Melee Bleedthrough in TU gametypes is painful

Think about it:

HCE: Weak melees, 1’s time did not break health
H2/3: No health
ODST: Weak melees, 2 times did not damage health
Reach: Melee death requires shield pop
Reach TU: Melee damages health at FULL SHIELDS

If you have 3 bar health, you die. One Melee in TU with no shots should not remove any health, ideally it will pop shields exactly, or leave 15% of them.

We have never had a Melee system like this, whatever people say. It just irritates me that with 3 bar health, full shields, I die from one Melee, no shots. Also now the shotgun is underpowered in both the anniversary and TU gametypes.

90% melee? Too busy playing Battlefield at the moment to test, but wouldn’t that do just enough damage to pop shields, and not touch health. Or if it does, only 1 bar.

> Reach TU: Melee damages health at FULL SHIELDS

This is actually the result of a bizarre health glitch. It’s not an issue with bleed-through itself, but it is only apparent when damage bleeds through. Because of this glitch, there literally is no setting change they can make that guarantees that health damage won’t be sustained when meleed with full shields.

(Ever see any of those threads where people claim to have died at full health and shields from a single frag, and post videos of it – yet nobody can recreate it when testing in Customs? I’m pretty sure that’s this glitch in action. It’s an inexplicable bug with how health packs and health regeneration work.)

I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.

Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.

Problems solved.

> I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
>
> Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
>
> Problems solved.

Except there is a major glitch with it and the health packs work. Also, the DMR and NR become even more OP as they take 1 less headshot to kill.

Holy crap. If that is true than it needs to be tweaked ASAP!

> > I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
> >
> > Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
> >
> > Problems solved.
>
> Except there is a major glitch with it and the health packs work. Also, the DMR and NR become even more OP as they take 1 less headshot to kill.

1 less headshot? No, unless you are playing with tweaked damage settings.

> > > I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
> > >
> > > Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
> > >
> > > Problems solved.
> >
> > Except there is a major glitch with it and the health packs work. Also, the DMR and NR become even more OP as they take 1 less headshot to kill.
>
> 1 less headshot? No, unless you are playing with tweaked damage settings.

Sometimes the Fourth or Fifth Needle Rifle or DMR Bullet can ignore the shields and deal direct damage to the health if only it is a headshot. Its a really irritating glitch when you are trying to run away from the firefight zone.

> > > > I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
> > > >
> > > > Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
> > > >
> > > > Problems solved.
> > >
> > > Except there is a major glitch with it and the health packs work. Also, the DMR and NR become even more OP as they take 1 less headshot to kill.
> >
> > 1 less headshot? No, unless you are playing with tweaked damage settings.
>
> Sometimes the Fourth or Fifth Needle Rifle or DMR Bullet can ignore the shields and deal direct damage to the health if only it is a headshot. Its a really irritating glitch when you are trying to run away from the firefight zone.

What you’re talking about is not a glitch. That’s how it was deigned so that the bullets would ‘bleed-through’ the shield just like a melee if there was few shields left. That’s the same way it was in Halo 3. It’s just more irritating in reach because the shield recharge rate is slower. It make’s you vulnerable for an unreasonably extended amount of time.

It means that ANY damage in accompaniment to your full-shields no matter how small makes you 1 shot more vulnerable assuming accuracy of course in a head-shot on the 4th shot.

ITS PERFECT THE WAY IT IS <3 343

> ITS PERFECT THE WAY IT IS <3 343

Actually, it needs 110% damage resistance, <100% melee, and faster shield recharge. But it makes the game playable.

75% melee damage would be perfect.

75% melee for all the win! fixes probably everything…

> I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
>
> Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
>
> Problems solved.

not only that, the AR + melee tactic is countered, IN ITS ENTIRETY by pressing your directional stick away from the person trying to AR + melee you.

THE MORE YOU KNOW.

Shotgun is underpowered? How so? Unlike Halo 3, pretty much all of Reach maps that have the Shotgun guarantees inordinate amounts of Shotty campers, because the Shotgun always have 18 bullets, which is ALOT of amount for a power weapon, unlike Halo 3, where depending on map size, it was 6, 12 or 18, making the gameplay more balanced.

Personally bleedthrough is fine. It’s just the glitch as people have stated above. If any tweaks need to be make, that would be to make the melee modifier at 75%/90%.

> Think about it:
>
> HCE: Weak melees, 1’s time did not break health
> H2/3: No health
> ODST: Weak melees, 2 times did not damage health
> Reach: Melee death requires shield pop
> Reach TU: Melee damages health at FULL SHIELDS
>
> If you have 3 bar health, you die. One Melee in TU with no shots should not remove any health, ideally it will pop shields exactly, or leave 15% of them.
>
> We have never had a Melee system like this, whatever people say. It just irritates me that with 3 bar health, full shields, I die from one Melee, no shots. Also now the shotgun is underpowered in both the anniversary and TU gametypes.

haha dude your right thats pretty strong bleed threw!

> > Think about it:
> >
> > HCE: Weak melees, 1’s time did not break health
> > H2/3: No health
> > ODST: Weak melees, 2 times did not damage health
> > Reach: Melee death requires shield pop
> > Reach TU: Melee damages health at FULL SHIELDS
> >
> > If you have 3 bar health, you die. One Melee in TU with no shots should not remove any health, ideally it will pop shields exactly, or leave 15% of them.
> >
> > We have never had a Melee system like this, whatever people say. It just irritates me that with 3 bar health, full shields, I die from one Melee, no shots. Also now the shotgun is underpowered in both the anniversary and TU gametypes.
>
> haha dude your right thats pretty strong bleed threw!

Has nothing to do with damage bleed; it is all melee damage. Bungie didn’t design the game with the thought it would ever be fixed.

> Shotgun is underpowered? How so? Unlike Halo 3, pretty much all of Reach maps that have the Shotgun guarantees inordinate amounts of Shotty campers, because the Shotgun always have 18 bullets, which is ALOT of amount for a power weapon, unlike Halo 3, where depending on map size, it was 6, 12 or 18, making the gameplay more balanced.
>
> Personally bleedthrough is fine. It’s just the glitch as people have stated above. If any tweaks need to be make, that would be to make the melee modifier at 75%/90%.

It only has 12 on most maps. Also, the shotgun has a longer range. Not many people realize that if AAs were removed, melee damage lowered and CE weapons only, it would play a lot more like CE than the other Halos.

> > > > > I don’t see why the solution to Halo 3’s AR melee is so difficult to get right.
> > > > >
> > > > > Bungie decided to ruin game mechanics and make melee more viable than shooting with non bleedthrough. All that has to be done is have bleedthrough like the previous games, but put melee damage at 75%. All the problems with AR/melee are solved, and the DMR, being an incremental damage weapon, would take more time than most other things to kill in CQC with a melee, which balances that out too.
> > > > >
> > > > > Problems solved.
> > > >
> > > > Except there is a major glitch with it and the health packs work. Also, the DMR and NR become even more OP as they take 1 less headshot to kill.
> > >
> > > 1 less headshot? No, unless you are playing with tweaked damage settings.
> >
> > Sometimes the Fourth or Fifth Needle Rifle or DMR Bullet can ignore the shields and deal direct damage to the health if only it is a headshot. Its a really irritating glitch when you are trying to run away from the firefight zone.
>
> What you’re talking about is not a glitch. That’s how it was deigned so that the bullets would ‘bleed-through’ the shield just like a melee if there was few shields left. That’s the same way it was in Halo 3. It’s just more irritating in reach because the shield recharge rate is slower. It make’s you vulnerable for an unreasonably extended amount of time.
>
> It means that ANY damage in accompaniment to your full-shields no matter how small makes you 1 shot more vulnerable assuming accuracy of course in a head-shot on the 4th shot.

It’s not the shield recharge rate that annoys me, it’s the TIME it takes between getting shot and having your shields start recharging that annoys me.

> Think about it:
>
> HCE: Weak melees, 1’s time did not break health
> H2/3: No health
> ODST: Weak melees, 2 times did not damage health
> Reach: Melee death requires shield pop
> Reach TU: Melee damages health at FULL SHIELDS
>
> If you have 3 bar health, you die. One Melee in TU with no shots should not remove any health, ideally it will pop shields exactly, or leave 15% of them.
>
> We have never had a Melee system like this, whatever people say. It just irritates me that with 3 bar health, full shields, I die from one Melee, no shots. Also now the shotgun is underpowered in both the anniversary and TU gametypes.

As much as I agree with your subject, you’re wrong.

Bleedthrough Melees are annoying though.