Halo: Reach on Xbox One still unplayable

25 05 2016

With the frame rate dipping into the low teens, the covenant is hardly what’s destroying Reach on Xbox One’s backwards compatibility.


June matchmaking update

9 06 2011

Here’s what’s new in the June update to Halo: Reach

  • Team Objectiverevamp
    • Similar to the recent Big Team Battle revamp, refined the playlist lineup so players are consistently being offered more popular experiences with less fringe gametypes
  • Premium Slayer and Premium Battle playlists added
    • These playlists will require both Noble and Defiant DLC, coinciding with this we will be removing the Defiant Map Pack playlist
  • Firefight Doublesplaylist added
    • This will be a permanent version of the Doubles Attack playlist, but will offer each core Firefight experience (2X Score Attack, Arcadefight, FF Limited)
  • Flagstravaganzaplaylist added
    • This 5v5 playlist will be available for a limited time, consisting of all CTF gametypes and premiering new modes (3 Flag, CTF Slayer)
  • MLG playlist updated to V4 maps and gametypes
  • CTF now supports more custom game options (3 flag, separate flag score values for enemy and neutral flags, slayer scoring, flag return scoring) and we’ve fixed the flag return radius
  • Oddball now supports changing the Ball Reset time as a custom game option
  • Integrating 5 more community maps where appropriate into The Arena, Team Slayer, Double Team and Big Team Battle
    • Maps: Think Twice, Rebirth, Select, Precipice and Mt Lam Lam
  • Drop Shield removed from all objective gametypes
  • Armor Lock removed from Team Objective
  • Improved spawning on Pinnacle
    • Removed global respawn zone. Added gametype specific respawn zones for certain objective gametypes.
  • Various fixes to Firefight
    • Firefight Arcade gametypes now have a 20 minute time limit, enabled dropships for first and boss waves, updated Arcadefight loadouts
    • Firefight Limited no longer offers Jet Pack loadouts, enabled Betrayal Booting to prevent griefing (Friendly Fire remains off), enabled Grunt Birthday Party for bonus round
    • Nerfed Shootiness and Luck for custom skull in Skirmigeddon, the gametype was a little too painful

Something warming as an update

4 06 2011

I know I haven’t updated this site in quite time and I apologize. Summer is coming so more free time away from school (thank god). Also, I have made it to Field Marshall if anyone cares (I know you all do) … So as a small update I thought I’d show you an interesting and funny glitch posted by Bungie. ENJOY 🙂

Gameplay on Defiant map pack

25 02 2011

check it out… bummer that the person playing is horrible

unearthed is a huge map… in firefight… 😀

Goodbye, Arena. Hello, The Arena!

21 02 2011
  • All of the existing Arena playlists will be replaced with a single playlist called…The Arena.
    • We’re simplifying the format of Arena and keeping the core 4v4 configuration.
    • A new competitive Double Team playlist will be created to replace the Doubles Arena.
  • The Arena will have Seasonal lengths of 3 months.
    • This will allow you to make a longer investment in maintaining your Divisional placement.
  • The Arena will still have Player Ratings to represent your individual skill in each game you play, but this rating will no longer be used to calculate who won the game.
    • Your skill will be judged by whether your team wins or loses.
    • You can still track your daily rating to see how well you’re doing.
  • The formula for Player Rating will be modified to reduce the value of assists and remove the effects of the loss scalar.
    • Loss scalar will no longer be necessary because the Player Rating will no longer be used for TrueSkill calculations.
  • The gametype used will have the following basic settings: DMR/AR/1Frag/Sprint, Evade, Jetpack, and Hologram with Motion Tracker ON.
    • This is closer to the Team Slayer experience, which is the gameplay experience that The Arena is intended to represent.

Defiant Map Pack trailer

14 02 2011

It’s been a while. But this is sure to make up for lost time. 🙂 enjoy awesomeness.

Review on Noble Map Pack, plus I’m a brig :)

3 01 2011

Just a little something I would like to share as a little grind on the new Noble Map Pack playlist has put me in a great position to give a review.

If you need a recap on the Noble Map Pack map or details on it click HERE

If you want to see proof of my Brig milestone, click HERE. (took forever from Colonel, as you can find HERE)


Well, first off I would like to point out my personal favorite and a familiar kind of map, ANCHOR 9. Anchor 9 is a symmetrical map in which there are 2 bases on both sides with a strip of platform down the middle with 2 levels, this is a dangerous passage between sides because there is large open areas between the base on middle, which is a reason for space. The space part of this map is on the far left or right side (depending on spawn) that allows a quicker but risky shortcut. There is low gravity and it is possible to fall to the planet. (Luckily it has not happened to me :D). There people move slower but you will find a rocket launcher on the walkway surrounding the middle platform. It also seems to can die faster, but that could simply be the slower movement. The rocket is balanced on this map and doesn’t seem to greatly disrupt gameplay. On both sides on each base is a turret which is easily seen, but a true treat if removed for the stand and carried.

Next is Tempest, this map is tied with Breakpoint for being both great maps, just for very different play styles. Tempest is also a symmetrical map that is close quarters, yet has open areas. There are 2 warthogs, rockets, snipers, and other basic weapons on both sides for its very balanced gameplay. Tempest is by far the most pretty map, although Bungie does a great job with all their map backgrounds. Tempest is a wonderful slayer game, but some objectives seem to lack because of spawning so close to the flag or bomb site, although good team work (rare) solves the problem. One thing I noticed while playing on this map was on both sides, there is a cave that is blocked off and is completely un-reachable. You can forge he wall away and use it for custom games, but I believe for gameplay reasons they cut it off.

Next we have Breakpoint. This map is used for large scale battles and the popular invasion mode. In invasion, Elite attackers must first capture one of two hills within 4 min. After they complete that challenge, they must take a bomb and carry it to one of two bomb planting sites. This is were the map can seem broken because the right side is where all the defenders are spawning so 95% of the time the attackers must plant at the left. It takes 5 seconds to plant and 15 to go off, with a 5 second disarm time, which would reset the bomb. The bomb will also reset if it left alone for a period of time. After the bomb is detonated, the research facility is opened and the core is able to be carried away. The elites must carry the core a long, but straight distance to the drop off zone. This part gets exciting because the falcons, banshees, and rocket-hogs come into action here. (check “Vehicle” page for more info).

For basic gameplay the map seems to play very well other than it seems that someone has a rocket and it can interfere with gameplay. I think there is only 2 but one is located very close to the laser. Plus there is 3 banshees, which is always a handful. It’s a great map for CTF or large scale stockpile, but it lacks in elite slayer because the banshee is only at risk for the Plasma pistol, and even then it’s hard to hit the target. The wraith and ghost are hopeless against their plasma bombs. Luckily the matchmaking keeps that in a rare place and I have only played it twice, although both were painful without the banshee on your team.

Other than the few gametype variants that clearly don’t work, there is no reason why these maps should be turned down.

PS, the highest rank I have seen in the game has been a “Mythic”.