Competitive: (Sprint AA only)
Arena(Team Slayer TU)
Arena FFA (Rumble Pit TU 6 players)
- Because of suggestions by the community, I have removed DLC restrictions off of Arena Slayer and FFA. This grants some competitive playlists for people who do not have DLC, and is more close to what Halo 3 had. Thank you for the suggestions
Arena Doubles(Team Doubles TU) – all DLC required
MLG Arena
Social:
Social Slayer (TU 10 players) – No DLC required (Squad Slayer)
Rumble Pit (TU 8 players) – No DLC required
Multi Team (TU) – No DLC required
BTB (TU) – all DLC required (8v8 Invasion and Invasion Slayer mixed in)
Team Objective (TU 10 players) – all DLC required
Niche: (No DLC Required unless needed for certain gametypes)
Action Sack
Grifball
Race (8 player FFA and Rocket Race 4 teams of 2)
Living Dead
Team SWAT
Team Snipers
ZB Battle (Slayer + Objective Zero Bloom gametypes 8 players)
Change all Anniversary playlists to Classic types, remove all redundant regular playlists.
Keep all Firefight playlists the same.
General TU settings:
110% movement
110% jump height
75% melee
Bleed through on
Loadouts include: Sprint, Jetpack, Active Camo, and Hologram
All other TU fixes
General Voting Options:
Official maps 1st voting slot
Community maps 2nd voting slot
None of the Above
Explanation:
With this proposed update, Halo: Reach can once again become a unified game. With TU settings in all playlists, the game becomes more streamlined and less confusing for the masses, while catering to the more competitive die hard Halo fans. By doing this update, 343 industries will encounter the least form of resistance: Competitive Halo fans are happy with the settings, while casual players continue to enjoy the simplicity.
Why the forced TU? Simple: In each Halo game before Reach, excluding Halo: CE, all title updates were implemented across the entire game. Why? For simplicities sake. Eventually people adapted to the changes because there was no other alternative: either play the game and like it, or play something else. Babying with Halo: Reach by leaving the original settings only causes a split community, anger between different groups, and confusion for more casual gamers.
Why the altered player traits? Each altered setting allows for a more consistent and faster paced game. Both jump height and base movement speed increases help promote movement around the map, and allow for more skill based combat (strafing and using the environment to one’s advantage). Melee damage is altered to get the best of both populations’ demands. It pleases both the players who can’t stand over-powered melee bleedthrough, and also pleases the players who hate double pummels. It also helps close quarters combat to be less reliant on melee fights and more on shooting.
Why require DLC? Not only does it help the developers with income, it also allows for people who rightfully bought the map packs to enjoy the content they paid for across most of the game. It also removes the need for a DLC playlist which gets very little population anyways. However, three playlists are left for the players which do not have access to the map packs. This way, they are allowed to play, but are punished for not buying the maps by not being able to experience the full Halo: Reach.
Arena changes: Reach is the first game to not include a wide variety of playlists for competitive play. Competitive playlists are very important in a game because they keep players interested in the game. Thus, a selection of the most competitive style playlists have been moved from the social side of matchmaking to arena. Standard Team Slayer is moved into the Arena setting, removing all Armor Abilities besides Sprint. This transfers the population from one of the most played playlists into arena, ensuring arena’s survival. MLG is also given a ranking system, as it is in dire need of matching people up based on player skill.
Why only 3 voting slots? The regular 3rd voting slot is very redundant, as voting battles usually end up between two choices. Removing a choice allows for a more consistent and fair voting system. Also, by having official maps in the first slot, it promotes both DLC play and helps please people that dislike community maps.
There you have it folks, an overhaul of the state of Halo: Reach matchmaking done by a fellow unpaid, game developer, Halo fan. This was crudely put together during the course of an hour.