Halo: Reach
How different armour abilities are making their mark.
So, the Halo: Reach multiplayer beta is now open to all - well, all the people who bought Halo 3: ODST anyway - and now that the obligatory first-day rush has finished pounding the servers into digital paste, we're starting to get a clearer picture of how this tactical new twist on a classic multiplayer formula is going to work.
It's tougher, that much is clear. Shield damage no longer translates into physical damage, so taking down other players requires headshot expertise. You can get away with a few lucky kills by blasting away, but if you're used to using a spray-and-pray technique for most of your multiplayer scalps, you're going to struggle.
It's also a game with a unique sense of balance. With pre-defined loadouts rather than rigid character classes, the different skillsets are, at first glance, not balanced at all. Elites in particular are absolute monsters; larger, faster and more powerful than the Spartans in almost every respect.
This isn't a game where each class has its own counter-agent that smoothes out its battlefield efficiency. There's no rock, paper, scissors formula to deadling with each threat, as there are abilities available here that should be game-breaking, yet somehow they're not. We'll chalk it up to Bungie's expertise in this sort of thing, offering up cool toys but restricting their use to certain maps and modes so as not to skew the playing field.
Armour Lock will even withstand a collision with a vehicle, turning you into a bollard of doom.
All the armour abilities are mapped to the left bumper, with a quick tap or a prolonged press producing different effects. Now they're in active service, we can see how players are making use of them.
We'll start with Jetpack because, well, that's what everybody is doing. It's a jetpack. In a Halo game. Why wouldn't you want to take it for a spin before doing anything else? It works very well, too. Control is intuitive, and it only takes a few rounds to become adept enough at flight to be dropping in on flags or snipers with lethal precision.
For the first day of beta play, however, the ground was thick with the bodies of enthusiastic n00bs who had jumped straight in, hit the bumper and flew up into the sky like dim-witted pheasants - right into the sights of a more experienced player, calmly clipping their wings and chalking up lots of lovely XP points as they tumble back to terra firma.
It's the same problem that blights planes and helicopters in Battlefield. People want to fly, and leave themselves stupidly open to attack in their eagerness to soar. Still: jetpacks. Fun.
Sprint can't help but have suicidal overtones, but racing towards your enemy, guns blazing, can still unnerve a new player.
Sprint is almost the exact opposite - an ability that barely feels like an ability at all, given that it's usually a basic requirement of the FPS genre. That's not to say it's not useful though, and as players come to grips with the way these abilities can overlap and complement each other we're starting to see the sprinters come into their own.
It's an ability usually mapped to one of the more straight forward combat classes, such as Pro or Grenadier, so for rushing an enemy position and creating a distraction it's immediately clear how to make basic use of it.
In the flag-capturing modes, it's also instinctively useful, allowing players to dart into dangerous territory or draw enemies away without losing shields. Sprint definitely seems to be working best when players operate in teams. A guy who can run fast isn't much use on his own, but pair him up with someone rocking the other abilities and it can become a vital tactical tool.
Active Camo, for example, makes for a great partner skill to someone using Sprint. While they're dashing about, attracting enemy fire, you can go all Predator, disappear behind a wobbly transparent haze and get things done. You're not completely invisible, but in the thick of the action it's easy to go undetected if you skulk about rather than stroll around in plain sight.
Once you figure out the bottlenecks in the maps, it's also very handy for lurking in dark corners with a plasma sword. There's a thin passageway in Sword Base with just enough room to loiter that will certainly become a Camo player's dream. Even if an enemy spots you, the cloaking effect is such that it generally buys you a few moments' grace while your target works out if you're friendly or not.
Active Camo is also an ability that comes with more stringent limitations. While you get a generous amount of time to ply your secretive trade, it's slow to recharge and screws your radar while activated. It works best when you hold back until the last moment, activating it just before you encounter enemies rather than roaming around cloaked, hoping to stumble on the perfect kill.
Snipers will obviously get a lot of mileage out of it as well. Combine a cunning elevated position with one of the fearsome new long range weapons like the focus rifle and you can inflict terrible casualties before the enemy even pinpoint you.
Then there's Armour Lock, perhaps the ability with the most long-term potential. Essentially the tank of Reach's fluid class system, it offers complete invulnerability at the cost of all your movement.
You can shrug off anything - including a direct hit from one of the game's vehicles - but once you return to normal you'll have attracted all sorts of attention and no doubt be in the crosshairs of multiple enemies. To begin with, many players seemed completely at a loss as to what to do with such a useful-yet-useless skill, but now we're seeing teams figuring out tactical advantages.
It's obviously handy for modes where defence is required, offering fortification options on the fly, especially when you have three or four Armour Lock players alternating their impenetrable stasis. Use it in conjunction with the new Spartan grenade launcher, seeding the ground in front of a capture point with primed explosives, then let them detonate as you shrug off the blast for an especially effective way of keeping the wolves from the door.
For those Boba Fett moments, Jetpack can't be beaten.
Alternatively, since the armour customisation in Reach makes it impossible to tell which ability a player is using from one spawn to the next, it can make for a fun surprise should you jog around a corner into an enemy. They open fire, you turn invincible, and meanwhile one of your team-mates creeps up and executes the sucker from behind.
Finally, there's the Covenant Elites, as if they needed any more help. They get their own exclusive ability in Evade, which does pretty much what it sounds like: makes them a right pain in the arse to hit.
Equally handy for dodging incoming fire or taking the upper hand in a melee confrontation, it's similar to Sprint in the sense that it doesn't have any immediately cool impact, but once you've gone toe-to-toe with a player who has mastered the duck and roll you'll see how it completes the frankly terrifying arsenal that Elites bring to the game. Resilient, fast, and now difficult to hit as well - it's a killer combination for players willing to put in the hours to master the manoeuvres.
Elites: tough... but not unbeatable.
These abilities are all mixed and matched with weapons old and new to create a buffet of loadouts tweaked for each map and mode. Operators head into the fray with Armour Lock, plus shotgun, pistol and frag grenades. Stalkers arm up with Active-Camo, assault rifle, pistol and frags. Elite Gladiators rock Evade with plasma sword, plasma repeater and a pair of sticky grenades. Others, like the Spartan Marksman and Elite Assassin, are only available in Invasion mode. Part of the fun is just browsing the modes and seeing what each combination brings to the table.
Internet forums are already throbbing with arguments about which ability is best, which new weapon will become the default choice for most players and which loadout will dominate the maps. Such speculation seems to suggest that, a few tightening tweaks aside, Bungie is set to deliver another deceptively rich multiplayer experience, with enough immediacy to woo the casual crowd but layers of depth that reward the long term player.
The Halo: Reach multiplayer beta is available now to Halo 3: ODST owners. The full game is due out this autumn.
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Comments (64) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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this is a very misguided article....the perks add little extra dimension to the games.
the most important issue with the beta at the moment is the unbalanced maps and the extremely nerfed weapons that lack much needed punch. how you can write about the extreme sense of balance is beyond me and suggest you really dig your heels into the beta to trully understand the issues with it as its all very nice on the surface but deeply flawed underneath.
asides from that its still the same old halo.....
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I'm quite enjoying the armour abilities though, the lock one in particular is nice and tactical.
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This is rather satisfying and a "bonding" moment.
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What? If anything, they need the least work.
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my fav AA is sprint, just love running away or charging at a guy for melee
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I found it too slow if im honest, i found running around from a to b, was quite boring and i felt like a slug turning was also incredibly slow even on highest setting (10 insane) seems to have lost a lot of pace in the game.
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The onus is actually on you to say why it is.
I'd say perhaps that red base is slightly easier to defend than blue, albeit blue has less entrances. That's not map design per se anyway, but game mode design - they can move flag spawn and bases without changing the map.
Also, how the hell is 10 slow for you? You must be a ninja ;o
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No, it's not that, I played Elite like in my 4th or 5th game. Rolling (and Scrathing :} ) is indeed awesome!
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It's already overtaken the BR for that feeling. Which is pretty good.
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Chances of this being excellent =100%
Chances of keeping PS3 fanboys quiet =0%
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So far from what I've played the abilities work well, with none being particularly OP.
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Probably a whole lot more realistic than a bunch of Halo fanboys who've been playing the same game for 10 years. At least it's finally in HD now though, I guess that is something to celebrate.
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Invasion and generator game modes, coming later in the beta. Journalists likely get advance previews :]
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This is just my opinion and I am aware that many people enjoy it. However, considering this is an all new Halo game thats coming 3 full years after the last vanilla release, I don't see enough improvements. I'm happy sticking with my ODST MP disc until Reach drops in price after Chirstmas.
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Also, for all the fun and strategy the new abilities bring to the game, am I the only one in mourning for the slow death of Halo 3's brilliant Bubble Shield? I wish they'd find somewhere to put it into Reach.
Farewell Bubble Shield, we hardly knew thee.
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Unfortunately I know EXACTLY what you mean. I've not played the beta (paying an Xbox Live Gold subscription every month alone doesn't entitle you to the luxary of playing a demo for some reason) but I bet you can't quite put your finger on why it feels so slow.
It just stinks of Bungie fiddling around a little too much and ruining the basic feel of the game. A bit like what they did with Mario Kart on the Wii. I really hope they fix this slowness people have been mentioning before the final release.
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And that's a good thing ? I have no desire to see more (some?) ppl playing/enjoying Halo.
/is selfish, not so social.
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Edited 3 times, most recently on 06/05/10 @ 16:18
seriously..?
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I'd also like to see about 5 more bullets in each DMR clip and a slightly faster firing speed. If that happens it'll be the coolest gun in any halo, ever.
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off-topic: why no ignore button?
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Please be good.
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http://www.bungie.net/Stats/Reach/FileDe...
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It's funny seeing half the people bitch that it's too similar to what's come before and the rest bitch that it's too different. Guess that means it's just right.
Also, the multiplayer play makes me think the campaign could be something special this time. No previous campaign has gotten it just right in Halo, so hopefully they'll deliver with the final effort.
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Yet another Halo Reach preview EG? I take it this is the only half decent game MS have given you to promote this year.
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Fuck, now I know I'm bored. I wish I was somewhere else.
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/Facepalm.
Oh and also, Pistol could use an extra 3-4 rounds per clip IMO.
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Every game seem to be run/spint/jetpack towards each other, throw grenade on the way then circle strafe whilst unloading a clip in someone elses face then hope your connection has less latency than the enemy... repeat until game over.
The graphics feel smoother but the blur-o-vision makes it look like my telly is an old smearing LCD (reminds me of the effect FEAR2 used).
I dunno' each to their own I guess.... I tried to like it but I couldn't get into it... still looking forward to the SP tho'
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Not that the karma system ever meant shit anyway.
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fuck me EG users - get a grip and open your eyes!!!
my points still stand this game needs serious work before it can even be a remotely enjoyable experience.
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They also get marked down for simply being wrong, or for not backing up their claims. There are many of us here, who in all seriousness, like to discuss such things. Bleating about us all being blind doesn't indicate such an attitude.
For instance, Onyxbox's post, whilst not needlessly trolly like many, seems to be an honest reaction to the game, and fairplay. It's also fundamentally flawed, given the impression of the game is clearly not the whole picture. Hence it could be downrated for several reasons.
But that should be fucking obvious.
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Fun thing to do - stand in a doorway and strafe left and right. It will make to doorway appear to be made out of wobbling jelly... try it - i wish i was joking
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I'll give it another go, but i wasn't massively impressed.
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So far in my experience it's pretty poor for objective based games, particularly Stockpile where the base locations heavily favour the Blue team, but to be fair Sword Base is a great map for fast-moving Slayer/Team Slayer variants. Slayer, SWAT, and especially Headhunter are all good fun on it.
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In Modern Warfare 2, it feels like it has a point. It unlocks naturally without you having to do much. But with this, you have to buy the upgrades. Why do we have to buy them? It all ends up in the same place anyway. Why does it have to be cash? Why can't it be 'Here, choose something new every level you go up'. It's pointless as by a certain level, everyone will have all the stuff anyway. So why do we have to use cash to buy it?? Is it psychological? Oooh money, must play more! I really don't get it, unless they're planning to do something else with it and offer a massive choice of stuff to buy.