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Halo Reach October update now live, changes stuff

3:00 AM on 10.06.2010 // Conrad Zimmerman
  @ConradZimmerman

So, I haven't played Halo: Reach yet. That means that nuch of this list of updates to the game's multiplayer is a complete mystery to me. I don't know what "Crazy King" is, for example, and am forced to presume that it has something to do with the final days of King Henry the VIII and his mental deterioration due to syphilis. 

Some game modes have been moved from one playlist to another. There have been adjustments to game balance. The list is absolutely huge, really. Rather than try to further guess what it all could mean, I've posted it below for your convenience. Perhaps through your discussion of whether these changes are wonderful or not, I can ascertain what more of this cryptic and mysterious language says.

Also, I know they told us not to ask, but can anyone tell me what "Fountain of Mongeese" means? I wouldn't have cared, but in saying that we shouldn't make a query on the subject, they've only heightened my curiosity.

Halo: Reach October Playlist Update [Bungie]

 

PLAYLISTS 

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 

 

 

MAPS 

Arena Zealot (New!) 

 

  • Added a softkill zone to the space area 
  • Modified initial spawns so enemies cannot see each other 

 

Zealot 

 

  • Objects can no longer be dropped into the boot_base 

 

Asylum 

 

  • Removed multiple duplicate Headhunter score zones 

 

Boneyard 

 

  • 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 

 

Pinnacle 

 

  • Health Packs should not respawn after 15 seconds 

 

Hemorrhage 

 

  • 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) 

 

Paradiso 

 

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

 

Reflection 

 

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

 

Boardwalk 

 

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

 

Powerhouse 

 

  • Respawn timer for all Needler weapons is now 45 seconds 

 

 

GAMETYPES 

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 

 

Juggernaut 

 

  • 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 

 

Territories 

 

  • 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 

 

Oddball 

 

  • 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 

 

Stockpile 

 

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

 

Invasion 

 

  • 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 

 

Race 

 

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

 

 



Conrad Zimmerman, Moustache
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An avid player of tabletop and video games throughout his life, Conrad has a passion for unique design mechanics and is a nut for gaming history. He can be heard on the comedy podcast () and str... more   |   staff directory



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