- Mythic 22 T
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Don't send me group invites unless i know you. pl0x.
Great to know that the next podcast is going to be exclusively about multiplayer.
Questions I'd really like answered in the podcast are:
How many shots does it take for the DMR, Pistol, Needle Rifle take to kill a fully shielded player?
Hopefully the DMR takes a miminum of 4 shots like in H2 and H3 (3 body shots + 1 headshot). It seems like you guys like to have your weapons so that they can at least kill 2 players (for the most part, an exception would be the Grenade Launcher we've seen). I'd conclude that this would take the Needle Rifle a minimum of 8 shots to kill (seeing as it contains 16 needles) and the Pistol 4.
Has movement and strafing speed been increased from the previous games? If it hasn't, why?
Looking at the trailer, it seems like the maps are larger than previous games. If they are larger, an increase in movement speed (at least a slight increase) would be nice. I recognize that the Sprint armour ability would be used, but one thing I hated about H3 was how sluggish you moved. It made traversing across a large map a nightmare.
Also, I think that strafing speed is very important, as it allows the players with better aim to win more 1v1 situations. In a 1v1 situation, where both players have DMRs, and they're both strafing, the better player will have to have the better aim AND would have to have the ability to time their shots better than their opponent, considering the reticule bloom and how it would become more difficult hitting a player moving from side to side.
How are you balancing the melee? Halo 3's melee system wasn't too great and I find that its strength made the AR, PR, Spiker, etc too reliant on the melee. Should we expect less damage from the melee or the same amount of damage, but less lunge?
Will the armour abilities be pick ups (like equipment from Halo 3) or do you start the game with them, or will we see a combination (some gametypes have them as pickups while others have you spawn with them)? Will we be able to remove them via Custom Games if some players do not like them or at the very least restrict some armour abilities?
How are you approaching the kill speed for Reach? Will players die quicker than H3 (like CE and H2), or will it be relatively the same speed as H3?
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Other questions that I would like answered bt aren't too important are:
Will powerups (the Overshield, Active Camo) be removed from Reach? If so, why?
Will the Plasma Rifle have the freezing effect like in CE? If not, then how are you seperating it from the Assualt Rifle?
Will the Plasma Pistol be able to actually kill a player by itself (akin to CE)? Will its tracking be improved (but not to the extent of H2)?
How are you balancing the vehicle sandbox? Should we expect large scale games to be like CE, H2, H3, or a combination?
--The vehicles were extremely powerful in Halo 3. If you didn't have the Laser on some maps, nothing really worked very well. Stunning vehicles were nice, but coupled with the Plasma Pistol's crappy lock on in H3 and that they could still shoot (the Warthog is notable, as you can move the Turret, at least remove the Turret's ability move) just wasn't very worthwhile IMO.
Also, the Laser hampered vehicles. I'm hoping that the Laser is removed for Reach but vehicles are made less powerful. Especially air based vehicles. The Banshee was insanely good in H3. The Avalanche Hornet was good (and hopefully the Falcon takes after it), but the Banshee should be nerfed. The new Fuel Rod seems like a good replacement for the Laser.
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If the first five questions are answered, I'll <3 you guys forever.
BTW, nice update. The water looks very good.
[Edited on 03.13.2010 10:55 AM PST]