Halo: Reach

Until then, I've found the Macsoft version of Halo CE is the best one out there at the moment. They did this 2.03 update for Intel Macs which has FSAA and high res support. And you can multiplay with PC version.
 
I don't think Halo 1 would work so well as a remake because of how much the AI has changed. I remember they remade the first metal gear solid for the gamecube using MGS2's AI and it ended up being really frustrating at parts. OTOH it might actually make it more satisfying to play as the AI was pretty easy to trick in the old game
 
I can only go by what you said and you wanted the pistol to be more effective at "crosmapping" which to me is usually long range. IMO the pistol is more than effective at medium range and can still serve a purpose at even long range, especially as a support weapon where I sometimes hang back behind my team mates and pop off a steady flow of shots that either take down shields or pick off people with head shots. The only situation where the pistol is really outclassed at long range is during DMR matches, but in that case why even bother with the pistol when you already start with a DMR? Wish I had render minutes and a few saved films to show you how the pistol can still be used at longer ranges if you time your shots correctly.

.

I know you can pop off a few shots and hit someone across the map, but you can't kill them outright - at least not in any reasonable amount of time.

In Halo 1 the pistol could kill in 3 shots across the map, now of course it was overpowered and needed to be toned down, but here the pistol should still be able to kill at medium range and not take 10 seconds to do it and only when your target is out completely in the open and can't get to cover in 10 seconds.

The pistol should have something like the range of the NR and take around 40-50% longer than the DMR to kill at longer ranges. Currently with the huge bloom it takes far longer than that.

I'm sorry but the fact that you tell Silent_Buddha that you don't need to balance all weapons with each other leads me to believe you don't really understand the meaning of "balance". ALL weapons must be balanced with ALL weapons since you can never predict what two weapons each apposing player will use. Bungie is all about choice and options, and keeping all weapons relatively balanced with each other should give any player a chance to win, regardless of what weapon they have.


I'm getting what you are saying, but I can't agree with it.

ALL weapons do not need to be balanced with ALL weapons unless the changes are so large that the weapon effectively changes category or becomes a power weapon. For example if you made the AR kill in 5 shots, added a 3x scope and increased effective range to 150m then of course you'd need to balance it with the sniper/focus rifle etc. But if you only bump it up so that it takes 16 instead of 18 bullets to kill you would only need to balance it with it's close range counterparts like the PR, needler, etc.

Reach is already sub-HD

Alan Wake is almost entirely set during night time with very low contrast edges. You will find jarring amount of aliasing during the daytime scenes. But perhaps its a matter of different opinions, I would most certainly prefer Reach's IQ over Alan wake here.

Having seen some daytime scenes in AW, I would agree.

I would probably prefer an approach like Gears 2, where there is very little aliasing despite MSAA not being used (DoF?).
 
Assuming all headshots, it takes about 2 seconds to kill with the pistol in Reach as opposed to 1 second in Halo 1. Of course it kills faster than the DMR though so it's a much better weapon at close range where you can ignore reticule bloom.

But I do think the DMR is too easy to spam at mid-range. It might make the pistol feel more balanced compared to it if they made the DMR bloom twice as big but also recover twice as fast.
 
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Weekly Challenge: Kill 1000 enemies in multiplayer Matchmaking this week. 4000cR

wat?

According to my history, I've only accrued 2600 kills since I got the game... And I'd have thought it would be worth 10,000 cR given how the usual daily challenges involving MP kills are worth...
 
The weekly challenge 1000 matchmaking kills is so not worth anything. The 4000 credits can more than be offset by 4 rounds of Gruntpocalypse. This is the first weekly challenge I won't be getting and I'm happy about it.

Way to go Bungie!
 
I'd actually prefer for the thermal-meter / level cap to not be lifted until later at least not until November 1st anyways. It'll give me a chance to hit Brigadier Grade 2 before it's lifted. :devilish:
 
The weekly challenge 1000 matchmaking kills is so not worth anything. The 4000 credits can more than be offset by 4 rounds of Gruntpocalypse. This is the first weekly challenge I won't be getting and I'm happy about it.

Way to go Bungie!

On the other hand, they could have 150 MP kills @ 1500cR every day for the rest of the week as added incentive. XD

Almost got the 50 kill challenge in my first match today (crazy king slayer). :LOL:
 
I've had the game for 15 days and I'm up to 3,000 kills so this doesn't sound that hard, I mostly play Invasion though so just racking up kills might be easier in non-objective gametypes. I'm averaging 67 kills/hour in Invasion so 15 hours within a week isn't too bad.
 
Well sure it's not difficult, but 4000 cR for 15 hours is just a load of crap. I might as well play 40 campaign levels (Nightfall for 4 hours).
 
Well sure it's not difficult, but 4000 cR for 15 hours is just a load of crap. I might as well play 40 campaign levels (Nightfall for 4 hours).

Well you could also say that in 15 hours of multiplayer, you'd rack up a bunch of other credits through challenges/commendations. You may not have to actively go after this challenge to get it.
 
Well you could also say that in 15 hours of multiplayer, you'd rack up a bunch of other credits through challenges/commendations. You may not have to actively go after this challenge to get it.

Sure, but that's just not the point*. The point is that it's worth a pitiful amount when compared to the daily challenges at +10cR per kill it's just +4cR... I'm not sure how many different ways I have to mention this to make it clear.

*I'm nowhere near any commendations for MP to make any effort worth it. I didn't say I wouldn't do the daily MP challenges. I mean, I did mention extra incentives with MP challenges already. But if it's not going to be enough to get me close to 1000, I've no incentive to really grind that.
 
Well you could also say that in 15 hours of multiplayer, you'd rack up a bunch of other credits through challenges/commendations. You may not have to actively go after this challenge to get it.

Even with whatever other credits through challenges/commendations you'd rack up while doing this 15 hour MM grind-fest, it can easily be met with 2 hours of firefight gruntpocalypse. That leaves the other 13 hours as pure bonus.
 
It looks like the Rank Cap will be lifted today, or so the Bungie forums would have us believe.

Today's challenges are rather meh ... but I got the MM ones in a single game on RumblePit King of the Hill. The FireFight one is easy to do even with an unfriendly game such as WaterFront SniperFight. The last one is a pure gimme.

100 credits - Fire When Ready: Kill 10 enemies in multiplayer Matchmaking
200 credits - Helping Hand: Earn 10 assists today in multiplayer Matchmaking.
2500 credits - Points, Points: Score 20,000 points in a Firefight Matchmaking game
777 credits - Clip It. Share It: Make a clip from your Local files and upload it to your File Share..
 
Since there's no shooting it's no wonder they say not to do it until the end of the level. :(


They lifted the Lt Colonel Grade 3 level and armor cap inside the game, but there's talks about it being capped again at General. I haven't checked to see how many additional credits I earn a game, since they do award more credits to time playing for the higher ranks. The Bungie forums have not been updated yet.

Here's the listing of the old level cap and the new ones unlocked for sure.
Lt. Colonel Grade 3 - Awarded at 540,000 cR

Commander - Awarded at 600,000 cR
Commander Grade 1 - Awarded at 650,000 cR
Commander Grade 2 - Awarded at 700,000 cR
Commander Grade 3 - Awarded at 750,000 cR

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​
I jumped from Lt Colonel Grade 3 all the way up to Brigadier Grade 3, that's 12 levels.

Grade_3_brigadier.png
So shiny...
 
:LOL: And they say I'm a cR whore. :p Time to go on a spending spree tonight though looking at the list of unlocked permutations, it doesn't seem like there's much I really want for WREX except for maybe the gold visor.
 
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