IDEAL Reach Competitive Settings

Settings

No AAs: in addition to being detrimental to Halo, sprint and jetpack are both broken by 120 speed 200 gravity settings)

Zero Bloom: obvious

Movement: 120 speed, 125 jump, 200 gravity: allows for best possible strafing, grenades no longer OP

125 damage, 150 resistance: allows for 4sk DMR
Benefits of 4sk DMR:

  1. Faster, CE-like kill times are best for competitve Halo. Don’t believe me? Read this.
  2. Balances 4sk magnum.
  3. Increased default speed and strafing ability calls for faster kill times.
  4. More individual capability/big play potential.

Bleedthrough on: allows for 4sk DMR. Double melees eliminated. Shooting is viable at CQB.

90 melee damage: 3 shot beatdowns feel right

125 shield recharge: Reach’s 6 second delay before shield recharge is unnecessary and slows gameplay dramatically

DMR/magnum starts: 4sk DMR allows magnum off spawn

Radar on: a necessity with faster kill times

343, please give these settings a chance competitively.

Note: If you doubt these settings’ competitive merit, or just want to experience them, feel free to send me a message (B Deck 500) and we’ll run them in customs.

I’m not sure if you tested this yourself or not but the DMR actually does the same thing. The only difference is that the DMR has a broader zoom. If ANY PART of the reticle is touching the head in ZB, it will count as a headshot. Note how in that video the DMR wasn’t touching the head. That’s because it zoomed farther so proportionately the reticle covered less of the Spartan’s body.

If anything, the DMR is actually worse competitively now than the NR. The DMR has spread (Shoot a wall, see what I mean), the NR doesn’t.

> I’m not sure if you tested this yourself or not but the DMR actually does the same thing. The only difference is that the DMR has a broader zoom. If ANY PART of the reticle is touching the head in ZB, it will count as a headshot. Note how in that video the DMR wasn’t touching the head. That’s because it zoomed farther so proportionately the reticle covered less of the Spartan’s body.
>
> If anything, the DMR is actually worse competitively now than the NR. The DMR has spread (Shoot a wall, see what I mean), the NR doesn’t.

Wow. My bad. They are the same. I didn’t realize they had that much bullet magnetism.

I agree with the OP on this (except for a 4sk) the current 5sk works well and kill times are great.

The arena is pathetic, low population, To4 vs randoms exploits, Jetpack breaking map control, randomness of bloom turning it into a luck-fest and guaranteed kill power weapons (cant escape rockets unlike H3, sniper is insanely easy to use due to slow movement speed + DMR’s lack of suppression compared to a BR).

Oh and unbalanced maps that promote camping plus give ‘Red-Team advantage’ on majority of maps from start of games.

This is so similar to what a lot of MLG players are suggesting that it could just end up splitting the population.

If they do end up using these settings, it might just be easier to make MLG the ranked playlist and do away with Arena. The only difference would be lack of radar and addition of objective gametypes. Edit: And more balanced maps, lol… Arena really screws over blue team right now.

This could also allow the re-introduction of other ranked gametypes like FFA or Doubles, as the competitive populations would be joined.

But this is all in theory, can’t really judge anything until they decide on their settings. There will still be plenty of time to see what happens.

Apart from all the other crap in Arena as i previously mentioned, i feel forced to play as many games as possible to increase or at least defend my rank, unlike in H3 with the multiple ranked playlists you could play say Team slayer for a few days and then maybe some snipers for a while, when you come back to Team slayer the rank is still there.

I hate seasons with a passion, % daily rating is a bad idea, i managed to hit top 3% onyx is Season 8, couldnt play for 3 days, did played really well on the day i could but somehow dropped to 15%?

so the only way for me to attain the highest rank my skill allows is to no-life reach as much as i can? whoever thought that one up need’s shooting!

1-50 may of been flawed but at least it worked and kept most ranked playlists with healthy populations.

I dont want to feel forced to play a flawed playlist just to gain a rank which is largely based on how many games i play!

I have actually gone in and tested settings. It took a while but I’ve optimized the settings as best I can for competitive play with Zero Bloom. I’ll list all the changes made to settings:

Weapon Damage: 110

  • Improves the DMR to 4hk, and NR to 5hk, giving them the exact same kill time (Timed and tested) and better flexibility with the Magnum on small maps. As well as giving non-precision weapons that little bit more umph they will need to be at least useable. Otherwise they are redundant entirely.

Melee Damage*: 50

  • Believe it or not 50 is perfect. 3 Melees will kill a player, OR 1 melee on a shieldless opponent regardless of health, however if an opponent has a sliver of shields, he will survive with a sliver of health.

Movement Speed: 120

  • Optimal movement speed gives both bullet magnetism and sticky reticle a minimum effect on players. Somewhat simulating Halo CE Magnum difficulty play with all 3 base precision weapons.

Jump Height: 125

  • Not so much a necessity as a preference of the majority of players.

Gravity: 200

  • Also a preference of players.

Shield Recharge: 125

  • Simulates a Halo 2/3 shield recharge speed and allows for increased game pace as players will wait less.

Health Recharge*: 0

  • This is the only way to secure a 1 melee hit on a shieldless opponent. As a player with max health would survive, however any amount of bullet damage will always bleed enough health for a 1 melee hit. This basically makes it so if a players shield is down he will ALWAYS die with one melee, as opposed to health recharge making it seem “random”. Players can still get health back from healthpacks.

Motion Tracker: Disabled

  • Could be enabled. It’s not a huge deal to me.

Loadouts:
Noble 1 - DMR/Magnum - 1 Frag grenade
Noble 2 - NR/Magnum - 1 Frag grenade

Not bad LEGEND ST, ill give those a try.

But Radar is a must for me, im deaf so i rely heavily on it since i cant hear footsteps (or most complex callouts unless i learn them so i know exactly what words to expect >.> )

Main reason why i get backsmacked on MLG when i played it on H3, only managed 48 in that list compared to 50 in TS/Snipers/Dubs lol :frowning:

In all honesty removing the radar for a ranked TS list wouldnt be a good idea, since MLG cater’s to that already, i kinda hate no radar in sniper’s but thats not the worst aspect of that particular list!

> Apart from all the other crap in Arena as i previously mentioned, i feel forced to play as many games as possible to increase or at least defend my rank, unlike in H3 with the multiple ranked playlists you could play say Team slayer for a few days and then maybe some snipers for a while, when you come back to Team slayer the rank is still there.
>
> I hate seasons with a passion, % daily rating is a bad idea, i managed to hit top 3% onyx is Season 8, couldnt play for 3 days, did played really well on the day i could but somehow dropped to 15%?
>
> so the only way for me to attain the highest rank my skill allows is to no-life reach as much as i can? whoever thought that one up need’s shooting!
>
> 1-50 may of been flawed but at least it worked and kept most ranked playlists with healthy populations.
>
> I dont want to feel forced to play a flawed playlist just to gain a rank which is largely based on how many games i play!

Agree x 10000000000.

I hate Arena. I don’t live to play Halo. I hate playing up to onyx 20%, only to work 3 days in a row and drop to 30%. That’s stupid as -Yoink-.

Arena sucks. 1-50 only bothered players that could not get a high rank.

Also if arena is not zero-bloom it will be a joke anyway.

90% melee damage balances melees even better. 3 shots with the DMR followed by a melee will kill someone. If the player was beatdown first however, their shields are completely gone, but still leaves them with full health.

The ideal competitive settings are whatever MLG’s settings are.

Make MLG ranked as well as the arena with it’s current settings. Maybe even revert arena closer to team/squad slayer settings.

> I agree with the OP on this (except for a 4sk) the current 5sk works well and kill times are great.
>
> The arena is pathetic, low population, To4 vs randoms exploits, Jetpack breaking map control, randomness of bloom turning it into a luck-fest and guaranteed kill power weapons (cant escape rockets unlike H3, sniper is insanely easy to use due to slow movement speed + DMR’s lack of suppression compared to a BR).
>
> Oh and unbalanced maps that promote camping plus give ‘Red-Team advantage’ on majority of maps from start of games.

The speed and strafing ability of 120 speed with 200 gravity makes 4sk almost a necessity. Also, read the link, it does a great job explaining why fast kill times are beneficial to competitive Halo. Additionally, 4sk DMR balances 4sk magnum.

All of that, except change to Magnum only starts and change the Magnum’s RoF to be just a tad slower than the NR’s.

Magnum has little bullet magnetism and aim assist, so it should solve the issue if its RoF is changed. A select amount of DMR’s and NR’s could be placed to give an edge for players, but only given limited ammo supply.

> I have actually gone in and tested settings. It took a while but I’ve optimized the settings as best I can for competitive play with Zero Bloom. I’ll list all the changes made to settings:
>
> Weapon Damage: 110
> - Improves the DMR to 4hk, and NR to 5hk, giving them the exact same kill time (Timed and tested) and better flexibility with the Magnum on small maps. As well as giving non-precision weapons that little bit more umph they will need to be at least useable. Otherwise they are redundant entirely.
>
> Melee Damage*: 50
> - Believe it or not 50 is perfect. 3 Melees will kill a player, OR 1 melee on a shieldless opponent regardless of health, however if an opponent has a sliver of shields, he will survive with a sliver of health.
>
> Movement Speed: 120
> - Optimal movement speed gives both bullet magnetism and sticky reticle a minimum effect on players. Somewhat simulating Halo CE Magnum difficulty play with all 3 base precision weapons.
>
> Jump Height: 125
> - Not so much a necessity as a preference of the majority of players.
>
> Gravity: 200
> - Also a preference of players.
>
> Shield Recharge: 125
> - Simulates a Halo 2/3 shield recharge speed and allows for increased game pace as players will wait less.
>
> Health Recharge*: 0
> - This is the only way to secure a 1 melee hit on a shieldless opponent. As a player with max health would survive, however any amount of bullet damage will always bleed enough health for a 1 melee hit. This basically makes it so if a players shield is down he will ALWAYS die with one melee, as opposed to health recharge making it seem “random”. Players can still get health back from healthpacks.
>
> Motion Tracker: Disabled
> - Could be enabled. It’s not a huge deal to me.
>
>
> Loadouts:
> Noble 1 - DMR/Magnum - 1 Frag grenade
> Noble 2 - NR/Magnum - 1 Frag grenade

The motion tracker is kind of a necessity on these settings, since getting the drop on someone gives you a big advantage with the faster kill times.

> 90% melee damage balances melees even better. 3 shots with the DMR followed by a melee will kill someone. If the player was beatdown first however, their shields are completely gone, but still leaves them with full health.

In OP.

> The motion tracker is kind of a necessity on these settings, since getting the drop on someone gives you a big advantage with the faster kill times.

And because im deaf :smiley: 2 reasons :wink:

> > The motion tracker is kind of a necessity on these settings, since getting the drop on someone gives you a big advantage with the faster kill times.
>
> And because im deaf :smiley: 2 reasons :wink:

That too

Sprint is needed. It enhances the gameplay, it isn’t a bunch of people hopping around anymore. Gameplay is faster which is better for viewing and better for objective based gamemodes. That’s one of the only positives I can take out of Bungie’s Reach game.

> Sprint is needed. It enhances the gameplay, it isn’t a bunch of people hopping around anymore. Gameplay is faster which is better for viewing and better for objective based gamemodes. That’s one of the only positives I can take out of Bungie’s Reach game.

No… Just no… No way should sprint, or any other armour ability for that matter, be allowed to continue to ruin Reach. Reach has been given a second chance. No way should sprint be included with this (better) version of Reach.

No, no, no, no, NO!!!

> > Sprint is needed. It enhances the gameplay, it isn’t a bunch of people hopping around anymore. Gameplay is faster which is better for viewing and better for objective based gamemodes. That’s one of the only positives I can take out of Bungie’s Reach game.
>
> No… Just no… No way should sprint, or any other armour ability for that matter, be allowed to continue to ruin Reach. Reach has been given a second chance. No way should sprint be included with this (better) version of Reach.
>
> No, no, no, no, NO!!!

Yes. I mean no? AGREED!