first of all, you are right. even tho grenades are nukes, there is still incentive to pick power weapons up. i simply feel they are entirely too strong, and need to be tweaked ASAP. either longer fuse time, or smaller radius, or less damage. it really doesnt matter what area they nerf grenades from reach to the next halo game, but it simply must be done. im very tired of halo reach being a first person grenadier rather than a first person shooter. pretty flippin terrible that the grenades in reach are more consistent than the primary weapon for competitive games.
> just saying if the DMR is sooo worthless… why can it prevent at least 1 of the fectas from being a factor at all?
the DMR is worthless because of spamming adding random chance to damn near every single DMR only encounter, not because it isnt a good precision rifle.
> They’re all we’ve ever needed in Halo
yea, the difference here is, they use to take even the smallest bit of skill to use.
> They’re all we’ve ever needed in Halo. Obviously the incentive is to kill the enemy with more ease than a regular weapon, grenade or melee
see, thats the thing. grenades arent even remotely hard to use in Halo Reach because of their blast radius, their amazing ability to stick to the ground, their incredible damage, and their super short fuse time. throwing a mini nuke is a helluva lot easier than using almost every power weapon, the exceptions being… rockets at medium-close range, the sword, and the hammer. and yes, even the shotgun takes more skill to use than grenades. and there isnt a single thing that takes less skill than melees. they auto target for you, so theres almost no skill involved here.
> 1) lore and one scientific take
using lore and science, or realism to explain bad game mechanics is laughable. period.
> 2) Weapon damage variances cause more randomness
there isnt a single bit of ‘randomness’ involved with bleed through and weapon damage variances. not one bit. in an updated halo 3 melee system; you either deal more damage, or you dont. if you deal more damage, then melee, and they were below the threshold, it should result in a kill for you, and a death for them. your example is bad because weapons shouldnt deal the same amount of damage over every range. theres a difference between weapon balance and making every gun the exact same.
> 3) [weapon damage problems]
damage charts on weapons can be changed with ease. there is no sense in removing the viability of shooting from -some- close combat situations simply because your weapon damage charts are -Yoink!- thats a weapon balance issue, not a melee issue.
so… out of your 3 examples of why no-bleed is better, you havent given even one good example of why its even remotely better. try as much as you want, but you will never come up with a good reason simply because there isnt one. why? because its like this: have shooting to come out ahead be viable all the time, or have shooting to come out ahead be viable… some… of the time. one is clearly better.
> I give you this, you do prevent yourself from saying absolutes
thats the point, tho. i shouldnt have to think to myself “hmm should i continue shooting to pop his shields, then melee him, or should i just melee him then jump back and headshot him” in that split second that someone starts sprinting from out of cover to double derp me. no bleed melees are incredibly unintuitive here.
> Part of a balanced system is that there is no one cheap way to play 100% of the time. Preventing one cheap tactic with another is playing the game at high skill levels.
how about… no cheap tactics, ever? no noob tubes, no danger close, no SPAMMING, no MINI NUKES, no ARMOR LOCK, no NOBLEED. it is pretty ludicrous to say the game is ‘balanced’ because at high levels of play some of your games cheap tactics will beat others. how about game mechanics that promote NON-CHEAP tactics? that sounds better.
> [grenades and melees are all you need] But if they’re all I need, why the fear of the AAs?
again, ive told you this many times before, but why on earth would you want game mechanics that dont work BY THEMSELVES before you add them to the other game mechanics? it simply doesnt make any sense. ‘welp johnny, we’ve got some mini nukes as grenades, time to make armer lockz last 6 seconds!’ ‘no dave, thats a terrible idea, how about we just fix the grenades, then look at armor lock’
> They’re contradicting fears.
no, they arent. grenades are nukes, and armor abilities are horribly balanced. thats not contradictory at all. just because both are broken doesnt mean there is even the smallest bit of a link between the 2 (aside from all of them together making the game seem, and play awful).
> you say all I have to do is exploit melees, or exploit grenades or exploit spamming the DMR and I’ll never loose. You’re right, to an extent. If a player is skilled, they exploit the entire system to win.
what? i never said all you have to do is exploit melees or grenades or exploit spamming and you’ll never lose. the reason this doesnt work is because they are broken for EVERYONE. and yea, good players exploit the entire system to win, but that much is irrelevant.
> And since I can exploit any single system as you claim for the win at anytime, in actuality, the ability to make them effectual exploits becomes a challenge and proves that the Trifecta of Grenades, Melee and Weapons has not been removed.
again, exploiting the terrible mechanics wont give you an auto win. i really have no idea where you got this from lol. the fact of the matter is, because of these -Yoink!- mechanics, the game is LESS reliable in terms of skill and exploiting (or just using mechanics correctly in general) for gain. take the DMR as a prime example, i know the proper way to shoot it at every range. does it matter that i know this proper cadence, and have better aiming prowess? NOPE. people will still spam their bawls off and beat me simply because the game is horribly designed. before it would be… i would win vs any given person a pretty consistent % of the time. in halo reach, however, its almost entirely random. every single DMR battle boils down to luck, and chance. i dont win 60-40% against people, instead, i win. maybe, and they win. maybe.