The halo I grew up with has changed. There have always been innovations in halo, that much is to be expected I think, moving forward. When a new game is released expectations are high, and if it’s the same game just remade people will lose interest right? Change CAN be good. Unfortunately for us, the core game mechanics have changed for the worse. As a result of these poor core game mechanics, many players have deemed reach ‘Reach’. Heres why:
Lets start with melees. The new ‘no bleed’ melee system is flat out, straight up, the most unintuitive and illogical melee system in a halo game, to date. With the inclusion of sprint and no bleed melees, the sprint + ‘double derp’ tactic is actually viable. To better explain my ‘accusations’ of the no bleed melee system basically being trashy, heres some charts and graphs!
effectiveness of the durdle charge
pre-melee shooting viability
random arbitrary line of ‘is shooting viable here’?
perform better pre-melee clash = win at first melee clash
Hopefully this clears things up for anyone under the impression that the reach ‘no bleed’ melee system is at all optimal. This is why the ‘bleedthru’ title update setting is better. Its still rough around the edges, not working even close to how seamless it worked in halo 3 post-patch, but its still an improvement across the board. Charging like a durdle no longer works, and that’s enough of a reason for bleedthru to stay.
Moving on, lets talk about grenades. In reach, we really don’t have grenades. Chuck a mini nuke! Grenades in reach explode wicked fast and do a TON of damage. They also have the amazing ability to stick into random floor surfaces instead of bouncing. All of this, combined with the sluggish movement and jump settings in reach make grenades seem pretty absurd right now.
And what’s a FPS game without a trusty firearm? Unfortunately, what we have in reach is anything BUT ‘trusty’. Bungie implemented ‘bloom’. The following things have been said regarding bloom, by Shishka:
1.) the goal of bloom was to enforce a cadence
2.) shooting to cadence is really only a valid tactic at range (fail, see #1)
3.) the closer you get to your opponent, the less cadence applies (more fail the closer 2 people are together)
4.) players both casual and competitive can attest to how spamming the trigger actually becomes the more reliable option here.
5.) So, ultimately while the goal was to make the weapons feel more sophisticated and add a layer of skill required to use them, the net result has been that medium range weapons such as the DMR feel unreliable at their intended range.
6.) and trigger spam has not been discouraged. (but, as implied, it was meant to be)
continued…