Best halo reach matchmaking load failure

best halo reach matchmaking load failure

When i start matchmaking everything works fine till the 3, 2, 1 begins after it hits 1 and the game starts to load i get sent to the dashboard saying my disc saying 1. Clean the disc with a soft cloth 2. restart console. everything else works perfect just matchmaking, any solutions? Update: DETAILS FOR IGNORANTS: i HAVE taken it out i HAVE restarted the console I AM NOT gonna wipe it with a cloth, but i just joined my friends lobby for a CUSTOM game and it gave me the same message, and the disc isnt broken, cracked or scratched. Best Answer: It happened to everybody who owns halo reach. Just wait a while It'll be fix, its not your cd its the game. I found this out on the daily fix on IGN.com.

best halo reach matchmaking load failure

The real problem is that "true" Halo fans don't like things to change. Now before anybody calls me out, remember that I'm on this forum too. So I've also played all the same Halo games you have. I've been a Halo fan just as long if not longer. I loved/played Halo CE on GamespyArcade. I was a fanatic user of the noob combo in Halo 2. I played Halo 3 for way too long. I'm just as upset with the MCC as the next fan, so just listen, don't attack.

What was REALLY wrong with Halo: Reach? The "core" Halo player says AAs are the biggest fail for Reach. BUT WHY? Because it changes how Slayer is played? HOW? So some engagements had different outcomes. The fact that somebody has the ability to quickly flee an attack to fight another time is NOT a bad thing. Active camo could have been left as an in-map upgrade instead of a Armor Trait but come on who really cares, you know they're coming because the radar goes crazy.

And it was never that hard to defend against anyways. Most people use sprint or jetpack anyways. And the devilish Armor Lock, cry me a river.

Its not hard to fight against, simple as that. Not to mention there was a ton of playlists in Reach where you could avoid these things. More playlists than any Halo to date, by the way. And don't cry about bloom. Bloom does actually take skill. You have to plan your attack, take your aim, and keep your cool.

Not just line up a headshot for a second or two and mash the trigger. If you want instant death headshots play SWAT. So now looking at what we know now (post Beta, post MCC, post Halo4)...

Halo 4 was more of a standard class FPS than a Halo game and as much as people like to say its like Reach, its not anything like it. Halo 4 was fast, inconsistent, sloppy and overall too easy. I've gotten a RAMPAGE on SWAT on Haven... tell me how that's possible. Halo 5 is nowhere near how Halo 2 and 3 played. So that brings me back to Reach...

Reach feels like a Halo game, granted the changes make matchmaking a little different. But that brings me back to my original point... Whenever a change is introduced to the franchise, the community crucifies the game. Bungie's finale with Reach was WAY more Halo in origin than ANYTHING 343 has done thus far. And everybody seems to forget the fact that Halo 2 changed EVERYTHING from Halo CE and nobody cared about that.

If you had played online back in the 2001-2004 era of Halo CE you'd know what I mean. In my opinion, Halo Reach still tops anything new that 343 has done and no it's not a bad game.

It's those people in the community that refuse to let Halo change at all from the H2/H3 era that claim its bad. When in reality, it's just different. And it still has a fan base. (you can definitely find a game on Reach before the MCC).

Reach had plenty of great maps. Powerhouse is one of the best maps ever made and catered for every single game type and didn't feel like one team had an advantage over the other. (Shame it ranked so low on IGN a couple months back!) The game gave birth to one of the funnest new gametypes ever imo, HEADHUNTER was a really awesome gametype and hope it makes a return in Halo 5. Customisation of armor was great and it was cool to see what you unlocked in multiplayer show up in the campaign cutscenes too!

Plus the game ran as smooth as silk. wrote:The real problem is that "true" Halo fans don't like things to change. Now before anybody calls me out, remember that I'm on this forum too. So I've also played all the same Halo games you have. I've been a Halo fan just as long if not longer. I loved/played Halo CE on GamespyArcade.

I was a fanatic user of the noob combo in Halo 2. I played Halo 3 for way too long. I'm just as upset with the MCC as the next fan, so just listen, don't attack.

What was REALLY wrong with Halo: Reach? The "core" Halo player says AAs are the biggest fail for Reach. BUT WHY? Because it changes how Slayer is played? HOW? So some engagements had different outcomes. The fact that somebody has the ability to quickly flee an attack to fight another time is NOT a bad thing.

Active camo could have been left as an in-map upgrade instead of a Armor Trait but come on who really cares, you know they're coming because the radar goes crazy. And it was never that hard to defend against anyways.

Most people use sprint or jetpack anyways. And the devilish Armor Lock, cry me a river. Its not hard to fight against, simple as that. Not to mention there was a ton of playlists in Reach where you could avoid these things. More playlists than any Halo to date, by the way. And don't cry about bloom. Bloom does actually take skill. You have to plan your attack, take your aim, and keep your cool. Not just line up a headshot for a second or two and mash the trigger. If you want instant death headshots play SWAT.

So now looking at what we know now (post Beta, post MCC, post Halo4)... Halo 4 was more of a standard class FPS than a Halo game and as much as people like to say its like Reach, its not anything like it. Halo 4 was fast, inconsistent, sloppy and overall too easy. I've gotten a RAMPAGE on SWAT on Haven... tell me how that's possible. Halo 5 is nowhere near how Halo 2 and 3 played. So that brings me back to Reach... Reach feels like a Halo game, granted the changes make matchmaking a little different.

But that brings me back to my original point... Whenever a change is introduced to the franchise, the community crucifies the game. Bungie's finale with Reach was WAY more Halo in origin than ANYTHING 343 has done thus far. And everybody seems to forget the fact that Halo 2 changed EVERYTHING from Halo CE and nobody cared about that.

If you had played online back in the 2001-2004 era of Halo CE you'd know what I mean. In my opinion, Halo Reach still tops anything new that 343 has done and no it's not a bad game. It's those people in the community that refuse to let Halo change at all from the H2/H3 era that claim its bad.

When in reality, it's just different. And it still has a fan base. (you can definitely find a game on Reach before the MCC).I agree with this person here I have played a long time since CE came out so it doesn't really matter to me since I get to continue to play what I love.

Lets start with bloom. The theory behind bloom was actually good, however its implementation was utterly dreadful. Instead of forcing you to pace your shots, the best fire rate was basically spam (wish i could remember the video, i think either ogre2 or strongside made it). Add all this plus normal xbl lag and it is just dreadfull. It added pure randomness to most gunfights.

next AAs. Armor abilities took away to core halo principle of equal starts. The maps weren't designed for sprint/jetpack so the abilities "broke" the map (plus jetpack could go way to high/fast). Spawning with camo was a joke. Camo snipers broke any map they played on. Plus the maps in reach basically just sucked overall.

Only good non remade map was zealot. Last and probably biggest downfall was getting rid of any sort of skill based rank system and adding in visible k/d. Still even with all this hate halo reach>halo 4.

Shows how bad halo 4 was. Bloom killed the Vanilla game for me, still hate it to this day. Worst thing that's every happened to Halo. Armour abilities were alright for bigger maps and BTB style play but they destroyed all balance within smaller maps, especially Jetpack and Armour Lock.

A lack of ranking system was another downside, but to me, as long as the game was good I didn't care for it too much. However, after No Bloom settings were released, the MLG gametypes were the best. Reach MLG is still my favourite part of Halo, period. The gametypes themselves were completely flawless, the only possible problem is maps but they were good enough.

wrote:The real problem is that "true" Halo fans don't like things to change. Now before anybody calls me out, remember that I'm on this forum too. So I've also played all the same Halo games you have. I've been a Halo fan just as long if not longer. I loved/played Halo CE on GamespyArcade. I was a fanatic user of the noob combo in Halo 2. I played Halo 3 for way too long. I'm just as upset with the MCC as the next fan, so just listen, don't attack. What was REALLY wrong with Halo: Reach? The "core" Halo player says AAs are the biggest fail for Reach.

BUT WHY? Because it changes how Slayer is played? HOW? So some engagements had different outcomes. The fact that somebody has the ability to quickly flee an attack to fight another time is NOT a bad thing.

Active camo could have been left as an in-map upgrade instead of a Armor Trait but come on who really cares, you know they're coming because the radar goes crazy. And it was never that hard to defend against anyways.

Most people use sprint or jetpack anyways. And the devilish Armor Lock, cry me a river. Its not hard to fight against, simple as that. Not to mention there was a ton of playlists in Reach where you could avoid these things. More playlists than any Halo to date, by the way. And don't cry about bloom. Bloom does actually take skill. You have to plan your attack, take your aim, and keep your cool.

Not just line up a headshot for a second or two and mash the trigger. If you want instant death headshots play SWAT. So now looking at what we know now (post Beta, post MCC, post Halo4)... Halo 4 was more of a standard class FPS than a Halo game and as much as people like to say its like Reach, its not anything like it.

Halo 4 was fast, inconsistent, sloppy and overall too easy. I've gotten a RAMPAGE on SWAT on Haven... tell me how that's possible.

Halo 5 is nowhere near how Halo 2 and 3 played. So that brings me back to Reach... Reach feels like a Halo game, granted the changes make matchmaking a little different. But that brings me back to my original point... Whenever a change is introduced to the franchise, the community crucifies the game.

Bungie's finale with Reach was WAY more Halo in origin than ANYTHING 343 has done thus far. And everybody seems to forget the fact that Halo 2 changed EVERYTHING from Halo CE and nobody cared about that.

If you had played online back in the 2001-2004 era of Halo CE you'd know what I mean. In my opinion, Halo Reach still tops anything new that 343 has done and no it's not a bad game. It's those people in the community that refuse to let Halo change at all from the H2/H3 era that claim its bad. When in reality, it's just different.

And it still has a fan base. (you can definitely find a game on Reach before the MCC).Yea I hear u I played reach maybe twice and not even wars or odst.. H3 was the last decient game as I thought, now, having been played the beta of 5 played H4, Reach as I said and haven't played the others.. But was all about H2 and H1 started it off with system link which was fantastic for that time.. So wut I'm saying is for me H3 was the last game that they tried to keep the game at its core for the most part with bubble shield and etc.

added and shield trait on map.. But I know wut u mean and do agree by the fact it was Bungies and is more like Halo then the others created by 343 .. But I still wouldn't say that it's a good game an never have because it wasnt the core of Halo 1-3 which is why the name is something else (Reach)..( Maybe Reaching for CoD players.?) and same for odst and wars games of halo but not in multiplayer at least a Halo battle like the more classic games..

Names do have a major part in it.. H5 was gonna called Halo: Gaurdians at one point not 5.. Which woulda been more acceptable for me and should have been for H4 as well.. Simple battle is what it was about even H3 was simple I feel but more "next generation".. The necessary changes weren't made in H3 til now H5, as far as I'm concerned..

I played H2 religiously for years as many did and I think I coulda gave better suggestions to make these games..


best halo reach matchmaking load failure

best halo reach matchmaking load failure - New achievements for Reach and a small matchmaking update


best halo reach matchmaking load failure

has a comprehensive look at Halo: Reach's multiplayer side, which includes "Arena Playlists" targeted at the hardest of hardcore Halo players. Players competing in Slayer and Team Slayer playlists in the Arena will be ranked and placed in monthly skill divisions, a chance to compete with the best but still find matches at your level.

There are still options for the less serious and more casual Halo player in Reach's multiplayer mode, where players can play non-hardcore gametypes like Rocket Race. While much of Bungie's work on Halo: Reach multiplayer appears to be on streamlining the process of getting in and out of games, some matchmaking work is left up to the player in the game's Social Settings.

Those options include basic settings like connection rate and language, but also give players an opportunity to define their online gaming personality. Social preferences, including a player's tone (Polite vs.

Rowdy) and motivation (Winning vs. Having Fun), should make Halo: Reach multiplayer a better experience for your Spartan style. The full rundown is, as we said, comprehensive. Read up in advance of the beta so you know what you're getting yourself into. [Shacknews]


best halo reach matchmaking load failure

So the wait is over -- was finally released last month and Halo veterans have already got pretty efficient at playing the game -- but what if you're new to this Halo thing? While we have a plethora of tips for you here, it may also be worth taking a look at our for the beta that we published in May, as much of the advice there will also translate over into the full game. Campaign Tips Multiplayer may not be the only place where you're struggling -- the Covenant in Reach are challenging foes, especially when you're playing the game on Heroic or Legendary difficulty.

Tip 1: Precision weapons are your friends While playing the campaign you'll always want to have a weapon that can take down the enemy with precision -- try to make sure you always have a Designated Marksman Rifle (DMR), a Pistol, or a Needle Rifle with you at all times. Automatic weapons may do a decent job against weaker enemies like Grunts and Jackals, but for tougher foes like Brutes and Elites you'll want to aim for the head. Tip 2: Boom! Headshot! Halo is very much a skill-based game -- you want to kill an enemy with as few shots as possible.

Use the aforementioned DMR, Pistol and Needle Rifle to shoot enemies in the head. This kills the enemy faster and helps you conserve ammo -- essential in the later levels of the campaign when I was playing through the game on Legendary difficulty. Read next • By Stephen Armstrong Tip 3: The Plasma Pistol The Plasma Pistol -- one of the most underrated weapons in the Halo games and is fairly weak in comparison to other weapons by itself.

However, the Plasma Pistol becomes infinitely more useful when you hold down the trigger -- this causes it to overcharge a shot that can destroy most shields in a single hit. Simply fire the overcharged plasma bolt and follow up with a headshot for a quick, clean kill -- though this is a tactic that's generally frowned upon in multiplayer matches. Another use of the Overcharge effect is an EMP burst -- use an Overcharged bolt on a vehicle to temporarily disable it. Tip 4: Don't be afraid to backtrack In Reach you no longer have regenerating health, which can prove to be a problem when you've only got one or two pips of health left -- leaving you vulnerable to grenade explosions.

If you find yourself in such a situation you should try to retrace your steps to try and find a spare health pack that you missed earlier. Tip 5: Explore Exploration is generally rewarded in Halo by providing you with power weapons such as Shotguns, Sniper Rifles and Rocket Launchers. Look out for any side passages or take a look inside different buildings, and you might just find something that'll give you an edge over your enemies.

Read next • Tip 1: Familiarise yourself with the maps In Reach, people mostly start off with the same weapons.

Power weapons such as Sniper Rifles, Shotguns, Rocket Launchers and Lasers are scattered around the map for players to pick up. These power weapons are commonly placed in the centre of maps and in or around bases, so be sure to take a look when you're on a map you've never played before. Tip 2: Keep an eye on your vehicle In previous Halo games the health of the vehicle that you're in was the same as your player health.

If you died, then generally your vehicle would go with you. In Reach this isn't the case -- vehicle health is separate to player health. Annoyingly this isn't presented in a clear way -- there's no health bar for your vehicle on-screen, which can lead to some frustrating moments. A good indicator that your vehicle may be about to explode on you is the visual state of your vehicle -- if it's smoking heavily -- or on fire -- then it's time to bail.

It may sound like stating the obvious, but long-term Halo fans who have been used to driving flaming Warthogs around multiplayer spaces for the last six years may be a little confused as to why they suddenly explode when they've got full health. Read next • By Matt Kamen Tip 3: Armour Customisation When you earn credits from playing Halo: Reach you find that you can customise your Spartan with various helmets, shoulder pads, chest pieces and the like.

It should be noted that these customisations are purely cosmetic -- if you see a piece of armour that says it provides extra protection, or sensor upgrades you should note that this only applies to the Halo fiction -- all players in-game will have the same health and deal the same damage regardless of their armour customisation.

Tip 4: Armour Abilities Armour Abilities have replaced the equipment that we had in Halo 3. Rather than having a single piece of equipment that you can only use once, in Reach you have a constant ability that you can use. In most matchmaking game variants you can pick which armour ability to start with.

Below is a guide to Armour Abilities, stating their pros and cons, and how you should counter than if they're used against you. Armour Lock: Pros: Provides the user with a few seconds of invulnerability. Cons: Player is immobile while using it, glows bright blue and makes a lot of noise.

Counter: Simply wait until the user exits Armour Lock -- try to time a grenade so that it detonates as soon as the player comes out of it, and then finish them off with a few rounds from your gun. It's important to note that you shouldn't touch the player while they're in Armour Lock, as this will temporarily stun you. Sprint: Pros: Provides the user with a quick burst of speed.

Cons: Player can't use their weapon while sprinting. Counter: If possible, try to throw a grenade ahead of where the player is sprinting to -- at the very least you'll weaken them enough for another player on your team to finish them off. If someone sprints towards you then you should keep in mind that you have the advantage, as you can open fire on him or her before they do the same to you.

Read next • By Matt Kamen Drop Shield: Pros: Provides anyone who's stood inside of it with protection, and also replenishes health. Cons: Easily noticeable, enemy players will know that you're inside, enemy players can walk inside of it. Counter: There are several options available to you here. Firstly, the shield can be destroyed with explosives, so if you've got a few grenades on hand then you can use them to destroy the shield and then take on the occupants.

Secondly, you could walk in to the shield to try and kill the occupants up-close, or you could wait until the shield depletes itself after a certain period of time. Hologram: Pros: Creates a decoy of yourself to distract enemies. Cons: Moves in a very artificial manner for a human player. Counter: An easy way to tell a hologram from an actual player is to observe its movements -- a Hologram will move directly in a straight line, which is an unusual movement pattern for human players, who will often be looking left or right as they move to seek out targets.

Additionally, your crosshairs won't turn red when you hover them over a hologram. Active Camouflage: Pros: Makes the player almost completely invisible, jams nearby enemy radars. Cons: Jams your radar too, sound gets muffled, requires you to move slowly to fully utilise it. Counter: If you notice that your radar has suddenly been jammed (you can tell when you get lots of red dots randomly moving on your radar), then you should keep your eyes peeled.

A camouflaged player will be distorting the light around them, so be sure to look for distortions in the scenery. Jet Pack: Pros: Allows you to gain vertical height quickly, gives you a height advantage. Cons: Noisy, makes you easy to spot, failing to land properly may cause damage. Counter: The best way to counter a player using the jetpack is with precision weapons as they'll be better suited at hitting an airborne target that's likely to be far away.

Evade: Pros: Allows you to evade gunfire and explosions quickly, can also be used to provide a quick burst of speed. Cons: You can't use your weapon while using it. Counter: Simply keep firing on the target as they're using the evade ability, or throw a grenade in to the path that they're evading in to. Tip 5: Grenade + Headshot = Win This handy equation should tell you all that you need to know. Drop a grenade at an enemy's feet and follow up with a headshot for a quick, clean kill.

It's similar to using the overcharged Plasma Pistol tip I mentioned earlier. Tip 6: Don't die There are alternatives to fighting. Don't put yourself in harm's way if you know that there's no way of you surviving -- your death means that the enemy has an extra point, or could have a clear path to the objective, or they could steal your weapons -- you should keep this rule in mind particularly when you've got a power weapon.

ADD YOUR OWN TIPS Got any tips and tricks of your own? Post them in the comments below.


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