Does anyone have maps of the Halo Reach maps that shows power weapon placement?
Depending on what you call power weapons, it's actually pretty limited. On Powerhouse, the Grenade Launcher is in the shower stall. The Gravity Hammer is in the small building next to the stairway. The rocket launcher is in the spillway next to the power house. The Focus Rifle is on the concrete landing next to the dirt ramp.
On Sword Base, you have the sniper rifle / focus rifle (if covie slayer) on the ground floor next to the support beam. The energy sword is in the 2nd floor room all the way in the back. And the Plasma Launcher is on floor 3 on the crossway.
Tejs on
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ObiFettUse the ForceAs You WishRegistered Userregular
edited May 2010
Did a quick google search and came up with this guide on IGN:
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited May 2010
On the plus side, though my score is low in the Arena, I seem to get the top score for my team or in the top 4 overall after a match. But I think it does help greatly to have a good team on your side (which was probably the idea). Damn I need to get a headset.
I think power weapon spawns should be randomized. I love those first few games on a new map where no one knows where anything is, and dude who stumbles on it first becomes the hand of death.
I had good fun trouncing people in the rush for the grenade launcher in powerhouse last night, sprint is just about the best ability ever.
Its not the best layout, but it details where all the power weapons are located.
Oh, that's perfect thanks! I had a vague idea of some, like the rockets on powerhouse, were located, but they're always gone so fast that I could never actually find them.
dmauro on
[SIGPIC][/SIGPIC]
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Garret Dorigan"Why can't I be DLC for UMvC3?"Registered Userregular
Hit detection on the shotgun is a little off. A shot to the face will break shields, but not kill. Also, aiming next to an arm, outside the body, has produced full kills.
Hammer hit detection seems off, but might be WAI.
Why, with there being the needle rifle, is the DMR around? Seems as if they do the same job, with the NR having a cool quirk.
Grenades and the Focus Rifle can go die in a fire.
Ranking up takes far longer than in previous Halos, this is a welcome addition.
GT is forum name, btw.
shotgun to the face does as much dmg to shotgun to the foot when shields are present, and previous halo games had equivalent human/covie weapons--such as BR to carbine
Hmmm... must have been lagging then.
And the BR and Carbine, while complimentary, were not equivalent.
I think power weapon spawns should be randomized. I love those first few games on a new map where no one knows where anything is, and dude who stumbles on it first becomes the hand of death.
I had good fun trouncing people in the rush for the grenade launcher in powerhouse last night, sprint is just about the best ability ever.
There is good and bad with that - the positive note is that no one rushes to get a power weapon immediately - you just stumble upon it. The other point is that, with a predefined location, you can always watch for the spawn and get your fair chance to pick the weapon up. A random placement means that sometimes you will never get the weapon because you can never tell where it is.
Hit detection on the shotgun is a little off. A shot to the face will break shields, but not kill. Also, aiming next to an arm, outside the body, has produced full kills.
Hammer hit detection seems off, but might be WAI.
Why, with there being the needle rifle, is the DMR around? Seems as if they do the same job, with the NR having a cool quirk.
Grenades and the Focus Rifle can go die in a fire.
Ranking up takes far longer than in previous Halos, this is a welcome addition.
GT is forum name, btw.
shotgun to the face does as much dmg to shotgun to the foot when shields are present, and previous halo games had equivalent human/covie weapons--such as BR to carbine
Hmmm... must have been lagging then.
And the BR and Carbine, while complimentary, were not equivalent.
are you thinking of the same weapons? of course they are equivalent, both served the same function. prolly why i used the term equivalent and not identical, not to mention 2 weapons can be both equivalent and complimentary...typically with lethal results
Another vote for the grenade launcher being absolute tits.
Started loving it last night.
I found an amusing glitch with it last night, I meant to make a video but forgot.
It sort of looks like hitting seams in the map can cause a ridiculous bounce, similar to Halo 2 super bouncing. I was able to get ~10 second hangtime with the grenade launcher by shooting at a certain spot on the low bridge on powerhouse. Probably just a matter of time before people discover ways to sling grenades across the map with pinpoint precision.
Also, it makes a cool fizzling noise when it's bouncing around and when it finally comes to rest, it pulses red to alert people. Last, players can shoot the grenade to detonate it.
I'm iffy on the grenade launcher. Unless you get a direct hit it leaves you way too open, so at the moment I wait until I can see the whites of their eyes which has a 90% chance of taking me down too (suicide bombings up ins).
It works best in cramped spaces, and in situations where you can camp.. such as defending the flag on Powerhouse.
It's also good for assaulting the flag room, as you can bounce the pipe off walls and hopefully into the faces of the enemies inside. As the only weapon in the game with an indirect fire mode, I predict this is how most people will use it. It's very effective at it, as long as you are able to stand around holding the trigger down.
xzzy on
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ObiFettUse the ForceAs You WishRegistered Userregular
I'm iffy on the grenade launcher. Unless you get a direct hit it leaves you way too open, so at the moment I wait until I can see the whites of their eyes which has a 90% chance of taking me down too (suicide bombings up ins).
Any advice on proper usage?
Use it to clear out rooms (more effectively than normal grenades) and flush people out of hiding.
I don't think I would ever use it as a main weapon. I'd hold onto a mid/long range weapon and then use the grenade launcher as my secondary to keep people from closing in and clear out rooms so i'm not facing a close range wep with my mid/long range wep.
I think power weapon spawns should be randomized. I love those first few games on a new map where no one knows where anything is, and dude who stumbles on it first becomes the hand of death.
I had good fun trouncing people in the rush for the grenade launcher in powerhouse last night, sprint is just about the best ability ever.
There is good and bad with that - the positive note is that no one rushes to get a power weapon immediately - you just stumble upon it. The other point is that, with a predefined location, you can always watch for the spawn and get your fair chance to pick the weapon up. A random placement means that sometimes you will never get the weapon because you can never tell where it is.
The good news is the generator defense mode will start with 3 power weapons dropping in random places on the map. The bad news is you can see them drop, so it's less about randomly bumping into a power weapon, and more about racing to different spots to get to them.
so how much arena do I have to play before I will get rated at the end of the season? will one day do it?
Just like you needed a few games played to get a daily rating, you will need a few daily ratings to get your season rank. No one has any idea how many daily ratings this takes.
Another vote for the grenade launcher being absolute tits.
Started loving it last night.
I found an amusing glitch with it last night, I meant to make a video but forgot.
It sort of looks like hitting seams in the map can cause a ridiculous bounce, similar to Halo 2 super bouncing. I was able to get ~10 second hangtime with the grenade launcher by shooting at a certain spot on the low bridge on powerhouse. Probably just a matter of time before people discover ways to sling grenades across the map with pinpoint precision.
Also, it makes a cool fizzling noise when it's bouncing around and when it finally comes to rest, it pulses red to alert people. Last, players can shoot the grenade to detonate it.
I'm awaiting the trick videos where like 10 people are remote detonating grenades under a hog.
FyreWulff on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
so how much arena do I have to play before I will get rated at the end of the season? will one day do it?
Just like you needed a few games played to get a daily rating, you will need a few daily ratings to get your season rank. No one has any idea how many daily ratings this takes.
When they first started up the Arena, there was a splash screen that said:
Play a minimum of 3 games a day
Play a minimum of 5 days
At the end of the season you'll get ranked.
Of course, this is only for the pre-season (beta). I wouldn't be surprised if regular seasons lasted a month or two after release.
Found a great way to bust up grav lift lockdowns on sword base: Have one guy go first with armor lock to take the hits and then send a few more to mop up the guys at the top while they reload.
I'm not seeing it, I did notice that a plasma burn mark appeared on the floor when he hit you with the sword though, should maybe mention that in the feedback section.
It's at about the 3 second mark. Watch the right arm. And I did, it just keeps getting buried under heaps of people using it to scream about how Bungie is "Ripping off Infinity Ward" or whatever the grievance of the hour is.
Mechanical on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
do we have a schedule on when we're gonna see new maps and modes?
Invasion on Boneyard (drydock facility with a frigate) on Friday and Network Test 1 (Generator Defense) or another new map on the 14? (or was it the 15?).
Found a great way to bust up grav lift lockdowns on sword base: Have one guy go first with armor lock to take the hits and then send a few more to mop up the guys at the top while they reload.
I'm not seeing it, I did notice that a plasma burn mark appeared on the floor when he hit you with the sword though, should maybe mention that in the feedback section.
It's at about the 3 second mark. Watch the right arm.
You mean the red guy, right? When he punches the blue player?
It looks like a glitch with the hand trying to remain attached to the gun, but also trying to play the punch animation. Kind of the same problem where you get people with horribly stretched out body parts when their corpse is flying around. Or maybe it's just a problem with frames in the animation, there just aren't enough frames there to fully animate the hit.
The camera angle chosen does a bad job making it clear what's going on though.
500kb animated gif, won't inline it because mods get all pissy.
Sword also does some weird effect when it's popping through the doorway.
xzzy on
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited May 2010
Stalker + Gravity Hammer + King of the Hill = win. And flying corpses.
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
Also, I kind of miss this old variant of Crazy King that my friends and I had back in original Halo called FUBAR: no shields, full grenades, everyone has shotguns. 2 min capture games would take 3-4 hours. So much fun. We literally crashed an XBox one time when it tried to load the number of kills/deaths in the games.
I can't wait for Invasion.
3cl1ps3 on
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Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
edited May 2010
I have to say I don't much care for vanilla team deathmatch anymore.
Does anyone know if we're getting a team Headhunter?
Greed was my favorite UT3 gametype and Headhunter is almost a direct ripoff of it.
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
I do like how I know exactly how many hitpoints I have, unlike H2 and H3 where I had to wait in a corner for some amount of time and hope it was long enough to recover all my hidden health.
The health kits seem kind of scarce though, and the ones that are there are frequently in spots that get a lot of grenade spam.
You mean the red guy, right? When he punches the blue player?
It looks like a glitch with the hand trying to remain attached to the gun, but also trying to play the punch animation. Kind of the same problem where you get people with horribly stretched out body parts when their corpse is flying around. Or maybe it's just a problem with frames in the animation, there just aren't enough frames there to fully animate the hit.
The camera angle chosen does a bad job making it clear what's going on though.
500kb animated gif, won't inline it because mods get all pissy.
Sword also does some weird effect when it's popping through the doorway.
Agree it's not the best quality. It's kind of a thing I noticed after the fact, and the room doesn't allow the best camera angle. I was recording that for a buddy for a demonstration on clearing the elevator room. I'll see if I can reproduce it under better conditions. The sword is actually playing its normal animation after the hit, seeing as how he dropped it.
Mechanical on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
I can't wait for Invasion.
Cue my response from ages ago when I found out Halo 2 had regenerating health. Magically recovering from near-lethal wounds is far less believable and fun than actually having to recover from damage by patching yourself up. Great example of why changing a gameplay mechanic just because you can doesn't make the new mechanic better.
I also hope Bungie does change the grenade spawns for pretty much every gametype out right now. I know it's a beta and all, but it's pretty tough to experience anything but constant, endless grenade spam the way things are right now.
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
I can't wait for Invasion.
Cue my response from ages ago when I found out Halo 2 had regenerating health. Magically recovering from near-lethal wounds is far less believable and fun than actually having to recover from damage by patching yourself up. Great example of why changing a gameplay mechanic just because you can doesn't make the new mechanic better.
I don't see how touching a magical box to heal bullet wounds or plasma scarring is any more believable than rapid self-healing
Yeah, magical healing armor or magical healing boxes, I don't really care.. I just want to have some visual indicator of information that defines whether I live or die.
Rationing Halo 1 style healthpacks in Halo 2 and 3 would have been a nightmare.
Reach's "have to press a button to pick it up" system gets around that problem, but they're pretty much out of the way anyway and will probably just result in people just staying around the healthpack locations.
do we have a schedule on when we're gonna see new maps and modes?
Invasion on Boneyard (drydock facility with a frigate) on Friday and Network Test 1 (Generator Defense) or another new map on the 14? (or was it the 15?).
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
I can't wait for Invasion.
Cue my response from ages ago when I found out Halo 2 had regenerating health. Magically recovering from near-lethal wounds is far less believable and fun than actually having to recover from damage by patching yourself up. Great example of why changing a gameplay mechanic just because you can doesn't make the new mechanic better.
I also hope Bungie does change the grenade spawns for pretty much every gametype out right now. I know it's a beta and all, but it's pretty tough to experience anything but constant, endless grenade spam the way things are right now.
I have to disagree. Realism aside, I like having no health as a gameplay mechanic. In Halo 2 and Halo 3, a good player could stay alive and rack up the kills for a long time because they could regenerate their health between engagements. But now, after your first or second engagement, you find yourself at such an extreme disadvantage against newly spawned players that staying alive becomes almost impossible. It's a change that definitely favors weaker players, and leads to a lot of kill trading.
Kill trading = I kill you, you kill me, I kill you, you kill me.
To be honest, I find a lot of the changes they've made favor the weaker players. Invincible shield while you regenerate your normal shield? Nerfed battle rifle (or whatever they call it). Emphasis on close quarters, chaotic engagements over medium to long distance ones? Stronger grenades requiring less grenade accuracy? All these changes favor weaker players.
Now, don't get me wrong. A good player is still going to be able to beat a weaker player, but probably not as consistently as in previous halos.
In truth, I'm enjoying this game, but I really, REALLY hope they nerf the grenades and the invincibility shield and improve the human rifle for the real game.
EDIT:
also, this
Reach's "have to press a button to pick it up" system gets around that problem, but they're pretty much out of the way anyway and will probably just result in people just staying around the healthpack locations.
are you serious? An exceptional Halo 1 player could wreck anyone he saw with a starting weapon alone. Halo 2 came along and introduced dual wielding which often led to nothing but close quarters double SMG kill trade fights and Halo 3 was only slightly different with BR's being more commonly a starting weapon.
if it matters, I loved H1's MP, not so much H2 and H3's, and I lurrrrv Reach's MP
Hit detection on the shotgun is a little off. A shot to the face will break shields, but not kill. Also, aiming next to an arm, outside the body, has produced full kills.
Hammer hit detection seems off, but might be WAI.
Why, with there being the needle rifle, is the DMR around? Seems as if they do the same job, with the NR having a cool quirk.
Grenades and the Focus Rifle can go die in a fire.
Ranking up takes far longer than in previous Halos, this is a welcome addition.
GT is forum name, btw.
shotgun to the face does as much dmg to shotgun to the foot when shields are present, and previous halo games had equivalent human/covie weapons--such as BR to carbine
Hmmm... must have been lagging then.
And the BR and Carbine, while complimentary, were not equivalent.
are you thinking of the same weapons? of course they are equivalent, both served the same function. prolly why i used the term equivalent and not identical, not to mention 2 weapons can be both equivalent and complimentary...typically with lethal results
I take the Carbine over the BR any chance I can get simply because the Carbine is more direct with a higher rate of fire. It takes a couple more shots to bring someone's shields down, but since it doesn't burst fire you can do that just as quickly with good aim, and it's a lot more effective in mid-range combat. That's why the DMR clicks with me so much; it's Reach's version of the Carbine, rather than the Needle Rifle, which requires supercombination to truly be effective.
It's also worth pointing out that grenades aren't stronger - they just have a wider radius of damage. It'll take three Reach grenades to kill you if you let your health regenerate between each one (and you don't get hit by anything else).
Willeth on
@vgreminders - Don't miss out on timed events in gaming! @gamefacts - Totally and utterly true gaming facts on the regular!
There better not be any Perfection related achievements this time around!
I really hope not. Most of Halo 3's multiplayer achievements were pretty bad, especially the Perfection and ranked FFA achievements. Most of the MP achievements rely too much on luck and disrupt the normal gameplay. I remember how everyone would rush towards the Ghost on Avalanche for weeks after the Legendary map pack came out, just to try and get that splatter spree achievement, instead of, you know, contributing more effectively to the team. Save This Film is all* that stands in the way of me getting an EVA avatar helmet! I keep on getting so close and choking.
*not even counting that Halo Wars general achievement
Posts
Depending on what you call power weapons, it's actually pretty limited. On Powerhouse, the Grenade Launcher is in the shower stall. The Gravity Hammer is in the small building next to the stairway. The rocket launcher is in the spillway next to the power house. The Focus Rifle is on the concrete landing next to the dirt ramp.
On Sword Base, you have the sniper rifle / focus rifle (if covie slayer) on the ground floor next to the support beam. The energy sword is in the 2nd floor room all the way in the back. And the Plasma Launcher is on floor 3 on the crossway.
Reach Map Guide
Its not the best layout, but it details (with pictures) where all the power weapons are located.
Xbox Live / Steam
I had good fun trouncing people in the rush for the grenade launcher in powerhouse last night, sprint is just about the best ability ever.
Oh, that's perfect thanks! I had a vague idea of some, like the rockets on powerhouse, were located, but they're always gone so fast that I could never actually find them.
Hmmm... must have been lagging then.
And the BR and Carbine, while complimentary, were not equivalent.
There is good and bad with that - the positive note is that no one rushes to get a power weapon immediately - you just stumble upon it. The other point is that, with a predefined location, you can always watch for the spawn and get your fair chance to pick the weapon up. A random placement means that sometimes you will never get the weapon because you can never tell where it is.
@gamefacts - Totally and utterly true gaming facts on the regular!
Started loving it last night.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
are you thinking of the same weapons? of course they are equivalent, both served the same function. prolly why i used the term equivalent and not identical, not to mention 2 weapons can be both equivalent and complimentary...typically with lethal results
I found an amusing glitch with it last night, I meant to make a video but forgot.
It sort of looks like hitting seams in the map can cause a ridiculous bounce, similar to Halo 2 super bouncing. I was able to get ~10 second hangtime with the grenade launcher by shooting at a certain spot on the low bridge on powerhouse. Probably just a matter of time before people discover ways to sling grenades across the map with pinpoint precision.
Also, it makes a cool fizzling noise when it's bouncing around and when it finally comes to rest, it pulses red to alert people. Last, players can shoot the grenade to detonate it.
Any advice on proper usage?
It's also good for assaulting the flag room, as you can bounce the pipe off walls and hopefully into the faces of the enemies inside. As the only weapon in the game with an indirect fire mode, I predict this is how most people will use it. It's very effective at it, as long as you are able to stand around holding the trigger down.
Use it to clear out rooms (more effectively than normal grenades) and flush people out of hiding.
I don't think I would ever use it as a main weapon. I'd hold onto a mid/long range weapon and then use the grenade launcher as my secondary to keep people from closing in and clear out rooms so i'm not facing a close range wep with my mid/long range wep.
Xbox Live / Steam
The good news is the generator defense mode will start with 3 power weapons dropping in random places on the map. The bad news is you can see them drop, so it's less about randomly bumping into a power weapon, and more about racing to different spots to get to them.
Just like you needed a few games played to get a daily rating, you will need a few daily ratings to get your season rank. No one has any idea how many daily ratings this takes.
I'm awaiting the trick videos where like 10 people are remote detonating grenades under a hog.
When they first started up the Arena, there was a splash screen that said:
Play a minimum of 3 games a day
Play a minimum of 5 days
At the end of the season you'll get ranked.
Of course, this is only for the pre-season (beta). I wouldn't be surprised if regular seasons lasted a month or two after release.
You just know there are going to be achievements for getting a certain rating. I'm calling it now.
Xbox Live: Kunohara
It's at about the 3 second mark. Watch the right arm. And I did, it just keeps getting buried under heaps of people using it to scream about how Bungie is "Ripping off Infinity Ward" or whatever the grievance of the hour is.
Invasion on Boneyard (drydock facility with a frigate) on Friday and Network Test 1 (Generator Defense) or another new map on the 14? (or was it the 15?).
It looks like a glitch with the hand trying to remain attached to the gun, but also trying to play the punch animation. Kind of the same problem where you get people with horribly stretched out body parts when their corpse is flying around. Or maybe it's just a problem with frames in the animation, there just aren't enough frames there to fully animate the hit.
The camera angle chosen does a bad job making it clear what's going on though.
edit - just for kicks i made a gif out of it:
http://xzzy.org/files/bungie/reach/punch.gif
500kb animated gif, won't inline it because mods get all pissy.
Sword also does some weird effect when it's popping through the doorway.
Is anyone else *really* happy that we have an actual healthbar again, not this "OH NO IT'S COOL YOU GET SHOT BUT YOU JUST DON'T CARE AND THEN YOUR SHIELD REGENERATES REAL MEN DON'T NEED HEALTH HOOAH" thing that's been so popular for 6-7 years?
Also, I kind of miss this old variant of Crazy King that my friends and I had back in original Halo called FUBAR: no shields, full grenades, everyone has shotguns. 2 min capture games would take 3-4 hours. So much fun. We literally crashed an XBox one time when it tried to load the number of kills/deaths in the games.
I can't wait for Invasion.
Does anyone know if we're getting a team Headhunter?
Greed was my favorite UT3 gametype and Headhunter is almost a direct ripoff of it.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I do like how I know exactly how many hitpoints I have, unlike H2 and H3 where I had to wait in a corner for some amount of time and hope it was long enough to recover all my hidden health.
The health kits seem kind of scarce though, and the ones that are there are frequently in spots that get a lot of grenade spam.
Agree it's not the best quality. It's kind of a thing I noticed after the fact, and the room doesn't allow the best camera angle. I was recording that for a buddy for a demonstration on clearing the elevator room. I'll see if I can reproduce it under better conditions. The sword is actually playing its normal animation after the hit, seeing as how he dropped it.
Cue my response from ages ago when I found out Halo 2 had regenerating health. Magically recovering from near-lethal wounds is far less believable and fun than actually having to recover from damage by patching yourself up. Great example of why changing a gameplay mechanic just because you can doesn't make the new mechanic better.
I also hope Bungie does change the grenade spawns for pretty much every gametype out right now. I know it's a beta and all, but it's pretty tough to experience anything but constant, endless grenade spam the way things are right now.
"Team Beta--" Fred selected Red-Twenty through Red-Four. "--you're on generator defense."
I guess Mr Nyland got a reeeeaaaaal early glimpse at Bungie's plans for matchmaking.
I don't see how touching a magical box to heal bullet wounds or plasma scarring is any more believable than rapid self-healing
what really didn't make any sense was ODST's 'stamina'
"oh no I'm getting shot - my stamina will save me from these bullets
HURGH
HURGH
HURGH OH NO MY STAMINA IS NOW GONE NOW THESE BULLETS WILL ACTUALLY START TO HURT ME"
Reach's "have to press a button to pick it up" system gets around that problem, but they're pretty much out of the way anyway and will probably just result in people just staying around the healthpack locations.
Thanks!
I have to disagree. Realism aside, I like having no health as a gameplay mechanic. In Halo 2 and Halo 3, a good player could stay alive and rack up the kills for a long time because they could regenerate their health between engagements. But now, after your first or second engagement, you find yourself at such an extreme disadvantage against newly spawned players that staying alive becomes almost impossible. It's a change that definitely favors weaker players, and leads to a lot of kill trading.
Kill trading = I kill you, you kill me, I kill you, you kill me.
To be honest, I find a lot of the changes they've made favor the weaker players. Invincible shield while you regenerate your normal shield? Nerfed battle rifle (or whatever they call it). Emphasis on close quarters, chaotic engagements over medium to long distance ones? Stronger grenades requiring less grenade accuracy? All these changes favor weaker players.
Now, don't get me wrong. A good player is still going to be able to beat a weaker player, but probably not as consistently as in previous halos.
In truth, I'm enjoying this game, but I really, REALLY hope they nerf the grenades and the invincibility shield and improve the human rifle for the real game.
EDIT:
also, this
are you serious? An exceptional Halo 1 player could wreck anyone he saw with a starting weapon alone. Halo 2 came along and introduced dual wielding which often led to nothing but close quarters double SMG kill trade fights and Halo 3 was only slightly different with BR's being more commonly a starting weapon.
if it matters, I loved H1's MP, not so much H2 and H3's, and I lurrrrv Reach's MP
I take the Carbine over the BR any chance I can get simply because the Carbine is more direct with a higher rate of fire. It takes a couple more shots to bring someone's shields down, but since it doesn't burst fire you can do that just as quickly with good aim, and it's a lot more effective in mid-range combat. That's why the DMR clicks with me so much; it's Reach's version of the Carbine, rather than the Needle Rifle, which requires supercombination to truly be effective.
@gamefacts - Totally and utterly true gaming facts on the regular!
*not even counting that Halo Wars general achievement