Any plans on updating the beta playlist, 343?

With better settings and maps, that actually work with No Bloom and giving No Bloom its own playlist within the hopper? Along with adding the ZB Objective.

Anymore Bloom configurations you wanna let us test? If so, they should be given their own playlist as well and clearly labeled. Personally I would think increasing bloom would reward pacing more than decreasing it because 85% makes it easier to spam but its not as stupid as 100%. Increasing it would reward pacing and discourage spamming (along with changing some other stuff) but it would slow the gameplay down a bit.

but anyway…

We’re thankful that we finally got no bloom, we really are but its still with default… well everything and we don’t want to play default Reach and it does not work well with default settings.

I thought we were pretty clear about that shortly after the gametype came out in the fileshare a month ago. It didn’t make sense to me that you guys kept it default when the beta hopper came out but you had to give everyone else the opportunity to try the settings.

Now that the majority of them in the last 2 weeks have told you what we told you a month ago to a better extent, can we get the settings and maps changed please?

Some work is going to be needed, to make this change the best it can b. From both sides, the community and you guys. We all can’t expect it to work just by throwing it in to default and not changing anything. Who knows, more might need to be changed/tweaked other than settings and maps but if it makes it better why not?

You should have the feedback needed to change the settings to something that will work very well and we want everyone to be able to see, try and test them out. You may even change (more than likely will) some (or a lot) “ZB sucks” perspectives and open them up to the change.

Incase you need some help/idea on the changes to the settings, feel free to check out the feedback I left in the appropriate thread. (Link didn’t work, just check the quote a bit down on the first page). Those don’t need to be the exact settings but its something that plays better to go off of.

Like I always say: Default base traits and default bloom were designed to work toghether, changing something, makes the game play really weird.

If your gun kills faster, you should also move faster, it’s common sense.

Right now, zero bloom (not that I suck on it), plays like call of duty were you move slowly and kill fast, and that for Halo is weird gameplay that isn’t welcome.

I was under the impression that they would be releasing a bunch of different Gametypes. I hope they still plan on doing that for use in customs if nothing else.

> I was under the impression that they would be releasing a bunch of different Gametypes. I hope they still plan on doing that for use in customs if nothing else.

They gave MLG ZB Objective games recently. Well not even that recently, shortly after the Beta playlist came out.

“Killa KC” fileshare. But they need to update the settings in the hopper.

> > I was under the impression that they would be releasing a bunch of different Gametypes. I hope they still plan on doing that for use in customs if nothing else.
>
> They gave MLG ZB Objective games recently. Well not even that recently, shortly after the Beta playlist came out.
>
> “Killa KC” fileshare. But they need to update the settings in the hopper.

I guess I thought there would be 20 + gametypes already. So many variants that I would love to try. I would even like to try an increased bloom variant …just to see how it would play.

> Like I always say: Default base traits and default bloom were designed to work toghether, changing something, makes the game play really weird.
>
> If your gun kills faster, you should also move faster, it’s common sense.
>
> Right now, zero bloom (not that I suck on it), plays like call of duty were you move slowly and kill fast, and that for Halo is weird gameplay that isn’t welcome.

Movement speed, jump height, and gravity ALL need to be upped to that of the Team Classic playlist. Maybe keep movement speed at 110% though since 120%+sprint=speed of light.

Well apparently my link doesn’t work so I’ll copy paste what I wrote in the feedback thread.

> No Bloom does not work well with Default Reach settings, some maps (community and built in) and weapons on map/placement will have to be adjusted slightly.
>
>
> Increased movement speed and jump height is a must
>
>
> I would suggest settings along the lines of:
>
> No AA’s
> Single DMR loadout (hidden), No Secondary
> 120% Speed
> 125% Jump Height
> 100-150% Gravity
> 75/90% Melee Dmg
> 1 grenade start (optional)
> 110% dmg and resist to make the DMR 4 shot kill (optional)
>
> With 120% Speed, there really is no point in having sprint and if you do have it, it just doesn’t play right because you get around way too fast. If you make a bad judgement and push too far when you shouldn’t have, you get punished with it with a death, like it should be.
>
> A big counter argument is you die too fast, 120% movement speed is enough to get away and for strafing to be very effective. Also the kill times are just as fast as H2/H3. A 4 shot kill DMR is the same kill speed as the H2 4 shot BR, a 5 shot kill DMR is the same as a Halo 3 4 shot BR. The Reach pistol isn’t faster than the CE Magnum and about the same, if not slower than someone who had a good quad shot in H2. Although the biggest factor in “dying too fast” would most likely be due to the maps being built for AA’s and Bloom in mind (large open areas with hardly any cover, larger maps because you have sprint to get across etc).
>
>
> There really isn’t much difference in the melee damages aside from the lack of double beatdowns (which isn’t even a threat with No AA’s and No Bloom), especially if you up the damage and resistance to both 110% (110% dmg and resist with 75% melee can still double beatdown but there are advantages for someone shooting). Although 75% Melee Dmg plays better in both cases, 90% is also good for normal damage and resistance and can easily be used in normal playlists, while 75% can be used in the more “hardcore”.
>
>
>
>
> I personally like 125% Jump Height and normal 100% gravity but to some it feels “too floaty”, I don’t find it “too floaty” at all, it reminds me of Halo 2’s jumping. I seriously dislike Reach’s poor jump height.
>
>
> I believe MLG is trying to push for 125% Damage, 150% Resistance, 75% Melee, 120% Speed, 125% Jump and 200% Gravity.
>
> The dmg and resistance make the DMR 4 shot for headshots and 7 if not? but also don’t make explosions “overpowered” (nades/rockets). The 200% gravity also is suppose to take away that “ice skating” effect while strafing on the higher movement speed but to me it just makes it feel like Reach’s default jumping. Maybe if there was a 110, 120, 125 or 130% gravity in between that took away the “ice skating” effect it would be “perfect” for everyone. Whatever gets used I will have to get used to though, I just dislike the poor jumping and wish it was increased in matchmaking.
>
>
>
> I suppose this ends my feedback? Idk, I’ll add more later if I think of anything.
>
>
> Oh, maybe taking away the scope on the pistol could “fix” it. Making it more of a good close range weapon than someone shooting it long range and perfect 4 shotting someone and out killing a DMR because they got lucky and the inconsistent bullet spread landed.
>
> Personally I don’t think the pistol is overpowered, it can be if its a secondary and not placed on the map evenly (MLG Sanctuary as an example of having it right) or even only one on map as a “power weapon” (for smaller maps). It has a small clip so you need to aim, its inconsistent mid-long range. Its good close range, like its suppose to be but I do see other peoples problems with it.
>
> I also think No Bloom should have its own playlist in the hopper, not just a gametype in the playlist. Seems like you’re trying to force 85% on us.
>
>
> Maybe throw in some old classic remake maps as well. Especially if you remove AA’s. Theres some great remakes out there.

Bumped, some what active hours now lol…

I dont think they will ever update the hopper, I believe tho that the last changes will be included when anniversary comes out, and there will be tons of new playlist’s

Agreed with OP. Would be nice for it to get updated with better settings, settings players use in custom games. That way the rest of the population can decide if they like those settings or not. Default settings do not work.

Bad maps don’t help either. Reach’s maps were bad to begin with and they were made with AA’s and Bloom in mind, they don’t work well without either. New ones would need to be forged by the community.

343 gave us one whole playlist update in 4 months. What makes you think they would update a singular hopper?

Um… you guys? It’s a BETA. When are they going to update the beta playlist? Only when it is done being a beta. That’s 11/15, when CEA comes out. They’ve been pretty explicit about that.

My guess is there will be a ZB playlist of its very own, and that the TU settings will be spread across the board (provided testing goes well), apart from special gametypes and classic Halo Anniversary playists.

> Um… you guys? It’s a BETA. When are they going to update the beta playlist? Only when it is done being a beta. That’s 11/15, when CEA comes out. They’ve been pretty explicit about that.

A beta that pretty much had a pre beta (ZB gametype that was in the fileshare before the hopper went up) and that had feedback. Feedback they didn’t listen to.

Just because its a beta doesn’t mean they cant change it to BETTER settings (which they should have released it with) for “everyone” to be able to test instead of just the better players, BEFORE the final product comes out.

Why do you think you see a ton of “ZB Sucks” “ZB is stoopid” “ZB takes no skill” by bad kids who lack game knowledge.

Because they didn’t listen to the more competitive crowd a month ago when we only had the single gametype. We found this all out within moments of playing it and gave our feedback right away.

No Bloom does not work with derpreach settings. Remove the AAs too.

Beta playlist needs updated settings for “EVERYONE” to be able to try and I guarantee you A LOT of peoples perspectives will be changed and their mind more open to it.

> Well apparently my link doesn’t work so I’ll copy paste what I wrote in the feedback thread.
>
>
>
>
>
> > No Bloom does not work well with Default Reach settings, some maps (community and built in) and weapons on map/placement will have to be adjusted slightly.
> >
> >
> > Increased movement speed and jump height is a must
> >
> >
> > I would suggest settings along the lines of:
> >
> > No AA’s
> > Single DMR loadout (hidden), No Secondary
> > 120% Speed
> > 125% Jump Height
> > 100-150% Gravity
> > 75/90% Melee Dmg
> > 1 grenade start (optional)
> > 110% dmg and resist to make the DMR 4 shot kill (optional)
> >
> > With 120% Speed, there really is no point in having sprint and if you do have it, it just doesn’t play right because you get around way too fast. If you make a bad judgement and push too far when you shouldn’t have, you get punished with it with a death, like it should be.
> >
> > A big counter argument is you die too fast, 120% movement speed is enough to get away and for strafing to be very effective. Also the kill times are just as fast as H2/H3. A 4 shot kill DMR is the same kill speed as the H2 4 shot BR, a 5 shot kill DMR is the same as a Halo 3 4 shot BR. The Reach pistol isn’t faster than the CE Magnum and about the same, if not slower than someone who had a good quad shot in H2. Although the biggest factor in “dying too fast” would most likely be due to the maps being built for AA’s and Bloom in mind (large open areas with hardly any cover, larger maps because you have sprint to get across etc).
> >
> >
> > There really isn’t much difference in the melee damages aside from the lack of double beatdowns (which isn’t even a threat with No AA’s and No Bloom), especially if you up the damage and resistance to both 110% (110% dmg and resist with 75% melee can still double beatdown but there are advantages for someone shooting). Although 75% Melee Dmg plays better in both cases, 90% is also good for normal damage and resistance and can easily be used in normal playlists, while 75% can be used in the more “hardcore”.
> >
> >
> >
> >
> > I personally like 125% Jump Height and normal 100% gravity but to some it feels “too floaty”, I don’t find it “too floaty” at all, it reminds me of Halo 2’s jumping. I seriously dislike Reach’s poor jump height.
> >
> >
> > I believe MLG is trying to push for 125% Damage, 150% Resistance, 75% Melee, 120% Speed, 125% Jump and 200% Gravity.
> >
> > The dmg and resistance make the DMR 4 shot for headshots and 7 if not? but also don’t make explosions “overpowered” (nades/rockets). The 200% gravity also is suppose to take away that “ice skating” effect while strafing on the higher movement speed but to me it just makes it feel like Reach’s default jumping. Maybe if there was a 110, 120, 125 or 130% gravity in between that took away the “ice skating” effect it would be “perfect” for everyone. Whatever gets used I will have to get used to though, I just dislike the poor jumping and wish it was increased in matchmaking.
> >
> >
> >
> > I suppose this ends my feedback? Idk, I’ll add more later if I think of anything.
> >
> >
> > Oh, maybe taking away the scope on the pistol could “fix” it. Making it more of a good close range weapon than someone shooting it long range and perfect 4 shotting someone and out killing a DMR because they got lucky and the inconsistent bullet spread landed.
> >
> > Personally I don’t think the pistol is overpowered, it can be if its a secondary and not placed on the map evenly (MLG Sanctuary as an example of having it right) or even only one on map as a “power weapon” (for smaller maps). It has a small clip so you need to aim, its inconsistent mid-long range. Its good close range, like its suppose to be but I do see other peoples problems with it.
> >
> > I also think No Bloom should have its own playlist in the hopper, not just a gametype in the playlist. Seems like you’re trying to force 85% on us.
> >
> >
> > Maybe throw in some old classic remake maps as well. Especially if you remove AA’s. Theres some great remakes out there.

100% damage.
110% resistance.
100% melee.

(with bleedthru)

or
100% damage
100% resistance
75% melee

(without bleedthru)

both at 110% make the DMR 4 shot.

As does 125%/150%.

> both at 110% make the DMR 4 shot.
>
> As does 125%/150%.

look at the rest of the chart. it does a lot more than that.

> > both at 110% make the DMR 4 shot.
> >
> > As does 125%/150%.
>
> look at the rest of the chart. it does a lot more than that.

I’m well aware bro. It would take an essay to write up all of the different changes between the settings. I did countless testing with the 110% and normal settings. I know quite well what changes came with it.

Yeah, it’s taking way too long… I mean I could have told you on day 1 (or even before) that ZB needs increased movement speed.

I would also like trying something around 5-15% bloom to emulate the CE/H2/H3 spread. This small of a bloom would not affect close or medium range battles, just keep the long-range insta-deaths to more of a minimum.

As I stated earlier I was under the impression they would be releasing a lot of different variants. I don’t see why they can’t at least release some of them for customs now like they did with the ZB gametype initially.