> Some playlists there is massive bloom which makes your shots miss even when you have your reticule pin pointed to a target’s head.
>
> Some playlists your shots will always hit exactly where your reticule is pointed.
>
> Some playlists the pistol is useless. Some playlists the pistol is much better. Some playlists the pistol is back to three-shot god mode.
>
> Some playlists Armor Lock is broken. Some playlists it still sucks but it’s not as bad.
>
> Some playlists you have to make sure you deplete shields before going in for the kill. Other playlists your damage bleeds through the shields and you can be killed by shots even when your still have shields left.
>
> ******
>
>
>
> What does this amount to? An absolute mess. You cannot - CANNOT - have a game where the whole damn sandbox and basic gameplay mechanics are wildly different from playlist to playlist. Alter the rules of each game, sure, that’s what different playlists are for. But the basic functionality needs to be the same.
>
> It’s been long enough. Either implement the TU or dont. You should have just done it in the first place. This painfully slow, in some playlists, not in others, alongside the anniversary sandbox has just split Reach into an impossibly confusing mess.
>
> Please make a decision ASAP and stick to it. The game hasn’t been in your hands long and it’s already really suffering.
>
> Thank you.
The problem is not the different game mechanics per se. It’s always been the case that different game mechanics existed simultaneously in different playlists, even under Bungie, and normally no one ever complained about this.
Before the TU, we had a Classic playlist with completely different mechanics from core playlists like Team Slayer and Big Team Battle; and AAs weren’t just nerfed in that playlist as they have been in the TU; instead, they were completely excluded (a more drastic difference). Similarly, in Squad Slayer, Armor Lock was also given the ultimate nerf by being excluded. Team Objective had, and still has, Evade as a standard AA, but it excludes AAs like Armor Lock and Jet Pack. [I’ll come back to this shortly, because it relates to what I think is the real problem.]
The weapons in Team SWAT, including the Magnum mentioned by OP, behaved, and still behave, dramatically different from the way they behave in other playlists, with their one shot kills; the health system in that playlist is also different from “normal.” The Magnums in the Team Snipers playlist (as well as the Sniper Rifles) also are different, with their infinite ammo, and thus there is no need to worry about small magazine sizes as in other playlists. This gave us at least three versions of the Magnum pre-TU (the standard version, the SWAT version, and the infinite ammo Team Snipers version).
Bungie also gave us Power Slayer with its unique game mechanics. And of course we had, and still have, the MLG playlist with its own set of physics. And so on.
No the problem isn’t having different Magnums, health systems, nerfed AAs versus non-nerfed AAs, or different game physics.
So what is the problem? Well, before, each of the different types of game mechanics were confined to their own playlists; they didn’t replace the game mechanics within an established playlist. But there were some “minor” exceptions to this rule, and it is they that give us the clue as to what is the real problem today. I mentioned Evade being a standard AA in Team Objective. It wasn’t always that way; this came about as a result of one of those “minor” exceptions; the playlist was given a “minor” tweak to “improve” it. And it caused a controversy that still lingers on.
This brings us to the real problem. Today, we don’t just have different playlists with different rules. We are seeing something more upsetting; established playlists are having their game mechanics and physics changed, allegedly to “improve” them. And that is what is causing the apparent split in the online community. If 343i had simply introduced these changes in their own playlists and kept them there, I believe there would have been no deep split as we are now seeing, and no call for a unified set of game mechanics.
In summary, we don’t need a unified set of Reach mechanics that changes some, if not all, of the established playlists. We need exactly the opposite: separate playlists for separate game mechanics, with no changing of the basic mechanics in established playlists.