Hi 343,
Most of the posts have been bloom related, so I decided I would throw in my two cents for a few other balance issues. I mostly play team slayer/team doubles, but doubles is my favorite.
All of the weapons are pretty well balanced for doubles, except for the concussion rifle and sword. Most of the weapons have their ammo reduced to reflect the the 25 kill cap, and relative power against 2 people. Rocket has 2, shotgun 6, sniper 4. They all can you give 3-6 kills depending on your skill. Sword becomes unbalanced because it has 10 full swipes…should be reduced to 5-6. Also, I think the brute rifle is a great balance to the sword with the push back, but it’s too weak especially compared to DMR/pistol with no bloom. You generally need to unload almost the entire clip to get a kill (giving you only 1-2 kills)…needs a damage upgrade…maybe 30-40%.
Give us doubles arena!
Shield bleed-through: Adding melee bleed through actually removes a strategy/timing element from the game. Now, against a good player, it’s generally only safe to rush AFTER you broke their shields. Melee becomes much more powerful with bleed-through in this scenario. I suggest keeping bleed through out for melee only, or decreasing melee’s damage.
Can we have a team triples playlist? That kind of gameplay strikes a great balance between the coordination and importance of single kills in doubles, while increasing the pace, and reduces camping. Some of my most fun games have been in team slayer where one player quits on each team.
In team slayer, if one of my teammates quits, I should be able to leave without penalty. I’m so tired of bad players quitting out of close games leaving our team’s fate sealed. Let me quit too so I don’t ruin my k/d and have to suffer a terrible game.
Keep up the good work!
-Josh (gamertag: Jcutler)