Halo Reach: A T@RD Review pt.4

HONORBOUND72

Shared on Sun, 06/13/2010 - 12:31

Weapons:

 

Firstly, let me say that I started writing this section prior to any information regarding how weapons from the beta were to be adjusted for the retail release. I am aware that some things have already been changed and that there may be yet more in the Bungie hopper. However, this review is about the Beta and the only times I will address the retail release is in regard to what changes I would like to see. Yes, that does mean I will make mention of some aspects of the weapons that have already been changed. So what. You got a problem with it that’s too damn bad. Write your own review. This is about the weapons as they were in the Beta.

Generally, the weapons in the beta are well balanced (with two notable exceptions listed below). They require accuracy, skill, and patience to use properly. While I heard and read many people expressing (some whining, some constructively criticizing) their concerns over the way the weapons operated I did not share many of those concerns. There seemed to be a lot of time spent trying to compare the weapons in the Beta with previous Halo weaponry. I understand the need to draw references to aid in understanding but in truth I found most of those concerns to be rather specious. The weapons of Reach are different, as they should be. Referencing past weapons as a way of understanding functionality makes sense. Using those references as a way of belittling, or elevating, the functionality of a weapon is just timmie-ish. Keep those last two statements in mind as you read my review. Also, be prepared, as this will be the longest of my reviews (there’s a lot of weapons in this game dude). So, without further ado, here are my thoughts on the weapons of the Reach Beta.

 

M392 Designated Marksman Rifle (DMR) – The DMR is somewhere between a BR and a sniper rifle in overall capability. It is a semi-automatic rifle (the sniper is semi-auto; the BR is a burst shot). The DMR is capable of accurate cross-map fire but requires 5+ shots to kill your opponent (the sniper is a one-shot capable cross-map weapon; the BR is a multiple shot medium range weapon). I really like this weapon. While it didn’t start out as my favorite, it did grow on me. It is definitely my primary weapon of choice (as my stats can attest to). The only problem I have with the DMR is the reticule bloom. It’s a little too long to me. Not a lot, but every fraction of a second makes a difference in game. I realize there was an issue regarding headshots, but that was really about a glitch (it resulted in the head hit-box starting at the forehead) in the Beta, which couldn’t be fixed at the time. Since it was a glitch it’s a non-factor in my assessment of the DMR. So, with the exception of my issues with reticule bloom, the DMR is a great weapon (I like it better than the BR) and I look forward to using it again in the retail release.

 

Type-31 (Needle Rifle) – This is definitely an excellent Covenant equivalent the UNSC’s DMR. At first this was my go-to weapon. Eventually it became my second weapon of choice. What makes this choice odd is that I have no functionality problems with this weapon. As far as I’m concerned it functions flawlessly. My only issue is a matter of personal preference. While the needle rifle is still a skill weapon (headshot capable, cross-map accurate), it does take less skill to use than its counterpart. Chalk it up to my desire to be challenged. I do like that the Needler Rifle has both a semi-auto and fully auto mode (one pull one shot or hold down the trigger and let the needles fly). While it’s fully auto mode is not as fast as the Needler (a weapon I’ll be discussing later), it’s still fast enough. You’d think the combination of a headshot capable, semi-auto/full auto, cross-map accurate weapon that only takes 1 extra shot to kill (enough needles in your opponent and super-combo ftw) would sway me but no. This is absolutely my second primary weapon of choice though.

 

SRS99 Special Applications Rifle (Sniper) – I suck with snipers. Just thought I’d put that out there for everyone’s consideration. It’s not that I don’t like them it’s just that I should not be the person to pick it up. I will, but I’d rather not. Given that though, there are few things more satisfying in Halo than popping someone with a single shot no-scope to the head from across the map. I still chuckle every time I see that crosshair medal pop up. This is another weapon that I have no functionality problems with. It works fine for me as is. I’ve heard some say they think the reticule bloom is too long. I think it’s fine. I’ve heard others complain about the sweep sniping. Not an issue for me (never have been able to sweep snipe in any Halo game; remember, I suck with snipers). About the only thing that would make this weapon better would be no reload, but that can be said of any weapon in the Beta.

 

Type-52 Special Applications Rifle (Focus Rifle) – I really like this weapon but I still don’t see this as being an appropriate counterpart to the SRS99. It’s not a sniper rifle. Yes it is capable of accurate cross-map firing. Yes it does have two magnification settings. However, it’s not headshot capable. 2 out of 3 isn’t bad, but without the 3rd, it just doesn’t feel like a true counterpart. I do like the feeling of frying someone from across the map (or up close) though. It’s a fun weapon. It’s just not a true sniper (imo).

 

MA37 Individual Combat Weapon System (AR) – It’s an AR. AR’s suck. This one is no different. A spray and pray bit of uselessness. I could die with a certain sense of satisfaction if I knew I would never have to use one of these, in game, ever again. In case you missed it, I don’t’ like the AR. This weapon is a consistent failing on the part of Bungie. It has no power. It’s has no accuracy (at least nothing of note). It’s useless at a distance and there are much more effective up-close weapons available. I will use this if I have nothing else but at the first opportunity I am presented with another choice (any choice), I will trade it in for another weapon. In my opinion, this weapon needs to die.

 

Type-51 Directed Energy Rifle/Improved (Plasma Repeater) – The Covenant answer to the AR. Only this weapon actually works. Although, not much better than the AR. Its ability to quickly take down an opponent’s shield is what sets this apart from the AR. It’s still not a very accurate weapon (it has a very spray and pray style to it). In a pinch though, I will actually use it. If nothing else, I can use it to weaken opponents so that my teammates can finish them. It seemed fine in the beta, for what it was. If they don’t nerf it, it’ll be fine.

 

M6G Personal Defense weapon System (Magnum) – I love the Magnum. This weapon is almost good enough to be a primary weapon. Almost. The fire rate on it is unreal. The accuracy at distance is superb. Its stopping power is very good. However, when compared to the DMR or Needle Rifle one can definitely see how it should be a secondary, not a primary weapon. While it is possible to 5 shot someone with a Magnum, it’s not a likely scenario. More often than not it takes more than ½ a clip to take down an opponent. That is not an acceptable statistic in a primary weapon. Whereas it is feasible to kill 3 opponents with a single clip from the DMR or Needle Rifle, the Magnum only allows for 2 kills per clip. This comes down to true accuracy. Both the DMR and Needle Rifle are more accurate. Period. This iteration is the best balanced of any Halo Magnum to date. This is my first choice for a secondary without a doubt.

 

Type-25 Pistol (Plasma Pistol) – I’ve never really been able to use a plasma pistol effectively. It does come in handy when trying to disable a vehicle or take down an opponent’s shield though. While it has 2 fire modes, the overcharged semi-guided mode is the only one I ever used. With one charge you could stop a vehicle in its tracks or deplete your opponents shield to making them a one shot kill. The semi-auto direct fire mode never seems to do enough damage to anything to be worth it. As a result, the only time I find myself taking this weapon is either because there’s a vehicle that’s harassing my team or I’m bored and I feel like messing with the other team (noob combo ftw sucka). As it stands, I think the weapon is fine. It’s no equal to the Magnum (its counterpart) but it’s a serviceable secondary. I’d take it over an AR.


M45 Tactical Shotgun - I really like the shotgun. Although, to be honest, I think it’s a little overpowered at distance. A shotgun is meant to be an up-close weapon. All too often though I got 2 shot from as much as 20 feet away with it. Not acceptable. I expect that kind of crap in MW2 but this is Halo. I think the power is fine they just need to reduce the effective range a little. All in all, this weapon is #2 on my list of preferred secondary weapons.


Type-33 Guided Munitions Launcher (Needler) – I’m not a fan of the Needler even though I have been known to use it. To me it has always seemed like a low to no-skill weapon. I’ll use it if I can’t seem to get a kill with any of the weapons I would normally use, but I’d really rather not. Still I can understand its appeal. The way the needles home in on your target is definitely a boon. The fact that you have to keep your reticule on your target in order to get them to track properly though is crap. What’s the point of having homing needles if you have to keep the reticule on your target in order for them to work? I can understand starting with the reticule on your target, but once the needles fly they should be good to go. This particular weapon mechanic I don’t get, but I’d still rather use a Needler then an AR.

 

M319 Individual Grenade Launcher (EMP Grenade Launcher) – I found this weapon difficult to figure out. Not that I wasn’t able to figure out how it worked, just that I had difficulty being consistently effective with it. The two fire modes make this weapon very interesting to use. The first mode results in a grenade that explodes much like a thrown grenade (pull the trigger and let it fly). The second mode allows you to control exactly when a grenade explodes (hold the trigger and wait for a victim). My favorite aspect of this weapon is that the grenades are EMP enabled, which makes them very effective at depleting shields or stopping vehicles. I can’t say whether I really like this weapon or not. I do like its potential though.

 

Type-52 Guided Munitions Launcher/Explosive (Plasma Launcher) – This weapon is a blast to use (pun intended). This is another weapon with two fire modes. One just throws plasma grenades and the other allows you to lock on to a target then launch (Pull trigger or hold then release, respectively). I really like the lock-on feature. Being able to stick your opponent from the other side of the map is awesome. However, I think its effectiveness should be toned down a little for the sake of good game play. A reduction in its rate of fire and its lock-on effectiveness makes sense, so long as those aspects are not reduced too much. Still, sticking someone with a grenade is always fun, and being able to do it with a gun is a bonus.

 

M41SSR Medium Anti-Vehicle/Assault Weapon (Rocket Launcher) – The Rocket Launcher is the 3rd, and final, weapon with 2 fire modes. One is the simple pull and let fly. The second is a hold-and-release, which is only usable against vehicles. Let me make it clear though, I suck with rockets. I have problems leading my shot so that it hits my intended target (or at least near enough to do real damage if not kill). This is where the vehicle lock-on mode (the second fire mode) is a great boon for me. As a weapon, the rocket launcher is quite effective. The blast radius is a bit larger than I think it should be but I don’t think it’s unreasonable. Even so, it is a rocket launcher. It’s designed to blow stuff up and it does it well.


Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle (Spartan Laser) – My only problem with the Laser is the length of time it takes to spool up. I understand, seeing as how the Laser is as powerful as it is, that this is designed to make it more balanced for the sake of game play. Still, I’d rather shoot faster. I do like the splash damage on this, although it can be really bad if you hit a target too close to you. I did notice that it wasn’t as effective against vehicles as it should be. The Spartan laser is supposed to be a one-shot kill on most vehicles (exceptions for Scorpions and sometimes Wraiths). However, there were several times when I saw it take 2 or more shots to destroy smaller vehicles, which is ridiculous. I even remember a game where I shot a ghost point blank as it was coming towards me. It didn’t explode and the guy managed to still splatter me. All in all though it is a good weapon. A slow weapon, but an effective one.

 

Type-1 Antipersonnel Grenade (Plasma Grenade) – Ooo stickies! Plasma grenades are awesome. That tell tale whine that let’s you know that you’ve just been stuck and are about to die (with one possible exception which I will get to later). The satisfaction of seeing a grenade stick and then watching that medal pop up on your screen. Ah. It’s like a little slice of plasma love. The best part of the Plasma is you don’t have to bounce it to get it to work, which makes it great for herding an opponent or surprising them as they come around a corner. I do like the effectiveness of these but I think the blast radius is a bit much. Still they are meant to be able to kill your opponent and they do that quite effectively.

 

M9 High-Explosive Dual-Purpose Grenade (Frag Grenade) – Frags are pretty much your standard FPS grenade. Not that that’s a bad thing it’s just that there’s nothing really special about these. They are quite effective though. The fact that they need to strike a surface to be primed is both their best feature and most frustrating one (at least for me). Being able to bounce them means that they can be made to ricochet off any surface to get to where your opponent is hiding so that they are either weakened or killed. They can also be used defensively to ward off an opponent who is chasing you when you are weak. The downside of them needing to strike a surface first is that it takes 2 seconds before they explode. A lot can happen in 2 seconds. There is one other how the frag works in the Beta that I really liked. If an opponent is one-shot then you can actually kill them by just hitting them with the frag. That’s just fucking awesome. I will say that, like the plasma grenade, the blast radius on these is a bit much. Hopefully, it’s toned down for the retail, but not too much.

 

Type-1 Energy Weapon/Sword (Plasma Sword) – The most effective close-quarters combat weapon in the game. With two possible types of attack and its overall speed, this weapon is very hard to avoid up close. The main attack (lunge) is too much. I’ve seen people lunge with the sword from as much as 20’ away. That’s not exactly close-quarters combat distance. This has to be toned down for the retail. The second type of attack is the melee attack, which is a much faster move that requires you to be right next to your opponent. When you add certain armor abilities to the mix, this weapon becomes ridiculously effective. I do like the fun factor of the sword but there is one other thing that I have a problem with. It takes too long to bring to bear. It takes less time to reload and be ready to fire a sniper rifle than it does to “unsheathe” the sword. Reduce the lunge and the unsheathe time and this weapon would be well balanced. As it is, it’s not well balanced for game play even though it is fun (when you’re the one wielding it).

 

Type-2 Energy Weapon/Hammer (Gravity Hammer) – This is the most powerful close quarters weapon in the game. Unfortunately, due to how slow it wields, it is not as effective as others. Its power can’t be disputed though. It can be seen as being too much (a sentiment that I would have to agree with). Yes it should be powerful but jeebus. Actually I think it’s more a combination of its lunge (like the plasma sword, it’s too much), innate power, and its area of effect. Like the grenades, its area of effect is a bit large. I do like how you can do damage to an opponent even through surfaces (walls, floors, ceilings). I’m still not sure why this weapon is in Reach as I thought I remember reading somewhere that there wouldn’t be any Jiralhanae (Brutes) in the game (definitely aren’t any in the beta). We’ll see I guess. Anyway, the only thing that really makes this weapon unbalanced for gameplay is the lunge. Again, it’s too much. I really don’t know what Bungie was thinking with the lunge mechanic. Hopefully they correct that.

 

Melee (Beatdown, Assassination) – The most basic attack in Halo. When in doubt (or up close), throw the smack down. Now there are two distinct types of melee in the beta. First there is the standard beatdown. When close to an opponent, just hit the melee button and smack them. Two rapid hits and you’ll probably kill them. Although, if timed properly, you can also use the melee to block an opponents melee attack (even works against the sword). Yes you’ll lose your shield when you do this, and yes you might just get a mutual kill, however, that’s better then you dying and your opponent running away. The other melee type is the assassination. Now there is your basic assassination, which occurs when you tap your melee button while standing behind your opponent. One hit and BOOM they’re dead. Then there is the special assassination. If you hold your melee button for a second while standing behind your opponent, you get a 3rd person animation of you performing a more complex assassination maneuver (each animation differing according to where you are in relation to your opponent and where you both are in relation to the map). There are those who find this aesthetically unnecessary. I like it. The two things I don’t like are the vulnerability you have while performing this maneuver and the ease with which it can be performed. It’s too easy to unintentionally do this in the middle of a battle because you pressed the melee button rather then tap it. They should increase the time difference to make it simpler and less frustrating. I understand the vulnerability issue for the sake of balanced gameplay. I just don’t like it. The one thing overall the needs changing though is the double-tap beatdown. It’s just too fast. If I can beat someone down faster than they can kill me with a shotgun, sword, or grav hammer then that ain’t right.

 

Miscellaneous Non-Standard Weapons (Flag, Oddball, Explosion, Guardians, Classified) – What can I really say about these weapons except that they definitely add a fun factor to the game. The flag and oddball are both one hit melee weapons (meaning one hit to kill). That’s about it. They’re not too fast or too slow. They are fun though. As for the other “weapons” I still haven’t quite figured those out. I get that explosion means you were killed by something exploding (like a vehicle or a fusion coil barrel). I also get that classified means you were killed by debris (a piece of a vehicle or the environment). I also get that a death by the guardians is usually the result of something that can’t be explained by anything else. What I don’t get is how exactly these things are determined. You see someone die in a vehicle, which you destroyed, yet you might get credit for one of any of the three. You cause someone to fall off a cliff and you might get credit for falling or guardians. Blow up something next to somebody and you might get credit for explosion or classified. I don’t know. No matter what though, they definitely bring another fun factor to the game.

 

Summation – For the most part the weapons are really well done for the beta. With the exception of the tweaks I mentioned it’s been fun learning to use them. The one area that I feel is an absolute must to change is the melee mechanics. The lunge and the double-tap are just too over the top. They completely unbalance the gameplay. Given that the weapons are the meat and bones of how the game plays it seems really important to get the balance right. Still they are fun and they only make me more excited for what awaits us with the retail release.

Comments

DEEP_NNN's picture
Submitted by DEEP_NNN on Sun, 06/13/2010 - 13:48
Another good write up. Way to persevere. :)

Join our Universe

Connect with 2o2p