Title Update Discussion

> > How? Be specific.
>
> A new playlist in matchmaking and custom games with these new settings.Vanilla Reach’s settings will remain untouched in their own playlist.

Armor Lock and Sword is still going to be in all the playlists. Those 2 are 2/3’s of my argument.

Sees OP’s response

“MY EYES! MY EYES!!!”

Seriously though I really don’t understand why people complain about the TU. All of the changes they are doing are very configurable. So based on players responses, they can change/alter any changes so it can be liked by more people. Plus, you still have the Vanilla Reach settings to play. I don’t see a problem here other than you trying to get a negative response from someone so you can be fed.

Things like Bloom, Sword Block and Armor Lock is the reason why Halo 3 still has almost the same number of people on at one time as Reach. it is better suited for Hardcore not Softcore gamers.
Bloom made precision rifles useless and nothing but luck, spamming was meant to be avoided by well timed shots but instead people have to mash the trigger but then miss the headshot because the game was “Like nah -Yoink!-, no hit for u!!!1!!!One!”
Armour Lock was just a crutch that either led to a armor lock, hit, armor lock, hit, kill scenario or to a way to waste 10 seonds of my game, 10 times moment. Hell even a thanks for making me miss out on a Killtacular.
Sword block was pretty stupid made the weapon redundant instead of the joint master of CQC (Shotgun/bulltrue)
Melee bleed through however I prefer not to have but am not bothered as I played Halo 2 + 3 a lot.

> omg theres no getting to this guy, hes convinced that one, bloom is nessesary (wrong sir, it wasnt in any halo before it dosent need to be in here now)
>
> ARMOR LOCK IS BAD! only utter noobs use it and everyone else either quits or just spams the guy as soon as hes done in armor lock. like seriously, i have friends who use armor lock to troll people. if its troll worthy, it needs fixing.
>
> Bleed through is a god send to halo fans as another player mentioned before, no more sprint and hit x2. (Woot)
>
> Bloom…oh lord…
>
> Bloom is the most unpredictable thing in halo to use, you cant “master it” you can only slow your shots down and hope the other guy dosent kill you with lucky spamming, getting rid of it/reducing it will get rid of this merge between good players and noobs.
>
>
> But why did this conversation exist anyway?
> The bloom problem is only in specific playlists and armor lock is s noobish that if you cant live with it being nerfed, ask the other team to politely handicap themselves. cause using it means you cant play effectively with out it.
>
>
> Sorry for any and all flaming that went on in this post ,
> im also apologizing to any people who fell to this conversations utter noobishness. Lets go play HALO.

Gosh, where to start? i see where your coming at with the fact that bloom is not in any other Halo, Halo Reach is a different experience. Also, Armor Lock is not only used by noobs, enough said. What is Bleed Through and what are you talking about no sprint and melee 2x? Your trailing off topic. Also bloom CAN be mastered, Time your shots and crouch. Just because you 5th shot didn’t hit is not because “randomness” its because you need to time your shots better and aim better. Armor Lock is a very good ability that I do admit i abused, but there are ways to get around it.

I really want to know the date on when this goes live. It will be like a second Christmas. It will be like opening the reach package again and actually being happy.

> The title update is extremely unnecessary in my option. Armor Lock dosent need a nerf. Its fine and should be a “glowing ball of invincibility”. I really need it to take blasts from Fuel Rod Cannons and Wraith Hadoukens, and then some. The energy sword also should be able to be blocked by weapons other than the sword itself. I can just see it now, people running with sprint lunging people. Gosh, this is worse than people with Commando in Call of Duty. Also Bloom is very good thing for Halo. Bloom adds another endeavor to master. It requires timing and skill for use and just because people can’t master it dosent mean to remove it. I miss Bungie already because they never tried to fix something that wasent broken. -_-

I feel you are terribly wrong here.

Some say AL needs a nerf, some say it doesn’t. 343 seems to feel a larger portion of the community wants a nerf. Note: you can still survive any instant kill hits- you will just be forced out of AL afterwards.

The ES block has never really been logical. First of all, the already underpowered melee weapon was the only melee weapon of the three to get a nerf. This made the sword a severe underdog of the melee world. Second, the block was completely unessesary. The sword is only ever effective in extreme close range, and the block reduced that effectiveness drastically- making the sword almost worthless. The block itself was severely flawed. The damage the sword wielder took from the encounter may have been less than his opponent, but the recovery of the sword lunge meant that the non-sword wielder had a great advantage.

Last, DMR bloom is severely flawed. While bloom on weapons may be another tool to master, the DMR had no nessesary mastery. A proper bloom mechanic should mean that optimal pacing will result in, lets say, 90% of the fired shots will hit the opponent in an isolated environment. Any slower and you sacrifise damage output, any faster and the inaccuracy becomes too drastic.

DMR bloom, however works quite differently. The DMR has an optimal firing rate that results in about 70% of shots hitting the target in an isolated environment. This is because this can be accomplished since such a firing rate is about twice as fast as what the firing rate should be. I would bet, however, that a bloom rate of 150-200% might just fix this issue. Regardless, a TU would be needed.

bleed through …i cant believe you dont know what bleed thourgh is…did you play halo 3 or 2…or 1 for that matter? bleed through is where you fire like a assault rifle at someone and punch them and they die, before taking out all there shields, it “bleeds through” the sheild into health.

the classic, sprint up to someone, and hit them 2 times is what bleed through will be replacing cause thats just bad
.

It sure sounds to me like the changes will be largely confined to the beta hoppers for now with the stated intent of gathering feedback and seeing what works best for the future. HOWEVER, once the beta period is over, I can see a large majority of the changes being game wide, with the exception of the CE Pistol. I am curious to see how reduced bloom works vs. no bloom.

But I do have one question: BS Angel said the bloom among other things was made to slow down gameplay. …

Why?

Why would you want to slow it down? This has been consistently frustrating as every game has slowed down further than the previous. People that started on Halo 3 probably don’t realize how much the Halo 3 BR jacked with the pace of the game compared to H2. And people that started on CE will tell people that started on H2 the same thing about the H2 BR compared to the Pistol. I don’t want a COD piece game, but the faster gameplay (pre-H3) was a lot more enjoyable for me and apparently a lot of other people.

So that’s my question, BS Angel: Why on God’s Green Earth did Bungie think slow was better?

I wonder if they have the ability to modify the reset rate of the bloom with the TU. If the bloom was doubled and the reset rate tripled, I could see it being much more skillful because of the resulting innaffectiveness of spamming.

Sadly, everything points to it being tied to the bloom percentage.

Though they really didn’t answer my question in the Bulletin, I will say this:

300% Bloom. MLG Playlist.

Doitdoitdoitdoitdoitdoitdoitdoit breath dooooooooooooooooooooo it.

If only for a day so I can listen to their heads pop like zits from the rage.

Double post.

Just trying to make sure that this gets seen, because I think it’s an issue that should be addressed:

"One thing that has been overlooked since H3 is the inability to adjust battery life of Covenant weapons. In Forge, you can adjust the ammo count of human weapons, but when adjusting the count on Covenant weapons, there is no effect.

Please 343, if you could make battery life adjustable in Forge just like ammo count can be, it would be a godsend. "

> Though they really didn’t answer my question in the Bulletin, I will say this:
>
> 300% Bloom. MLG Playlist.
>
> Doitdoitdoitdoitdoitdoitdoitdoit breath dooooooooooooooooooooo it.
>
>
> If only for a day so I can listen to their heads pop like zits from the rage.

They should totally set this up for the MLG finals next year, just to see what everyone does. Also, a 150-200% bloom setting would likely make the DMR bloom much more effective. Maybe not though.

And from what I know, we will have three main playlists after the TU- Default Reach, Anneversary, and No Bloom. I’m not sure if this has truely been confirmed, but I believe these were our options at PAX.

> When Halo: CEA comes out, you’ll be able to play in either the “Default” Playlists or “TU” playlists.
>
>
> All current default playlists should stay, ALTHOUGH, the classic playlist may be replaced by the TU playlists…

One player has a sword, another player has a shotgun, and there’s probably a 40% chance they’re going to both kill themselves. The player with the shotgun gets a bull true. I’m rarely able to kill a zombie and get a bull true at the same time without dying.

Sometimes the deaths between a human and a zombie are so close to each other, the system actually thinks the zombie betrayed the player THAT HE INFECTED nearly 0.00000000001 seconds ago.

The two gametypes that were used at HaloFest on the TU were Anniversary, and Zero Bloom.

> The two gametypes that were used at HaloFest on the TU were Anniversary, and Zero Bloom.

I like both of them. Watching the videos felt like Reach finally becoming a Halo game.

Ok I’m just going to post a bunch of stuff. Warning Spelling errors and bad grammar imminent.

  • Make all weapons do head shot damage (kinda the basics to a fps… just saying)

  • unable to get out of a tank when boarded (Even if your being boarded in the back…please fix)

  • Let us use the other 2 seats in the falcon and let obj. carriers ride without having to drop the obj.

  • Add the grenade launching falcon to forge and customs

  • Add a custom control scheme (believe it or not some people don’t like the preset ones)

  • Add custom game search. NOT like the campaign search. Something where you can see all games available and choose which one you want to join.

  • Add the option to turn off auto aim

  • Add the target locator to Forge and customs

  • Add the civilian vehicles from campaign to forge and customs (Trucks, forklifts, etc)

  • Add the night vision mode to forge and customs

  • Fix invasion spawns (For example allow teams to use all spawn sections available. This cuts down on spawn killing)

  • Allow us to see all of are teammates service tags at any distance in invasion. even if they’re not our spawn buddy.

  • Bullets flip, slow and sometimes stop vehicles (…this needs to go)

  • Allow banshee pilots to shoot while they’re being boarded (So if the pilot wants to kamakazi they can)

  • Add a new network mode. A network mode in which you can’t go into MM, but be able to play with your friends over xbox live. In this you would be allowed to lower your weapon and use any other features that you were afraid of putting in MM because it mite be exploited some how. Also if possible allow guest on the same xbox of a signed in account to use any unlocked armor the signed in account has. Of course I’m suggestion this for movie makers and anyone else who wants something like this to be available. I have no clue how much work would have to be done to make a network mode like this, but so far sounds perfectly reasonable to me.

I can’t stress this enough please add a custom game search. I think its fair to say that halo’s play style options are only growing and not all of it can fit into MM. Custom games right now are great but could use a bit more attention. This way people will stop fighting for control for the way MM is played… or maybe not. My point is you can’t make everyone happy in MM and expanding custom games could give people almost unlimited options. It would be great for events , help new maps and game types get attention, or just people who want to have fun.

I’m sure this looks like a giant mess so if you read through the whole thing thanks.

I thought out a solution for Armor Abilities. Even though it’s probably too late to take into consideration for the TU, I thought I would still bother posting for thoughts on the idea. I saw other people posting solutions before, but often suggest a complicated tweaking. This idea tries to simply balance them all while still remaining attractive to most players.

As you have noticed 343 are nerfing Armor lock and Active Camo. I haven’t tried out the TU at Halo Fest, but Active Camo just doesn’t seem very attractive at all anymore. When I first played Reach I loved the idea of Hologram and Active Camo except as I got better I found them to be pretty much useless. This idea I have for tweaking AA would be a better balance and a lot more fun in my opinion.

Jet pack: Half the energy/fuel would allow only half the height. Players will not be able to travel such long distances above ground, or hover nearly as high above you. (Think of the result on the forged map “Cage”. Besides, such height for the Jet pack isn’t even needed.)

Active Camo: Get rid of the Radar Jammer along with the audio mute. Allow for only 8-10 seconds of AC no matter what speed you travel, and slow down the replenish time. (Ever have teammates using AC, totally messing up your radar causing you to think an enemy is nearby? This idea would also get rid of AC Snipers and make AC more attractive for once.)

Hologram: Either add a red name above the Hologram, or change the grey dot to a red dot on the radar only for the enemy team. (The red dot on the radar can be a great distraction while being stealthy.)

Evade: One roll instead of two. (One roll usage + replenish time total = 4 seconds. Two roll usage + replenish time = 5 seconds.)

Sprint: Nothing wrong, keep the same.

Drop Shield: Nothing wrong, keep the same.

Armor Lock: The TU is tweaking it perfectly already.

There you have it, my ideas for AA balancing. The Jetpack and/or Evade aren’t the AA’s that need tweaking the most. In my opinion the only two that really need the tweaking are Active Camo and Hologram. The Hologram is underpowered,(mostly against pro’s) while the Active Camo just has more bad sides to it rather than good. It would be nice using AC around your teammates for once. These are simple solutions to fix AA’s. Most of these solutions for the AA I have read in other threads. I put what I thought would be best together for the AA’s, and added about 2 of my own solutions in. Anyways, thank you if you read the full post.

Any feedback would be nice.

Not trying to promote my own ideas here, but I always felt that armor abilities are not only too strong but also too varied in Reach. In my opinion, an armor ability should be something rather weak yet not useless that primarily affects your movement. So sprint is fine, evade is fine, and instead of a jetpack I’d love a jump boost that lets you jump twice or three times as high than normal; press the button, you jump.

More powerful stuff like drop shield, etc. ought to be like equipment in H3. Since it’s very powerful stuff, it shouldn’t be just handed out at the beginning of the game. It should be fought over, used at the appropriate time, and then you wait for it to respawn again.

And the really, REALLY powerful stuff like overshield and camo should be power-ups like in H:CE and H2.

So at the end of the day you have all three: armor abilities, equipment, and power-ups.