So double melee or bleedthrough..how about..

75% melee damage. I’ve pushed this idea when optimatch was a forum on Bungie.net. Think about it.

Since almost every playlist in Reach has sprint in combination with TU melee system (bleedthrough)or the vanilla system why not fix both problems with something the game already has. Both sides have made their points in terms of what functions better. I personally belive that bleedthrough was fine. This is due to me hardly playing the playlists that have sprint (MLG ZBNS). I can understand why AR rushes can be annoying, sprint double melee’s, the whole thing.

Since bleedthrough is being removed from all TU playlists, why not do 75% damage.

3 Melee’s to kill.

2 to break a sheild, 1 to kill afterwards.

2 DMR shots and a melee break the sheild.

This gives people more than enough time to shoot 4-5 times while someone is running at them. Now this of course isn’t the situation at all times. If you trade melee’s, a single shot of the DMR breaks the sheild, and one more for the kill.

Tell me. What’s wrong with this fix? I personally don’t see any problem with it.

100% bloom, no-bleed through = Autos are 75% useless.
85% bloom, bleed through = Autos are 70% useless.
85% bloom, no bleed through = Autos are 85% useless.
85% bloom, no bleed through, 75% melee = Autos are 95% useless.

> 100% bloom, no-bleed through = Autos are 75% useless.
> 85% bloom, bleed through = Autos are 70% useless.
> 85% bloom, no bleed through = Autos are 85% useless.
> 85% bloom, no bleed through, 75% melee = Autos are 95% useless.

By Autos you mean?

Sorry if the question is stupid. Not in the most logical state as of this moment.

It should be bleed-through 75% melee damage to help balance it out …

> > 100% bloom, no-bleed through = Autos are 75% useless.
> > 85% bloom, bleed through = Autos are 70% useless.
> > 85% bloom, no bleed through = Autos are 85% useless.
> > 85% bloom, no bleed through, 75% melee = Autos are 95% useless.
>
> By Autos you mean?
>
> Sorry if the question is stupid. Not in the most logical state as of this moment.

Automatic weapons: Assault rifle, Spiker, Needler, Plasma rifle, Plasma repeater.

> 75% melee damage. I’ve pushed this idea when optimatch was a forum on Bungie.net. Think about it.
>
> Since almost every playlist in Reach has sprint in combination with TU melee system (bleedthrough)or the vanilla system why not fix both problems with something the game already has. Both sides have made their points in terms of what functions better. I personally belive that bleedthrough was fine. This is due to me hardly playing the playlists that have sprint (MLG ZBNS). I can understand why AR rushes can be annoying, sprint double melee’s, the whole thing.
>
> Since bleedthrough is being removed from all TU playlists, why not do 75% damage.
>
> 3 Melee’s to kill.
>
> 2 to break a sheild, 1 to kill afterwards.
>
> 2 DMR shots and a melee break the sheild.
>
> This gives people more than enough time to shoot 4-5 times while someone is running at them. Now this of course isn’t the situation at all times. If you trade melee’s, a single shot of the DMR breaks the sheild, and one more for the kill.
>
> Tell me. What’s wrong with this fix? I personally don’t see any problem with it.

There was double melee in halo 3, the only difference was it took longer to melee in halo 3.

As I think about it now, that sounds like a fantastic idea.

At that point, I don’t think there would even be a need for bleedthrough anymore.

> 100% bloom, no-bleed through = Autos are 75% useless.
> 85% bloom, bleed through = Autos are 70% useless.
> 85% bloom, no bleed through = Autos are 85% useless.
> 85% bloom, no bleed through, 75% melee = Autos are 95% useless.

If you rely on the Assault Rifle, then you’re usesless at the game anyway, so there won’t be a difference.

> There was double melee in halo 3, the only difference was it took longer to melee in halo 3.

Because sprint plays no part in the problem…

> > 100% bloom, no-bleed through = Autos are 75% useless.
> > 85% bloom, bleed through = Autos are 70% useless.
> > 85% bloom, no bleed through = Autos are 85% useless.
> > 85% bloom, no bleed through, 75% melee = Autos are 95% useless.
>
> If you rely on the Assault Rifle, then you’re usesless at the game anyway, so there won’t be a difference.

Irrelevant.

I think less melee damage will greatly improve the game. Bleedthrough would actually work.

75 melee will do the trick. Even without bleed, this would reduce the defectiveness of relying too much on melee. Reduced melee does wonder in Anniversary, not even triple derping is effective.

Reach is really messed up huh? I wonder when a Halo game is going to have a proper shield-melee system right out of the box.

This was all 343 had to implement across the board to improve the effects of bleedthrough. It’s definitely better than the 50% melee in Anniversary. 110% damage resistance would have made it even better as it would have nerfed the OP grenades and made DMR 5-shots more consistent.

> This was all 343 had to implement across the board to improve the effects of bleedthrough. It’s definitely better than the 50% melee in Anniversary. 110% damage resistance would have made it even better as it would have nerfed the OP grenades and made DMR 5-shots more consistent.

Yeah I think any precision weapon user prefers 110% DR, but it is too destructive to the sandbox as a whole.

> 75 melee will do the trick. Even without bleed, this would reduce the defectiveness of relying too much on melee. Reduced melee does wonder in Anniversary, not even triple derping is effective.
>
>
> Reach is really messed up huh? I wonder when a Halo game is going to have a proper shield-melee system right out of the box.

I count the days.

Halo 3, they learned about AR-rushes, so they took out bleedthrough.

Halo Reach, they learned about the sprint double-smack, so they put it back in. But not properly.

So they took it out again.

The problem isn’t with bleedthrough, but with CQC. Hopefully this area is getting lots of special attention in Halo 4.

> > > 100% bloom, no-bleed through = Autos are 75% useless.
> > > 85% bloom, bleed through = Autos are 70% useless.
> > > 85% bloom, no bleed through = Autos are 85% useless.
> > > 85% bloom, no bleed through, 75% melee = Autos are 95% useless.
> >
> > By Autos you mean?
> >
> > Sorry if the question is stupid. Not in the most logical state as of this moment.
>
> Automatic weapons: Assault rifle, Spiker, Needler, Plasma rifle, Plasma repeater.

Not really though. The spiker and Plasma rifle do melt shields rather fast. Though I can understand your point. There isn’t really much that can be done though. I mean think about it. With Reach playlist’s Sprint is always going to be an option. Thus the double melee will exists. A lot of the Slayer/OBJ maps are tight curves and have CQC area’s. It’s obvious 343 isn’t going to buff Automatic weapons, so this alternative stops the sprint melee.

If for example your playing countdown, and someone is hiding s2 they can hit you, you can then trade a melee then get your shots off before they can melee again.

I don’t know. It just seems like people didn’t like bleed-through nor vanilla. So why not do something new?

I would rather have no bleedthrough with TU settings.

> 100% bloom, no-bleed through = Autos are 75% useless.
> 85% bloom, bleed through = Autos are 70% useless.
> 85% bloom, no bleed through = Autos are 85% useless.
> 85% bloom, no bleed through, 75% melee = Autos are 95% useless.

This. 75% melee is a great fix for bleedthru, but is a horrible addition without it.

Even if this did fix CQC with bleed…it doesnt fix all the other problems with it, and good luck with that.

And i think 3 hits to kill a healthy opponent is too much in general anyway.

Also “double melee vs bleedthru” is a complete false dichotomy.

Can someone tell me why they’re getting rid of bleedthrough all together? I understand making a separate non-TU playlist, but this was a big factor in rebalancing this game. Why take it out of ALL TU gametypes?

Too many issues with it, mainly that Reach just was not designed for bleed. Broke too much other stuff.

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