343 is still making changes to the TU Settings...

Well I was meaning to make a post like this a few days ago when the Bulletin was updated on Friday but regardless,

> Since publishing yesterday’s Bulletin, we’ve seen a lot of spirited conversation within the Halo community on a variety of topics. In response to one of those topics, we would like to clarify some of the confusion around the upcoming Team Slayer matchmaking vote.
>
> We want to make it clear there will always be a way for you to experience Halo: Reach multiplayer with the original, non-TU settings in matchmaking. As we move forward, we’re constantly looking at ways to consolidate and update multiplayer. <mark>In fact, we’re still looking at ways of refining the Title Update player experience in Reach.</mark>
>
> As always, thank you for your passion and honesty, and please continue giving us your feedback. We appreciate it more than you know.

Source: The Halo Bulletin 02.02.12.
As you can see in the highlighted section, 343 are still making tweaks to the TU settings, most likely for the Beta playlist to return in a month or two to test them out, but the thing is, what can they change and what do you want them to change?

Personally I want them to try out the TU settings, minus Bleedthrough on guns if at all possible.

Basically in a nutshell, what do you want changed in the Title Update to make your gameplay experience better?

I personally think the bleed through is the only thing that mostly needs to be adjusted a bit more. It is pretty weird how I keep hearing this Regeneration Effect goin on also when it comes to the TU. Ah well, I just hope 343 knows what they are doing.

I would like to see the TU beta playlist contain a TU version with the current basic settings minus bleedthrough to see how it plays, replace the ZB variant for the time being.

> I would like to see the TU beta playlist contain a TU version with the current basic settings minus bleedthrough to see how it plays, replace the ZB variant for the time being.

The Beta category is being removed tomorrow, Zero Bloom will be moved to the Competitive category.

Remove bleedthrough and my willingness to accept the TU will increase tenfold. Save that for Halo 4, which I assume will be a game actually designed around the mechanic.

Of course, that assumes bleedthrough can be separated out from the other settings, and it cannot. So they’re probably just going to increase the pistol damage to pop shields after 4 shots again.

Weapon bleedthrough… that’s bout it.

> > I would like to see the TU beta playlist contain a TU version with the current basic settings minus bleedthrough to see how it plays, replace the ZB variant for the time being.
>
> The Beta category is being removed tomorrow, Zero Bloom will be moved to the Competitive category.

Bummer =( I guess no more trials on potential changes and I wonder how popular a ZB playlist will be?

> > > I would like to see the TU beta playlist contain a TU version with the current basic settings minus bleedthrough to see how it plays, replace the ZB variant for the time being.
> >
> > The Beta category is being removed tomorrow, Zero Bloom will be moved to the Competitive category.
>
> Bummer =( I guess no more trials on potential changes and I wonder how popular a ZB playlist will be?

The Bulletin claims it will return in the future to test more things, what those things are, are a secret for now.

I wonder, even though this isn’t related to the TU, what are the chances of Team Classic returning?

I would like bleedthrough to be taken out of the TU.

> > > > I would like to see the TU beta playlist contain a TU version with the current basic settings minus bleedthrough to see how it plays, replace the ZB variant for the time being.
> > >
> > > The Beta category is being removed tomorrow, Zero Bloom will be moved to the Competitive category.
> >
> > Bummer =( I guess no more trials on potential changes and I wonder how popular a ZB playlist will be?
>
> The Bulletin claims it will return in the future to test more things, what those things are, are a secret for now.

Ah, thanks for the info and while I got your attention, like the name change =) I was a little confused at first LOL.

Can someone please explain to me what is wrong with bleedthrough?

OT: I would love modifications to strafe acceleration if possible. Having to use 200% gravity to allow for a decent strafe is frustrating as it breaks a lot of lifts and then you have to use 125% jump to compensate which could have potential problems as well.

> Can someone please explain to me what is wrong with bleedthrough?

It produces inconsistent results, difficult if not impossible to understand in combat.

It’s designed to operate as a “throwback” to the way Halo USED to work, but without separating melee and ranged mechanics, it fails at that too.

There’s a healthpack bug, I’m not fully versed on it, but apparently that gives people headaches as well.

It doesn’t work at all like it does in Firefight, or Campaign, so the mechanic is out of step with the way the rest of Reach works.

That’s everything I can think of off the top of my head.

There’s actually an entire thread of people already discussing why it doesn’t work here.

Feel free to join in.

Strafe Acceleration changes and bloom alteration on non precision weapons such as AR.

> Strafe Acceleration changes and bloom alteration on non precision weapons such as AR.

They are modifying what they can with the current changes, not having another TU.

They can’t change bloom on all weapons?

> > Strafe Acceleration changes and bloom alteration on non precision weapons such as AR.
>
> They are modifying what they can with the current changes, not having another TU.

Oh.

> > Can someone please explain to me what is wrong with bleedthrough?
>
> It produces inconsistent results, difficult if not impossible to understand in combat.
>
> how? i have never experienced this. All the complaining I’ve heard has just been people unable to just the shield flare or not paying attention to shield flare or their own shields.
>
> It’s designed to operate as a “throwback” to the way Halo USED to work, but without separating melee and ranged mechanics, it fails at that too.
>
> wat
>
> There’s a healthpack bug, I’m not fully versed on it, but apparently that gives people headaches as well.
>
> To my knowledge this was fixed and was only a problem in the first settings.
>
> It doesn’t work at all like it does in Firefight, or Campaign, so the mechanic is out of step with the way the rest of Reach works.
>
> ? You mean in the sense that FF has different settings? How is that specific to bleed through at all?
>
> That’s everything I can think of off the top of my head.
>
> There’s actually an entire thread of people already discussing why it doesn’t work here.
> Oh didn’t see this in the initial scan of your post. I will look into it.
> Feel free to join in.

bold = responses

> They can’t change bloom on all weapons?

With the TU they only as far as I can see, allowed modified bloom on precision weapons as well as the pistol.

Assault Rifles and Sniper Rifles are not possible to change.

I’d like a SLIGHT reduction on the bleedthrough damage from melees. It’s ridiculous that I can take 2 AR bullets then a melee takes me down to red health.

> > > Can someone please explain to me what is wrong with bleedthrough?
> >
> > It produces inconsistent results, difficult if not impossible to understand in combat.
> >
> > how? i have never experienced this. All the complaining I’ve heard has just been people unable to just the shield flare or not paying attention to shield flare or their own shields.
> >
> > From someone who dies from it, yeah, you MAY have a point, but as someone who’s doing the killing, you can’t know by looking at your target if they are a 4sk or 5. It’s inconsistent, and you can’t argue otherwise, because you can’t know by looking at your target, it’s impossible know.
> >
> > It’s designed to operate as a “throwback” to the way Halo USED to work, but without separating melee and ranged mechanics, it fails at that too.
> >
> > wat
> >
> > People requested Bleed through because that’s how Halo USED to work. Except the TU version ISN’T HOW BLEED Through worked. Clearly the previous versions were better tuned to range/melee/ordnance damage.
> >
> > There’s a healthpack bug, I’m not fully versed on it, but apparently that gives people headaches as well.
> >
> > To my knowledge this was fixed and was only a problem in the first settings.
> >
> > To my knowledge, this was the least of Bleed Through’s problems, fixing that still and leaving everything else broke, shows the limitations of the TU. We should revert to the system that works (shield popping).
> >
> > It doesn’t work at all like it does in Firefight, or Campaign, so the mechanic is out of step with the way the rest of Reach works.
> >
> > ? You mean in the sense that FF has different settings? How is that specific to bleed through at all?
> >
> > It very much about bleed-through, but yeah, it can be applied to all the TU. It makes an inconsistent experience. It’s a barrier to entry for someone new looking to make the move from Campaign and FF to Multiplayer. People can’t hone their skills in offline settings, they’re forced to get dumped on by people in MM because it plays like a wholly different game there now.
> >
> > That’s everything I can think of off the top of my head.
> >
> > There’s actually an entire thread of people already discussing why it doesn’t work here.
> > Oh didn’t see this in the initial scan of your post. I will look into it.
> > Good call.
> > Feel free to join in.
>
> bold = responses

Red = Replies.