Assault: The Cage
Showing another Forged map, this a multi-bomb versus game. The Cage is the historical predecessor to Lockout/Blackout.
This is the weblog of the Bada Bing Xbox gaming clan. Membership is by invitation only, contact gtdroptop on Xbox Live for more information.
Showing another Forged map, this a multi-bomb versus game. The Cage is the historical predecessor to Lockout/Blackout.
Showing off a Firefight variant called Skeet Shoot. This is a custom gametype that was made for the purposes of the video where everyone gets unlimited ammo sniper guns, and waves drop Heretic Elite Snipers. Bungie has previously said that Elites only appear in Firefight when they are human controlled, so unclear if this is a contradiction or there are actually that many human opponents. Video also showcases impressive no-scope sniping.
Indoor Wraiths, Bubble Shield ability, Human controlled Elites, female Spartan voice, Hunters. All very interesting. This map feels very Halo 1.
Noble 3 has the long gun, Noble 4 has the sweet helmet, Noble 5 has the chaingun, and Noble 6 is Hyper-Lethal. I can't decide.
Have the clips of Reach gotten you excited? Less than one month away!
I get that this is supposed to be an example of what you can do in Forge 2.0, but did these guys make ANY new maps?
Amazon.com is offering a $20 credit on a future video game purchase if you pre-order Halo Reach. It comes with free shipping, but generally takes 1-2 weeks if you go that route.
Compare this to GameStop's pre-order bonus of a special armor variant and a chance to win a life size Spartan. Many GameStops are also offering midnight pickups on September 14.
Pre-ordering anywhere will unlock the Recon helmet pre-order bonus.
Clan nights will more regularly start at 9pm now. Hopefully this helps to consolidate attendance.
Was just announced today that you can make your own Fable III villager that you can activate in-game. Honestly, I tried out the character builder, and it's not all that compelling. But it's an interesting little tidbit nevertheless.
Good attendance last week and fun times, thanks to all who showed up. I'm traveling today and might not be able to get on until 8:30pm or so but plan to be on.
If you've ever tried to make anything in Halo 3 Forge, the new capabilites in Reach will boggle your mind. Custom maps are going to be REDONK. If you've never tried Forge and never plan to, this is the most tantalizing tease for custom games from this video: King of the Hill where the WARTHOG IS THE HILL!!!!!
I'm going to need to see critical mass attendance for H3 if we are to stay on this game. Even though it got the most votes, people aren't showing up in enough numbers or at the same time to make it worthwhile. Many thanks to the Mean Monkeys for being the most consistent participants of clan night.
Good: Gamestop has announced that Halo:Reach pre-orders will get exclusive armor permutations.
Bad: There's a new achievement in Halo:Reach for finishing on Legendary. Alone.
Frak.
Happy Bungie day, children.
Highlights to note:
Pretty much everybody should be back in town at this point. Back to our regularly scheduled Halo 3 programming. Use your H3: ODST multiplayer disc for best effect.
Space combat. zomgspaceballs. And these are Sabres, not Longswords like I had previously guessed.
Firefight footage from E3 is out and it looks hellaz cool. New revelations: You can now board and drive Wraiths, there is some kind of "bubble shield" armor ability, Covies can come armed with plasma launchers, orbital bombing shown in more detail.
Oh. And Race is back.
Zombie playlist this weekend. Is a good chance to pick up the "Delicious Brains" and "Zombie Repeller" achievements, each worth 25G.
I'm out of town next Tuesday, but clan night's have had pretty good attendance as of late. If folks are interested in gaming next week, leave a comment here and I'll start an e-mail thread amongst those interested.
Since they have apparently made the human AIs retarded in L4D1, we'll try L4D2 tonight. Maybe 3v2 Versus will work better there.
Crazy customization options, but the best announcements: No buggers, and no Black Eye skull. YAAYYYY!!!!
More here in the weekly update.
Firefight returns in Halo Reach. Details are scarce, but a trailer has been released, including some kind of ridiculous air raid ability.
While attendance is still low due to summertime silliness, I'm planning to host an L4D1 tonight. Campaign is still good times, and Versus mode works better with 5 people on L4D1 than on L4D2. For all you goons that voted for H3, I need you to actually show up on clan night to make it work.
Labels: BeerMonkeee, clan night, darknorpo, FishBone10, Halo 3, Left 4 Dead, TimMAY 1023 comments (0)
If you don't know what a Longsword is, I recommend you check out the E3 Reach Trailer.
Note that due to request of attendees, we'll be playing Left 4 Dead 1 tonight. Starting at 9pm. See you kids on-line.
Please let me know if you'll be playing tonight. We have a few regulars out and want to make sure we have critical mass.
Per popular vote, we'll be playing Halo 3 multiplayer moving forward. Please use your Halo 3: ODST multiplayer disc or make sure you have purchased all the DLC maps if you don't have ODST.
Bungie's short montage of the Beta. Good, Bad-ass and Ugly. Some really neat clips in the Bad-ass and Ugly sections. :)
I've gone through and spent some time analyzing the clan's stats from the Beta and have some interesting data to share. Our clan falls out into a few basic groups of players. I'll post one profile a day until I've got everybody's up. If you want yours early, comment here and I'll prioritize. You'll see "types" of players from these defintions:
Bungie has formally announced that Reach will launch on September 14. People picking up their copy on launch day will receive a free code to unlock Recon. Expect me to pick it up at launch and play through the campaign immediately.
While it was fun, the Halo Reach multiplayer beta is officially over. The full game doesn't come out until "this fall" which is likely five or more months away. I just posted a poll at the top of the page where you can voice your opinion about what we play next. Here are the descriptions:
Because I'm sure nobody will read the comments. OD will be on after 9pm to host games and suggests that you take the first hour to warm up.
I'm on a flight from Tokyo to SFO. OmniscientDeath will be hosting games.
Powerhouse is an asymmetrical outdoor map that shows up in all the 4v4 and FFA gametypes. It hosts Slayer, CTF, Stockpile, Oddball, Headhunter, Crazy King, and Territories. It has several power weapons, so controlling those will tend to tilt the board in your favor. These are the things you should know (click for huge):
I get on a plane to Japan in 12 hours which means, sadly, that I've likely logged my last game of the Halo Reach Beta. Hopefully they extend it so that I can get my Warrant Officer Grade 3 stripes and my shiny new helmet. I leave you with some tidbits.
[Updated 12/6/10: This is no longer true in the production release.] After Phase 1, several weapons caches become available. Directly to either side of the first pair of generators are Covenant weapon caches. Each one holds a Plasma Launcher (n00b tube) and Focus Rifle (laser gun). These pictures show the caches along with paths from each generator. Click for huge.
This gametype actually isn't all that deep, but it is challenging because it's 3v3 with 3 generators to defend. At the beginning there are random weapon drops that fall from the sky with power weapons. Rocket Launcher, Sniper Rifle and Spartan Laser are all available. You will want to grab these because all of them can do massive damage to the generators.
Spartans
Overlook is the map that Network Test 1 (a.k.a. Generator Defense) is played on, the playlist that went live yesterday morning. It is a medium sized, asymmetrical, outdoor map that pits Spartans against Elites. Click for huge:
The 3v3 Generator Defense playlist (a.k.a. Network Test 1) went live at about 11:30am PT today. I won't be on until around 10pm tonight.
The last playlist and associated map goes live today. Generator Defense is a 3v3 asymmetrical Spartans vs Elites game type played on Overlook. Beta friends and family went live at 10am, the Beta went public around 10:30am, and Invasion went live about 11am. I would expect a similar schedule again.
Some recent games:
Bungie has released its first patch of bug fixes. No download needed, you'll automatically get these with your next game:
An extensive breakdown of some of the subtleties in Reach has been posted on bungie.net. Here's the newest tidbits:
Basic description: a.k.a, "stickies" or "blue spiders." Usually one at a time unless launched from Plasma Launcher. Bounces off of walls and ceilings, but will stick to people, vehicles and floors. Causes EMP damage like frag grenades. Loadouts vary from 1 to 3, usually can carry 2 max. Nearly dentical in function to previous games.
NEW FOR HALO REACH: Does significantly more damage than in previous games. Stickiness is slightly increased in the beta. Can be "unstuck" with Armor Lock.
Restrictions: Seems to take more to kill Warthogs in Reach.
Uses:Any range, stickies are instant kills as is nearby splash damage. Generally takes more than one to kill a vehicle, even Warthogs. Is a still one-shot kill when boarding tanks. Pairs well with jet pack and evade.
Best for: New players to spam congested areas, flushing out corners, Covie Slayer gametype, killing vehicles.
Basic description: Hand held melee weapon, is the Brute equivalent of the Elite energy sword. Is a one-strike kill, either directly or very nearby splash damage. Splash damage also pushes other players away from the radius. Melee effect is not as effective. Holds enough charge for about 10 kills. No reticle bloom. Similar in function to previous games.
NEW FOR HALO REACH: None known.
Restrictions: Is very large and obvious when carried as primary or secondary weapon, expect to draw enemy fire. Very short range, does little to no damage outside of splash damage radius. Can not pick up ammo on the field.
Uses: Very short range. Instant kill. Good for closer quarters combat, protecting or gaining objectives. Pairs extremely well with sprint.
Best for: Fast reflex players, protecting objectives, or clearing rooms.
Basic description: a.k.a., "green gun." Very fast single shot rate of fire, medium accuracy, does not require reloading. Can be "overcharged" by holding down the trigger. Overcharges immediately drain infantry shields, stop vehicles for about 2 seconds, and may stall jet packs (haven't tried this yet). Must vent and cool down after overcharge is fired. Can switch weapons to undo overcharge. Very similar in function to previous games. Haven't tested reticle bloom. Overcharge shots have slight tracking ability. Is typically the secondary weapon for Elite loadouts.
NEW FOR HALO REACH: May stall jetpacks (unverified).
Restrictions: Single shots are basically useless and do next to no damage. Overcharges take time and may drain energy while held. Can not pick up ammo on the field. Holding overcharge will continually drain the battery. Switch weapons to undo.
Uses: Short to medium range. Almost impossible to get kills by itself, but works very well with any precision weapon (Magnum, DMR, Needle Rifle) for headshots with one-two kill. Very good against vehicles. Pairs well with armor lock when going after vehicles.
Best for: Players pairing with precision weapons, or as part of two-man fireteam combo.
Basic description: Single action, no reload time, locks on at short range, instant kill. Can be swung using "attack" or "melee" buttons with slightly different actions, melee is much faster but does not lock. Enough charge for about 10 enemies. Appears during Elite assassination animations even if not equipped. No reticle bloom. Available as an Elite loadout in Invasion phase 3. Very similar in function to previous energy swords.
NEW FOR HALO REACH: Can be blocked by melee. Weapon switch time is slow, so harder to switch at the last second. Goes invisible with the player using active camo.
Restrictions: Weapon switch time is slower than before. Extremely short range, does 0 damage when outside of range. A player that melees at the exact right moment can actually block a Sword attack with his arm, stopping the kill. Can not pick up ammo on the field.
Uses: Extremely short range. Instant kill. Good for tight spaces, defending objectives. Pairs very well with active camo, sprint, armor lock.
Best for: Players who like to be in the thick of the action, or those that like to camp objectives.
Last week I'll be able to host Halo Reach clan nights until this fall, unless they extend the Beta. I'll be in Japan next week during clan night.
I explained all the brand new gametypes in a previous post here. There are a few Slayer variants that are available that aren't as obvious and that folks don't get to play very often. They are:
Just discovered that bullet physics in Reach are "instant hit" like in Halo 2, instead of "real-time" like in Halo 3. This means that you hit what you shoot instantly, the bullet takes zero time to travel to the target, regardless of (bullet-based) weapon or distance. This is a big change for the DMR compared to the BR, where you used to have to lead targets at range. I have updated the DMR, Magnum, and AR posts to reflect this change. This is not a change for the sniper rifle, because that was instant-hit in Halo 3. Obviously doesn't apply to weapons like rocket and grenade launchers, but should apply to the Needle Rifle.
Basic description: Single shot, scoped, must be pre-charged, extremely accurate. One-shot kill for all infantry and vehicles. Very long charge time, but can be continuously pre-charged. Should be very similar to previous laser, but I don't honestly have hands-on experience yet. 4 shot capacity.
NEW FOR HALO REACH: Smaller charge capacity (4 shots instead of 5).
Restrictions: Long charge time leaves player vulnerable. Taking fire will unscope. Targeting produces a very visible red laser beam that can be tracked back to player. Can not pick up ammo on the field.
Uses: Unlimited range, one-shot kill for everything. Best for killing vehicles. Pairs well with jet pack or active camo.
Best for: Patient players who can hang very far back from the action. Usually only one on the map, so the team holding it keeps their own vehicles safe from it.
Basic description: a.k.a., "snipe", "long gun." Semi automatic long range weapon. 4 round magazine. Very high recoil, extremely accurate. Fairly similar to previous sniper rifles.
NEW FOR HALO REACH: Very large reticle bloom.
Restrictions: Suffers from extreme reticle bloom, shots must be spaced out. Reticle also blooms when moving quickly, so running and gunning is much harder now.
Uses: Long range. One shot kill. Pairs well with Active Camo. A good sniper can dominate a map. Very good for covering objectives.
Best for: Snipers. Patient players that like to hang very far back in sniper perches.

Basic description: Medium range. Usually mounted on the back of a Warthog or on top of the Scorpion tank, has infinite ammunition, no recoil effect.
NEW FOR HALO REACH: Takes much longer to spin up to speed, and can overheat if overused.
Restrictions: Accuracy is compensated for with sheer number of rounds. Has a blind spot all the way around the warthog when enemies are too close.
Uses: Short to medium range. Suppressing infantry, defending objectives, killing vehicles. Note that the Warthog will lose most direct 1:1 vehicle battles unless a skilled driver can avoid enemy fire. Aiming for head may increase kill rate, even though this is not a headshot weapon.
Best for: New players that can contribute just by holding down the trigger. Is significantly more effective in the hands of a seasoned gunner though.
Basic description: Pump action, fires wide spread shells. 6 round capacity, can be reloaded individually or all 6 at once. Very slow full reload time. Can be a phase 3 loadout option in Invasion gametypes.
NEW FOR HALO REACH: Significantly reduced range, will do little damage at distance.
Restrictions: Very short range and long reload time.
Uses: Short range. One-shot kills, no headshot required. Good secondary weapon for ranged primary like sniper or DMR. Pairs well with Active Camo or Sprint.
Best for: Players who like to be in the thick of the action with fast reflexes. Also good for defending tight spaces.
Basic description: Shoulder mounted rocket launcher. Scoped. 2 rockets per reload, maximum 8 total rockets. Large splash damage radius.
NEW FOR HALO REACH: Heat seeking/target lock is back. Hold reticle over target to lock (don't need to hold trigger)
Restrictions: Can result in easy suicides in close quarters, usually has only a few rockets.
Uses: Any range. One-shot infantry kills, multi-kills, anti-vehicle. Pairs very well with jet pack.
Best for: Skill players that can conserve ammo for the greatest effect, i.e., killing vehicles or protecting objectives.
Basic description: a.k.a. "AR." Fully automatic suppression weapon. 32 round magazine, 352 max capacity. Medium recoil, fairly inaccurate. Nearly identical to previous Assault Rifles, is the default Spartan loadout option.
NEW FOR HALO REACH: Reticle bloom affects accuracy. Bullets are "instant-hit" instead of "real-time travel over distance." This means you hit when you shoot, regardless of range, no need to lead targets anymore.
Restrictions: Suffers from significant reticle bloom, shoot in bursts to increase accuracy.
Uses: Short to medium range. Used alone, takes about a full clip to kill. Can be paired with a pistol for finishing headshots, which is faster than reloading. Very good as a team weapon to focus fire on common targets. Works well when backed up with DMR fire.
Best for: AR players from Halo 3. Players that like to run and gun will still be most comfortable with the Reach AR. Is *significantly* more accurate and effective when fired in bursts instead of continuous automatic fire.
Basic description: Appears exclusively during assassination animations. Hold the melee button when behind an opponent to trigger the assassination. Equipped by all Spartans.
NEW FOR HALO REACH: Brand new in Reach.
Restrictions: Note that you are vulnerable during this time and can be killed before killing your target.
Uses: Extremely short range, from-behind attacks. Pairs well with Active Camo, Sprint, or Evade.
Best for: Players that like to hide around corners and sneak up on their prey.
Basic description: Can be thrown by hand or fired from the Grenade Launcher. Has a wide splash damage radius. When thrown by hand, will detonate shortly after bouncing. Max 3 grenade loadout or 2 grenade carry.
NEW FOR HALO REACH: Now causes EMP damage in Halo Reach, and is noticeably stronger in Reach. Some loadouts allow you to carry one extra grenade.
Restrictions: Can be slightly unpredictable in bouncing, can be shot out of the air or caused to explode by other explosions. Can result in significant friendly fire casualties.
Uses: Any range. Spamming rooms, enclosed spaces, and objective locations. Can be bounced around corners to flush enemies out. Pairs well with any headshot weapon for a quick one-two kill. Enemy players will shimmer in Halo Reach when their shields take damage. Pairs well with jet pack and sprint, can be used during both abilities.
Best for: New players to get easy kills, but need to be careful about friendly fire. Also good for skill players as a headshot combo.
Basic description: Semi-automatic, single-shot, 8 round magazine, 40 rounds total. Headshot capable, light recoil, very accurate. Very similar to the original pistol from Halo 1. Is usually the secondary weapon for all Spartan loadouts.
NEW FOR HALO REACH: Zoom capable, accuracy affected by reticle bloom. Bullets are "instant-hit" instead of "real-time travel over distance." This means you hit when you shoot, regardless of range, no need to lead targets anymore.
Restrictions: Subject to recoil and will lose accuracy when bullet spamming.
Uses: Short to medium range, good as secondary weapon to finish headshots. Used alone, kills with 4 body shots and 1 head shot. Superior to DMR/Needle Rifle in close quarters due to easier headshots and less recoil. Good for killing jet pack players. Very good in close quarters on Team SWAT.
Best for: Players with a knack for headshots and those that are efficient with ammo. Because it takes a minimum 5 shots for a kill and has only 8 shots in a magazine, there is not much room for error.
Basic description: a.k.a. "DMR." Semi-automatic scoped precision weapon. 12 round magazine, max 48 rounds total. Headshot capable, medium recoil, very accurate. Very similar to the Battle Rifle from Halo 3. Can be a phase 2 or 3 loadout in Invasion gametypes.
NEW FOR HALO REACH: Brand new in Reach. Fires one round at a time unlike 3 round bursts for the BR. Bullets are "instant-hit" instead of "real-time travel over distance." This means you hit when you shoot, regardless of range, no need to lead targets anymore.
Restrictions: Suffers from significant reticle bloom, so shots must be spaced out to maintain accuracy.
Uses: Medium to long range. Used alone, kills with 4 body shots and 1 head shot. Superior to pistol at range due to better accuracy. Good for killing jet pack players.
Best for: BR players from Halo 3. Players that like to hang back and get headshot kills. Anti-sniper.
Basic description: a.k.a., "pro-pipe." Single shot, single reload. Launches a grenade that does impact damage and splash damage. Grenade explosion can be delayed by holding trigger down, will not explode until trigger is released. Max 15 rounds. Can be a phase 3 loadout option in Invasion gametypes.
[UPDATE 12/3/10] - Secondary mode with holding down the trigger generates an EMP burst, but does less splash damage. Primary mode (fire and forget) does not have EMP mode, but does more damage. Direct hits cause massive damage but are difficult to score on infantry. The small display on the grenade launcher itself (not the HUD) displays distance grenade has traveled and how many entities are in the kill radius of the grenade. This is extremely useful for judging how far you've launched it and when to release the trigger!
I've updated the previous post with one more detail that has arisen. Namely, only the team that captures the territory can trigger the power weapon or vehicle spawn. This gives you motivation to capture territories. 15 seconds after the territory is captured, the icon above it will show a parachute with a "0" if it is not occupied by the capturing team. It will remain that way until somebody from the capturing team re-enters the territory. The opposing team can not trigger the spawn. The territory appears to be able to stay in this state indefinitely.
This is a pretty big change to how the game is approached. It gives you strong motivation to take a territory, but also allows you to defer the weapons until the coast is clear. This is *especially* useful in phases 2 and 3 when vehicles are dropped in. Currently in most games, the vehicles are instantly spammed with grenades when they spawn and are killed quickly. It's probably a good idea to let the other team cool off and head to the next territory before triggering your vehicle spawn.
As per previous post, the new 6v6 Invasion game type went live today and it is FUN! Here are some quick tips:
General:
The 6v6 Invasion playlist for the Halo Reach Beta just went live! I'll be on much of the day.
Basic description: Allows player to dive roll, covering a lot of ground quickly. Can dive roll in any direction, each full charge allows for at least two rolls. Tapping action and pushing a direction on the left stick automatically rolls, do not have to hold down action button. Available to Elites only.
Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles, can not fire or throw grenades. Firing or attacking during roll will do nothing, must wait until roll finishes before attacking.
Uses: Good for avoiding danger. Especially useful for getting away from splash damage after sticking a grenade on somebody. Good for covering distance to opponent for melee or close range weapon. Breaks weapon locks, so is a good counter to the Plasma Launcher. Pairs well with Energy Sword.
Counter: Anticipate where they will end up and melee or grenade to that spot. Remember that they only have two rolls available at once and attack after they are spent.
Basic description: Makes player absolutely invisible and jams enemy radar by generating lots of false red dots. Player's own radar is also jammed, but teammates' radar is not. Moving quickly, shooting and/or taking fire will reduce the invisibility effect as well making the effect fade more quickly. Crouch walking allows player to stay fully invisible and extends the effect. Can be toggled on and off using action button, do not have to hold down to stay invisible. Available to Spartans and Elites.
Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles. Sound is heavily muffled while using active camo.
Uses: Good for holding territories, defending spaces, sneaking into enemy territory. Pairs well with Energy Sword because sword is invisible in Reach as well.
Counter: Find a team mate to pair with to light up the camo player and keep them visible under fire. Jetpack away from the area or somewhere inaccessible on foot. Remember that the camo player has their radar jammed as well, so will be unable to track you without line of sight. Because the camo player has muffled sound, they may not hear grenades or weapon fire.
Basic description: Allows player to fly. Note that Halo Reach has fall damage, so a player that runs of jetpack fuel and falls out of the sky will take damage and be stunned for a moment. It's a good idea to save some fuel so that you can feather your landing. Jets only fire when the action button is held. Available to both Spartans and Elites.
Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles.
Uses: Good for getting places quickly, especially vertically oriented maps like Sword Base. Good for getting over obstacles and otherwise inaccessible areas. Sometimes can provide a good high sightline for firing. Works well when starting from a running jump. Pairs very well with Rocket Launcher, Plasma Launcher or Grenade Launcher.
Counter: Jetpacks are very loud and not easily maneuverable. Players above your position show up in radar as a red dot with a shadow. Jetpacks tend to be easy targets for precision weapons like the DMR, Needle Rifle, Human Pistol or Sniper Rifle.