First time I played the Title Update anything, I was thinking “Wow, this will be great because AL finally got it’s nerf!” Oh, how I was wrong. I traded one villain for TWO more. With armor lock being less effective, Jetpack slowly took it’s place. Paired with a God-mode DMR, map movement was almost impossible. This weapon encouraged camping on large scales. However the NR can be just as much of a pain. Objectives got increasingly harder to play.
I’m not talking about Super Slayer, just to get that off of the table. Anyways, what frustrates me is that the precision weapons absolutely give little to no chance to any automatic weapons like the Assault Rifle. Back when games like Halo 3 had no bloom they had this thing called Bullet Spread, where the bullets would randomly fly inside the reticle.
I can obviously tell this happens almost never or very little with 85% or no bloom in Reach. Not to mention an over-powered weapon was taken and made to x5 times more effective. (Hint: DMR)
My point is, while they did some really nice stuff in the TU such as AL’s nerf; they forgot to balance the sandbox. Not that it was balanced to begin with but it wasn’t to where if you didn’t have a DMR any person-person encounter was miserably lost.
I really hope the revert to Reach’s default settings for when Halo 4 comes out. Let me play the game I payed for 343i.
They didnt forget to balance the TU sandbox. They couldnt rebalance it, they dont have the capability to do that in a patch, the ame was never designed to mess around with the weapon traits after shipping. Otherwise they would never have just left the NR as a full-auto headshot cannon which was ridiculous back with bleedthru. From what i can see they just took the crouch trait from the shipping game and applied it to the standing spartan (which also means that actually crouching will then give you zero bloom which is mad). The whole thing was predicated on a wilful acknowledgement that the TU would turn reach into a one gun game, which it did. There was also provision for bleedthru damage in the shipping game (sniper, shotgun etc) so they took that and applied it to all the other weapon classes too. Tried to anyway. I dont know how they managed ZB, just like they hit the off button on an entire game mechanic or something.
So basically IMO, the TU was probably a total hack job hastily done in time for the release of CEA and its reachy anniversary multiplayer, and they knew this yet went ahead with rolling it out elsewhere anyway due to apparent popular demand. Its a shame, if they had had the ability to do it properly, make sure things were properly rebalanced and there were no nasty bugs, i probably would never have had a problem with it just like every other halo patch ever until now.
Christ why am i still typing walls about this, oh well.
The automatics are useless because there is no bleedthrough.
Bleedthrough was removed from TU because people cried about it for god knows what reason.
343i: Wrecking Halo since 2011.
“God Mode DMR”?!
You mean a DMR where your bullets <mark>sort of</mark> go where you shoot?
DMR promoting camping? what a joke lol
All the DMR matches I’ve played in TU were total map movement games. My 400+ reach youtube videos can prove this too. Pretty sure not a single one of them has players ‘camping’ for an entire game in the same area.
DMR is wonderful and even more-so in TU. I think you just need to adjust to players who have good accuracy and will kill anything that moves. I play both Vanilla and TU and do the same thing in each one: decimate the opposing team. Using a title update as an excuse for playing poorly only shows me that a player cannot adapt to the situation and is only good under certain circumstances.
The sandbox in reach was broken from the beginning. Are you really more likely to choose to pick up a spiker or a plasma repeater in Vanilla? A poor gun is a poor gun. The idea of putting an artificial hinderence on a weapon for the sole purpose of balancing the sandbox was a terrible idea. At least 343 had the sense to make that hinderence a little more tolerable. When I play TU or Vanilla settings there is no noticeable difference in which guns do or don’t get used. All that’s really changed is that my shots generally go more in the direction that I’m aiming rather than being so random.
I encourage people to look up the word “precision,” and let me know if you see the word “random” anywhere in its definition…
> The automatics are useless because there is no bleedthrough.
>
> Bleedthrough was removed from TU because people cried about it for god knows what reason.
I personally didn’t like bleedthrough because of the ridiculously, awesome power of melee. I didn’t like having half-shields and dying from a single melee strike. That was absolute bull. If they could have toned down the melee a bit, then bleedthrough would have been the best. Seriously, what happened to melee? In Halo: Combat Evolved, wasn’t a melee a last ditch effort to kill? Didn’t it take three or four melees to pummel someone?
> First time I played the Title Update anything, I was thinking “Wow, this will be great because AL finally got it’s nerf!” Oh, how I was wrong. I traded one villain for TWO more. With armor lock being less effective, Jetpack slowly took it’s place. Paired with a God-mode DMR, map movement was almost impossible. This weapon encouraged camping on large scales. However the NR can be just as much of a pain. Objectives got increasingly harder to play.
>
> I’m not talking about Super Slayer, just to get that off of the table. Anyways, what frustrates me is that the precision weapons absolutely give little to no chance to any automatic weapons like the Assault Rifle. Back when games like Halo 3 had no bloom they had this thing called Bullet Spread, where the bullets would randomly fly inside the reticle.
>
> I can obviously tell this happens almost never or very little with 85% or no bloom in Reach. Not to mention an over-powered weapon was taken and made to x5 times more effective. (Hint: DMR)
>
> My point is, while they did some really nice stuff in the TU such as AL’s nerf; they forgot to balance the sandbox. Not that it was balanced to begin with but it wasn’t to where if you didn’t have a DMR any person-person encounter was miserably lost.
There are a few things I have to say:
-Jetpackers are very easy to kill.
-DMR is not God-mode.
-Automatic weapons never really stood a chance in Reach anyway (except the focus rifle, if that counts).
-In all my TU experiences, I have rarely encountered campers.
-Bleedthrough made the TU a lot better than it is now.
-I don’t think Reach’s sandbox was ever balanced.