What’s the big deal with TU. I see no difference from Vanilla Reach. Yet, in the site there are a few social sweat types who go on about the difference being game changing. I just don’t get it!?
The big deal exists because these forums bitched about bloom and AL nonstop until the TU came out.
Ever heard of the placebo effect? That’s pretty much what the TU does.
In reality, the vast majority of the greater community either can’t tell the difference or doesn’t care.
> In reality, the vast majority of the greater community either can’t tell the difference or doesn’t care.
I sure don’t.
The main reason for a TU is to fix “under the hood” problems, as well as prime the community for playlist updates and maybe some minor tweaking of systems. (E.g. weapon damage, bloom rate, etc.) Most people seem to seize on TUs as an excuse to complain “they changed it now it sucks.” So in some respects, it’s also a reverse placebo.
But you’re right that the version of Reach we’re all playing now isn’t noticeably different from the Reach we were playing in September 2010.
Yea TU is pretty rubbish. The only real difference was no bloom but they put it at 85% after a while.
I think they should make it more different than it already is, otherwise what’s the point if it’s basically the same.
What exactly did the TU change?
I literally notice NO differences whatsoever…
> What exactly did the TU change?
> I literally notice NO differences whatsoever…
Most all players seem to feel similarly, based on the population differences between Team Slayer and Super Slayer.
> What exactly did the TU change?
> I literally notice NO differences whatsoever…
I can tell the difference between vanilla and TU just fine…
Care to share?
-Armor lock is much less a pain
-Active camo sucks now
-Bloom is better, especially on the needle rifle
-No 6 shot DMR kills
-And when it was still around, bleedthrough
Hmm…
That sucks-ish, but i can’t tell the difference so…
I ain’t bothered.
> -Armor lock is much less a pain
> -Active camo sucks now
> -Bloom is better, especially on the needle rifle
> -No 6 shot DMR kills
> -And when it was still around, bleedthrough
Also the no sword block
> -Armor lock is much less a pain
> -Active camo sucks now
> -Bloom is better, especially on the needle rifle
> -No 6 shot DMR kills
> -And when it was still around, bleedthrough
That.
An average player against an average player probably won’t notice a difference.
An average player against better players will probably notice that the game is faster, and just a little bit BS-free now. Even if they know why, though, they won’t feel why. (This is the scenario I find myself in.)
A competitive player against another competitive player will probably notice that the game is faster, and recognize every single reason for it without having to look up any info on the TU.
The truth:
Bloom is 15% lower by default. Seems like nothing and indeed doesnt “feel” much different to the layman, but the knock on effects on the rest of the sandbox have been pretty huge. If you crouch, bloom effectively becomes zero on the DMR, this tends to make any map with long sightlines a nightmare, for instance Hemmy became even MORE insufferable under TU imo. And it pretty much threw the rest of the already slightly weak sandbox completely under the bus forever, which means i hope you like your games full of DMR with a side order of DMR. The upside is that rifle battles were made about 12% more fair according to one study. Some people argue it was worth it, others dont.
I call this part of the TU “The DMR Bailout Act”
Armour lock can now be penetrated by explosives. Stops tards locking up with no plan for no reason and wasting time which is good, but also effectively buffs the already insane banshee and reduces AL anti-vehicle role to basically splatter-stopper only. If youre a BTB player this probably sucks for you. 343i giveth and taketh away.
Invis AA now lasts a shorter time. Never really had a problem with invis, suppose it can be annoying with an invis sniper, but meh.
Forgot that the ability to parry the energy sword lunge was removed. Its a great, skilful addition to the game, but tended to fail in strange ways under an environment of lag which is regrettable. However its removal makes sprint and sword really rather OP and a campers dream (cough COUNTDOWN). Again 343i giveth and taketh away.
Oh and this caused the biggest community schism since the release of halo 2, where the new people liked it and the old CE people hated it to death and the notion of “casuals vs competitives” was born.
Thats about it.
It makes the game slightly more bearable, but still not as fun as previous Halo games.
I notice the difference clear as day.
When I stick an Armour locker and they go into Armour Lock, they still die.
When someone goes into Armour lock I can go right up to them and melee them to death.
TU fixed the over powered crutch that is Armour lock.
I notice the change in bloom more than anything else, and to me the difference between the two is as clear as day.
Going from Team Slayer to Super Slayer you should easily tell a difference in game play. In TS I can shoot twice and I’m in instant bloom as to Super I can almost fire 5 shots before I get max bloom ( Not saying I just spam I do pace ) In TS the AL is garbage they survive anything and everything. In Super I can put a grenade under him to force his AL off so I can quickly finish his sorry excuse of a halo player butt up. Also don’t know if it’s just me, but when I snipe in TS the sniper seems crappy compared to sniping in TU playlist’s.
Literally the only one I notice I’d the sword block thing.
I’ve mainly stuck to MLG after the TU because of ZB in it. Whenever I play with my not so good friends they always moan about not getting TU as if it’s the God of gametypes. I still fail to see how any of these changes make much of a difference (apart from making sword OP).
> > -Armor lock is much less a pain
> > -Active camo sucks now
> > -Bloom is better, especially on the needle rifle
> > -No 6 shot DMR kills
> > -And when it was still around, bleedthrough
>
> That.
>
> An average player against an average player probably won’t notice a difference.
>
> An average player against better players will probably notice that the game is faster, and just a little bit BS-free now. Even if they know why, though, they won’t feel why. (This is the scenario I find myself in.)
>
> A competitive player against another competitive player will probably notice that the game is faster, and recognize every single reason for it without having to look up any info on the TU.
I didn’t know competitive players existed outside of MLG. I’m extremely competitive and skilled for that matter, but I just never picked up on the changes.