The Classic Magnum Returns in an Upcoming Halo: Reach Title Update

Illustration for article titled The Classic Magnum Returns in an Upcoming emHalo: Reach/em Title Update

At PAX's Halo-fest, 343 Industries detailed a coming title update for Halo: Reach, slated for release sometime in October. The title update will balance several of the suit abilities, changing Armor Lock's damage absorption to be based on the amount of energy a player has remaining. It will also shorten the duration of Active Camo and allow for configurable reticle bloom.

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But the addition that will make diehard Combat Evolved fans happiest is doubtless the return of the (borderline ludicrously) deadly Magnum pistol from the first Halo game. Its presence will be entirely optional, so players can decide whether to include it on a game-by-game basis. But for any who want to recreate the pistol-blasting mayhem of the original game, it's going to be a welcome addition.

Pistol fanatics—and I know a few of 'em personally—rejoice. Your overpowered murder-tool of choice is making a comeback tour.

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[Picture credit: Halo Nation]


You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

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DISCUSSION

mintycrys--pirandello-kruger--old
mintycrys: Pirandello Kruger part-timer

At long as the 3-shot pistol and bloom configuration won't be shitting up the primary playlists, I'm fine. The weapons are balanced as-is. People who complain about Reach's game balance shouldn't be clamoring for the CE magnum, anyway, although "on a game-by-game basis" makes me think that they might enable voting on it? I hope not. That stuff should stay in custom games.

Also, While Armor Lock is hardly overpowered and not really in need of balancing, changing its damage absorption based on remaining energy actually sounds rather like what it should've been doing all along. The main purpose of armor lock is for instant protection from stuff like explosives and one-shot kills, sort of like blocking in a fighting game. Unfortunately, noobs will run into battle with it, get shot down to red life, then drop into armor lock and wait for teammates to come and chase everyone away. Needless to say, the tactic doesn't work against players with some semblance of skill, but people will complain, regardless.

As for Active Camo nerfing, Active Camo sucks anyway unless you are camping in a corner of the map with a Sniper Rifle. It's a solid tell in close quarters, and the radar scramble has a very distinct radius that will usually point you to the exact location of the person with Active Camo engaged.