Ok,- first impressions, I think this going to be the best MP game on consoles this gen, def better than MW2 - Halo Reach is a case in point how less is sometimes more.
After a good 15-20 hours playing here are some thoughts:
Graphics & technical stuff -
Graphics are definitely improved over Halo 3, lighting is excellent, much less LODing going on (I was slowly zooming in and out of scenery in theater mode could notice very little, if at all LOD shifts going on, so is 'impostor tech' turned on or is it so good to be imperceptible?)
Weapon effects, particles are all gorgeous, animations are much improved, no more stiff death animations. However most gamers without an eye for graphics dont think it looks that much better, its definitely not going to elict the same kind of response as KZ2 MP would.
But IQ is much improved; better than the somewhat blocky MW2, and even the 720p BF:BC2.
Less aliasing than these two, and that along with texture filtering is VASTLY better than H3. However KZ2 still takes the console MP shooter IQ cake, followed by Gears 2 & Uncharted 2.
Netcode is WAY better than Halo 3, I was playing on the weekend before the beta hit and I remembered why I hate playing Halo 3 online, each hour I would spend at least 30 mins out of a game waiting.
Have not noticed any lag in a match either (and I'm playing outside the US with my 360 sharing my laptop's wifi) and so far have had none of those "I headshot you, your supposed to be dead!" moments from H3. Hitscan weapons probably help here.
Gameplay-
Ok, firstly jumping is completely different to H3, far more realistic, however this (and the stun/damage from falls) is pretty much the only movement/aiming change I notice, I wouldn't say its 'weightier' or anything like KZ2.
Also I notice that you can make longer, lower and faster forward jumps than you could in H3, very useful for jump and smackdown finishers.
I think I will be sticking with Bumper Jumper, if just because most are talking about how jumping is useless now - there are definitely a lot less people jumping, which works to my advantage as I've now won numerous CQC encounters (even indoors in Powerhouse) by hopping around like a madman.
Assasinations are pretty boring (apart from air to air ones) - very little variety means they quickly get stale and become annoying when you just wanted a regular smackdown and instead get stuck in a long animation while their teamates shoot you. Make it a slightly longer button hold to trigger an assasination.
For melee; despite all the talk about it being nerfed too, funnily enough I found that for 2/3 of my games it was my most used 'weapon' - much like it is in H3.
And to the guys here saying otherwise - melee attacks haven't been weakened from Halo 3, it still is two to take a shielded enemy down, and one without shields. The problem is due to the new shield pop mechanic, but I've learned to look for that and it hasn't really been a problem for me.
Also is it just me, or is the cooldown time between consecutive melees been reduced?
I think it is, i've got numerous kills where i've just beatdown some guy with two hits while he tries shooting me to death.
I like this; it makes CQC more twitchy than it was in H3, where if you whiffed ur melee it basically meant you were screwed.
Reports of the AR's death are highly exaggerated!, I'm surprised to say.
I had no problems with it and have rarely lost a battle with a DMR/NR user at closer ranges.
And I haven't even been bursting, I pretty much just spray until they're dead or go in for the melee finisher like in H3. I don't get what you guys are complaining about, its actual shooting performance (ie. without being aided by grenades/melee) is pretty much similar to H3.
Love the new pistol, its not very good at crossmapping like the DMR/NR (clip is too small, too much recoil) but as a secondary, WOW, I remember being chased into the powerhouse generator room by a hammer wielder (aka. walking death) backpedaling and firing wildly with my half-empty AR, ran out of ammo, switched to pistol and bam! bam! bam!, he's dead mid-lunge. (Hammer is overpowered; it's like they decided to overcompensate for its piss poor range & cooldown time between strikes in H3 by making it a reskinned energy sword with splash damage that can't be melee blocked.
The plasma pistol is also quite useful, in Covy Slayer I can kill Repeater/NR users by pumping the trigger as fast as possible and then meleeing. Overcharge shot + melee feels like bordeline cheating - i've managed to outbeatdown swordwielders, shotgunners, flag carriers using this combo.
DMR is great, much better than the BR where it was quite easy to miss shots due to the burst fire and online lag. Great feedback from using it too, reminds me of the single shot rifle in KZ2.
NR lacks some of the feedback of the DMR making it feel somewhat weaker. Though it's easier to kill unshielded enemies with the NR without headshots, as it shoots faster (nice supercombines too).
Grenades are DEATH, more powerful than even H1 and coupled with a shorter fuse.
Death grenades pretty much impossible to avoid indoors and the new throw/bounce characteristics make them very easy to place (especially at the feet on oncoming enemies). They do seem to bounce a bit less around corners though which makes clearing rooms of campers in Swordbase harder. Maybe reduce their damage a bit or their area of affect?
The focus rifle is borderline ridiculous, capable of dealing death across the map or at the guy running towards you with a shotgun - it seems to have a hitstun too, which makes it quite hard to escape to cover when you've been targeted. This will probably be toned down, it seems strange that they've gone from completely banning the laser as a MP weapon in H3 (you couldnt even use it in custom games) to including it in Reach with a sniper scope to boot!
The plasma launcher is pretty crazy too, the grenades track well and travel very quickly, i'm yet to see someone dodge my grenades if I got a clean lock on them. Loads of ammo too, the only caveat seems that it needs some space to use (but then again i'm still not familiar with it's controls; can you target multiple enemies with one volley? and can you cancel the charge up?).
In Reach it seems Bunige has dialled up the effectiveness of basically all the weapons, perhaps they're ascribing to the 'if everything's overpowered, nothing is" philosophy.
I welcome it, it will make gunplay much more interesting than H3 where it was basically AR/BR or a power weapon.
Even the shotgun and the sword have gotten a bump from 3 (where they seemed somewhat nerfed compared to earlier games) and the needler is a serious weapon this time around, no point going up against it with an AR etc. the range is also surprisingly long, I can get lock ons a fair way across the map in Swordbase. It should be this way, the needler is an iconic weapon unique to the series and it shouldn't be relegated to the novelty status it has had in MP so far.
The only thing I really would like to see in Reach or a future Halo game, is some gore to match its Mature rating.
That would greatly increase weapon feedback and make it more immersive and visceral,
it would be so much better if an energy sword actually did some dismemberment or left stab wounds or if supercombines resulted in the gibbing you get when you torque bow some guy in Gears.
Oh and I agree that the reticules should be made thicker/darker, though I really haven't had big problems with aiming so far.
Armor Abilities
It's somewhat hard for me to use AAs as I have it mapped to the X button, but I think its workable.
They definitely add a lot to the game, much much better than equipment.
I think the full value of AAs will only be realised later when we have a whole body of tactics and tricks is developed for using (and abusing) each AA.
Sprint:
I think this is my favourite; great for offense, running away from danger, objective based games, it might not be flashy but is very useful in game. I find myself faintly annoyed when I don't have sprint equipped and remember I can't move any quicker.
I do think it is slightly underpowered though and either you need to sprint faster or it needs to last a bit longer (it's ridiculously short compared to how long something like invisibilty! lasts, even jetpacks seem to last longer)
Armor Lock:
The most interesting ability - hard to use effectively, I find my experience with it somewhat hit or miss but I fully believe its down to me not using it properly.
Works well when you have teammates that can support you while locking or if you're playing against newbs who stand close, thinking they can smack you when you come out. I often curse myself for dying in a situation where I could've used armor lock, but forgot as I'm so conditioned to the age old Halo CQC routine.
Unlike some, I do not think it is overpowered as you have to be pretty stupid to get caught in their EMP or unlock melee, it just slows the game down. In the hands of a master though, I think it could be pretty devastating if you are able to time the lock to deflect incoming rockets/grenades or stun hammer/shotgun/sword users going in for the strike.
Is that even possible? ie. if you mash the AA button just as someone is about to hammer you will you be protected? Or are you vulnerable until you go into the ground punch animation?
Active Camo:
I don't find this one particularly useful, due to the radar jamming making sneaking up on bases/objectives impossible and the fact that most pros will spot you before you get the jump on them.
It's useful in the midst of a firefight though, where you might go unnoticed, however the fact that your shield flickers upon taking any kind of damage (eg. grenade blast, stray bullet) means this does not always work.
Camo will probably suit snipers best as it lasts for quite a long time and standing in remote corners of the map will make radar jamming less of an issue.
It might even make it possible to snipe from quite visible, unconventional sniping spots on maps if they run back into other cover to recharge between sniping stints.
I also think, the map will largely determine the effectiveness of this AA and I'm sure on more dimly lit maps it will come into its own.
Jetpack:
Great fun this one - even when you have to hold down the X button to fly, I'm sure if mapped to a bumper it will be even more useful. I just discovered how much longer you can extend your flight range by using it in bursts.
Much like sprint it's great for getting around the map (nabbing power weapons early), running away, flanking enemies (its great when attacking the generator room in Powerhouse, if the first storey is too hot you can simply jetpack up to the second storey) also quite good at escaping grenade spam outdoors It is somewhat noisy though and makes you quite the target.
Evade:
If I had this mapped to a bumper, it'd definitely be better than sprint, very useful. A triple roll can get you across the bridges in Sword Base blindingly quickly and the ability to run into a room toss a grenade at a group of enemies and roll right out before their replying grenades explode is brilliant. You can dodge anything and everything - multiple times in a row - who needs armor lock when you can dodge a rocket and roll back and beatdown the rocketeer before he has the chance to shoot another?
Oh and evade coupled with a sword/gravity hammer is easily the most overpowered thing in the game (and that's saying a lot) stay far far away!, I've seen a single hammer wielding elite with no shield take out an entire team, almost like pinball.
Gametypes:
Love the new voting system, much better than Halo 3 or MW2.
Dislike the complete lack of armor customisation options for beginners- everything has to be unlocked, will make splitscreen LAN days annoying with everyone looking identical.
Also they took out the four diamonds background I used for my emblem! Why would they remove emblem options....disk space concerns? - it makes no sense.
Stockpile is great, not so much on Sword Base where its a pain to navigate (especially since you can't use jetpacks with a flag). And they definitely need to color code the UI more logically, numerous times I returned flags to the opposing team's collection zones.
I also like 1 Flag CTF, I think its better than Multi Flag CTF which I am find frustrating as you don't quite know whether to retrieve/defend your own flag or capture the enemies.
Having only a single objective in 1 Flag makes it easier.
Headhunter is manic, though i'm terrible at it as I get enough kills but always end up reaching the collection zone just as it changes location.
Team Oddball is infinitely preferable to FFA Oddball which is just annoying with anything more than 4 players.
I haven't played much of 3 Plot as voting seems to favour flag based and slayer gametypes.
Covenant Slayer is ridiculous, plays like a completely different game almost, reminds me of Quake - lots of grenade sticking though. I feel sorry for the Spartans in Invasion they are going to get owned, Outdoors Elites can just roll or jump (they jump really high) out of the blast radius of their grenades - which are the most useful weapon now so it's going to be interesting to see how match up.
All in all, I think Reach is going to be an absolute blast with regards to multiplayer when it lands in Fall, and I haven't even touched vehicles yet. I'm wondering if there will be more weapons or AAs like the ones in that hacked list (concussion rifle, flamethrower, spikers? and a dozen or so AAs) or whether they'll just be campaign only, I wouldn't mind another AA or weapon, though the sandbox is perfectly complete as is.
I really hope they expand on Firefight though, perhaps make it like L4D2 where you have some human Elite players helping out the Covenant AI (how cool would it be to have AI grunts and jackals following you into battle and taking cues from your behaviours - like throwing grenades etc.) and if not (which will probably be due to balancing issues) at least increase the amount of players allowed into Firefight up from 4.
But yeah, I'm definitely going to be playing a lot of this over the next few years, I just hope the campaign gameplay and story is as good.