Halo Reach Thread


Recommended Posts

Try as hard as I might, I still simply can't get into the multiplayer. The vehicles are just way too overpowered, and people just camp in them the entire game. It wouldn't be so bad if there weren't so many of them almost every map, but there are. And you can say, "well both teams have them!" but I think we all know what happens.

One team either loses multiple players or simply has crap players. The other gets ALL the vehicles and spawn camps the entire game -- particularly with the tanks. This is mostly a problem on Hemorrhage, but other maps have the same issue. And, yes, you can kill them, but they're so damn hard to kill unless you have a sniper and a ton of grenades. In Battlefield and Unreal Tournament 2KX, it's really not that difficult to destroy a vehicle, but the person in the vehicle also has the obvious killing power advantage.

I can dominate the other team if I ###### the vehicles all game, too. I bet I could probably get my KPD average to 5 if I did that. But I don't want to play that game. It isn't fun, it isn't fair, and it gets old fast. I'd much rather play Firefight than play competitive Reach. I even hate the "Halo culture." Teabagging is still, for some reason, amusing to a surprisingly large amount of Halo players. Purposefully hurting your teammate (but not killing him/her) is still amusing to a surprisingly large amount of Halo players. Being annoying as hell through the mic is surprisingly still amusing to a large amount of Halo players (whatever Bungie did to automute players isn't working, at least not for me). It's just pathetic.

The lack of drop-in and drop-out multiplayer still bothers me. If Gears of War 2 could do it, why couldn't Reach? I also like the playlist separation better on Gears, as I don't have to play ranked matches if I don't really want to -- and correct me if I'm wrong, but you still get points in the non-ranked matches too, right? Thank goodness. I just want to have fun. There are times when, yes, I love dominating another team in a ranked match, but the game almost always ends up degrading in quality because of the lack of drop-in and drop-out.

And now that I've played on all of the maps (I believe), I can safely say the majority just aren't good. There's a few good ones in there, but most are crap.

The one gametype I've found ridiculously hilarious and fun:

Going in with a full team on Big Team and voting for Headhunters on Hemorrhage. It's fun times indeed. Especially when someone has like 8+ skulls and gets splattered by a mongoose and you see them flying all over the place.

The one gametype I've found ridiculously hilarious and fun:

Going in with a full team on Big Team and voting for Headhunters on Hemorrhage. It's fun times indeed. Especially when someone has like 8+ skulls and gets splattered by a mongoose and you see them flying all over the place.

I will plus +11111 this.

We did this a few days ago and it was epic. Guy had 9, running up for another one to get the legendary medal or whatever and my buddy from behind my sniped him and then we all ran in to the "rescue" and scored 9 + i had 1 so i got the medal or whatever it was.

Try as hard as I might, I still simply can't get into the multiplayer. The vehicles are just way too overpowered, and people just camp in them the entire game. It wouldn't be so bad if there weren't so many of them almost every map, but there are. And you can say, "well both teams have them!" but I think we all know what happens.

One team either loses multiple players or simply has crap players. The other gets ALL the vehicles and spawn camps the entire game -- particularly with the tanks. This is mostly a problem on Hemorrhage, but other maps have the same issue. And, yes, you can kill them, but they're so damn hard to kill unless you have a sniper and a ton of grenades. In Battlefield and Unreal Tournament 2KX, it's really not that difficult to destroy a vehicle, but the person in the vehicle also has the obvious killing power advantage.

I can dominate the other team if I ###### the vehicles all game, too. I bet I could probably get my KPD average to 5 if I did that. But I don't want to play that game. It isn't fun, it isn't fair, and it gets old fast. I'd much rather play Firefight than play competitive Reach. I even hate the "Halo culture." Teabagging is still, for some reason, amusing to a surprisingly large amount of Halo players. Purposefully hurting your teammate (but not killing him/her) is still amusing to a surprisingly large amount of Halo players. Being annoying as hell through the mic is surprisingly still amusing to a large amount of Halo players (whatever Bungie did to automute players isn't working, at least not for me). It's just pathetic.

The lack of drop-in and drop-out multiplayer still bothers me. If Gears of War 2 could do it, why couldn't Reach? I also like the playlist separation better on Gears, as I don't have to play ranked matches if I don't really want to -- and correct me if I'm wrong, but you still get points in the non-ranked matches too, right? Thank goodness. I just want to have fun. There are times when, yes, I love dominating another team in a ranked match, but the game almost always ends up degrading in quality because of the lack of drop-in and drop-out.

And now that I've played on all of the maps (I believe), I can safely say the majority just aren't good. There's a few good ones in there, but most are crap.

You seem to only play Big Team Battle. Have you played anything else? Besides, Vehicles in Halo Reach are far more brittle than in Halo 3 and almost as brittle as Halo 2 (if not even more vulnerable to small arms fire now seeing as DMR's completely destroy covenant vehicles). You also get the same amount of points for Ranked and Unranked in Reach. But in all honesty ranking and rating are entirely different in Halo Reach. Ranking is a mere reflection of experience while rating (Arena) puts you into a bracket for the month. Halo has literally done away with the normal rating system in terms of showing it to the players (although it does show your current rating even in normal gametypes only after the game is completed and in the game review).

I also still don't see how the lack of drop-in and drop-out is any better than the previously stated system. In either case you are equally as likely to have people quiting, poor teammates, annoying players or whatever. Most lobby games on Live don't provide much of a way to tell if a room is good or not besides a fairly iffy connection indicator (which drastically changes when you or anyone else hops in). Both systems have their strengths and weaknesses.

Private - Awarded at 7,500 cR

Corporal - Awarded at 10,000 cR

Corporal Grade 1 - Awarded at 15,000 cR

Sergeant - Awarded at 20,000 cR

Sergeant Grade 1 - Awarded at 26,250 cR

Sergeant Grade 2 - Awarded at 32,500 cR

Warrant Officer - Awarded at 45,000 cR

Warrant Officer Grade 1 - Awarded at 78,000 cR

Warrant Officer Grade 2 - Awarded at 111,000 cR

Warrant Officer Grade 3 - Awarded at 144,000 cR

Captain - Awarded at 210,000 cR

Captain Grade 1 - Awarded at 233000 cR

Captain Grade 2 - Awarded at 256,000 cR

Captain Grade 3 - Awarded at 279,000 cR

Major - Awarded at 325,000 cR

Major Grade 1 - Awarded at 350,000 cR

Major Grade 2 - Awarded at 375,000 cR

Major Grade 3 - Awarded at 400,000 cR

Lt. Colonel - Awarded at 450,000 cR

Lt. Colonel Grade 1 - Awarded at 480,000 cR

Lt. Colonel Grade 2 - Awarded at 510,000 cR

Lt. Colonel Grade 3 - Awarded at 540,000 cR

Commander Grade 1 - Awarded at 650,000 cR

Commander Grade 2 - Awarded at 700,000 cR

Commander Grade 3 - Awarded at 750,000

Colonel - Awarded at 850,000 cR

Colonel Grade 1 - Awarded at 960,000 cR

Colonel Grade 2 - Awarded at 1,070,000 cR

Colonel Grade 3 - Awarded at 1,180,000 cR

Brigadier - Awarded at 1,400,000 cR

Brigadier Grade 1 - Awarded at 1,520,000 cR

Brigadier Grade 2 - Awarded at 1,640,000 cR

Brigadier Grade 3 - Awarded at 1,760,000 cR

General - Awarded at 2,000,000 cR

General Grade 1 - Awarded at 2,200,000 cR

General Grade 2 - Awarded at 2,350,000 cR

General Grade 3 - Awarded at 2,500,000 cR

General Grade 4 - Awarded at 2,650,000 cR

Field Marshall - Awarded at 3,000,000 cR

Hero - Awarded at 3,700,000 cR

Legend - Awarded at 4,600,000 cR

Mythic - Awarded at 5,650,000 cR

Noble - Awarded at 7,000,000 cR

Eclipse - Awarded at 8,500,000 cR

Nova - Awarded at 11,000,000 cR

Forerunner - Awarded at 13,000,000 cR

Reclaimer - Awarded at 16,500,000 cR

Inheritor - Awarded at 20,000,000 cR

Source: http://www.mlgpro.com/forum/showthread.php?t=337551

Good luck with however wants Inheritor. I'll give ya props just for playing the game that long.

You seem to only play Big Team Battle. Have you played anything else? Besides, Vehicles in Halo Reach are far more brittle than in Halo 3 and almost as brittle as Halo 2 (if not even more vulnerable to small arms fire now seeing as DMR's completely destroy covenant vehicles). You also get the same amount of points for Ranked and Unranked in Reach. But in all honesty ranking and rating are entirely different in Halo Reach. Ranking is a mere reflection of experience while rating (Arena) puts you into a bracket for the month. Halo has literally done away with the normal rating system in terms of showing it to the players (although it does show your current rating even in normal gametypes only after the game is completed and in the game review).

I also still don't see how the lack of drop-in and drop-out is any better than the previously stated system. In either case you are equally as likely to have people quiting, poor teammates, annoying players or whatever. Most lobby games on Live don't provide much of a way to tell if a room is good or not besides a fairly iffy connection indicator (which drastically changes when you or anyone else hops in). Both systems have their strengths and weaknesses.

You're correct, I primarily want to play big team battle or invasion as I like cooperative, team-based gameplay. I've gone in the other playlists a little, but not a whole lot -- not really my thing.

I wasn't aware there was ranked and unranked play in Reach, honestly. I must just not being seeing that option. As for drop-in and drop-out, if it's handled properly, you'll have a player replacement quickly for quitters. And the game will find the best possible player available to benefit the losing team.

Try as hard as I might, I still simply can't get into the multiplayer. The vehicles are just way too overpowered, and people just camp in them the entire game. It wouldn't be so bad if there weren't so many of them almost every map, but there are. And you can say, "well both teams have them!" but I think we all know what happens.

One team either loses multiple players or simply has crap players. The other gets ALL the vehicles and spawn camps the entire game -- particularly with the tanks. This is mostly a problem on Hemorrhage, but other maps have the same issue. And, yes, you can kill them, but they're so damn hard to kill unless you have a sniper and a ton of grenades. In Battlefield and Unreal Tournament 2KX, it's really not that difficult to destroy a vehicle, but the person in the vehicle also has the obvious killing power advantage.

I can dominate the other team if I ###### the vehicles all game, too. I bet I could probably get my KPD average to 5 if I did that. But I don't want to play that game. It isn't fun, it isn't fair, and it gets old fast. I'd much rather play Firefight than play competitive Reach. I even hate the "Halo culture." Teabagging is still, for some reason, amusing to a surprisingly large amount of Halo players. Purposefully hurting your teammate (but not killing him/her) is still amusing to a surprisingly large amount of Halo players. Being annoying as hell through the mic is surprisingly still amusing to a large amount of Halo players (whatever Bungie did to automute players isn't working, at least not for me). It's just pathetic.

The lack of drop-in and drop-out multiplayer still bothers me. If Gears of War 2 could do it, why couldn't Reach? I also like the playlist separation better on Gears, as I don't have to play ranked matches if I don't really want to -- and correct me if I'm wrong, but you still get points in the non-ranked matches too, right? Thank goodness. I just want to have fun. There are times when, yes, I love dominating another team in a ranked match, but the game almost always ends up degrading in quality because of the lack of drop-in and drop-out.

And now that I've played on all of the maps (I believe), I can safely say the majority just aren't good. There's a few good ones in there, but most are crap.

It only seems that way maybe because you're playing by yourself. If not then if you have a few friends around you can tell them all to aim and keep shooting the vehicle down because the vehicle has its own health and it will blow up eventually unlike in Halo 2 & 3 where it only blows up once the driver is dead or so(takes about 2 magazines from the DMR to take down the helicopter vehicle on your own). People camp in many games, just throw random grenades or run in with armor lock and once you're hit tell your friend to to kill him or you can try this:

theres many ways to make it really effective.

You're correct, I primarily want to play big team battle or invasion as I like cooperative, team-based gameplay. I've gone in the other playlists a little, but not a whole lot -- not really my thing.

I wasn't aware there was ranked and unranked play in Reach, honestly. I must just not being seeing that option. As for drop-in and drop-out, if it's handled properly, you'll have a player replacement quickly for quitters. And the game will find the best possible player available to benefit the losing team.

Arena is the ranked playlist. Everything in there is set up to rank you among others in the playlist. You play three games in a day and you are rated for the day with a four digit number (the higher the better). Get rated for six days and you are placed into a division: Steel, Bronze, Silver, Gold or Onyx. Everything else is unranked.

Yes that is a benefit to that system but that is assuming the system works properly. I've never been very irritated with the way CoD or Gears does the game but honestly I get a much different feel as a result. Since the guys we're play against and with are constantly changing I can't communicate with my team properly nor can I adjust for the enemy team's playstyle. It is constantly changing which shuts me up and just makes me feel like all I can do is kill and hope we win.

The one gametype I've found ridiculously hilarious and fun:

Going in with a full team on Big Team and voting for Headhunters on Hemorrhage. It's fun times indeed. Especially when someone has like 8+ skulls and gets splattered by a mongoose and you see them flying all over the place.

Headhunter is the one gametype I can't seem to get into. I will agree that it's way more fun in BTB than Rumble Pit, but it's the only gametype I'm always disappointed to see so many people vote for right away. Not sure what it is. I guess I just much prefer the classic CTF and Assault games.

On the other hand, from what I've seen here, I'm one of the few Neowinians who USUALLY enjoys SWAT above some of the other options, in slayer games.

Headhunter is the one gametype I can't seem to get into. I will agree that it's way more fun in BTB than Rumble Pit, but it's the only gametype I'm always disappointed to see so many people vote for right away. Not sure what it is. I guess I just much prefer the classic CTF and Assault games.

On the other hand, from what I've seen here, I'm one of the few Neowinians who USUALLY enjoys SWAT above some of the other options, in slayer games.

Headhunter is an awful gametype in Rumble Pit. I'd rather play Schwat Guns for 6 hours straight then get stuck with that crap.

I don't enjoy multiplayer anymore as much because of the entirely social aspect they've made it. Yeah, so there's arena but.. I think arena is dumb as hell. I've only got either doubles or Slayer. I miss the variety of 'ranked' games. Then again after awhile all I ever did was MLG for god knows how long and that was probably the most fun I've ever had. Games with my teams would get insane for CTF and Oddball.

I'm just not a Halo player anymore. I'll play for awhile if it's fit ****s and giggles in BTB otherwise I save all of my nerd rage for MW2 and eventually Black Ops.

Headhunter is an awful gametype in Rumble Pit. I'd rather play Schwat Guns for 6 hours straight then get stuck with that crap.

I don't enjoy multiplayer anymore as much because of the entirely social aspect they've made it. Yeah, so there's arena but.. I think arena is dumb as hell. I've only got either doubles or Slayer. I miss the variety of 'ranked' games. Then again after awhile all I ever did was MLG for god knows how long and that was probably the most fun I've ever had. Games with my teams would get insane for CTF and Oddball.

I'm just not a Halo player anymore. I'll play for awhile if it's fit ****s and giggles in BTB otherwise I save all of my nerd rage for MW2 and eventually Black Ops.

I'm enjoying the hell out of Reach right now, because it seems to make me feel the way Halo 2 did when I'd spend hours playing that.

But I'm just about the same way. The Halo games just don't quite do for me what they used to. I haven't played MW/MW2 in months, but I enjoyed both the campaign and the multiplayer in those far more. I imagine Black Ops (and Fable III) will cause Reach to sit on the shelf for several months. Maybe even Assassin's Creed: Brotherhood, depending on how the multiplayer is, there.

And yeah, the little bit of time I spent in Arena was pretty lame. I always lead my team, and 4/5 games I played, my team (or theirs) didn't seem to know how to play a simple slayer game, so it ended up just a frustrating hot mess. Probably better to play with a group of people, but I'm not big on joining large online groups/clans, because of the unnecessary drama that always seems to eventually follow (especially when you're the only/one of the only girls). I keep my friend's list limited to CLOSE real-life friends and my boyfriend for that very reason.

And yeah, the little bit of time I spent in Arena was pretty lame. I always lead my team, and 4/5 games I played, my team (or theirs) didn't seem to know how to play a simple slayer game, so it ended up just a frustrating hot mess. Probably better to play with a group of people, but I'm not big on joining large online groups/clans, because of the unnecessary drama that always seems to eventually follow (especially when you're the only/one of the only girls). I keep my friend's list limited to CLOSE real-life friends and my boyfriend for that very reason.

The great and bad (IMO) thing about Arena is. It doesn't matter if you loose or win. All that matters is that you perform well. Keep leading your team, getting various medals, assists, positive KD ratio and you'll get a higher ranking than the rest of your team. Of course if you play ranked games to win and don't care about your personally stats, only about the team winning, well you may/may not be screwed due to this.

Such as my friends and I strategy in Halo 3 and Reach. I soften 'em up, snag one kill or so and die and he finish's 'em off. He's always in the back popping in and i'm in the face with the melee/spray/grenades. It's effective, but my rating tanks due to dying a bit more than him. And with the changes to zealot tomorrow, maybe we'll play some more doubles and have some fun.

I just picked up Reach on Saturday. I'm still playing and getting used to it, as it's my first Halo game. :)

So far, the Campaign is great! It's challenging and the storyline is interesting.

The Multiplayer is also a ton of fun. The DMR is really fun to use and the weapons seem to be pretty balanced so far. I just started playing, so I could be wrong.

The Forge is by far the best feature of the game. Very little limitations makes this game mode a ton of fun and I was mind blown by how powerful this game mode is. :D

Try as hard as I might, I still simply can't get into the multiplayer. The vehicles are just way too overpowered, and people just camp in them the entire game. It wouldn't be so bad if there weren't so many of them almost every map, but there are. And you can say, "well both teams have them!" but I think we all know what happens.

Major problem with the vehicles since H2 IMO is the destructibility factor. In H1 if you attacked the vehicle all damage went to the player, not split and calculated between vehicle and or player. It's been a royal mess since.

On top of that one of the largest complaints I have concerning vehicles is balance particularly with the Scorpion. The Scorpion was an amazing tool of death in H1; fast shell with large splash damage and a weak chain gun. In H2 the shell moved slower, had a smaller splash damage radius but it significantly increased the spread and effectiveness of the chain gun. Since H3 two players are now required to effectively use the Scorpion which is absolute bull IMO. The H1 manual says it requires two players to use the tank, except if you are a cyborg. 'duh!

Aside from heavy weapons (rocket, Spartan Laser) there is no easy way to take down a Scorpion driver in Reach. In H1 all it took was one Sniper rifle round. Now it requires a full clip if accurate: three to remove the protective casing over the driver and another to end the drivers spree. A far cry from what it used to be.

Major problem with the vehicles since H2 IMO is the destructibility factor. In H1 if you attacked the vehicle all damage went to the player, not split and calculated between vehicle and or player. It's been a royal mess since.

On top of that one of the largest complaints I have concerning vehicles is balance particularly with the Scorpion. The Scorpion was an amazing tool of death in H1; fast shell with large splash damage and a weak chain gun. In H2 the shell moved slower, had a smaller splash damage radius but it significantly increased the spread and effectiveness of the chain gun. Since H3 two players are now required to effectively use the Scorpion which is absolute bull IMO. The H1 manual says it requires two players to use the tank, except if you are a cyborg. 'duh!

Aside from heavy weapons (rocket, Spartan Laser) there is no easy way to take down a Scorpion driver in Reach. In H1 all it took was one Sniper rifle round. Now it requires a full clip if accurate: three to remove the protective casing over the driver and another to end the drivers spree. A far cry from what it used to be.

The patch today should removed scorpion from play. Should be Wraith's (4 minute respawn) on Hemmorage. Invasion still has scorpion's I believe.

Aside from heavy weapons (rocket, Spartan Laser) there is no easy way to take down a Scorpion driver in Reach. In H1 all it took was one Sniper rifle round. Now it requires a full clip if accurate: three to remove the protective casing over the driver and another to end the drivers spree. A far cry from what it used to be.

You can take out the Scorpion with 3 shots of the sniper rifle. I do this constantly. Two shots to remove the driver canopy, one shot to kill him.

Unfortunately, sniper rifles are extremely hard to come by -- especially on Hemorrhage.

Not if you get there first (be it with Sprint or the Jetpack). Just like any power weapon, you just need to get to it and 95% of the time I get to the sniper first myself.

You can take out the Scorpion with 3 shots of the sniper rifle. I do this constantly. Two shots to remove the driver canopy, one shot to kill him.

Is it only two? I swore it was three to pop the canopy.

Unfortunately, sniper rifles are extremely hard to come by -- especially on Hemorrhage.

It's no different than what it was in Blood Gulch and Coagulation, one per base to the left of the teleporter. The actual issue IMO is in how the Reach Scorpion is designed.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Microsoft finally launches WSL Containers in public preview by David Uzondu Microsoft has announced that WSL containers, a feature that allows developers to run Linux containers natively inside Windows without the need for Docker Desktop, is now available in public preview several weeks after Microsoft previewed it at Build 2026. To use the new container feature, you first have to install the latest pre-release version of the Windows Subsystem for Linux by running a quick update command in your terminal: wsl --update --pre-release After installing, you'd get access to the new Linux container CLI (wslc.exe) and the programmable API. Microsoft said that the CLI has a "familiar format" that matches the toolsets developers already use every day. If you know standard Docker commands, your muscle memory will translate directly to wslc.exe, which even features a built-in alias called container.exe. You can quickly run a full Ubuntu KDE desktop container by exposing ports, or pass your graphics card straight into a machine learning environment to run PyTorch workloads. Passing the --gpus all flag inside the run command instantly links your hardware. Image via Microsoft As for the API, developers can now embed Linux container operations directly inside native Windows applications without exposing the command line to users. The team integrated the API directly into MSBuild and CMake, so developers can define container steps directly in project files. Apart from bringing the CLI and API into public preview, Microsoft also said that it's working on a new default file system called virtiofs to speed up file transfer rates between Windows and Linux. Microsoft also introduced an experimental networking mode named consomme, which resolves compatibility issues with corporate VPNs by routing Linux network traffic straight through Windows. One thing to note about WSL containers is that they don't run in your standard WSL distributions; instead, every application and CLI session spawns its own lightweight Hyper-V utility VM in the background. This basically reduces the chances of one app snooping on the container of another app.
    • Google reportedly limited Meta's Gemini access over limited AI compute by Karthik Mudaliar Google is reportedly limiting Meta's use of its Gemini AI models after Meta tried buying more computing capacity than even Google could supply. According to the Financial Times, Google told Meta in March that it could not provide the full Gemini capacity that Meta had requested. This shortfall even disrupted and delayed some of Meta's internal projects. Due to this, Meta even told its employees internally to use AI tokens more efficiently. Meta wasn't the only one to get hit by this sudden refusal by Google; even other customers were affected. But Meta was hit harder because of its unusually high demand for Google's models. The move from Google makes it evident that companies all over are in limited supply of both infrastructure and compute. Alphabet said in April that Google Cloud revenue grew 63% year-over-year to $20 billion in the first quarter, helped by enterprise AI infrastructure and AI solutions. In pursuit of more compute, Meta had earlier signed a multi-billion-dollar AWS agreement as well as a large AMD GPU deal for AI data centers. But the crunch would be short-lived as both Meta and Google have also ramped up infrastructure investments heavily. Meta said in November that it was committing more than $600 billion in the U.S. by 2028 for AI technology, infrastructure, and workforce expansion. In the first quarter of this year, Meta also raised its expected capital expenditure for 2026 to a range of $125 billion to $145 billion, citing higher component pricing and additional data center costs for future capacity. However, this doesn't make the company immune to the current dependence on outside suppliers. Meta has also spent many years promoting Llama as an open-weight alternative to closed models from Google, OpenAI, and Anthropic. But if the reported reliance on Google's Gemini models is severe enough for internal work to get impacted, then it looks like even frontier labs and Big Tech aren't fully self-sufficient. Source: Financial Times
    • I like to reminisce about the good old days, way back in autumn 2025 when building a gaming machine was fun and the drives were about $150 when you caught a deal. Yes duh, back in the day we had it gone. Then baby Skynet came along, hiding in AI datacenters demanding more processing power until it reached singularity. End of a not totally fictional story.
    • My experience in the past with older Windows 11 builds was not great on unsupported machines but I recently used Rufus to put the latest build on a older 5th Gen Core Thinkpad T that we upgraded with a SATA SSD and 8GB of RAM four years ago when hardware was reasonable and it seemed pretty fast and solid. Customer is very happy with the performance and will probably get four more years out of that venerable laptop that he loves so much. Another customer just retired his Dell Studio laptop from 2009 running Windows 10. It got an SSD over 10 years ago and did everything he needed it to for 17 years but he also retired last year and is happy doing everything on his iPad now.
    • Apple's newest AirTag 2 gets first big discount by Taras Buria In late January 2026, Apple introduced its second-generation AirTag trackers, bringing a refresh to the old model that has been on the market for half a decade. Now, you can get these new trackers at an all-time low price, thanks to the first big discount that brought the price down by 17% on Amazon. While the second-generation AirTag looks identical to its predecessor, it packs meaningful upgrades inside. The second-gen ultrawideband chip works 50% farther than the original AirTag, allowing you to detect lost items in a wider range. In addition, the second-generation AirTag features an upgraded Bluetooth chip for extended range and a significantly louder speaker (up to 50%) so that you can hear it better when locating a lost item. Note that the second-gen AirTag only works with iPhones and iPads that run iOS/iPadOS 26 and newer, so you need a compatible device to use the tracker. Like the original AirTag, the AirTag 2 is available in two packs: one and four pieces. Both are now available at a notable discount on Amazon, and you can purchase them using the links below. Apple AirTag 2 tracker - $24 | 17% off on Amazon Apple AirTag 2 tracker (four-pack) - $89 | 10% off on Amazon Good to know This Amazon deal is U.S.- specific and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
  • Recent Achievements

    • Reacting Well
      NovaEdgeX earned a badge
      Reacting Well
    • Week One Done
      NovaEdgeX earned a badge
      Week One Done
    • One Year In
      BA the Curmudgeon earned a badge
      One Year In
    • Conversation Starter
      rosiecharles earned a badge
      Conversation Starter
    • First Post
      KMilenkoski1202 earned a badge
      First Post
  • Popular Contributors

    1. 1
      +primortal
      538
    2. 2
      +Edouard
      269
    3. 3
      PsYcHoKiLLa
      150
    4. 4
      Steven P.
      98
    5. 5
      macoman
      66
  • Tell a friend

    Love Neowin? Tell a friend!