With the TU practically in full sway, there seems to be big debate over what constitutes the best settings to play Reach. i’ve done some experimenting before, and settled on 110% damage, 100% damage resistance, 75% melee… that gave the 4sk for the DMR and the Pistol but left grenades ridiculously over powered.
Recently I went back and did some more playing around, and came up with a new set o’ settings. I’ve posted these recently, but thought a new thread might be warranted.
Damage resistance 50%
Damage 75%
Melee 50%
Shields and health 200% regen.
DMR/Pistol is a 4sk
frags directly under feet are not lethal, Stickies are.
Melee is 2 shot from normal shields, and lethal from bleedthru when shields are drastically low.
Problems so far… The nades if you like nukes. NR is still a 6 shot, maybe balanced with 85% bloom? Snipes do an excessive amount of bleedthru damage (they take you to red, regen to orange), but its a friggin elephant gun, so perhaps thats not an issue.
I haven’t played with these against vehicles yet. I would like to see people try these and give some feedback on how things play out.
> > aniversary with
> > 150 resistance
> > 125 damage
> > 100 melee
> > 4 shot dmr head shot
> > 6 shot nr
> > 3 shot magnum
> > nothing is op
> >
> > PERFECT in everyway
> >
> > also 200 shield recharge.
>
> how are grenades behaving? How does melee behave? I assume that this has 100% bloom… which is a deal breaker for me.
85% bloom.
If you guys are interested in getting some customs going I can host. I have a huge collection of good maps and can pull in some good numbers into the lobby.
I have been playing with anniversary 4sk DMR settings since the day before CEA came out. The overpowered sandbox is amazing.
However I also use 110 movement and jump so there are no AAs except for the ocassional jetpack or evade on certain maps as pickups.
> With the TU practically in full sway, there seems to be big debate over what constitutes the best settings to play Reach. i’ve done some experimenting before, and settled on 110% damage, 100% damage resistance, 75% melee… that gave the 4sk for the DMR and the Pistol but left grenades ridiculously over powered.
>
> Recently I went back and did some more playing around, and came up with a new set o’ settings. I’ve posted these recently, but thought a new thread might be warranted.
>
>
> Damage resistance 50%
> Damage 75%
> Melee 50%
>
> Shields and health 200% regen.
>
> DMR/Pistol is a 4sk
> frags directly under feet are not lethal, Stickies are.
> Melee is 2 shot from normal shields, and lethal from bleedthru when shields are drastically low.
>
> Problems so far… The nades if you like nukes. NR is still a 6 shot, maybe balanced with 85% bloom? Snipes do an excessive amount of bleedthru damage (they take you to red, regen to orange), but its a friggin elephant gun, so perhaps thats not an issue.
>
> I haven’t played with these against vehicles yet. I would like to see people try these and give some feedback on how things play out.
This would definitely help with our “Vehicle Death Trap issues”. However, we’ll have to remove Heavy Vehicles and maybe the Banshee or Falcon.
I wonder how the NR is a six shot with 75% melee and 50% resist. When I added only 110% damage and normal resist to Pre-TU, I got a 6sk.
Maybe we can make the Nades power weapons. lol
Sniper damage is too much, we don’t want any 1 Sniper Shot, 1 DMR body shot kills.
> > aniversary with
> > 150 resistance
> > 125 damage
> > 100 melee
> > 4 shot dmr head shot
> > 6 shot nr
> > 3 shot magnum
> > nothing is op
> >
> > PERFECT in everyway
> >
> > also 200 shield recharge.
>
> How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
oh wow… just tested and these are very good settings.
AR and PRe drops shields in 10 rounds.
Spiker and PRi in 5
PP in three
Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
> > > aniversary with
> > > 150 resistance
> > > 125 damage
> > > 100 melee
> > > 4 shot dmr head shot
> > > 6 shot nr
> > > 3 shot magnum
> > > nothing is op
> > >
> > > PERFECT in everyway
> > >
> > > also 200 shield recharge.
> >
> > How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
>
> oh wow… just tested and these are very good settings.
> AR and PRe drops shields in 10 rounds.
> Spiker and PRi in 5
> PP in three
> Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
> Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
> Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
> > > > aniversary with
> > > > 150 resistance
> > > > 125 damage
> > > > 100 melee
> > > > 4 shot dmr head shot
> > > > 6 shot nr
> > > > 3 shot magnum
> > > > nothing is op
> > > >
> > > > PERFECT in everyway
> > > >
> > > > also 200 shield recharge.
> > >
> > > How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
> >
> > oh wow… just tested and these are very good settings.
> > AR and PRe drops shields in 10 rounds.
> > Spiker and PRi in 5
> > PP in three
> > Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
> > Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
> > Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
>
> Melee at 75 is better.
> > aniversary with
> > 150 resistance
> > 125 damage
> > 100 melee
> > 4 shot dmr head shot
> > 6 shot nr
> > 3 shot magnum
> > nothing is op
> >
> > PERFECT in everyway
> >
> > also 200 shield recharge.
>
> How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
automatic weapons actually do quite well with these settings. and it makes AR rushing a formitable stratagy with out it being annoying. also the brute spiker is pretty beastly against shields with this setting.
also add me my GT is wamego if you wanna test these settings. i also usually do 110 speed and jump with 150 grav so i can have jp starts without jp being op
> > > > aniversary with
> > > > 150 resistance
> > > > 125 damage
> > > > 100 melee
> > > > 4 shot dmr head shot
> > > > 6 shot nr
> > > > 3 shot magnum
> > > > nothing is op
> > > >
> > > > PERFECT in everyway
> > > >
> > > > also 200 shield recharge.
> > >
> > > How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
> >
> > oh wow… just tested and these are very good settings.
> > AR and PRe drops shields in 10 rounds.
> > Spiker and PRi in 5
> > PP in three
> > Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
> > Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
> > Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
>
> Melee at 75 is better.
i disagree. melee with 75 is way under powered. it makes the melee a 3 hit instead of a two hit. 100 melee is perfect becuase even with 90 melee it makes melee obsolete with guns like the dmr. becuase with 90 melee the dmr is 3 head shots and 2 beat downs to kil the enemy which is pretty pointless when you can get 4 head shots for the kill
Anyway, here is my take:
125% damage, 150% resist, 100% melee
110% movement, 125% jump, 200% gravity
200% shield recharge, 200% health recharge
DMR start, no bloom, no sprint
It is pretty much similar to the GoldPro settings, but I would be open to having the pistol as a pickup on the map. The DMR is pretty much solid at all ranges and is a four-shot.
> Nobody mentioned movement or jump settings!
>
> Anyway, here is my take:
> 125% damage, 150% resist, 100% melee
> 110% movement, 125% jump, 200% gravity
> 200% shield recharge, 200% health recharge
> DMR start, no bloom, no sprint
>
> It is pretty much similar to the GoldPro settings, but I would be open to having the pistol as a pickup on the map. The DMR is pretty much solid at all ranges and is a four-shot.
Movement is way open for discussion. Reach isn’t too much slower than previous games, but the maps often take sprint into consideration. With the AAs the movement settings don’t need much tweaking, without them I prefer 110 move, 125 jump. All of my forge maps play best with 125 jump.
> Nobody mentioned movement or jump settings!
>
> Anyway, here is my take:
> 125% damage, 150% resist, 100% melee
> 110% movement, 125% jump, 200% gravity
> 200% shield recharge, 200% health recharge
> DMR start, no bloom, no sprint
>
> It is pretty much similar to the GoldPro settings, but I would be open to having the pistol as a pickup on the map. The DMR is pretty much solid at all ranges and is a four-shot.
for mlg ish settings that would make sense, but there are a few problems none the less. first off all 200 grav is way to much it needs to be 150 which nerfs things such as the jetpack with out over nerfing them.
also 85 bloom works better for 4 shot then zero bloom becuase the bloom adds an element of pacing instead of being able to easily spam with 0 bloom. this makes the game much faster paced without overtly fast. also the only way the anniversary pistol can be in is with 85 bloom cuz aniversary uses 85 bloom.
also it should be DMR/AR starts so everyone can be satisfied.
AR/Pistol start. (4sk no bloom pistol? Perfect starting weapon, forget starting with a DMR!)
No movement AAs, nerfed AL.
I think this would make a fast paced gametype where your aim would really matter and you can’t rely as much on your melee. The AAs would make it still feel like Reach, and the nerfed AL won’t make it a pause the game button if the user uses it for giggles. It’ll make it a deathtrap if not used right.
> > > > > aniversary with
> > > > > 150 resistance
> > > > > 125 damage
> > > > > 100 melee
> > > > > 4 shot dmr head shot
> > > > > 6 shot nr
> > > > > 3 shot magnum
> > > > > nothing is op
> > > > >
> > > > > PERFECT in everyway
> > > > >
> > > > > also 200 shield recharge.
> > > >
> > > > How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
> > >
> > > oh wow… just tested and these are very good settings.
> > > AR and PRe drops shields in 10 rounds.
> > > Spiker and PRi in 5
> > > PP in three
> > > Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
> > > Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
> > > Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
> >
> > Melee at 75 is better.
>
> i disagree. melee with 75 is way under powered. it makes the melee a 3 hit instead of a two hit. 100 melee is perfect becuase even with 90 melee it makes melee obsolete with guns like the dmr. becuase with 90 melee the dmr is 3 head shots and 2 beat downs to kil the enemy which is pretty pointless when you can get 4 head shots for the kill
it all depends on the damage settings coupled with resistance
> > > > > > aniversary with
> > > > > > 150 resistance
> > > > > > 125 damage
> > > > > > 100 melee
> > > > > > 4 shot dmr head shot
> > > > > > 6 shot nr
> > > > > > 3 shot magnum
> > > > > > nothing is op
> > > > > >
> > > > > > PERFECT in everyway
> > > > > >
> > > > > > also 200 shield recharge.
> > > > >
> > > > > How does the Automatic weapons behave. From the damages, they look underpowered SEVERELY.
> > > >
> > > > oh wow… just tested and these are very good settings.
> > > > AR and PRe drops shields in 10 rounds.
> > > > Spiker and PRi in 5
> > > > PP in three
> > > > Frag at feet is nonlethal, strips shields at around 1 forge block away.Barely hits at 2.
> > > > Sticky is lethal at feet. Takes a player to red at around 1 block away. Barely hits at 2.
> > > > Sniper does not do excessive bleedthrough damage… thats the only obvious difference I found with the ones I came up with. And I think its a good thing.
> > >
> > > Melee at 75 is better.
> >
> > i disagree. melee with 75 is way under powered. it makes the melee a 3 hit instead of a two hit. 100 melee is perfect becuase even with 90 melee it makes melee obsolete with guns like the dmr. becuase with 90 melee the dmr is 3 head shots and 2 beat downs to kil the enemy which is pretty pointless when you can get 4 head shots for the kill
>
> it all depends on the damage settings coupled with resistance
I’d really like to know what’s going on under the hood of this game called reach. Cursory comparisons to the settings I posted and wamego’s earlier in this thread proved insanely similar, but they look like they would be completely different.
> aniversary with
> 150 resistance
> 125 damage
> 100 melee
> 4 shot dmr head shot
> 6 shot nr
> 3 shot magnum
> nothing is op
>
> PERFECT in everyway
>
> also 200 shield recharge.
just found something wrong with this as well as all other 4 shot settings, that is the fact that the 4th shot takes out your shield and kills you so you dont have a drained shield to warn you to take cover. a possible solution would be starting with 1.5 shields but now i have to figure out how to make that into a 4 shot.