Bleedthrough - March Playlist Update Discussion

Please use this thread to give us feedback about the March bleedthrough update. Thanks!

• Bleedthrough functionality removed from TU game types.

Additional information can be found in the 3.01.12 edition of the Halo Bulletin.

No offense Angel but it only allows for double beatdowns again which everyone hated. Don’t see why it got removed.

Holy…I’m barely on these forums and I just got thanked 24 times? I guess thats a good thing?

Dear double pummel,

It’s not me it’s you. Why do you keep returning? I thought our past relations were over. We should really move on, you know things are getting a bit complicated. Also, please remember to tell your friend Invasion playlist to get updated.

Hope you understand.

xoxoxoxox

343 has decided to destroy half of the good changes made to Reach by removing bleedthrough from TU gametypes. This decision to remove one of the last remaining decent mechanics in a vastly inferior Halo game has given me no choice but to lose a ton of respect for 343.

Who the hell cares that you’ve added a TU playlist now that you’ve destroyed the gametype?

This is also a terrible sign for Halo 4 as it shows that the bottom feeder Infection players are the ones who control the mechanical fate of the game.

May god have mercy on this game and the future Halo franchise.

You destroyed half the of changes that made this game playable in any light. The game is a complete joke once again.

Maybe you’re just mad you have to spent MS points on a new GamerTag :wink:

Nah, joking aside, I agree. Bleed-through was a really good mechanic, and although it was sometimes unpredictable, it definitely added to the balance and bought a Halo-ish feel back.

Good, now lower melee to 75% and that will take care of double derps and we can all be happy again.

This decision makes no sense.

WHY, I don’t like dying to someone who’s first instinct is to sprint in for the beatdown when he sees an enemy. Please do NOT remove bleedthrough. There were barely any decent complains against it.

Two steps forward, one step back. Ugh!

Seriously? Bleed through was one of the mechanics that brought me back to playing Halo. Now all I have are custom lobbies and MLG… And I can’t stand playing in MLG. I play this game casually, that playlist has no space for me.

Bleed through helped balance the game. It helped break herpa-derpings. It added incentive to pick up health packs. It simply made it enjoyable to play again.

This is a bad sign for H4. :frowning:

YAY!! We get to go back to 3 dmr shots + pummel + pummel = kill

You guys failed with this one.

This game was going in such a positive direction. And literally just thrown back in reverse 8 months. Absolutely ridiculous. If you want to remove bleedthrough, remove it just in “Super Slayer”. Leave the rest of it alone. This game was finally starting to feel like Halo. And now it’s a double beatdown fest again.

Multiple decisions about the March update make no sense. Two steps forward, three steps back.

> YAY!! We get to go back to 3 dmr shots + pummel + pummel = kill
>
> You guys failed with this one.

Because its sooooo hard to take an extra shot before you punch. Just because the opponent is going to punch you doesn’t mean you have to punch back.

Thanks for sending us back to the dark ages of Sprint double melee superiority.

I really appreciate the stepping in the right direction and then tripping over yourself and falling backwards.

Most disappointing factor of the March update for me, and it’s going to drive me away from matchmaking (except MLG; I’m assuming that will retain bleedthrough as it’s a community gametype) until Halo 4.

Now automatic weapons truly will be useless in TU settings, and everything negative about default Reach’s melee system will resurface.

To me the game just felt so much more crisp with bleedthrough, and more importantly it was ostensibly Halo.

I’m just so very, very disappointed with this part of the update. I believe it’s the worst decision which affects gameplay so far.

What effect will this have on the April MLG playlist update? Does this mean the MLG gametypes will also be stuck with terrible double melees? Bleedthrough is without a doubt the more competitive mechanic and if this global change extends to the MLG gametypes then you might as well just decapitate Reach and burn the body.

> What effect will this have on the April MLG playlist update? Does this mean the MLG gametypes will also be stuck with terrible double melees? Bleedthrough is without a doubt the more competitive mechanic and if this global change extends to the MLG gametypes then you might as well just decapitate Reach and burn the body.

Doubtful, the bleedthrough gametypes are already out there.
It will only change if MLG wants it changed.

> There were barely any decent complains against it.

Hmmm lets see

  1. Messes with the audio&visual guidelines of when to hide and when not to.
  2. Inconsistent beatdowns. Health affects how many shots you can take before getting punched and dying. For example.
    One shot DMR + Punch in Red health will result in death
    Two shots DMR + Punch in Orange/Yellow will result in death
    Three shots DMR + Punch in Blue will result in death.
  3. Double derps can be simply avoided by reducing Melee.

Can you please post the reasoning behind removing bleedthrough besides forum feedback or playlist voting (both of which can provide specious results without all other choices in the equation being constant).

What is the actual argument from a game mechanics standpoint to remove bleedthrough?

This was a terrible idea. Bleedthrough should have been reduced, not removed. But I thank you. Now I don’t have to buy a new Xbox 360 until this autumn…