Author Topic: Halo: Reach  (Read 83228 times)

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iconoclast

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Re: Halo: Reach
« Reply #1020 on: October 05, 2010, 09:08:03 PM »
:rofl you don't even get a CHOICE any more in arena. just nothing but slayer DMRs now that they've removed pro.

game's trash now. was fun while it lasted.

They are re-adding variants for Season 3.


So in 4 weeks the game will become good again? I guess I can take a break for other games.
BiSH

drew

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Re: Halo: Reach
« Reply #1021 on: October 05, 2010, 09:09:22 PM »
uh, then stop playing arena, its for mlg wannabes anyway

iconoclast

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Re: Halo: Reach
« Reply #1022 on: October 05, 2010, 09:30:23 PM »
But the other play lists are even worse.
BiSH

drew

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Re: Halo: Reach
« Reply #1023 on: October 05, 2010, 11:05:53 PM »
if you think that then maybe you just dont like halo online, all the staples are up, including firefight matchmaking and swat, what more could you ask from them?

iconoclast

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Re: Halo: Reach
« Reply #1024 on: October 05, 2010, 11:25:01 PM »
I like Halo online, I just don't like Slayer DMR because everyone starts with these distinguished mentally-challenged power ups (armor lock, camo, fucking jetpacks) like they're nothing. Slayer Pro was good because it was DMR start with only sprint and none of those stupid abilities.

Team Objective would be good if they didn't have awful gametypes like stockpile and headhunter and hot potato come up constantly. Needs way heavier weighting on multi flag CTF, 1 flag CTF, regular Oddball, and king of the hill
BiSH

Raban

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Re: Halo: Reach
« Reply #1025 on: October 05, 2010, 11:31:03 PM »
SWAT :rock

AdmiralViscen

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Re: Halo: Reach
« Reply #1026 on: October 06, 2010, 08:23:57 AM »
How could you like KOTH over Stockpile or Headhunter? And Hot Potato > Oddball

OptimoPeach

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Re: Halo: Reach
« Reply #1027 on: October 06, 2010, 08:38:47 AM »
Haha they don't have an MLG game type for matchmaking again?

I remember having at least some issue with their playlists ever since Halo 2, but I think the obnoxious day-1 scrub match types (TEAM SNIPERS SWAT TEAM SNIPERS SWAT TEAM SNIPERS SWEAT WHERE'S MY RITALIN MOM?) were eventually separated. Maybe they'll sort it out eventually. I actually still haven't got to check out the objective stuff
hi5

naff

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Re: Halo: Reach
« Reply #1028 on: October 06, 2010, 08:45:47 AM »
So much fun to play now without the SWAT brigade running things. Once they remove snipers out of there also game will be even more awesome.

 :( I'd be sad if they removed Snipers. I'm glad they removed SWAT from Team Slayer though, and lookin over the other changes they've made with the update most are good. I'm kinda sad they removed BTB SWAT though, I liked that, and it didn't get chosen that much when I played. They could've just reduced the amount it showed up in the playlist, now there's no 8v8 swat. Dtoid made a nice summary of the updates http://www.destructoid.com/halo-reach-october-update-now-live-changes-stuff-185764.phtml
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Stoney Mason

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Re: Halo: Reach
« Reply #1029 on: October 06, 2010, 08:51:56 AM »
So much fun to play now without the SWAT brigade running things. Once they remove snipers out of there also game will be even more awesome.

 :( I'd be sad if they removed Snipers. I'm glad they removed SWAT from Team Slayer though, and lookin over the other changes they've made with the update most are good. I'm kinda sad they removed BTB SWAT though, I liked that, and it didn't get chosen that much when I played. They could've just reduced the amount it showed up in the playlist, now there's no 8v8 swat. Dtoid made a nice summary of the updates http://www.destructoid.com/halo-reach-october-update-now-live-changes-stuff-185764.phtml

In retrospect I don't really like the whole voting on gametypes thing. (Don't mind map voting though) The problem is people are like crack addicts. And whatever they like they always vote for. I don't mind playing a variety of gametypes. I just don't like when a group always makes the same choices. My problem with SWAT and snipers isn't that I never wanted to play those gametypes. It's that I didn't want to play them all the time. Or multiple times in a row. But just allowing the vote made sure they were picked way too often for my taste. (Which is why Democracy doesn't work!) So I think dedicated playlists for those gametypes is the much more preferable option.

AdmiralViscen

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Re: Halo: Reach
« Reply #1030 on: October 06, 2010, 09:03:57 AM »
Haha they don't have an MLG game type for matchmaking again?

I remember having at least some issue with their playlists ever since Halo 2, but I think the obnoxious day-1 scrub match types (TEAM SNIPERS SWAT TEAM SNIPERS SWAT TEAM SNIPERS SWEAT WHERE'S MY RITALIN MOM?) were eventually separated. Maybe they'll sort it out eventually. I actually still haven't got to check out the objective stuff

SWAT has already been put in its own playlist. Snipers, Rocket Race, and Infection are soon to follow. And MLG will be introduced once MLG has finalized and submitted their maps and gametypes.

naff

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Re: Halo: Reach
« Reply #1031 on: October 06, 2010, 09:17:20 AM »
Sometimes when that map + gametype comes up that doesn't show up often and/or isn't that popular but you like it a lot and it consistently doesn't get chosen voting gets a little annoying. I love 4v4 headhunter and Invasion Slayer but they often get glossed over, (I think standard Invasion is kinda lame, but maybe I just haven't played it enough). I also haven't found a Zones (Territories) gametype variant (Invasion Slayer kinda counts I guess) I'm that keen on either, I liked for example the Zones mode in Warhawk where you secure bases and rack up points based on how many Zones your team's in possession of currently, I don't play so much any more but it's still a blast when I do (Starhawk or whatever they're making next is gonna be hot). I don't like multiple rounds of taking turns on offense and defense, to me it just seems like a ham-fisted way of making it so games are balanced on maps that don't really suit that type of gameplay.
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duckman2000

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Re: Halo: Reach
« Reply #1032 on: October 06, 2010, 04:37:25 PM »
Game is a hell of a lot better than expected. It almost feels like a proper sequel to Halo, with emphasis on all the right things. Sure is ugly, but the game itself is pretty much the best shooter I've played this generation.

The Sceneman

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Re: Halo: Reach
« Reply #1033 on: October 06, 2010, 07:44:31 PM »
3 achievements to go. Still need the elite assassination one, reach Captain rank, and buy something that requires Lt. Col.

Amazing game, I'm surprised I like it as much as I do.

Favourite modes are Firefight and Score Attack, they give you the most creds.

SWAT is poop, just play CoD if thats how you wanna roll.

Inavasion has potential but the maps are just so limited and unbalanced. A map pack with good invasion maps could really sort the mode out. Invasion Slayer is good, but I'd rather just be playing BTB.
#1

demi

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Re: Halo: Reach
« Reply #1034 on: October 06, 2010, 07:47:00 PM »
SWAT is awesome scenester. You will see.
fat

Stoney Mason

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Re: Halo: Reach
« Reply #1035 on: October 06, 2010, 09:28:01 PM »
Inavasion has potential but the maps are just so limited and unbalanced. A map pack with good invasion maps could really sort the mode out. Invasion Slayer is good, but I'd rather just be playing BTB.

Yeah, I think invasion is good in theory but I don't actually like it in practice. Maybe its just because I'm always on shit teams though. Plus only having two real dedicated maps for it means it gets old really fast.

naff

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Re: Halo: Reach
« Reply #1036 on: October 06, 2010, 09:48:57 PM »
I had an awesome time playing Invasion when I was playing with a bunch of friends LAN, when I play online though it's never quite as fun...
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Stoney Mason

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Re: Halo: Reach
« Reply #1037 on: October 06, 2010, 09:57:46 PM »
I had an awesome time playing Invasion when I was playing with a bunch of friends LAN, when I play online though it's never quite as fun...

Playing with a dedicated squad is probably real fun but playing with randoms is just pointless. People quit imnmediately if things start going bad.

AdmiralViscen

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Re: Halo: Reach
« Reply #1038 on: October 06, 2010, 10:06:46 PM »
I never play Halo alone. Or anything, really.

Stoney Mason

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Re: Halo: Reach
« Reply #1039 on: October 06, 2010, 10:15:53 PM »
Here was the complete list of changes for that tuesday update.

Quote
PLAYLISTS

Rumble Pit
* Added Crazy King
* Added Juggernaut
* Removed Oddball on Asylum

Team Slayer
* Removed SWAT
* Removed Classic
* Weights adjusted based on voting data

Team SWAT (New!)
* Based on existing Team Slayer SWAT offering
* Removed Hemorrhage
* Replaced Zealot with Arena Zealot map variant

Team Objective
* Added Crazy King
* Added several gametypes on Powerhouse (CTF, Assault, Stockpile, Crazy King, 3 Plots)
* Removed heavy vehicles from all 4v4 Team Objective gametypes

Multi Team
* Added Rocket Race

Big Team Battle
* Added Crazy King
* Removed SWAT
* Removed Snipers from Boneyard
* Weights adjusted based on voting data

Doubles Arena
* Removed Slayer Pro for Season 2
* Removed Boardwalk
* Replaced Zealot with Arena Zealot map variant

Team Arena
* Removed Slayer Pro for Season 2
* Replaced Zealot with Arena Zealot map variant



MAPS

Arena Zealot (New!)
* Added a softkill zone to the space area
* Modified initial spawns so enemies cannot see each other

Zealot
* Objects can no longer be dropped into the boot_base

Asylum
* Removed multiple duplicate Headhunter score zones

Boneyard
* Changed the base object for territories from a hill marker to a flag stand
* Objects can no longer come to rest on the out of bounds cliff behind the scaffolding where the Invasion core is captured
* Players can no longer sit in the out of bounds area under the ship scaffolding

Pinnacle
* Health Packs should not respawn after 15 seconds

Hemorrhage
* Landmine removed from Red team's west cliff
* Respawn time for all Mongoose vehicles is now 45 seconds
* Scorpions replaced with Wraiths (4 minute respawn)

Paradiso
* Respawn timer for Concussion Rifle at Red base is now 30 seconds to match Concussion Rifle at Blue base

Reflection
* Changed the base object for territories from a hill marker to a flag stand

Boardwalk
* Changed the base object for territories from a hill marker to a flag stand

Powerhouse
* Respawn timer for all Needler weapons is now 45 seconds


GAMETYPES

Global Changes
* Slayer DMR now has motion tracker enabled
* Evade has replaced Hologram for all gametypes in which players can hold objects (CTF, Assault, Stockpile, Oddball)
* Evade has replaced Dropshield for gametypes which create concentrated gameplay in specific areas (Crazy King, Territories, Oddball)
* All Classic gametypes should now include Sprint as default equipment

King of the Hill
* Teams are now always able to correctly score points
* Players standing in the hill no longer receive extra points upon returning from a host migration

Rocket Race
* Players now attached to vehicles after being on foot for 10 seconds
* Flipped vehicles will be detected to prevent players from attaching to a non-upright vehicle
* Added functionality for tracking and reporting rotations
* Fountain of Mongeese should no longer be possible (don't ask)
* Players are no longer able to jack another teams Mongoose
* Players are no longer forced into a specific role of driver or gunner
* All players start with a Rocket Launcher
* Players move at 50% speed, do significantly reduced damage and are marked with a nav icon
* Players on foot are now able to score points in Rocket Race

Juggernaut
* The Juggernaut no longer sees other players as allies upon returning from a host migration
* New clients after a host migration will no longer lose their Juggernaut status

Territories
* All teams now have separate capture timers for each territory
* Locked territories will no longer prevent players from using equipment
* The flag in the territory is now attached if the territory is a flag stand object
* Added a HUD_Widget to display contested status to players inside a territory
* The progress bar for a territory will now show as full when that territory is being contested (capture progress is saved and will appear again once the territory is no longer contested)
* Random flag clothes will no longer disappear after a round transition

Oddball
* Bombs in Hot Potato now properly report carry time
* Multiple hot potato bombs will no longer spawn in the same location
* The carry time reported stat will now always be correct after a host migration has occurred
* Players carrying the oddball during a host migration will no longer receive extra points

Stockpile
* All stockpile flags are now attached to their spawn location if it is a flag stand

Invasion
* The game score is now set per frame tick based off of the current phase
* A failsafe game end timer has been added to catch any possible bad cases of Invasion games not ending properly

Invasion: Boneyard
* The core will now reset whenever it is thrown through a shield door into a spawning location in Phase 3

Invasion (Assault) and Assault
* Added sudden death to Invasion (Assault) and Assault gametypes

Race
* Players who die before the first checkpoint will no longer spawn in a random location on the map
« Last Edit: October 06, 2010, 10:17:24 PM by Stoney Mason »

demi

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Re: Halo: Reach
« Reply #1040 on: October 06, 2010, 10:16:43 PM »
I didnt notice any difference with Gruntpocalypse btw. I was still getting the same amount.
fat

Stoney Mason

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Re: Halo: Reach
« Reply #1041 on: October 06, 2010, 10:18:06 PM »
I didnt notice any difference with Gruntpocalypse btw. I was still getting the same amount.

There is another update coming on the 12th or the 20th. It might be there.

Stoney Mason

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Re: Halo: Reach
« Reply #1042 on: October 06, 2010, 11:55:49 PM »
Somebody already found an exploit.

[youtube=560,345][/youtube]

Beezy

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Re: Halo: Reach
« Reply #1043 on: October 07, 2010, 12:01:12 AM »
 ??? ??? ???

demi

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Re: Halo: Reach
« Reply #1044 on: October 07, 2010, 12:01:20 AM »
SWAT - where every kill is 1 hit kill :bow
fat

Stoney Mason

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Re: Halo: Reach
« Reply #1045 on: October 07, 2010, 12:02:28 AM »
??? ??? ???

Supposedly only works for the host but I remember your friend complaining about headshots earlier tonight. I wonder if that was happening to him.

iconoclast

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Re: Halo: Reach
« Reply #1046 on: October 07, 2010, 12:05:53 AM »
:bow Return of the BxR :bow2

The glitches in Halo 2 were awesome.
BiSH

Bloodwake

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Re: Halo: Reach
« Reply #1047 on: October 07, 2010, 06:13:36 PM »
Finally got around to playing this. I might actually beat the Campaign tonight after getting my three ranks on Team Arena.
HLR

Ganhyun

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Re: Halo: Reach
« Reply #1048 on: October 07, 2010, 09:20:45 PM »
I thought the Slayer Pro in arena got removed so they could fix it since it wasn't truly Slayer Pro (didnt match the normal TS list version)?

also, I've seen alot of people using that melee exploit.
XDF

drew

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Re: Halo: Reach
« Reply #1049 on: October 07, 2010, 09:41:11 PM »
i hate people that do those little circles all the time, ogre wannabes, all of them

maxy

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Re: Halo: Reach
« Reply #1050 on: October 08, 2010, 04:57:33 AM »
[youtube=560,345][/youtube]
cat

Stoney Mason

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Re: Halo: Reach
« Reply #1051 on: October 08, 2010, 02:31:30 PM »
[youtube=560,345][/youtube]

stolen from GAF. Example of why armor abilities are the best thing going in Reach.

 :bow2

drew

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Re: Halo: Reach
« Reply #1052 on: October 10, 2010, 11:40:48 PM »
i hate how it your bnet armor pic lags, the armor in my profile is at least 2 weeks old :maf

duckman2000

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Re: Halo: Reach
« Reply #1053 on: October 12, 2010, 02:11:24 PM »
Finished the campaign, replayed it right away. God damn this is hot stuff. Figures that they would get it back on track with the last game.

The Sceneman

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Re: Halo: Reach
« Reply #1054 on: October 14, 2010, 05:46:26 AM »
3rd day in a row with all daily challenges complete. It's awesome, they are always easy and you get heaps of bonis creds. Halfway to Captain now.
#1

Stoney Mason

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AdmiralViscen

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Re: Halo: Reach
« Reply #1056 on: October 14, 2010, 12:29:16 PM »
I'm glad two of them are large, the game needs them. Hopefully the October 19th update will fill in the smaller maps with Forge creations.

iconoclast

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Re: Halo: Reach
« Reply #1057 on: October 14, 2010, 01:42:19 PM »
I'm glad two of them are large maps too. That means I can skip this pack and miss almost nothing.
BiSH

drew

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Re: Halo: Reach
« Reply #1058 on: October 15, 2010, 05:11:19 AM »
Hopefully the October 19th update will fill in the smaller maps with Forge creations.

they should take the best versions of all the halo 2 remakes and put them all into their own playlist, just running through this lockout reskin alone (first one that got it right) made me want to reinstall halo 3 - https://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=5488560
« Last Edit: October 15, 2010, 05:13:17 AM by drew »

demi

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Re: Halo: Reach
« Reply #1059 on: October 15, 2010, 07:09:22 PM »
http://www.xbox360achievements.org/forum/showthread.php?t=262215

Glitch to get Make It Rain early... worked for me. 1000 at Captain Grade 3  :D
fat

drew

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Re: Halo: Reach
« Reply #1060 on: October 15, 2010, 09:03:41 PM »
you're going to get banned

again

demi

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Re: Halo: Reach
« Reply #1061 on: October 15, 2010, 09:07:46 PM »
Dont care to play any more Halo online. Feel free
fat

AdmiralViscen

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Re: Halo: Reach
« Reply #1062 on: October 15, 2010, 09:22:03 PM »
Weekly update is up

http://www.bungie.net/News/content.aspx?cid=29272

Brings some pretty good changes to matchmaking on the 19th.

Stoney Mason

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Re: Halo: Reach
« Reply #1063 on: October 15, 2010, 09:30:40 PM »
Weekly update is up

http://www.bungie.net/News/content.aspx?cid=29272

Brings some pretty good changes to matchmaking on the 19th.

Here is the update for the 19th. They are also bringing over two new forge maps. Pretty kick ass.

Quote
October Playlist Updates: Part Deux


Playlists

•New Playlist: Team Snipers
•New Playlist: Living Dead
•Rumble Pit
◦Lineup rebalanced to offer more kill, less frill.
◦Removed Infection, Safe Havens, Race, Rally, Headhunter Pro
◦Removed “Classic” gametypes
•Team Slayer
◦Removed all Snipers gametypes
•Team SWAT
◦Added SWAT Magnums gametype
•Team Objective
◦Removed 1 Flag Classic
◦Removed Headhunter Pro
◦Removed the following gametypes from Hemorrhage due to the size of the map with only 8 players:
■ Multiflag Classic
■ 1 Flag CTF
■ 1 Flag Pro
■ 1 Bomb Assault
◦Removed Oddball and Hot Potato from Boardwalk
•Multi Team
◦Removed SWAT
◦Removed Classic gametypes
◦Removed The Cage
◦Changed weighting for Rocket Race so it does not have a 100% chance to appear in Slot 3
•Big Team Battle
◦Removed Multiflag from Boneyard and Spire
•Invasion
◦This playlist now offers 3 voting options
•Firefight
◦Updated Firefight playlist gametypes to be a full set instead of 1 round. Adjusted skull progression.
◦Removed Friendly Fire
•Score Attack
◦Removed Crash Site
◦Added Mythic Score Attack
◦You can no longer pickup other weapons in Sniper Attack

Maps

•Zealot/Arena Zealot
◦Arena Zealot is now used for all Slayer gametypes
◦Players can no longer stand on the edge of the generators in space and crouch to shoot below the shield
•Asylum
◦Softkill zones added to the tops of the Sniper buildings
•Boneyard
◦Modified respawn zones for Slayer gametypes
•Hemorrhage
◦Modified respawn zones for both bases
◦Respawn timers for all Warthogs on Hemorrhage should now be 120 seconds

Gametypes

•CTF
◦All CTF gametypes should now have a player respawn of 10 seconds
◦All Classic CTF gametypes now feature Flag At Home To Score and Touch Return
◦Flag At Home To Score disabled for all non-Classic CTF gametypes
◦Modified Flag Return and Flag Reset times:
■1 Flag on Small maps use 10 second return and 30 second reset
■All other CTF gametypes use 30 second return and 45 second reset
•Assault
◦Assault gametypes now have a player respawn time of 10 or 15 seconds depending on the map

In addition to the Playlist changes, we’re also introducing two new Forge Map Variants with this update, Cliffhanger and Atom. Atom will be on display in the Team Slayer, Team Snipers, Team Objective, Multi Team, and Big Team Battle Playlists. Cliffhanger will be found in Rumble Pit, Team Slayer, Team SWAT, and Team Objective.

The Sceneman

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Re: Halo: Reach
« Reply #1064 on: October 16, 2010, 12:21:59 AM »
#1

Stoney Mason

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Re: Halo: Reach
« Reply #1065 on: October 16, 2010, 05:16:47 PM »
[youtube=560,345][/youtube]

The Sceneman

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Re: Halo: Reach
« Reply #1066 on: October 25, 2010, 01:46:28 AM »
I've been doing all the daily challenges every day for a couple of weeks now. As a result this is the only game I've really been playing. What has happened to me  :'( I play Halo now  :'( :'( :'(

But wasting N00bs in SWAT is like the best shit ever.

[youtube=560,345]5WKa83iK7R4[/youtube]

thats me rapping after I finished a game 22kills-8 deaths
#1

demi

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Re: Halo: Reach
« Reply #1067 on: October 25, 2010, 01:49:50 AM »
Scenester just do the glitch, fuck grinding for Lt Colonel
fat

The Sceneman

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Re: Halo: Reach
« Reply #1068 on: October 25, 2010, 01:53:05 AM »
I need that cheev and the and the fucking elite assassination one. I watched like 5 youtube videos but still cant get it to pop, have tried for a couple of hours. I hate those super touchy cheevs.
#1

Beezy

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Re: Halo: Reach
« Reply #1069 on: October 25, 2010, 02:06:25 AM »
Yeah, that assassination achievement is annoying as hell. I gave up on it for now. I'm one rank away from Lt. Colonel, but I haven't played Reach much at all since I got Vanquish.

Edit: What's that vid from? :rofl
« Last Edit: October 25, 2010, 02:12:04 AM by Beezy »

The Sceneman

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Re: Halo: Reach
« Reply #1070 on: October 25, 2010, 02:13:40 AM »
A film called "Teen Witch". It's just good to see a fellow white man portrayed as "funky'
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Stoney Mason

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Re: Halo: Reach
« Reply #1071 on: October 25, 2010, 10:28:36 AM »
[youtube=560,345][/youtube]

Beezy

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Re: Halo: Reach
« Reply #1072 on: October 25, 2010, 12:15:58 PM »
Anchor 9 and Tempest look great. I would bitch about the price, but they've already given us two free maps made with forge and they'll be giving us more.

The Sceneman

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Re: Halo: Reach
« Reply #1073 on: October 25, 2010, 04:15:50 PM »
Im just gonna use my free 800 points from this months promotion for the map pack. And new achievements!

Yeah, free forge maps are all good. I dont mind that the scenery palette is the same, the structure and game play is there. Actually, my favourite maps in the game are forge ones. Pinnacle is great for SWAT and Snipers, The Cage is great for SWAT and Slayer.

New maps for firefight would be good too. (we've already got a new one in the last update, "Glacier".)
#1

The Sceneman

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Re: Halo: Reach
« Reply #1074 on: October 25, 2010, 07:46:22 PM »
FUUUUUUUUUUUU

Weekly challenge: get 1000 multiplayer kills this week. Man. Thats gonna require a couple of hours of dedicated play everyday. I'm not sure wether or not I should go for it  :-\
#1

Beezy

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Re: Halo: Reach
« Reply #1075 on: October 25, 2010, 08:29:40 PM »
About 150 kills a day. I'm going for it. It's easy to get 20+ kills a match on multiteam in the slayer game types.

brawndolicious

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Re: Halo: Reach
« Reply #1076 on: October 26, 2010, 04:36:04 AM »
I already average over 1000 kills a week and I mostly play Invasion, where I get the lowest kills/hour.

I'm nearly done with getting my last achievement in the game (the Lt. Col one) and it's surprising how much easier it is to 1,000 this game compared to H3.  H3 had some bullshit achievements though.

The Sceneman

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Re: Halo: Reach
« Reply #1077 on: October 26, 2010, 04:38:38 AM »
I get upset everytime I think about the Elite assassination one  :'(
#1

brawndolicious

  • Nylonhilist
  • Senior Member
Re: Halo: Reach
« Reply #1078 on: October 26, 2010, 04:57:33 AM »
Yeah I used the trick on the beginning of the last level and after 10 minutes, I finally succeed and it doesn't give the achievement.  It took I think three successful assassinations before it counted it.

The Sceneman

  • Did my wife send you?
  • Senior Member
Re: Halo: Reach
« Reply #1079 on: October 26, 2010, 05:15:14 AM »
Ive done about 20 assassinations. Tried using the black eye skull and lowering my sheilds, tapped out of sprint as soon as I jumped etc. Still no dice. Very frustrating achievement.
#1