Altered Base Player Traits for BT

The concept of Bleedthrough in Halo: Reach has both pros and cons. The community has been giving input on it via the forums, and the latest result involved removing it from standard TU gametypes in the March update.

There have been posts suggesting altered base player traits to improve bleedthrough’s functionality with Halo: Reach, so I decided to record some control tests with it to try and collect the traits.

One thing that could happen is the return of the Beta playlist, testing these specific traits in matchmaking. Control tests can only go so far.

I’ll list links to the videos below. I’m breaking them down into smaller videos due to some time constraints. If you have other traits that you want tested, post below.

Video 1: 75% melee and/or 110% damage resistance
Video 2: 110% damage resistance and 90% melee; 110% damage/110% resistance and 75% and/or 90% melee (Pending)
Video 3: 75% damage/50% damage resistance/50% melee for BTB balance (Pending)
Video 4: 90% damage/resistance/melee for BTB balance (Pending)

Links aren’t working for 2nd, 3rd, or 4th videos

> Links aren’t working for 2nd, 3rd, or 4th videos

They aren’t ready yet. I still need to voice over the second vid. I’m getting to them as quickly as I can, so please be patient. I’ll add those links once I upload the vids.

Dude, the bleedthru debacle is dead and buried. Dont dig it back up.

> Dude, the bleedthru debacle is dead and buried. Dont dig it back up.

There are still a handful that support it, and at the very least I’m presenting video tests to back up anything stated, not just blatantly saying something is fact.

It’s clear you didn’t like bleedthrough. If it were the other way and no-bleed was being argued, I’d tell you the same thing. At the very least I’m trying to get more appropriate testing done so perhaps it can be put into a second classic playlist.

I’ve actually been testing traits for no bleed. I use 90 DR with normal damage (Minor Buff mainly so that we can apply it to BTB. AR is 17 shot). A 22 shot kill AR is pathetic (By default it’s 18).

I also use 75% melee, which in combination with 90% DR is a 3 hit and a 2 hit with a few AR bullets. 50% would work better, but it is JUST BARELY a 4 hit. If there was a 65-70 percent melee option, it would work but there isn’t :frowning:

> I’ve actually been testing traits for no bleed. I use 90 DR with normal damage (Minor Buff mainly so that we can apply it to BTB. AR is 17 shot). A 22 shot kill AR is pathetic (By default it’s 18).
>
> I also use 75% melee, which in combination with 90% DR is a 3 hit and a 2 hit with a few AR bullets. 50% would work better, but it is JUST BARELY a 4 hit. If there was a 65-70 percent melee option, it would work but there isn’t :frowning:

Are you recording those trait tests too? If not, I can definitely try to roll that into my set of videos.

Although I support bleedthrough, tweaking no bleed is also adequate, so long as it balances some of the issues with no bleed, between shooting and melee as well as AAs.

I’m sure with the proper combinations of resist/melee, it might be possible. BTB can use a few tweaks, as I’m not fully sure on the BTB.net settings. They felt a little too weak when I was playing it in customs two nights ago.

BTW, appreciate the 18 AR kill note. I’ll add that to my vid.

I love bleedthrough, if only because it means I won’t have someone sprint up to me just to hit me twice, while my bullets and punch just damage their shields slightly.

75% melee is the answer.

Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.

The “inconsistencies” in the dmr are really minor, not worth fretting over.

> 75% melee is the answer.
>
> Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
>
> The “inconsistencies” in the dmr are really minor, not worth fretting over.

The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.

So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.

I don’t have a capture card, so you can test it.

> > 75% melee is the answer.
> >
> > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> >
> > The “inconsistencies” in the dmr are really minor, not worth fretting over.
>
> The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
>
> So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
>
> I don’t have a capture card, so you can test it.

Will do.

> > 75% melee is the answer.
> >
> > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> >
> > The “inconsistencies” in the dmr are really minor, not worth fretting over.
>
> The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
>
> So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
>
> I don’t have a capture card, so you can test it.

75% dr 50% damage leads to 4sk dmr and pistol and seriously powerful autos. 90% dr isn’t enough…

But these kinds of changes are not likely to be implemented. The standard sandbox at 100/100 is the only realistic play environment. Reduced melee under bleed. And that’s it.

Other settings might be preferrable to some, but these play too differently from the norm. Believe me, I have literally tested every possible dr/damage combination. 75/50 and the 125/150 goldpro (the two are roughly equivalent) are my preference (vehicles notwithstanding) but there’s no way these would be acceptable as the standard.

> > > 75% melee is the answer.
> > >
> > > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> > >
> > > The “inconsistencies” in the dmr are really minor, not worth fretting over.
> >
> > The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
> >
> > So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
> >
> > I don’t have a capture card, so you can test it.
>
> 75% dr 50% damage leads to 4sk dmr and pistol and seriously powerful autos. 90% dr isn’t enough…
>
> But these kinds of changes are not likely to be implemented. The standard sandbox at 100/100 is the only realistic play environment. Reduced melee under bleed. And that’s it.
>
> Other settings might be preferrable to some, but these play too differently from the norm. Believe me, I have literally tested every possible dr/damage combination. 75/50 and the 125/150 goldpro (the two are roughly equivalent) are my preference (vehicles notwithstanding) but there’s no way these would be acceptable as the standard.

I was trying to avoid making the NR OP since it is ZB with the TU, that’s why I have 110% damage for Vanilla (So it is a 6sk WITH bloom), and 90% DR for TU (So it is still a 7sk WITHOUT bloom.) the two actually don’t play very differently from the norm (Both a buff to automatics, larger in Vanilla at a 16sk AR, smaller in TU at 17sk AR).

> > > 75% melee is the answer.
> > >
> > > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> > >
> > > The “inconsistencies” in the dmr are really minor, not worth fretting over.
> >
> > The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
> >
> > So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
> >
> > I don’t have a capture card, so you can test it.
>
> 75% dr 50% damage leads to 4sk dmr and pistol and seriously powerful autos. 90% dr isn’t enough…
>
> But these kinds of changes are not likely to be implemented. The standard sandbox at 100/100 is the only realistic play environment. Reduced melee under bleed. And that’s it.
>
> Other settings might be preferrable to some, but these play too differently from the norm. Believe me, I have literally tested every possible dr/damage combination. 75/50 and the 125/150 goldpro (the two are roughly equivalent) are my preference (vehicles notwithstanding) <mark>but there’s no way these would be acceptable as the standard</mark>.

Why not? 125/150 works fine. It actually plays quite a bit like Halo 3. Besides, playing differently from the norm is the reason for modifying these traits, and for the TU in general.

By the way, 125/150 doesn’t seem to be in any of the videos…

Reach is too far into it’s life cycle to start restructuring it’s core player traits. Reach is Reach, not Halo. The only thing changing for it between now and Halo 4’s release is just small tweaks to playlists/loadouts.

> > > > 75% melee is the answer.
> > > >
> > > > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> > > >
> > > > The “inconsistencies” in the dmr are really minor, not worth fretting over.
> > >
> > > The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
> > >
> > > So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
> > >
> > > I don’t have a capture card, so you can test it.
> >
> > 75% dr 50% damage leads to 4sk dmr and pistol and seriously powerful autos. 90% dr isn’t enough…
> >
> > But these kinds of changes are not likely to be implemented. The standard sandbox at 100/100 is the only realistic play environment. Reduced melee under bleed. And that’s it.
> >
> > Other settings might be preferrable to some, but these play too differently from the norm. Believe me, I have literally tested every possible dr/damage combination. 75/50 and the 125/150 goldpro (the two are roughly equivalent) are my preference (vehicles notwithstanding) <mark>but there’s no way these would be acceptable as the standard</mark>.
>
> Why not? 125/150 works fine. It actually plays quite a bit like Halo 3. Besides, playing differently from the norm is the reason for modifying these traits, and for the TU in general.

We’re going for consistency here. Reach is kind of a mess right now. While this may work for some playlists, 125% damage will cause problems in BTB, the Vehicles will do massive amounts of damage but their armor would be alluminum. If Gold-Pro uses a 4sk DMR, then we will have even larger problems on maps like Hemmorhage.

> > > > > 75% melee is the answer.
> > > > >
> > > > > Changing either DR or damage isn’t going to go over well. The same way bleed changed the sandbox, adjustments to dr and damage do the same. Melee is the biggest issue and is the best thing to change.
> > > > >
> > > > > The “inconsistencies” in the dmr are really minor, not worth fretting over.
> > > >
> > > > The DR that I suggested (90%) was actually to balance the sandbox for the automatics. Although changing damages might be better for them than resist, 110% gives a 6 shot NR, which would work in Vanilla but in the TU it wouldn’t (due to it becoming ZB). I am also going for a modifier for all playlists of each type, 110% damage cripples Vehicles, so BTB would be out.
> > > >
> > > > So far I think 110% damage and 75% melee for Vanilla playlists and 90% DR and 75% melee on no bleed TU works best.
> > > >
> > > > I don’t have a capture card, so you can test it.
> > >
> > > 75% dr 50% damage leads to 4sk dmr and pistol and seriously powerful autos. 90% dr isn’t enough…
> > >
> > > But these kinds of changes are not likely to be implemented. The standard sandbox at 100/100 is the only realistic play environment. Reduced melee under bleed. And that’s it.
> > >
> > > Other settings might be preferrable to some, but these play too differently from the norm. Believe me, I have literally tested every possible dr/damage combination. 75/50 and the 125/150 goldpro (the two are roughly equivalent) are my preference (vehicles notwithstanding) <mark>but there’s no way these would be acceptable as the standard</mark>.
> >
> > Why not? 125/150 works fine. It actually plays quite a bit like Halo 3. Besides, playing differently from the norm is the reason for modifying these traits, and for the TU in general.
>
> We’re going for consistency here. Reach is kind of a mess right now. While this may work for some playlists, 125% damage will cause problems in BTB, the Vehicles will do massive amounts of damage but their armor would be alluminum. If Gold-Pro uses a 4sk DMR, then we will have even larger problems on maps like Hemmorhage.

I see what you mean, but couldn’t Gold damage and bleed just be used in, say, Super Slayer? Though I suppose that wouldn’t be very consistent with the other playlists, like you said.

I did test the GoldPro settings, even though I’m sure those were tested well under the original creators of GoldPro. I’ll admit that I did overlook the NR between Vanilla and TU, so perhaps I’ll add those settings Shanez1215 suggested so Vanilla can have some love too! Personally, I wish for a full GoldPro playlist so players can have that classic experience instead of ZB Slayer.

I still have to work on the BTB settings (75/50/50) as well as another one I thought of (90/90/90), since it will help buff vehicles from small arms fire, so long as those maps have adequate anti-vehicle weapons.