Note: This post was originally made on HaloCharts over here, if you’d like to see it in it’s full glory. It was recommended I post it here, where the majority of feedback is being reviewed.
Purpose:
The purpose of this topic is to explain that how, with the changes currently being tested in the TU Beta playlist, Halo: Reach can become the game that it was intended to be - a perfect blend between competitive and casual gameplay.
When replying to this topic, please only due so if it’s for the sake of discussion. Do not start a flame war and also do not make suggestions that have not yet been implemented into the TU Beta playlist. Assume that those changes put into effect are the only changes possible. This means do not discuss the damage of individual weapons or the rate of fire. If you’d like to discuss damage, please provide currently possible changes such as damage modification in the Game Options.
Please keep all responses polite and constructive!
Why Reach Was Bad:
Before you get your shorts in a bunch, accept one fact - Reach was the most un-Halo Halo game ever created, aside from Halo Wars (obviously). Core mechanics were changed that fundamentally altered the way the game was played. Simply compare Halo:CE to Halo 2, or Halo 2 to Halo 3. Then compare Halo 3 to Halo: Reach, and you’ll find that although the changes between CE and 3 were vast, Halo 3 to Halo: Reach creates a whole different playing experience. Why is this?
Bungie stated that they wanted Reach to be the best Halo. They wanted it to be fun and enjoyable for years to come, as it would be their last time with the franchise. They designed Reach in a manner that anyone would be able to put the disc in and jump into matchmaking and walk away with a kill or two. An admirable goal, but with one significant flaw - this aspects does not change later in the game. Players at higher levels are now forced to compete against other high level players with the same mechanics in place that allow low level players to get a few kills here or there. I first noticed this when playing my friend’s little brother in a 1v1. In Halo 3, he loved to challenge me and always lost with a score anywhere from 25-0 to 25-3. After Reach had been out for a few months, we played again, this time the scores varying from 25-5 to 25-10.
Why? Did he improve? In such a short time frame, no, not likely. Did I get worse? Again, not likely. The issue here was the game. I was playing a game that was designed to level the playing field between me and David. Not completely, but slightly. Now, I still won the games… so you might ask what’s the point? Say there are two pro teams playing Team Slayer. The score is now 49-49. Two players find themselves locked in a 1v1 to decide the fate of the game. In all of Halo 3, Player A beat Player B in 1v1 battles such as this 25 times, while Player B won only 3 times. But this isn’t Halo 3 - It’s Reach. Where Player B used to have a 10.7% chance of winning this fight, because the playing field has been evened a bit, he now has a 20-40% chance - nearly QUADRUPLING his chances of success. In one game, Player A would more then likely win. In the other, the result is very nearly a coin toss.
This is why Halo: Reach was bad.
So how could it now be perfect?
The Problem:
Bloom is arguably the most important and crucial change that needed to come to Reach as it was the largest cause of randomness within the game. First, what is bloom? Bloom is the term given to the expansion of the reticle based on how fast you’re pulling the trigger. The faster you pull the trigger, the larger the reticle. The reticle is the surface area in which it’s possible for your bullet to land. The larger the reticle, the greater the surface area where your bullet can land and thus, the more likely it is to land somewhere other then the center of your cross-hair.
So what mathematically formula is in place to ensure that your bullets land accurately within your reticle? There isn’t one. It’s 100% random luck that your bullet lands dead center. This is the “leveling of the playing field” I mentioned earlier, but before I explain why, let’s look at how we, as a player, were supposed to adapt to this random factor by examining our logic train.
Faster Fire -> Bigger Reticle -> Bigger Surface Area -> Less Accuracy
So if we want to improve our accuracy, we need a smaller surface area. If we want a smaller surface area, we need a smaller reticle. If we want a smaller reticle, we need to shoot slower. This is called “pacing”. Rather then shoot as fast as we can, we show self-control and wait for our bloom to shrink back to it’s initial point of accuracy. So it became widely accepted that in order to get the “perfect 5 shot kill”, we had to pace our shots and shoot slower to be more accurate. It was assumed that lower skilled players would just spam their shots while higher skilled players would pace and would thus win because they’re more accurate. This, however, was not the case. Due to the randomness of the spread and the amount of time it took to accurately pace shots, many players would just spam their gone to get shots in faster and either get a lucky kill, or at least do far more damage then they would have if they were pacing.
Let’s look at some numbers. First off, it takes 5 bullets to get a kill with the DMR in Reach, regardless of bloom. 4 to take the shields, and one headshot. So how long does it take to get these 5 bullets?
It Takes (roughly)…
1.9 Seconds to get out 5 shots as fast as you can. That’s an average of .38 seconds per shot.
3.7 Seconds to get out 5 shots waiting for the bloom to reset. That’s an average of 0.74 seconds per shots.
2.3 Seconds to get out 5 shots waiting for the bloom to reset under 85% Bloom Settings. That’s an average of 0.46 SPS.
1.4 Seconds to get out 4 shots in Halo 2 with the BR. That’s an average of 0.28 SPS. <- Reference Point