> TU Invasion makes Phase 1 in Boneyard and Spire near-impossible. The defensive DMRs and NRs already have a significant advantage (especially on Spire, since Bungie didn’t care to softkill the damn rocks!), and with bloom lessened, the open fields of Phase 1 will become an even more effective barrier than… well, an actual barrier! Bleedthrough may make the Elites more powerful in CQC, and the Armor Lock nerf would prevent the unimaginably-annoying turtling that ALWAYS ALWAYS ALWAYS happens in Phase 3, but those benefits won’t mean anything because everyone’ll be getting skunked all game, every game.
I’ve actually found the opposite. Like was intended, you need to move up the front sector more diversely. I’ve seen people make really dumb mistakes by thinking AC while moving is a smart thing to do. Other times I see players going up the center portions of boneyard, “do you know how many yards are between you and the next piece of cover? well, I’ll let you pay for it and give myself a kill.” like it stands from the past, you need to find solid people that also know how to use basic weapons. Myself and three others know how to cross map shoot the players who are dumb enough to get on the rock. Ok, so I can’t kill you, but I’ve also forced you back for the five seconds to recharge your shields and hey? Guess what? someone else is going to overcompensate for your weakness and I’ll get a kill for it. This once again ties to not being a one gun user and if your thoughts of counter action is to jump shoot or shoot down narrow slits. Bad news for you: I can move out of your line of sight. I beg to differ, T.U. makes players too comfortable and vulnerable IF you know what to do against them. As for bleedthrough, don’t need it, I’m not a CQC guy and give myself plenty of room where I know CQC users generally are, if they aren’t, makes my life easy, if they are, they just got a grenade and a headshot for camping in a doorway.
> Bleedthrough introduces more inconsistency than it removes. Bullet bleedthrough breaks an intuitive shielding mechanic, but can’t be removed while still keeping melee bleedthrough. From what I’ve heard out of others’ mouths (hands?), 75% sans bleedthrough sounds like the best option, but as you’ve probably seen, that’s still very open to debate.
I agree. Bleedthrough, for me, introduced too many issues from the past into a game designed to be radically different. I’ve modified my play styles in order to account for this, thus, I’m not going to ask for it back, if it does return, I’m only going to see more people coming forward with the melee lunge rather then using their gun the way it was intended to.
> 110% movement + AA pickups isn’t Reachy enough. That’s not to say that Reach is good, but trying to turn it into a Halo 3 clone will likely introduce more problems than it solved. (Remember the backlash over the Anniversary gametypes and magnum?)
> Matchmaking is in need of attention, yes, but it’s not as simple as “TU EVERYTHING, HALO 3 SETTINGS, GOGOGO”. I wish it were, because there don’t appear to be any other true fixes… But it isn’t. :\
I agree about the simplicity.