Please unify Halo reach ASAP

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.

343i should listen to this. All 343i done have succeeded to divide the community even more. They should apply TU to everything and if people don’t like parts of it like bleedthrough then change the TU from there.

Might be an idea. Unify the sandbox across the whole game, but compromise somewhere on the final TU components. For instance i would definitely want bleedthrough gone as part of any TU compromise agreement, but am more flexible on the other details.

Anniversary stays as it because its basically another games multiplayer and you cant mess with that, and ZB remains confined to MLG as a niche experience, which is what it is.

I must agree with this, at this point you gotta follow through with your swing 343. I may not care for some of the changes,but a worse fate is to allow so many alternate settings to exsist within the same game. My gun and AA should opperate the same no matter where I go in Reach (except MLG).

yah i hate having all different settings, its getting to be too confusing and very annoying. the TU should just apply to everything. all of the vanilla supporters are terrible players who wont even really notice the difference anyway. and if they do take issue with it, we can throw in their own favorite argument to shut them up; adapt.

I personally have never had any issues adjusting between the 3 different modes, but that doesn’t mean other people don’t. I agree with this and I think the TU should be applied everywhere. It’s called a Title Update for a reason, not a Partial Title Update.

The TU is too late in Reach’s life span and more debated than any other TU in the other Halo games. People have adapted to Default Reach (and many have loved it). You can’t unify this game without -Yoink!- people off.

> The TU is too late in Reach’s life span and more debated than any other TU in the other Halo games. People have adapted to Default Reach (and many have loved it). You can’t unify this game without -Yoink!- people off.

and many have hated it too

You can only speak for yourself.

Zero bloom (with magnums removed and AR/DMR starts), sprint/holo/evade only (maybe the TU armor lock too), 110/110/150 speed/jump/gravity, bleedthrough.

A decent compromise between what Halo should be and what it is right now in the TU playlists. The only reason to be against it is if you are bad and don’t want opponents to actually get kills when they outplay you. Which makes you selfish and without a valid opinion.

All they needed to do was tone down the bloom a little and get rid of armor lock. That was it. That is all the community at large was really asking for.

And look at the absolute mess they’ve managed to make of something that simple.

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Agreed.

As has been said before, find a compromise between default and TU, and implement it everywhere.

I think we should let ourselves be inspired by MLG, because in every game, they always seem to make their settings the most competitive and fair, but at the same time (because of its balance and epic maps), also the most fun! MLG is also a great mix of slayer and objective, which is ideal.

This compromise I speak of would be to find something for the most debated gameplay mechanics: bleedthrough and sword block. Keeping bleedthrough, but making health regenerate completely and/or reduce melee damage and DMR damage so that it is just barely a 5-shot, will behave like no-bleed (requiring intelligent play and keeping the visual indicator of shields down = vulnerable), while still having the simplicity and ease of bleedthrough and not risking to throw a melee that only does one point of shield damage. Returning to swordblock, but always making the sword instant kill, (while keeping the stun etc.) would be a compromise between swordblock and no swordblock. The 85% bloom, while not ideal, i think most will agree that it plays better than 100% bloom, simply because the game moves at a faster pace.

Furthermore, I would remove the system of spawning with AAs in favor of one where you have to pick them up from the map. But that’s just me.

While I think ZBNS MLG gametypes are the best Reach has seen so far, I would also be content with this compromise I suggest between pre-TU and TU.

As long as 343i implements an epic gametype across all playlists, we should all be happy.

Completely agree with the OP. You can’t serve two masters - 343; you’re going to have to show some leadership, make some decisions and take a bit of a risk at this point. The vacillating, half measures and indecision are fragmenting the player base and undermining the value of Halo as franchise.

I’ll only agree to a unification so long as Bleed Through is left out and the automatic weapons are strengthed to offset the benefit precision weapons get from 85% Bloom.

As long as it’s kept out of Invasion I’ll live. I’m not a huge fan of it in regular matchmaking, but it is a bit of a hassle to juggle three or four different game physics at once.

> 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.

[deleted]

> > 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.
>
> I don’t care which settings they choose any more - you can’t play a game of BTB or Objective then decide ‘oh, I’ll go play a bit of FFA or TS’ and have it play under completely different settings. This is a MAJOR problem and 343 needs to address it entirely in their next MM update.

It’s also a MAJOR problem that people play a game system in BTB or Team Objective for a year and then suddenly have it changed on them overnight to completely different settings that they are unhappy with and didn’t want.

Yes, they could implement everything except for bleedthrough imo…that needs to be excised in its entirety.

> Yes, they could implement everything except for bleedthrough imo…that needs to be excised in its entirety.

As I’ve said before, that would satisfy me personally. But there is not even a hint of this happening. I predict (and I hope I am wrong) that Rumble Pit will be the next playlist to go under the TU (with bleedthrough), making for an actual rumble pit.