn the map, then I started playing it with the wheelmen...then I started enjoying the map.


5.
Spoiler: show
Invasion sucks...if you play BTB in it. Invasion rocks...if you like playing with your spawn buddy, or if you and your buddy have any sort of plan that you actually stick to, or if you acknowledge the fact that you are not Chuck Norris and can not only be bested but also be WRONG. Basically, for the most part, Invasion is pretty good.


6.
Spoiler: show
Small maps are great IMO. Stick 4 people together who don't mind the occasional betrayal, can agree on which maps are great and play the ones that aren't occasionally to appease the rest of the group, and have an understanding of the fact that this isn't Halo 3, and the small maps can be amazingly enjoyable. Just ask the bunch of Euro's I normally play Team Slayer or Team Objective with (when i can pry myself away from Minecraft or smashing up Racers in Hot Pursuit). Elite Slayer on Sword Base is one of my favorite things to play. Everybody gets so sticky-happy, then camp-happy, then Evade-happy. There is a sillyness and a randomness to it that is refreshing. Like when your best bud Zer0 sticks you in the back by accident...but it's k, I have Armour Lock! Oh wait, there's the enemy team, and my AL is already used up. Damn you, Zer0! ::lol::

Or when you get a Slice-n-Dice with a sword that only had 2 charges left in it when you picked it up...through tactical used of camping a lift and Armour Lock. You may say it's cheap, but they kept coming, I kept lol'ing, and fun was had.


8...or 7 for those of you who are keeping track.
Spoiler: show
Bloom is nice! It really is. If it wasn't for bloom, people would spawn with sniper rifles. Imagine Countdown starts with perfectly accurate DMR's at the beginning ::ahh:: It's hard enough to keep a warthog rolling on Hemmoraghe with the occasional long-range DMR shot missing...imaging if they all hit. Also, it would be pretty boring otherwise. This goes for a lack of AA's or all symettrical maps as well. I know I don't want to play a game where the outcome is already pre-determined, and that is what a lack of randomness is: pre-determined boringness. If I know I'm always going to lose a DMR fight against a specific person, then there's no reason for me to bother trying, now is there? Of course, I could learn to "cheat", by using things like Armour Abilites, teammates, and tactics. Wait, that's only cheating when they do it to me, I forgot ::FP:: Sorry, won't happen again...


8.
Spoiler: show
On the topic of "cheating", a wise man once said:

"Falynn, consider this. When an Imperial laser cuts through your canopy and hits you, the energy will superheat the water in your tissues. They will literally explode. If there's enough of your X-Wing to retrieve, they'll have to hose down the inside. When that happens, will you complain that the TIE fighter pilot cheated?"
"No, sir."
"What will you say?"
"I won't say anything. I'll be dead."
"So to keep one of these bad boys from cheating until you're dead, what are you going to do?"
"I guess I'll have to learn to cheat, sir."
"Congratulations. You've proven you can learn two things in a single day."

Just in case you are not familiar with the long list of Star Wars novels and characters, that was something Wedge Antilles told one of the pilots in his newly-formed squadron...and while it is fiction (and science fiction at that) there is still quite a bit of truth to it. Unless the people on the other team are actually breaking the rules of the game by altering code and such (in which case they are taking "cheating" to a level that I (and the rest of you collectively as good gamers) will refuse to go) then you'll just have to compensate for it by cheating better than they do. Oboe makes this point fairly often, and is very much correct when she does. If your tactics aren't working and theirs are, you have two options. Change your tactics, or force them to change theirs...or you could, of course, continue failing ::FAIL::

These things are not the fault of the game designers, nor can they be "fixed" by them. This game was not built to be the perfect game for you to win at. You, however, can build yourself into the perfect player to win at the game, or at least try as things like time and patience allow.


9.
Spoiler: show
I like the control scheme I use, which is pretty much the closest they could get to Halo 3 default within the limits of an entirely new game. Now, I've already said this game isn't Halo 3, so why am I playing with effectively the Halo 3 default control scheme? Because I bloody well like it, that's why. It's easy to use Armour Lock and Jetpack, I can get into vehicles without fighting the controller, and while I may not be able to jump around quite as easily or much, or punch quite as fast or often, I bloody well like the scheme, and can appreciate that it is the best I can do without having extra opposable thumbs or hands in general.


10.
Spoiler: show
I like that grenades feel something like grenades. Do you know what a grenade is? A grenade is effectively a hand-held BOMB. That means it's supposed to explode in a big way, a way capable of destroying ARMOUR. Not just basic footsoldier armour, but things like LRV's (Light Recon VEHICLES) and even some TANKS. The fact that something that can potentially destroy TANKS can kill you with just one and no follow up doesn't bother me. Hell, even the fact that it is hard as hell to escape the blast radius doesn't bother me anymore...that's what Armour Lock is for ::wink:: But seriously, if they were good enough to place the grenade right under your feet (which is still what it takes for it to actually kill you with just the grenade) or you were predictable enough to let it happen, then you deserved it. I'm saying this as much as recipient, observer, and dealer, so this isn't exactly a one-sided idea. The only issue I have with the grenades is that they weren't like this before, so people don't expect them to be like this now. Some people may say that this game isn't real so the fact that real grenades are like hand-held bombs but aren't in the game shouldn't matter...but in real life it takes a crap-load of skill to use a sniper's rifle. That's why there aren't all that many of them, and people are complaining about how easy to use those are now...do you wish that was more like real life, where it takes some modicum of skill to successfully use that weapon? Being a bit selective in your logic then, aren't we...


EDIT: I knew this post was getting fairly long, but I didn't realize how long until I looked at the preview for it...so I broke up each point into spoilers. Useful for some points, pointless for others, but I thought a uniformity to the gesture might be appreciated by my fellow smart-asses ::thumbs::
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ConsumedFever wrote:
LIES!!!!!!
 
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Re: Are you happy with the current settings in Reach?

Sat Nov 27, 2010 9:37 pm

I'm so proud of Jedi using spoiler tags.... ::wheel::

Yay to #5

Will concede to the points you bring up.
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Re: Are you happy with the current settings in Reach?

Sun Nov 28, 2010 3:55 am

The small maps and gameplay in Reach is what I dislike the most but again there's little things that can be done to fix this. Kill barriers, moving initial spawns around and changing power weapon spawns.

Specific Maps
Spoiler: show
SwordBase - Gameplay resorts to gold lift and there is no map movement or incentive to leave this area. Placing Rockets bottom mid with 2 shots could help the flow of the map by a large margin as it would encourage players to leave gold and secure rockets. While also allowing a way to break gold setup.

Countdown - Not suited for BTB in the slightest but really great for Swat and Slayer. (Not elite slayer in it's current state but having elites start with one plasma could help) Great map for multi-team too.

BoneYard - Huge Disadvantage to the team spawning at the cliff due to spawns and geometry so again not suited for BTB with symmetrical gametypes. Works well for Invasion and 1flag in BTB.

Paradiso - Huge Disadvantage to the team spawning at the cliff face. Should only be asymmetric gametypes or removed and replaced with better community varients.

Spire - Again should be reserved for asytermic gametypes for BTB and works really well for them especially for 1flag and territories which are some of the best gametypes in BTB imo. However BFG pretty much gets a free banshee in Slayer :/

Reflection - Map flow resorts to the top hallway and only the top hallway. I don't think Bungie should make anymore remakes due to Reach being a different game so imo they should focus on maps were AA's and the settings of reach are suited.

Pivotal - Initial spawns need fixed as one team starts by rockets. Not exactly fair so should be reserved for 1flag only and not slayer.

Zealot - Great for FFA and lots of people hate this map but it's one of the maps I personally enjoy. Purple = Elites = Awesome :p

PowerHouse - Best map in the game imo and works for TeamSlayer, Swat, Snipers and 1flag so well.

(I know I'm missing some maps but I don't have much to say about them)


BTB
Spoiler: show
Overall BTB needs a large overhaul to make the experience better and the new map pack should really help this.
-The weighting on Headhunter needs to be lowered as that gametype doesn't work at all when there's no dynamic spawns. Works on Countdown and Atom but not maps like Hemorrhage.
-KoTH needs to be removed from BTB until sequenced spawning returns as having the hill spawn at the start of the game on the other teams base isn't fun.
-The flag on Hemorrhage (multi-flag) should be located on top of the base so it's easier to pull but remain in the base for 1flag.

-Countdown and Atom need to be removed from the playlist and other better community variants added. However I'm not 100% against countdown but seems to appear far too much in the vote options and I'll rather have vehicular maps.

OtherPlaylists:
Spoiler: show
Swat - Great Playlist and for the most part it works really well in Reach and so much better than Halo3 as theres no spread. The only thing I've noticed is mutual killings when both players headshot each other :/

Multi-Team - Works great on small maps and is very chaotic and fun.

RumblePit - One of my favourite playlists and AA's really suit this playlist and they pretty much all get used. I use armourlock soooooooooo much in this playlist but only because I play quite aggressive >_>

BTB - Has the potential to be amazing but where is Assault????

Invasion Objective - One of the best playlists in Reach as AA'ss actually work well and are balanced. Having certain weapons attached to each AA gives them more significance. It's also so much more tactical as you need to think what AA would be the best but also take into account what weapon would be most useful.

TeamSlayer - Not a playlist I really enjoy until some of the issues are addressed.

Snipers - Never really liked them so can't say much about thi playlist.

Infection - What have they done -_-

Team Objective - It's dying and I don't know why as I love it but maybe having a gametype were AA's are only as pickups could help bring more people to the playlist.

Map Pack
Spoiler: show
This could be the saviour for BTB as Tempest imo looks like Standoff 2.0 = warthog = awesome.
The problem with BTB currently is that we don't have one dedicated vehicular BTB map that is symmetrical that isn't a forge world variant. Tempest fixes this :]



What a Patch can do.
If you ever played Halo2 on release it was pretty bad to be honest, however patches quickly fixed these issues.The 5 patches of Halo2
If you played Halo3 on release it was so much worse compared to Reach on release but matchmaking updates and patches helped both these games to become Great. Reach also has that potential.
What the Halo3 patched fixed
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