I kind of like the idea, but it totally removed ALL skill. Now, I know it’s good because bloom was broken and people kept complaining (constantly…). But removing it allows for cross-mapping spamming and mid range spamming and CQC spamming. If it’s removed from all play lists, then what will happen to Automatic and Small arms (Excluding the pistol) weapons? They become completely redundant.
IMO, ZB is good, but should NOT be everywhere. If I was in charge, I might remove bloom and implement a stricter fire rate, maybe about 20% less. That’s just me though.
> ZB is my favorite, but I don’t think it would be fair to alienate the people that like bloom no matter how broken it may be.
>
> The difficult part is deciding what and how much should be changed and I want no part of that debate.
>
> I can simply state I am happy to at least have one ZB playlist
arena should be safe to change to ZB, team slayer might be ok to remove bloom and bloom only and i don’t think the players would even notice if bloom was gone but they would notice bleed through and the AC + AL changes.
i agree keep zb out of certain matchmaking playlists. it should have its own playlist, and stay there. no zb in btb, or living dead, ts, most of the playlists.
> > ZB is my favorite, but I don’t think it would be fair to alienate the people that like bloom no matter how broken it may be.
> >
> > The difficult part is deciding what and how much should be changed and I want no part of that debate.
> >
> > I can simply state I am happy to at least have one ZB playlist
>
> arena should be safe to change to ZB, team slayer might be ok to remove bloom and bloom only and i don’t think the players would even notice if bloom was gone but they would notice bleed through and the AC + AL changes.
Agree with arena. In bias I would like 2v2 as well.
I have mixed feelings about AAs in arena. On one hand if you mess with the settings enough you just end up with 2 mlg playlist. I don’t particularly like AAs but I wish more experimentation with them as pickups could be done. The idea of simply tossing them seems regressive( again I will reiterate how much I hate their current implementation).
Equipment was hated on by the Competitive crowd but it added another aspect to be controlled and I laughed at all the players,that ignored the equipment and never picked it up. Ironically things like this label me more a casual player. It took a game like reach to have me on the side of competitive types lol.
But back on topic I think doubles and arena are the only other playlist I would make ZB.
> But back on topic I think doubles and arena are the only other playlist I would make ZB.
I still think you need faster movement speed if you have ZB. I don’t understand why they haven’t done this in the TU beta playlist. Although like you said, it would then make arena closer to MLG settings.
> > > ZB is my favorite, but I don’t think it would be fair to alienate the people that like bloom no matter how broken it may be.
> > >
> > > The difficult part is deciding what and how much should be changed and I want no part of that debate.
> > >
> > > I can simply state I am happy to at least have one ZB playlist
> >
> > arena should be safe to change to ZB, team slayer might be ok to remove bloom and bloom only and i don’t think the players would even notice if bloom was gone but they would notice bleed through and the AC + AL changes.
>
> Agree with arena. In bias I would like 2v2 as well.
>
> I have mixed feelings about AAs in arena. On one hand if you mess with the settings enough you just end up with 2 mlg playlist. I don’t particularly like AAs but I wish more experimentation with them as pickups could be done. The idea of simply tossing them seems regressive( again I will reiterate how much I hate their current implementation).
yea, i hate there current implementation as well and they where designed to be as a loadouts which presents a problem when you put them as a pick up, yes they are earned as map pick up but the problem is they infinite use until you die, no limit charge to them because it recharges which, in my opinion, gives to much of an advantage.
the only AA i think that works as pick up is drop shield but in the right hands this can be a a nu-sense(spelling? damn spell checker is playing up)
> Equipment was hated on by the Competitive crowd but it added another aspect to be controlled and I laughed at all the players,that ignored the equipment and never picked it up. Ironically things like this label me more a casual player. It took a game like reach to have me on the side of competitive types lol.
honestly, i think most of those people just can’t move on from halo 2, i understand people loved the game for what it was but really, things evolve including game design and technology.
> But back on topic I think doubles and arena are the only other playlist I would make ZB.
> > But back on topic I think doubles and arena are the only other playlist I would make ZB.
>
> I still think you need faster movement speed if you have ZB. I don’t understand why they haven’t done this in the TU beta playlist. Although like you said, it would then make arena closer to MLG settings.
Yeah to be honest I felt MLG with 120 is to fast. Just,my opinion,but I think 110 with 150 gravity is much better than default without being MLG.
Which brings me to another issue Gandhi brought up. Having all these settings really,limits how approachable each playlist is. Personally speaking I have no issues but I can see how someone new to Halo or Reach wide be confused. This is probably why ZB slayer is still default speed. At least the better player wins 100% of the time in ZB regardless how easy it is to hit shots.
Sorry for all the commas in wrong places. Posting on,Android phone with FFS IS hard to do.Cant use work computer anymore.
> Yeah to be honest I felt MLG with 120 is to fast. Just,my opinion,but I think 110 with 150 gravity is much better than default without being MLG.
>
> Which brings me to another issue Gandhi brought up. Having all these settings really,limits how approachable each playlist is. Personally speaking I have no issues but I can see how someone new to Halo or Reach wide be confused. This is probably why ZB slayer is still default speed. At least the better player wins 100% of the time in ZB regardless how easy it is to hit shots.
>
>
> Sorry for all the commas in wrong places. Posting on,Android phone with FFS IS hard to do.Cant use work computer anymore.
They should increase the jumping to 125% and gravity to 200%. Makes jumps have the same hangtime as a one on 110% Jump 150% gravity, but it removes the ice skating feeling from 120% movement speed.
> > Yeah to be honest I felt MLG with 120 is to fast. Just,my opinion,but I think 110 with 150 gravity is much better than default without being MLG.
> >
> > Which brings me to another issue Gandhi brought up. Having all these settings really,limits how approachable each playlist is. Personally speaking I have no issues but I can see how someone new to Halo or Reach wide be confused. This is probably why ZB slayer is still default speed. At least the better player wins 100% of the time in ZB regardless how easy it is to hit shots.
> >
> >
> > Sorry for all the commas in wrong places. Posting on,Android phone with FFS IS hard to do.Cant use work computer anymore.
>
> They should increase the jumping to 125% and gravity to 200%. Makes jumps have the same hangtime as a one on 110% Jump 150% gravity, but it removes the ice skating feeling from 120% movement speed.
I’ll be honest I don’t notice the difference between 150 and 200; they both feel just as slippery. The real culprit is strafe acceleration, and unfortunately there is no way around it.
The benefit of 120 is yes it’s harder to hit shots. But this is NOT because the strafe is better it’s because you are moving faster. The consequence however is ,IMO, the player feels less in control. Going that fast and then changing directions feels…off. I just don’t like it. I just don’t like gliding around at high speeds, but I acknowledge it does increase the skill gap.
> > > having the mechanic removed is better then keeping it broken.
> > >
> > > 0 bloom is fine, the main problem lies within bleed through.
> >
> > This.
>
> …and the rest of the weapon sandbox (ie. Plasma Ticklers, Tilted AR, and Slingshots).
they went unused before though, if 343i can fix the bugs with bleed through then i’ll happily accept melee bleed through’s return to help bring the weapons back into there niche.
> > > > having the mechanic removed is better then keeping it broken.
> > > >
> > > > 0 bloom is fine, the main problem lies within bleed through.
> > >
> > > This.
> >
> > …and the rest of the weapon sandbox (ie. Plasma Ticklers, Tilted AR, and Slingshots).
>
> they went unused before though, if 343i can fix the bugs with bleed through then i’ll happily accept melee bleed through’s return to help bring the weapons back into there niche.
The game would be fine with no Bleedthrough, 75% melee damage, ROF decrease on the DMR and NR with 85% bloom, and a plasma repeater that is actually USEFUL and the game would be fine until we get to Invasion…
> > > > > having the mechanic removed is better then keeping it broken.
> > > > >
> > > > > 0 bloom is fine, the main problem lies within bleed through.
> > > >
> > > > This.
> > >
> > > …and the rest of the weapon sandbox (ie. Plasma Ticklers, Tilted AR, and Slingshots).
> >
> > they went unused before though, if 343i can fix the bugs with bleed through then i’ll happily accept melee bleed through’s return to help bring the weapons back into there niche.
>
> The game would be fine with no Bleedthrough, 75% melee damage, ROF decrease on the DMR and NR with 85% bloom, and a plasma repeater that is actually USEFUL and the game would be fine until we get to Invasion…
eh, 85% bloom is just an easier version to aim of 0 bloom, so why not just have 0 bloom?
as for 75% melee, yea, i always preferred it since it’s 2 melee’s to break shields so shooting at the guy while rushing at you actually gives you the advantage while still keeping the consistency.
> > > > > > having the mechanic removed is better then keeping it broken.
> > > > > >
> > > > > > 0 bloom is fine, the main problem lies within bleed through.
> > > > >
> > > > > This.
> > > >
> > > > …and the rest of the weapon sandbox (ie. Plasma Ticklers, Tilted AR, and Slingshots).
> > >
> > > they went unused before though, if 343i can fix the bugs with bleed through then i’ll happily accept melee bleed through’s return to help bring the weapons back into there niche.
> >
> > The game would be fine with no Bleedthrough, 75% melee damage, ROF decrease on the DMR and NR with 85% bloom, and a plasma repeater that is actually USEFUL and the game would be fine until we get to Invasion…
>
> eh, 85% bloom is just an easier version to aim of 0 bloom, so why not just have 0 bloom?
>
> as for 75% melee, yea, i always preferred it since it’s 2 melee’s to break shields so shooting at the guy while rushing at you actually gives you the advantage while still keeping the consistency.
The major difference, and reason why 85% bloom is better than 0% bloom, lies in the maps.
While on the smaller or more closed in maps the difference between 0% and 85% is negligible, on larger or more open maps 0% bloom absolutely shuts the game down because the DMR and Magnum, both of which are spawn weapons, become god-tier and kill all map movement because they can’t miss and will murder you from anywhere on the map.
Big Team Battle and Invasion would basically be unplayable with 0% bloom, as several other playlists would suffer as well. You might not notice it MLG because their maps and gametypes are design around smaller, closed-in maps or in SWAT which already has the insta-death, but in other playlists it wouldn’t do much good.
That and 85% bloom is still good for punishing those who like too lean too hard on the trigger, particularly at range.
Removing bloom added skill because your shots now go where you point them. If you lost a 1v1, it was because your aim wasn’t as good. Not because they got lucky with bloom and you did not.
Most of the weapons you talk about are redundant anyway. No good player uses any weapon in AR starts that they wouldn’t use in DMR starts. Why? Because they’re all redundant anyway. They’re all copies of the AR or just generic piss-poor weapons that no one uses no matter the starting weapon or settings. The only weapon that fits that category is the Needle Rifle and even that comes down to personal preference.
> 1) Removing bloom added skill because your shots now go where you point them. If you lost a 1v1, it was because your aim wasn’t as good. Not because they got lucky with bloom and you did not.
>
> 2) Most of the weapons you talk about are redundant anyway. No good player uses any weapon in AR starts that they wouldn’t use in DMR starts. Why? Because they’re all redundant anyway. They’re all copies of the AR or just generic piss-poor weapons that no one uses no matter the starting weapon or settings. The only weapon that fits that category is the Needle Rifle and even that comes down to personal preference.
That’s because headshot weapons are OP and any player would prefer what was easier for their K/D spread then to actually earn it. It’s like that for every game.