Halo: Reach on Xbox One runs well

10 01 2018


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

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”.

New achievements for Reach and a small matchmaking update

30 10 2010

First off, Bungie spills the goods on some of the 10 new achievements coming out with the Noble Map
Pack on November 30. They will add up to a total of 250 gamerscore and here some are now.


Totally Worth It



50 Points

Earn a Double Kill from the Grave in multiplayer Matchmaking.

Both Barrels



50 Points

Earn a Double Kill with the shotgun in multiplayer Matchmaking.





50 Points

Kill a player at long range with the DMR in a matchmade Slayer game.

You Ate All the Chips



42 Points

Collect all of the flags in a matchmade Stockpile game.

You Blew It Up!



13 Points

Blow up the research facility in a matchmade Invasion game on Breakpoint.

Poppin’ & Lockin’



25 Points

Destroy a vehicle using Armor Lock in a matchmade game.

Offensive Driver



20 Points

Earn a kill in a matchmade Rocket Race game.


And lastly, the small update for matchmaking takes effect Nov 2 and is giving more voting power to both arena play lists, and also replacing Slayer DMRs with Arena Slayer Pro. That’s all, have a good one.

Reach playlists are updated. Here’s what happened

5 10 2010

Reach Xbox LIVE playlists have been updated!

Our first Halo: Reach post-launch playlist update has been successfully deployed to Xbox LIVE. This update addresses a variety of issues in addition to tweaking some of the existing core gametypes and playlists.

Please note that this is just the first of many updates. Our team continues to work on improving the Reach online experience and we’re always listening to your feedback and reviewing the voting and game data we get from our servers. Reach will just keep getting better!  As always, we welcome your feedback in our Optimatch forum here on Bungie.net.

Also note that we have another small update happening later this month (either 10/12 or 10/19 pending final test pass) that will enable campaign matchmaking. And for everyone out there who doesn’t love Infection as much as the rest of the players, don’t fret, we have plans to move Infection into its own “Living Dead” playlist later this month.

Lastly, in addition to everything listed below, today’s update also makes some tweaks to the betrayal system. Hopefully players will feel it’s a bit more ‘fair’ now and it shoudl behave closer to what you’re used to in Halo 3.

Here’s the full changelist of everything included in today’s update:


Rumble Pit
* Added Crazy King
* Added Juggernaut
* Removed Oddball on Asylum

Team Slayer
* Removed SWAT
* Removed Classic
* Weights adjusted based on voting data

Team SWAT (New!)
* Based on existing Team Slayer SWAT offering
* Removed Hemorrhage
* Replaced Zealot with Arena Zealot map variant

Team Objective
* Added Crazy King
* Added several gametypes on Powerhouse (CTF, Assault, Stockpile, Crazy King, 3 Plots)
* Removed heavy vehicles from all 4v4 Team Objective gametypes

Multi Team
* Added Rocket Race

Big Team Battle
* Added Crazy King
* Removed SWAT
* Removed Snipers from Boneyard
* Weights adjusted based on voting data

Doubles Arena
* Removed Slayer Pro for Season 2
* Removed Boardwalk
* Replaced Zealot with Arena Zealot map variant

Team Arena
* Removed Slayer Pro for Season 2
* Replaced Zealot with Arena Zealot map variant


Arena Zealot (New!)
* Added a softkill zone to the space area
* Modified initial spawns so enemies cannot see each other

* Objects can no longer be dropped into the boot_base

* Removed multiple duplicate Headhunter score zones

* Changed the base object for territories from a hill marker to a flag stand
* Objects can no longer come to rest on the out of bounds cliff behind the scaffolding where the Invasion core is captured
* Players can no longer sit in the out of bounds area under the ship scaffolding

* Health Packs should not respawn after 15 seconds

* Landmine removed from Red team’s west cliff
* Respawn time for all Mongoose vehicles is now 45 seconds
* Scorpions replaced with Wraiths (4 minute respawn)

* Respawn timer for Concussion Rifle at Red base is now 30 seconds to match Concussion Rifle at Blue base

* Changed the base object for territories from a hill marker to a flag stand

* Changed the base object for territories from a hill marker to a flag stand

* Respawn timer for all Needler weapons is now 45 seconds


Global Changes
* Slayer DMR now has motion tracker enabled
* Evade has replaced Hologram for all gametypes in which players can hold objects (CTF, Assault, Stockpile, Oddball)
* Evade has replaced Dropshield for gametypes which create concentrated gameplay in specific areas (Crazy King, Territories, Oddball)
* All Classic gametypes should now include Sprint as default equipment

King of the Hill
* Teams are now always able to correctly score points
* Players standing in the hill no longer receive extra points upon returning from a host migration

Rocket Race
* Players now attached to vehicles after being on foot for 10 seconds
* Flipped vehicles will be detected to prevent players from attaching to a non-upright vehicle
* Added functionality for tracking and reporting rotations
* Fountain of Mongeese should no longer be possible (don’t ask)
* Players are no longer able to jack another teams Mongoose
* Players are no longer forced into a specific role of driver or gunner
* All players start with a Rocket Launcher
* Players move at 50% speed, do significantly reduced damage and are marked with a nav icon
* Players on foot are now able to score points in Rocket Race

* The Juggernaut no longer sees other players as allies upon returning from a host migration
* New clients after a host migration will no longer lose their Juggernaut status

* All teams now have separate capture timers for each territory
* Locked territories will no longer prevent players from using equipment
* The flag in the territory is now attached if the territory is a flag stand object
* Added a HUD_Widget to display contested status to players inside a territory
* The progress bar for a territory will now show as full when that territory is being contested (capture progress is saved and will appear again once the territory is no longer contested)
* Random flag clothes will no longer disappear after a round transition

* Bombs in Hot Potato now properly report carry time
* Multiple hot potato bombs will no longer spawn in the same location
* The carry time reported stat will now always be correct after a host migration has occurred
* Players carrying the oddball during a host migration will no longer receive extra points

* All stockpile flags are now attached to their spawn location if it is a flag stand

* The game score is now set per frame tick based off of the current phase
* A failsafe game end timer has been added to catch any possible bad cases of Invasion games not ending properly

Invasion: Boneyard
* The core will now reset whenever it is thrown through a shield door into a spawning location in Phase 3

Invasion (Assault) and Assault
* Added sudden death to Invasion (Assault) and Assault gametypes

* Players who die before the first checkpoint will no longer spawn in a random location on the map


A kick-space rupture.

“I’ve got a headache THIS big..”

“Hey Ma!”

My head, it burns, this helmet does nothing!

Achievement Unloc…. Oh wait I forgot to disengage Sprint. Noooooo!!!




What is this I don’t even…

Update for Halo: Reach matchmaking

4 10 2010

Team Slayer
SWAT is taking one in the face (being removed) and the weighting for all other gametypes will be adjusted to fall in line with voting data. Expect – surprise, surprise – more traditional Slayer offerings to appear.

SWAT gametypes that are removed from other playlists are being incorporated into their own, unique playlist with adjustments made to modes and maps based on voting data (farewell SWAT on Hemorrhage, you sucked and everybody hated you).

Team Objective
Powerhouse will now feature several more gametypes, including 1 Flag and Stockpile. Because Powerhouse is awesome and we don’t get to play it enough.

Multi Team
Rocket Race is being added. You win by staying on the Mongoose and racing to the checkpoints. (Oh, who am I kidding, you’re just going to hop off and try to assassinate people, aren’t you?)

Big Team Battle
SWAT and Classic are being removed and the frequency of Snipers is being reduced based on – you guessed it – voting data.

Arena Doubles
Boardwalk and “Pro” options are both being removed. Default Zealot is being replaced with Arena Zealot, a map variant which features modified initial player spawns and a soft-kill zone in spaaaaaace.

Team Arena
“Pro” options are being removed. Arena Zealot (details above), is being added.

Score Attack
Credit earn rates for Gruntpocalypse are being reduced to fall more in line with other modes.

General Matchmaking
Alongside the major alterations listed above, a myriad of much needed fixes and tweaks to the experience will also go into effect on Tuesday, including a metric ton of small, but annoying bugs and gameplay issues that we’ve identified and earmarked for eradication. As these updates go live, Jeremiah will publish the full details to our Optimatch forum so you can pore over the subtle nuances of each individual change.

Make sure to pop in and tell him that you agree with every single decision we’ve made! We prepped a pile of official discussion threads and bucketed them by playlist to facilitate polite and mature discussion. You can weigh in here.

The second salvo for October will include the fix to the current betrayal booting system, bringing it back in line with Halo 3 (three strikes and you’re out), and it will also introduce some significant changes to the Firefight experience, including the removal of friendly fire. Also on the way, a proper Team Snipers playlist, the possibility of a radar-less “Pro” experience in Season 3 of Arena, and more love spread out over all of our offerings, with a strong focus on Rumble Pit and Multi Team (all barring any unforeseen issues).

Already mentioned and still planned is the introduction of Campaign Matchmaking and some substantially awesome changes to the Firefight Matchmaking experience, the latter by way of cooperative multiplayer maestro, Larzy B. We’ll talk more about these updates next week.