Farreg wrote:
I think that when someone invest a lot of time into something and then there are changes which negatively impact performance or the ease of which you were able to use it (purely due to familiarity) there is a knee-jerk reaction to dislike it.
The weapons were unblanaced with some downright cheap and thanks to the loadouts very cheap strategies are effective which just make the game more random and less skill-based.
Farreg wrote:
from the limited time I saw you spend on the Beta, i don't think you can fairly judge it.
Garbage is garbage, I don't need to spend 100's of hours playing a game to realise it is unbalanced, unskillful and very random.
Farreg wrote:
CE -> 2 : Dual weilding - The ability to increase your fire rate drastically. This almost ruined Halo for me. didn't like the idea of being forced to dual wield to survive from spawn.
2 -> 3 : Equipment - This added an additional chaos element to the game. When & if an item of equipment was deployed it had the potential to change the outcome of a skirmish or the game.
3 -> Reach : Loadouts - This is an elaboration on the equipment option. Less chaotic, everyone is guaranteed a loadout. More thought, more strategy and more teamwork required to utilise effectively.
Dual wielding was only very effective on lockout and I didn't have much of a problem with it in Halo 2, the very high grenade damage and large spash area made them far more annoying in Halo 2.
The equipment promoted camping and defensive play, it was over powered especially if you were off-host where it is very slow to deploy and often does nothing, I'm so sick of a regen doing f-all yet making other people on bad connection survive multiple grenades and whole BR clips.
The loadouts could have been good but are terribly balanced, Armour Lock slowed down the game, Camo was used by everyone in CTF games and sprint opened up cheap melee opportunities were there was little left but to go for a double KO via sticks or beatdowns.
Farreg wrote:
If you were looking for Halo multiplayer v3.5, you defintiely won't find it. This is V4.0d and it is more indepth and requires more than just scratching at the surface of the Beta, this one than any other Halo game. Some may say that is a negative, but considering the amount of hours people will dedicate to playing this online, the extra depth will add to the life of the game, and given that the majority of Xbox 360 owners have played a Halo game at some point they really don't have that large a group who aren't goint to 'get it'.
I for one am looking forward to the new challengs and innovative plays that should come from this. The franchises multiplayer is definitely not getting stale for me.
It is not more in-depth than the other Halos, you have more choices but at the end of the day it's less consistent and more random than any Halo game to come before.
If the final game plays anything like the Beta the default gametypes won't make for a good competitive game at all and contrary to what some people think it rewards conservative play more then any Halo game before, so camping, power weapon controlling and spawn killing will be even more effective than before.
The medals and points system isn't going to start getting all the slayers to become objective players, they will continue to beat up on objective players and unless something drastic is changed it will be very difficult for one "pro" team to score vs another at CTF due to camping with camo being so effective and the large splash radius of grenades.
I've watched plenty of pros play Halo Reach and even they can't make the game look very skillful, it is simply very random and very generous with hit detection which just makes for a worse game period.
Farreg wrote:
Also, Nick, 7 games is not a fair assessment of the Reach Beta. I didn't appreciate how complex it could be until 15-20 games in.
Maybe some of us are just quicker learners?