Halo Reach Thread


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Well, I hate to bring something of the pass up but, one of my first games I ever played in the Halo 3 Beta on neowin was with DirtyLarry and Monkey. I no scoped Monkey while he was going full speed on Valhalla on the moongoose, my first game in reach was an overkill extermination. :)

Well, I hate to bring something of the pass up but, one of my first games I ever played in the Halo 3 Beta on neowin was with DirtyLarry and Monkey. I no scoped Monkey while he was going full speed on Valhalla on the moongoose, my first game in reach was an overkill extermination. :)

My first game was +19 K/D in SWAT, lol. 25 kills and 6 deaths.

Things are looking good for Reach so far.

Wow Halo: Reach beta logs over a million players on first day.

Inane really. Maybe all those boasts about setting sales records this year weren't that far off?

Im not a fan, its really let me down,

first 3 days were great, playing slayer getting used to weapons and everything now it all seems fubar.

the 2 slayer maps i am not a fan of, 2 small really not that good.

i cannot STAND the radar "glitch" that puts dots all over the place.

the new BR seems to be an inconsistent weapon, i can fire 3 head shots and get a kill, or 10, and makes no sense, i had a pistol duel with a guy who was running at me and somehow lost when i got 3 rounds first on him =/ and beat downs seem to be off,

maybe im playing it LIKE halo 3 and need to change but it doesn't feel like Halo now with all the perks, its as stupid as Cod MW2, and the perks ruined that game for me,

you'd think it being a Halo PREQUEL, itd be more like Halo CE multiplayer, which was the best so far even with no Live. ive always wondered, these weapons in a prequel why aren't they in the others eh! why did the covenant suddenly lose the needle rifle, or the plasma nade launcher and why would the UNSC decide not to have a thumper etc involved on Halo 1/2/3 as a weapon.

answers please

on the plus side

The graphics and textures of weapons are indeed ace.

but i might be in a bad mood, hence this post, but hey ho.

Things are looking good for Reach so far.

Wow Halo: Reach beta logs over a million players on first day.

Inane really. Maybe all those boasts about setting sales records this year weren't that far off?

Agreed. Dang this beta is awesome. I just wish it was release day for the game already :) Is it asking too much? yes.gif

Im not a fan, its really let me down,

first 3 days were great, playing slayer getting used to weapons and everything now it all seems fubar.

the 2 slayer maps i am not a fan of, 2 small really not that good.

i cannot STAND the radar "glitch" that puts dots all over the place.

the new BR seems to be an inconsistent weapon, i can fire 3 head shots and get a kill, or 10, and makes no sense, i had a pistol duel with a guy who was running at me and somehow lost when i got 3 rounds first on him =/ and beat downs seem to be off,

maybe im playing it LIKE halo 3 and need to change but it doesn't feel like Halo now with all the perks, its as stupid as Cod MW2, and the perks ruined that game for me,

you'd think it being a Halo PREQUEL, itd be more like Halo CE multiplayer, which was the best so far even with no Live. ive always wondered, these weapons in a prequel why aren't they in the others eh! why did the covenant suddenly lose the needle rifle, or the plasma nade launcher and why would the UNSC decide not to have a thumper etc involved on Halo 1/2/3 as a weapon.

answers please

on the plus side

The graphics and textures of weapons are indeed ace.

but i might be in a bad mood, hence this post, but hey ho.

It's not really a "radar glitch." When you have the loadout with active camo and you activate it, you jam the radar. I suppose I don't see it as annoying as I was used to radar jammer in COD4 and a few other games that have variations of it. I can see why it's annoying but that's a heads up that you've got someone near you [if you're not the one using that loadout.] Also, don't forget that Halo 3 MP had radar jammer as a equipment before they decided to redo the maps and take it out ;).

The new BR isn't a BR.. It's a DMR--single round. BR was 3-round burst. That's why it's entirely different when it comes to how many shots it takes.

I'm not trying to completely disagree with what you're saying but a few of your issues can easily be answered if you just hit up bungie.net and read up on their decisions for the new weapons and whatnot.

As far as the maps you've played thus far.. That's just a teasing of what to expect come fall. It's a beta so of course it's not going to have everything the full multiplayer will have. So I'd save your issues with maps until the full release versus judging maps based on what little is available right now. :)

It's not really a "radar glitch." When you have the loadout with active camo and you activate it, you jam the radar. I suppose I don't see it as annoying as I was used to radar jammer in COD4 and a few other games that have variations of it. I can see why it's annoying but that's a heads up that you've got someone near you [if you're not the one using that loadout.] Also, don't forget that Halo 3 MP had radar jammer as a equipment before they decided to redo the maps and take it out ;).

The new BR isn't a BR.. It's a DMR--single round. BR was 3-round burst. That's why it's entirely different when it comes to how many shots it takes.

As far as the maps you've played thus far.. That's just a teasing of what to expect come fall. It's a beta so of course it's not going to have everything the full multiplayer will have. So I'd save your issues with maps until the full release versus judging maps based on what little is available right now. :)

from reading those explanations i think bungie should have a tip thingy at the bottom of loading screens explaining these things?

i love the sword map

but dislike the outdoor map

ah, k

i only played it once and was wondering about why the radar keep 'jamming' obviously i noticed it when i was invisible but i didnt understand why it happened when i wasnt - i do know

i thought they had toned down the battle rifle myself - now i know

Main issue I have is just the issue I always encounter--playing against so many people who've had loads more time to explore the maps.. I've never been good with navigation anyway, so I can never find my way around to all the good weapons. I'm getting there, though. I really like the more realistic jumps and grenade throws, the way the whole interface is nice and smooth, and way you can choose what type of unit you want to be.

It's not really a "radar glitch." When you have the loadout with active camo and you activate it, you jam the radar. I suppose I don't see it as annoying as I was used to radar jammer in COD4 and a few other games that have variations of it. I can see why it's annoying but that's a heads up that you've got someone near you [if you're not the one using that loadout.] Also, don't forget that Halo 3 MP had radar jammer as a equipment before they decided to redo the maps and take it out ;).

The new BR isn't a BR.. It's a DMR--single round. BR was 3-round burst. That's why it's entirely different when it comes to how many shots it takes.

I'm not trying to completely disagree with what you're saying but a few of your issues can easily be answered if you just hit up bungie.net and read up on their decisions for the new weapons and whatnot.

As far as the maps you've played thus far.. That's just a teasing of what to expect come fall. It's a beta so of course it's not going to have everything the full multiplayer will have. So I'd save your issues with maps until the full release versus judging maps based on what little is available right now. :)

yeah i know its obv a single shot and everything, but, seriously, it was so random the amount of times it took to kill someone, and i completely forgot about radar jammer :( i just still stand my ground based on the maps thus far and the perks, jet packs is too stupid for my liking :)

love invasion though

Just came out of a couple of Invasion matches.. I really don't like the team pairing going on.. and how you are seperated from your buddies (if you have 2 or more in your party). But Headhunter, Juggernaut was pretty fun as well.

Invasion is wearing on me already as well. Playing a ton on the same levels over and over again is quickly showing their faults and making the games turn into predicatble outcomes depending on gametype and teams. Either way, this is definitely one of the better Beta's I've played.

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I didn't like invasion at first, but after playing it a bit, it's growing on me, helps I had a few good rounds today :) one round I actually managed over 200 points, but then I did do pretty well, by my scale anyway :p

As for jetpacks. At least on Invasion they're useful. The only reason I don't like them much is because sometimes in slayer, your entire team for some reason uses jetpacks... they're not that good for slayer, at least not for the whole team. but still that's not the jetpacks fault.

Some pics of my rather awesome looking sniper double kill, with a stolen sniper after I skewered the poor marine :p

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Invasion is wearing on me already as well. Playing a ton on the same levels over and over again is quickly showing their faults and making the games turn into predicatble outcomes depending on gametype and teams. Either way, this is definitely one of the better Beta's I've played.

Welcome to the world of game testing. Betas are supposed to find flaws. They aren't supposed to be perfect games you can play over and over and over again. Seriously, if you're finding it such a grind, why are you playing? You aren't getting anything out of it.

Welcome to the world of game testing. Betas are supposed to find flaws. They aren't supposed to be perfect games you can play over and over and over again. Seriously, if you're finding it such a grind, why are you playing? You aren't getting anything out of it.

Did I warrant such hostility? The only problem with this is that I cannot voice my concerns on Bungie.net due to the hundreds of thousands posting nonsensical crap on their forums. So I'm literally backlogged with constructive criticism that no one will care to read or even comment on. I've played many betas (Ruse, STO, Halo 3 Beta, a bunch of free MMO betas) and this is the first time I couldn't do what I was supposed to: provide feedback.

Anyways, aside from the unneeded FYI, I did go on to say this was one of the better betas I'd played. And that is becuase the most obvious issues are balance issues, not game breaking issues. They are all easily modifiable things in the game whereas in other betas there was literally game stopping glitches (although Invasion has been getting some seriously screwed up stuff. Elites with sprint, Elites spawning as Defenders, etc).

Did I warrant such hostility? The only problem with this is that I cannot voice my concerns on Bungie.net due to the hundreds of thousands posting nonsensical crap on their forums. So I'm literally backlogged with constructive criticism that no one will care to read or even comment on. I've played many betas (Ruse, STO, Halo 3 Beta, a bunch of free MMO betas) and this is the first time I couldn't do what I was supposed to: provide feedback.

Anyways, aside from the unneeded FYI, I did go on to say this was one of the better betas I'd played. And that is becuase the most obvious issues are balance issues, not game breaking issues. They are all easily modifiable things in the game whereas in other betas there was literally game stopping glitches (although Invasion has been getting some seriously screwed up stuff. Elites with sprint, Elites spawning as Defenders, etc).

Apologies, it's just the way you worded it it suggested you were playing the same thing over and over and not getting the enjoyment out of it, which to me defeats the point in playing video games.

It isn't that it is the same map over and over again that irritates me. It is the fact that unless you play a slayer gametype, most often then not the game will turn out the same due to balance issues (stockpile, CTF and even Invasion now). Its not so much that the game is the same every time, but the outcome is just becoming obvious.

On a whole I find the game very well balanced, as for strong grenades. Yeah.. They're grenades :p and you have to factor in balancing with stuff like the personal shield.

There is a few things though, they need some sort of auto balancing when someone quits/drops. team game types are practically impossible to win if you're one below on a 4v4. They also should add a camp suicide time on the oddball. There was another thing but I fogot actual weapon balance seems quite good though.

oh yeah, they should potentially make it so you can't leapfrog the flag directly o the top on single flag ctf on that "indoor" level

@hawkman: The game has many balance issues.

Powerhouse

Overall Powerhouse is the most balanced of the maps. The spawns are decent, the layout is fairly good and I enjoy the varied environments on the map. However there are a few things that just don't seem to work out how they should, especially in Objective games such as 1 Flag. Aside from that, very little needs to be changed.

Layout

The biggest problem with this map, as small as it actually is in the grand scheme of things, is dead ends. Being a map maker myself, there should always be two ways to get in and out of a location. Powerhouse doesn't agree. The Rockets are in a dead end hallway with literally ONE PATH. Making that area death unless you have a jet pack/sprint (a real problem IMO).

Another is that the lower section of the map goes all but unused. There needs to be some strategic advantage to the low ground in some way or else we'll get a problem. High Ground is a good example of an advantageous low ground. Powerhouse has none.

Weapon Placement

The Rockets need to be in the center area. As it is now even in Slayer one team has the advantage. I think it is Red team, who can either Sprint there first or have a much cleaner line of sight to grenade the crap out of the spawn. Most of the time, though, the team that spawns closest to the the main Powerhouse gets them.

Secondly, I actually prefer the Plasma Launcher on Powerhouse as oppose to the Rockets. The map's high obstacle count makes the weapon fairly opportunistic while the more open environment opposed to Sword Base allows for easier escapes (the plasma launcher is way too powerful for Sword Base atm). So in conjunction with the placement alteration I would suggest that the Rocket be replaced by the Plasma Launcher by default.

I would also prefer that the Hammer was gone. But that is me. I never really liked the Hammer and it really needs retooling itself considering its deadly with Sprint and Armor Lock. That is really all I can think of for Powerhouse in terms of weapons.

Spawns

The spawns in Halo Reach are a bit strange sometimes. I seem to get the constant trend of spawning just in front of an enemy group. I spawn, grab a weapon and am quickly ambushed. I have seen player top spawning result in instant death due to a player dodging a sniper round only to have the guy spawning take the shot.

The real strange things I see going on is the spawn system for 1 Flag CTF. It is just a bit off and I'll explain why in the Objective section as well. As it is players spawn in awkward placement to the flag. Only problem is I am completely blank as to how to improve it.

Aside from these minor problems, the spawn system works very well.

Objective Placement and Balance

Now this is specifically directed at 1 Flag. First off, I would like to say it is a tad strange that returning a flag requires you to be directly on it. Not sure what pushed that idea but it seems weird to me. Second, while Bungie made juggling way less annoying in terms of speed, they forgot to correct the audio. Thy should have assumed that players would try it anyways and therefore of fixed the audio. Why they didn't, I don't know.

Now onto the point of this section. 1 Flag CTF is off center on Powerhouse. This results in the most obvious path being the BEST path as well. It is the shortest and it offers the most cover. There is virtually no benefit to taking the longer route and this is precisely because of the capture/grab relationship. If I was to make the capture point somewhere, it would be dead center on the canal bridge.

If not there, make it over on the far left by the rocks. The biggest problem with any CTF, though, is capture camping. But I'll get to that in Sword Base.

Anyways, that concludes the first map analysis.

Sword Base

Layout

Of the two maps I love the layout of Sword Base far more. It is intricate and simple. Offers depth of understanding without too many annoying issues. But the main issue with the maps layout is that it is so intensely linear without a jetpack. There is literally only one pathway to get up without a jet pack and this is a HUGE problem. The only other mode of transport are lifts, both of which are easily camped (one of which supplies a shotgun for a player to do just that).

What I suggest is teleporter placement (assuming they are in reach). That, or make two paths with connection points (think Hang Em' High's large number of travel choices). I really don't enjoy being forced to use a specific thing in order to perform effectively. Sprint is helpful on Sword Base, but it is still overshadowed by the utter domination of the jetpack on the level.

Still, I feel that all that needs to be done is more ways to get to the top without the requirement of a jetpack.

The level also suffers from Dead End syndrome. The red lift is a dead end at it's exit. There is literally nowhere to go except off the edge. And with jetpacked enemies that isn't a great idea.

PS: Another change could be allowing each side to have its own internal navigation so that you could go from bottom to top on each side (access to most ever level save for the top and a far more vulnerable location). That or use a teleporter.

Weapon Placement

Sniper is placed perfectly as is the Sword. The Shotgun is meh. I say this cause I rarely run into it. Its not so much a placement issue as a power issue. The Shotgun, while awesome, is a bit too powerful. It needs a range decrease by at least 1/3 seeing as it kills at almost the same range as the AR's optimal.

I also feel the map would work far better with a Rocket than a Plasma Launcher. Even a Laser would be more interesting. The problem I see with the launcher is that the closed spaces make it very hard to avoid the plasma bolts. There is little strafing room and jumping down doesn't always work. I understand it was probably put there due to jetpacks (and how fun it is to stick them and watch them explode mid-air), but if the layout is fixed then jetpacks will hopefully not be the primary mode of transport.

If that is true, then the other two power weapons would offer a far higher risk vs. reward. Rocket could kill them and you in those hallways and Laser speaks for itself.

Spawns

This will be addressed below.

Objective Placement and Balance

I think many in this community have seen fairly obviously the balance issues with Sword Base in Objective gametypes. Specifically Stockpile and 1 Flag (One flag being the lesser of two evils).

So we'll address Stockpile first.

The biggest issue is that Red team not only gets high ground, but two easy flag captures right above them. The Second issue is that one flag capture point is COMPLETELY OPEN while the other is heavily defended by barriers. This makes the open flag capture point incredibly easy to spam with the all too powerful grenades.

One team is at a clear disadvantage in the gametype and as much as I want to detail a fix I can't. The level is too complex and without testing I wouldn't know what to do short of altering major geometry (such as putting a window in the sword room and making that the capture area).

If the other adjustments are made (say, make the Red Lift exit room have an exit toward a catwalk which moves around the outside of the glass, two story room). Then I could imagine the capture points being at the top of both sides.

Now to 1 Flag.

This isn't that bad. In fact, it is a great gametype. The problem is in the capture point. It is far too hard to get to the capture point if the flag carrier is ahead of you. But this also creates another problem. Killing campers is equally difficult. This stems from the dead end nature of that part of the level. You may get in there and kill said shotgun camper but the other players will be waiting to toss nades and destroy you since you now have no way out.

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If there are no instances of a selected transaction triggered by today’s date, the next instance is triggered. Bug 799751 - autocomplete crash Bug 799759 - Users can't Enable entries via Checkboxes on Scheduled Transactions PageAllow the Enabled box in the list of scheduled transactions to be operated instead of having to open the transaction editor dialog and change the Enabled checkbox. Also added use of the Name column as the secondary column sort for all the other columns. Bug 799762 - Poor handling of cases where hidden/placeholder accounts are used in the account register Bug 799766 - Double line preference not respected in search register Bug 799767 - POST /accounts in bindings/python/example_scripts/rest-api is broken Bug 799777 - `xaccSplitSetParent`: reparenting a committed split silently drops its KVP slots (online_id, cap-gains links) Other changes & improvements: Numeric values may now be selected to copy in the Accounts page. Add new Finance::Quote source Finnhub.io: Free API key (personal/non-professional use) available at https://finnhub.io. Set FINNHUB_API_KEY environment variable to API key to use this source. As of June 2026, free tier API limit is 60 API calls/minute. The Investment Lots report has new optional columns for Computed Annual Growth Rate. Python Bindings: Improved translation of primary object (Account, Transaction, Split, etc.) so that they can be treated as normal Python objects. This is accomplished with SWIG magic so no existing code is obsoleted. Python Bindings: Better conversion of GLists to Python lists. Python Bindings: Destroy the QofSession in the Python Session dtor to prevent leaving the database locked. [engine] Add first-class online_id accessors for Split and Account and make them available to Python bindings, removing the unused Transaction online_id property. Improve C++ implementation of QofBook. Correct the Doxygen doc for qof_instance_get/set_kvp. [gnc-log-replay.cpp] fix incorrect guid dump Add some Boost library requirements needed by libgnucash-guile to CMakeLists.txt so that missing feature will fail at configure time. Use Compile-time Regular Expressions instead of std::regex in gnc-filepath-utils.cpp and instead of boost::regex in the CSV importer, with the CTRE v3.11.1 header added to borrowed [gnc-filepath-utils.cpp] null check char* arguments Add ChartJS licenses. Removed AEX from list of commodities. euronext.com is now using JS based anti-webscraping. [report-core] always offer options summary in reports. This is useful to debug reports. The Add options summary option is removed because it's no longer optional. Remove remaining obsolete IMContext from sheet Fix blurry text in HiDPI offscreen-rendered widgets Add port field to database connection dialog: The convention of appending the port number after the host isn't obvious. When editing a split in the register treat the account as being changed only if it isn't the one selected before editing instead of if the user performed an edit Return immediately from qof_book_destroy if hash_of_collections is null. If qof_book_destroy is called on a QofBook* freshly created with qof_book_new (usually because it was used to create a session that now must be destroyed) it would try to empty the non-existent hash tables, crashing. Clean up Flathub metadata to solve warnings at flatpak build time. Be consistent in naming GncPluginPage and GncPluginPageRegister HTML: Remove unimplemented function declarations. [gnc-html.cpp] remove unused buggy string conversion functions Convert libgnc-html to C++ Apply -Wall -Werr -Wmissing-prototypes to C++ compilation on Windows and fix the resulting errors. New and Updated Translations: Arabic, Croatian, Danish, Dutch, German, Finnish, Hungarian, Korean, Norwegian-Bokmal, Spanish Download: GnuCash 5.16 | 176.0 MB (Open Source) Links: GnuCash Home page | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
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