How melee bleedthrough should be in Halo 4

<mark>SYSTEM NUMBER ONE</mark>

No bleedthrough in Reach has flaws: double melee kills are common, and damage dealt before a melee attack that’s not enough to drop someone’s shields becomes irrelevant. This was (is) very frustrating.

Bleedthrough in Reach also had flaws: you had no idea whether or not your shields or the enemy’s shields were low enough for a melee to be deadly, so it required guessing.

Halo 4 should have bleedthrough, but it should not require guessing. The way to do this is so it’s clear to you from your HUD and to your enemy from your appearance if your shields are low enough for a melee to be deadly. This would have to take health into account too.

If you’re at the point where your shields are low enough that you’ll die to one melee given your current health situation, your shield indicator in your HUD should change color and the “beep beep beep” low shield indicator should get louder or change pitch or something. Also, once you get to that point it should be apparent to enemies. Your energy shield should change color (to dark orange or whatever) and all of the little lights on your armor should turn off.

<mark>SYSTEM NUMBER TWO</mark>

Or, there should be no bleedthrough, but melee attacks against a full shield only do 70% damage although a melee would still kill an unshielded player. That way there would be no double beatdowns.

Like it was in Halo 1-3.

> Like it was in Halo 1-3.

Yeah, it was definitely perfect back then. I miss it :frowning:

Somehow (for me), the meele system in Halo 1-3 seemed like a wise decision, when Reach came out, it was hard to adjust, but when I did, it felt “right”.

Now in the TU beta, there is bleedthrough melee, and it feels so out of place in Reach.

I hope bleedthrough melee is in Halo 4, but as you said, it should be easier to tell when your melee attack will kill you opponent in one hit.

Thank you pib nice systems and math for the 70%

> <mark>SYSTEM NUMBER ONE</mark>
>
> No bleedthrough in Reach has flaws: double melee kills are common, and damage dealt before a melee attack that’s not enough to drop someone’s shields becomes irrelevant. This was (is) very frustrating.
>
> Bleedthrough in Reach also had flaws: you had no idea whether or not your shields or the enemy’s shields were low enough for a melee to be deadly, so it required guessing.
>
> Halo 4 should have bleedthrough, but it should not require guessing. The way to do this is so it’s clear to you from your HUD and to your enemy from your appearance if your shields are low enough for a melee to be deadly. This would have to take health into account too.
>
> If you’re at the point where your shields are low enough that you’ll die to one melee given your current health situation, your shield indicator in your HUD should change color and the “beep beep beep” low shield indicator should get louder or change pitch or something. Also, once you get to that point it should be apparent to enemies. Your energy shield should change color (to dark orange or whatever) and all of the little lights on your armor should turn off.
>
>
> <mark>SYSTEM NUMBER TWO</mark>
>
> Or, there should be no bleedthrough, but melee attacks against a full shield only do 70% damage although a melee would still kill an unshielded player. That way there would be no double beatdowns.

are you people blind? there is a visual indicator in reach when to melee. When the shields get bright it means melee.

its not the game its you

OT- for H4 just make it how it was H3-CE

> Somehow (for me), the meele system in Halo 1-3 seemed like a wise decision, when Reach came out, it was hard to adjust, but when I did, it felt “right”.
>
> Now in the TU beta, there is bleedthrough melee, and it feels so out of place in Reach.
>
> I hope bleedthrough melee is in Halo 4, but as you said, it should be easier to tell when your melee attack will kill you opponent in one hit.

Exactly how I feel. I felt a bit alienated from Reach once bleedthrough was introduced. I felt so used to knowing that dropping shields means kill time. Now I have no idea how I die so quickly. The quickest death I had was a single shot from a dmr and follow up with a pummel. I was like wtf, am I seeing things?! I died in one shot (full shields, I must have had low health) and a pummel.

What made it worse was that the guy knew what he was doing, so I was dead from the start. Had bleedthrough stayed out of Reach, I would have been much more comfortable in that situation.

I have some adjusting to, especially if it’s in H4…

Now I know where part of my garboness comes from in H3… I didn’t fully understand how bleedthrough worked… now I must hit the refresh button on bleedthough tutorial xD…