Halo 3 - General Discussion & Info

[quote name='jwg']Microsoft and Bungie can kiss my ass.

I guess the 10 gazillion dollars they made a few months ago just weren't enough.[/QUOTE]
and thats why they give you the option to wait until spring.
 
[quote name='Daywalker']Sigh... where the hell is Battle/Beaver Creek? Wtf happened to Purple Reign? Oh well... at least we get Team Hardcore![/quote]

They said that the maps simply were not ready to be played yet, and will be ready for spring.
 
yeah beaver creek would be cool, even blood gulch or coagulation would be nice, i'm thinking standoff should kind of fill the void hopefully.
 
[quote name='BackInBlack']Lets look at the evolution of the melee

Halo:Combat Evolved - No Lunging, not too powerful, good as a last hit if OUT of ammo

Halo 2 - Short Melee Lunge, Takes 3 hits to kill a full shield

Halo 3 - Longer lunge, A counter melee with more health wins, powerful melee over all previous melees.

Just my interpretation[/quote]
Here's a comprehensive article about the melee by Toymachine228:
Halo 3: Melee Evolved- The Melee Sit-Rep
Written by ToyMachine228

Those of you who play Halo 3 on Xbox Live have heard the moaning. We have all
witnessed it happening to ourselves, our friends, and our enemies. When you read an online
Forum, it comes up in every topic about Halo 3. It's the melee system implemented by
Bungie. It's the single largest cause of frustration on Xbox Live right now, and
I'm here to clarify exactly what's going on every time you press the B button, why it's
happening, and what can be done about it.

The Reason

At some point in the development at Halo 3, Bungie Studios decided that action should
be taken to eliminate lag from playing a part in Halo 3's online multiplayer. Specifically,
Bungie was most concerned about the host of each game having a slight advantage as
his connection is running the fastest with everyone else's game running a tiny bit behind
as their connection is being relayed to the host's. It's how Halo 3's Matchmaking works.
Anyone who played Gears of War on Xbox Live has seen how much of a difference
host advantage can make. In Gears of War almost always, whichever team had the
hosting player on their side, won. Bungie wanted to assure that hosting advantage did
not come into play in deciding the outcome of games in Halo 3, so they took a step
and implemented a new melee system different from that of Halo 2.

To explain exactly how Halo 3's melee system works I will refer to one player as Player X,
and the second as Player Y. In most games, including Halo 2, when two players get close
in the heat of battle, whichever player melees first, wins the battle. May the person with
the faster reaction time win, and whoever times their melee attack first and connects wins,
and lives to fight another day. Hypothetically, the host of the match should have a microsecond
quicker of a connection and should win the melee battle most of the time. We'll get back to that
later.

The System

To combat this "host advantage", Bungie decided to implement a new melee system which
actually decides the outcome of melee battles in a completely different way. I like to call it
a turn-based melee system, but that's just my own way of complaining. In Halo 3, when
Player X and Player Y begin shooting each other and are closing in on one another both
players in most cases know that once they are in range, they will attempt to melee the opposing
player. It's a Halo player's nature. Instead of the "whoever swings first wins" melee system
that seems obvious Bungie decided to give both players a short window...It may be around
half a second. In the real-world, half a second is nothing, but in the Halo universe, a half a second
can mean everything. When Player X and Player Y get into melee range, if they BOTH melee
within this estimated half a second window, the player with more health "wins". It almost sounds
fair, but let's analyze the situation a bit further.

The Problem

I personally have built a lot of my "Halo skills" around my quick reflexes and my ability to melee
quicker than most other players. If you take a look at my stats you will see that I rely on my
melee quite a bit. It is my strength. Often times in Halo 2 I would rush right into the heat of battle
without any precations. I'll make quick work of the first opposing player and head into a head on
battle with a second player before my shields even come back up. Call me dumb but due to my
quick reflexes, in Halo 2 I was able to win this second battle many times due to my quick and
properly timed melee strikes. This has backfired on me, and thousands of other Halo players
out there in Halo 3.

In Halo 3 when this situation happens, all the opposing player that I'm charging after my first
battle has to do is melee me within a half second of my melee to kill me because I have less
health than he does. Is that fair? I am taking on two people and I got the drop on him, but
he has the advantage from the start of the battle because he has more health than I do. Halo
to me has never been a game about choosing my battles and strategizing. It's about quick
reflexes, fast fingers, and heroic efforts. How many times have you pulled off an Overkill
due to a grand strategy? You get Triple Kills, Overkills, and wipe out enemy teams about
to score your flag due to crazy acts of desperation, luck, and taking chances, and Halo 3's
melee system is huring those chances at creating heroic memories because even before you
melee, the outcome is already decided.

To put this into perspective, when Player X melees first, Player Y should be dead...Right?
This is not the case this time around. Player Y who just got melee'd and should by all rights
be dead has that tiny half-second window to melee for himself. Now this is where things get
mathematical. Whichever player has more "health" wins the face off and goes on to fight
their next battle, the other player is left staring at their dead Spartan. The problem is, as I
mentioned above, technically, Player Y should have been dead and not been able to melee
in the first place since Player X melee'd first. But to combat any possible advantage in the
connections of either Player X or Player Y, Bungie implemented this system to force so-called
connection issues out of the picture.

This melee crisis plays into the game with more than straight up melee against melee battles as
well, affecting both the Energy Sword and the Gravity Hammer since their attacks do qualify
as beat downs, and logically thereafter, melee attacks. Say Player X is holding one of Halo 3's
proudest new toys, the Gravity Hammer. Let's say he's hiding somewhere on Guardian. Player
Y comes around the corner, Assault Rifle leveled, and spraying bullets at Player X. Naturally,
Player X stands up, gives a battle cry loud and proud and swings away with his Gravity Hammer
once in range. Player X hears the Gravity Hammer's sound effect, and awaits his glorious results.
Player X instead sees that he has been beat down by Player Y. What happened? Because Player
Y had more health and melee'd at the same time as Player X, he wins the battle. Forget the fact that
Player X isn't using a gun and can't do anything to drop Player Y's health so he does win the melee
battle if he understands the melee system...Forget that the Gravity Hammer was supposed to kill
the opposing player upon swinging it on top of his head, crunching his spinal cord downward.
Instead, the player with the Assault Rifle was given the victory since he got a few desperate shots
off and melee'd at the same time as the opposing player about to crush his skull with a one-hit
one-kill weapon. The same situation applies to the Energy Sword.

Why?

The question that I raise next is one that has yet to be answered. Why was this melee system
implemented to begin with? I played a lot of Halo 2 on Xbox Live...3,672 to be exact. I killed
racked up nearly 40,000 kills in Halo 2. I'm not claiming to be a godsend of a player, but I am
claiming that I played Halo 2 quite a bit and know the in's and out's of the game. In all of my days
of playing Halo 2, not a single-time did I feel like I was being cheated in-combat by connection
issues. The problem with "Standby" aside, not once when I won, or lost a melee battle, or any
other kind of battle in Halo 2 did I step back and say "Host!" There may have very well indeed
been instances where I lost fights because I wasn't host, or won fights because I was host, but
it wasn't an obvious issue.

Halo 3's melee system would effectively eliminate host advantage if it existed but let's think
about it. In a standard Team Slayer game on Xbox Live, let's say there are four melee
battles about to go down at once. In a game with a "host advantage", one of the four battles
is affected. The host may have a slight advantage, but if his opponent is skilled and got the upper
hand in the fight to start, the host's opponent still stands a good chance. In Halo 3 when this
situation occurs, all four melee battles are affected by this new system that has been implemented
and the outcomes are all decided by whichever player has more "health".

The Resolution?

Being the fan friendly developer that Bungie Studios is, Bungie has acknowledged people's pain
and commented on various Forums and through the Bungie Weekly Update that they are hearing
our cries. Bungie gave an official statement in one of their Weekly Update's stating that the
situation "looks worse than it is." By what I can tell, they are referring to the frustrating fact that
even when you lose a melee battle, you still melee, and even HEAR the melee attack connect
yet your opponent melees you, kills you and appears to be unaffected by the melee that you
heard connect that you believe should have killed them. Bungie has stated that they're looking
at the issue and looking for a possible resolution that likely lies somewhere in changing some
animations so when you lose a melee battle, you don't melee and see it connect being left to
think you should have killed your opponent.

The Real Resolution?

The issue I take in this is that Bungie is effectively hiding the problem. What we're seeing is
actually what's happening, and Bungie is looking for a way to stop us from seeing what's
happening in order to keep their melee system intact because they feel it's justified. Maybe
in development, Halo 3 really was facing major host advantage issues around melee, and
that's why Bungie made this decision. If that's the case, then so be it, and gamers will have
to deal with it. My issue is that it was never a problem in Halo 2, so I personally doubt that
it was an issue in Halo 3 so this new "turn-based melee system" was uncalled for. I personally
would like to see the old melee system return where the quicker player won. I can recall
instances in Halo 2 when you would both melee simultaneously and both players would die,
and as far as I'm concerned, that's fine. I would much rather get my kill, and die doing it then
simply die for nothing like I am in Halo 3 and I think a lot of gamers would stand with me on
that issue.

Giving Credit Where It's Due

In conclusion I would like to acknowledge Bungie for creating the game that Halo 3 is. The
game's campaign is by far the best of the trilogy, and the multiplayer is once again the hottest
thing on Xbox Live. Granted Halo 3 has it's issues, the melee situation being one of them,
but I applaud Bungie in their constant dedication not only to Halo as a series, but to their
fans. There isn't a developer out there that's more loyal and responding to their fans than
Bungie Studios. I am glad to know that someone at Bungie will very likely read this article
and take it into account. However this situation is addressed I have faith that Bungie will
address the situation and Halo 3 will continue to entertain gamers on Xbox Live for years
to come.
 
[quote name='kaptinmorgan']that's pretty comprehensive, i think i'll read it eventually, once i realized it had chapters, i gave up.[/quote]

I didn't read the article, but the melee system basically works like this:

Whoever has more health at the time of the melee wins. Also, the person with more health also gets a bit of time after being melee'd to return the favor, thus removing the clutch aspect of the melee system. Bungie claims its a connection issue, but everyone knows that is bullshit.
 
[quote name='help1']I didn't read the article, but the melee system basically works like this:

Whoever has more health at the time of the melee wins. Also, the person with more health also gets a bit of time after being melee'd to return the favor, thus removing the clutch aspect of the melee system. Bungie claims its a connection issue, but everyone knows that is bullshit.[/quote]

why is it bullshit? they arnt just gonna change something to piss people off for no reason. im sure theres some behind the scenes problem with the old melee system and halo 3
 
[quote name='omgu8myrice']why is it bullshit? they arnt just gonna change something to piss people off for no reason. im sure theres some behind the scenes problem with the old melee system and halo 3[/quote]

I'm not sure you know what I am talking about. See, the problem is that if I beat you down and I have lower health than you BUT I beat you down first, and it is a beat down that has enough damage to kill you, you could still press B after I did and get the kill.
 
[quote name='help1']I'm not sure you know what I am talking about. See, the problem is that if I beat you down and I have lower health than you BUT I beat you down first, and it is a beat down that has enough damage to kill you, you could still press B after I did and get the kill.[/quote]

i know that the system sucks, but u were saying that bungie is pulling the networking excuse out of their ass for no reason. it doesnt make sense why they would
 
i don't know about the straight up melee, but i've noticed that on the new swords matches, i can actually do some damage, before i sucked balls in the biblical sense with those damn things.
 
I will probably pass on the map pack, and wait to pick it up in the Spring when it is free. With the CoD4 multiplayer, it is hard for me to switch back to Halo.
 
luckily (in a way) i don't have COD4, so i can keep runnin on the halo train, i may get that eventually it looks rad, but i love me some halo!
 
[quote name='omgu8myrice']i know that the system sucks, but u were saying that bungie is pulling the networking excuse out of their ass for no reason. it doesnt make sense why they would[/quote]

Which is why it does the same thing on 2 player split screen. Right.
 
Still looking to do legendary with a group. Maybe We can get 3-4 people so we can finish in a breeze? Im looking to do the last few levels.
 
[quote name='help1']Which is why it does the same thing on 2 player split screen. Right.[/quote]

why would they make 2 completely different beat down systems? They decided on the current one because they felt that it would work best. and i think that a bungie developer knows more than an umer
 
[quote name='ep2011']Still looking to do legendary with a group. Maybe We can get 3-4 people so we can finish in a breeze? Im looking to do the last few levels.[/QUOTE]

I'd be willing to join up with a group sometime early next week if you have another two people.
 
[quote name='omgu8myrice']why would they make 2 completely different beat down systems? They decided on the current one because they felt that it would work best. and i think that a bungie developer knows more than an umer[/QUOTE]


His point was that it has the exact same problem in local multiplayer. Thus the same problem online can be do to the network.

Which means Bungie is just BSing us with that excuse--which you were arguing against.

They may well have thought this system was best, and that's fine--but they shouldn't blame it on networking when that can't be the issue given it happens offline as well.
 
[quote name='rywateska']I'd be willing to join up with a group sometime early next week if you have another two people.[/quote]

During thanksgiving break would be best to me... But if no one else can I'm up for that :)
 
[quote name='dmaul1114']His point was that it has the exact same problem in local multiplayer. Thus the same problem online can be do to the network.

Which means Bungie is just BSing us with that excuse--which you were arguing against.

They may well have thought this system was best, and that's fine--but they shouldn't blame it on networking when that can't be the issue given it happens offline as well.[/quote]
you guys dont seem to understand that they arnt going to make 2 seperate melee systems (one for offline, and one for online) The network conditions dont directly determine the melee system, but bunige realized that the old system wouldnt work, so they decided to change it in halo 3. Why would they write 2 seperate codes for a melee system? They are keeping things consistent by making the offline the same as the online.

my point is, is that bungie isnt going to change something, that was working so well, just for the hell of it. theres obviously some reason behind it. its not our business to say that they are bs'ing when we dont know whats going on behind the scenes
 
[quote name='omgu8myrice']you guys dont seem to understand that they arnt going to make 2 seperate melee systems (one for offline, and one for online) The network conditions dont directly determine the melee system, but bunige realized that the old system wouldnt work, so they decided to change it in halo 3. Why would they write 2 seperate codes for a melee system? They are keeping things consistent by making the offline the same as the online.

my point is, is that bungie isnt going to change something, that was working so well, just for the hell of it. theres obviously some reason behind it. its not our business to say that they are bs'ing when we dont know whats going on behind the scenes[/QUOTE]


Ok, so I guess your saying the melee sucks because it had to suck online so they made it suck offline too?

That's fair I guess. But seems unlikely to me. I think they just made the decision to make it based on who has more health, rather than who strikes first regardless of network issues. And I think that sucks and it's kept me from playing online much.
 
[quote name='GuilewasNK']I hate that if you are riding in a Ghost and get jacked, you move like you are neck deep in cement. What the hell is the deal with that?[/QUOTE]

LMAO. Yeah I agree with you, but in Halo 2 you could basically jack someone as soon as your jacked. You should be stunned for a few seconds so they can take off but theres no reason you should move that slow.
 
[quote name='omgu8myrice']you guys dont seem to understand that they arnt going to make 2 seperate melee systems (one for offline, and one for online) The network conditions dont directly determine the melee system, but bunige realized that the old system wouldnt work, so they decided to change it in halo 3. Why would they write 2 seperate codes for a melee system? They are keeping things consistent by making the offline the same as the online.

my point is, is that bungie isnt going to change something, that was working so well, just for the hell of it. theres obviously some reason behind it. its not our business to say that they are bs'ing when we dont know whats going on behind the scenes[/quote]
I get what you are saying, but you're missing the point. They blatantly said that it was a networking problem and that there was no problem at all.

They should have just told us why the previous melee systems that helped make the Halo series so successful couldn't be implemented, because Bungie is always good on explaining why we can't have things (like rewind in Theater, etc.) I'm thinking they just simply fucked up this time.
 
Finished my first solo campaign on Normal. Awesome game. Best campaign of the 3 games in the series IMO. Looking forward to doing it again on harder difficulty in co-op.
 
[quote name='help1']I get what you are saying, but you're missing the point. They blatantly said that it was a networking problem and that there was no problem at all.

They should have just told us why the previous melee systems that helped make the Halo series so successful couldn't be implemented, because Bungie is always good on explaining why we can't have things (like rewind in Theater, etc.) I'm thinking they just simply fucked up this time.[/quote]

why do u need explanations, just play the game. people who program complex games like this dont need to give an explanation to a 16 year old kid. if they could, im sure (rewind in theater) they would
 
[quote name='omgu8myrice']why do u need explanations, just play the game. people who program complex games like this dont need to give an explanation to a 16 year old kid. if they could, im sure (rewind in theater) they would[/QUOTE]

I'd like to know the reason so we could tell if it was something they could patch and change in a future update, or if this HUGE flaw will stick around forever in Halo 3.
 
[quote name='Monsta Mack']LMAO. Yeah I agree with you, but in Halo 2 you could basically jack someone as soon as your jacked. You should be stunned for a few seconds so they can take off but theres no reason you should move that slow.[/quote]

Yeah, but it doesn't make sense. You could take three Brute Shots to the face and run around like normal, yet a kick on a ghost knocks us loopy.

And that's another thing, why is the Needler so powerful all of a sudden and their ain't a damn thing "Brute" about the Brute Shot?
 
[quote name='daroga']I've been out of the Halo 3 loop (ha!) for a while. What's the melee problem?[/QUOTE]

Instead of who swings first deciding who gets the kill, it's whoever has more health at the time.

So it ends up being kind of random as you have no idea whether you have more health than the other person.

Best you can do is shoot them a couple of times first and hope that's enough.
 
[quote name='GuilewasNK']Yeah, but it doesn't make sense. You could take three Brute Shots to the face and run around like normal, yet a kick on a ghost knocks us loopy.

And that's another thing, why is the Needler so powerful all of a sudden and their ain't a damn thing "Brute" about the Brute Shot?[/QUOTE]
Yeah I don't understand the Brute shot either. Also what I don't understand is when someone shoots you up close with a Rocket Launcher they usually die as well. But if you get shot up close with a Missile Pod the guy that shoots you close range is fine.
 
[quote name='dmaul1114']Instead of who swings first deciding who gets the kill, it's whoever has more health at the time.

So it ends up being kind of random as you have no idea whether you have more health than the other person.

Best you can do is shoot them a couple of times first and hope that's enough.[/quote]Ah.

But doesn't that make more sense than the other way around?
 
Ok I just beat Halo 3, and I must say I don’t get it at all, wtf happened. I guess it would have helped if I played the second one. But yeah what a mediocre single player game.
 
I thought he ending was kinda obvious but really stupid
chief barely gets out and gets stuck in the outskirts of space. aka BUNIGE got lazzy with the single player and multiplayer maps
 
I thought he single player was great. Story wasn't that good, but I never paid much attention to the story in the series anyway.

But other than being a bit short, the campaign was a blast with great, tense shoot outs, great graphics, awesome vehicle sequences etc. etc.

I'd probably give it a 9.5, with the .5 off for the story and length.
 
yeah awesome game, got all my points, now i can just focus on matchmaking and having fun, rockin the katana, i like the rocket races, and i'm way stoked for the new maps.
 
[quote name='PyroGamer']Any more news as to what exactly "Spring 2008" means? Hopefully not as late as MS's idea of "Fall 2007" (December).[/QUOTE]
You're complaining that the Fall 2007 update is being released in the fall of 2007?
 
[quote name='PyroGamer']Any more news as to what exactly "Spring 2008" means? Hopefully not as late as MS's idea of "Fall 2007" (December).[/quote]

Yea, it'll be released between March 21st and June 21st. ;)
 
the katana is cool, it's the hayabusa helmet that i could care less about, i have it and it looks cool, but everyone wears it so i don't care anymore, but the katana is definitely cool.
 
[quote name='GuilewasNK']

And that's another thing, why is the Needler so powerful all of a sudden and their ain't a damn thing "Brute" about the Brute Shot?[/QUOTE]

It's only powerful against the unsuspecting victim or somebody who has no idea how to avoid one. If you dodge and weave (left to right) the needles you won't be hit by them much at all, but if you charge straight on or have your back to a guy using a needler your 100% dead (unless he goes around a corner, hides or your kill gets stolen).

I'm going to be without Halo 3 for a few days as im selling my original to a friend and waiting on my Halo 3 Legendary to come in the mail from Amazon. Woot for $60 Legendary copies.
 
[quote name='PyroGamer']Any more news as to what exactly "Spring 2008" means? Hopefully not as late as MS's idea of "Fall 2007" (December).[/QUOTE]

You do realize that the first day of winter is Dec. 22nd don't you? MS is giving us the fall update during the fall... like they always do.

Back on topic, I haven't chimed in yet. 3 maps for $10 sucks balls. Kiss my ass Bungie.
 
[quote name='Corvin']You do realize that the first day of winter is Dec. 22nd don't you? MS is giving us the fall update during the fall... like they always do.
[/QUOTE]

I think he just means he hopes we get in in early Spring (i.e. late March/early April) rather than having to wait until the end of spring (i.e. late May/early June).
 
[quote name='Corvin']You do realize that the first day of winter is Dec. 22nd don't you? MS is giving us the fall update during the fall... like they always do.

Back on topic, I haven't chimed in yet. 3 maps for $10 sucks balls. Kiss my ass Bungie.[/QUOTE]
It isn't Bungie responsible for the price, it's Microsoft.
 
Would anyone be interested in playing some various custom infection gametype variants?
I was thinking maybe we could get a group together here and have some fun.
 
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