- Sliding Ghost
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Posted by: InvasionImminent
Posted by: Sliding Ghost
Also, every single minute spent in the Wraith is a heart attack inducing one. I have never felt more insecure. Never. Constant enemy threat makes even 1 second of no enemy presence crucial and comforting.
1,000 kills in a wraith. How is it not overpowered?The problem with the Reach Wraith is that they sacrifice durability, rof, and turning speed for power. Also, it has massive autoaim compared to the H3 Wraith but even the H3 Wraith had a noticeable autoaim and slow turning speed. But it was durable, and it had a faster rof.
Posted by: InvasionImminent
There are only 4 levels that are linear. And you played...one. You hardly have the basis to critique Reach. I also love how you dislike a game if you can't have a perfect set up that was never intended, or even thought of, by the designers.I've... watched videos. Glitches, tricks, launches, everything.
It seems you have a strong bias towards Reach haters, automatically assuming they haven't taken the time to look at what it has to offer. Well I have. I know about the flying Hunter glitch on Waterfront, the Pelican launch that you and others have been working on, the cloaked Hunter, the "friendly" Elites, the 2 Emiles glitch, the 3 invincible Grunts, etc. I have even stated that I am considering purchasing Reach.
This (the Wraith and LNoS mission start) is just one aspect of Reach that I dislike. It doesn't mean that I'm not willing to give other levels a chance. I've had an interest in PoA for quite some time. I took off hours to watch SLASO runs and gameplay footage so I could prepare for it. I've seen AI behavior like Elite Rangers bouncing all over the place and camo sword Elites pwning troopers.
Anyways, I hate how developers never have this kind of thing in mind. Look at CE. You could practically do anything you set your mind on. Likewise, H2, although it was more limited due to the cp system (delaying is greatly limited and difficult to sustain, if you get caught with enemies nearby, even if you kill them, you won't get the cp in some cases) and inconsistent AI and vehicles (they disappear even more now). Then came H3 and bs happens a lot of times.
H3 and Reach are just like the other games. Very limited, very objective orientated. My first basis for Reach being linear was H3!! The outrageous Elite boarding melee speed was from H3, the inability to get out of the death trap was from H3, the decision to ruin the Wraith's traction and weight was from H3.
I have every right to dislike a game for being uncooperative. If normal gameplay is the only option, what's the point of playing the game again? Achievements? Credits? Challenges? Easter eggs? Co-op? Phooey. Those don't last forever. None of that has appealed to me as much as how many projects I can initiate and succeed.
The game will lose it's appeal eventually if there's nothing out of the ordinary.
In fact, when I was playing LNoS, when I had actually succeeded in getting the blockade setup, I felt empowered. Want to know why? I could control which Covies to keep. I could control which Covies should bypass it. I could finally keep a leash on the troopers.
My goal is not to make gameplay more harder by limiting myself or seek out things that may as well turn out to be limited or just aesthetic. My goal is to enhance gameplay so there is a seamlessness that adheres all these things.
Bobs are one game breaking mechanic. There's no explanation at all for their sudden disappearance. It's just like Arbiter on The Ark. Even if you get him out of the Banshee, he disappears. The only difference is that he fades out into non-existence. Bobs just disappear. I find it unfair when I miss my chance and have to start over again. Why not make them fade out first as a sign that they're leaving?
Another game breaking mechanic is the AI's limited ability to notice their dead. I would have expected Noble Team to notice the dead camo Elite on WC yet they don't. His apparent canonical status becomes obsolete at that point (unless Noble Team in canon are a bunch of incompetents). There's many times where I have landed right in front of Jackals and they never saw me. Jackals have always been known for their sight. That's why they're used as snipers and marksmen. In CE-H3, you can see their heads move quite fast and they were pretty good at blowing your cover. So how come in Reach they're just moving shields and rarely responsive? I admit, Reach fixed the absurd diving velocity of H3 but still, it made them less responsive to grenades and rockets and needler shots. Plus, they never panic.
Ever since H2-H3, there's been less responses from the AI. Both games might have added a little but what did Reach add? All I see Elites do is berserking. All I see Grunts do is panicking. I really would like to know if they possess other animations.
[Edited on 04.02.2012 5:11 AM PDT]