TU this...tu that...where's vanilla reach?

I hadn’t realized every game type was to be replaced with TU settings. :frowning:

It’s in team slayer still… Which is why I never play it anymore.

Just under half of Reach has been updated with the TU, most recently BTB and Arena. Sorry buddy, its not too bad, you just need a little tme to adjust,welcome to Waypoint FourteenGrain =)

team slayer is TU free and I think invasion might but I could be wrong also you still have team snipers also unchanged only new maps added.

i’m not sure about you guys…but I can not stand the bleedthrough.

I honestly have no idea if I’m one shot or one melee anymore. I’m so confused.

I don’t personally mind any updates as long as they don’t get rid of my banshee flying abilities. I perfer to spread fire from the sky.

> I hadn’t realized every game type was to be replaced with TU settings. :frowning:

Trust me reach hasn’t been reach since about three months after release, when everything was magically overpowered, near all armour effects had to be removed and alot of vehicles and power weapons dissappeared. Not long after that mass lag started to affect the servers. The only true way to play reach now is to play system link with the old built in gametypes.

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> I hadn’t realized every game type was to be replaced with TU settings. :frowning:

wheres the vanilla reach? in the dumpster where it belongs.

god forbid you’d have to adapt to almost entirely strictly-better settings across the board. skill gap, and intuitive mechanics are overrated i guess? lol.

Hopefully slowly bleeding out in a ditch somewhere. :slight_smile:

So I’m not allowed to like Reach the way it was?

> So I’m not allowed to like Reach the way it was?

Yes you can, in selected playlists.

> So I’m not allowed to like Reach the way it was?

Sure you can, but hopefully 343i will get rid of it in MM or at least confines it to one playlist.

I’m sorry but the biggest turn-off playing the TU settings for me is how overpowered melee is now with bleedthrough.

Either lower the damage or reinstate bleedthrough, both is ridiculous and the main reason why I still prefer the normal settings.

Melee rushing was only made worse and more unpredictable at that. As it stands I’m glad Rumble Pit has not changed - it will be ruined in the TU’s current incarnation.

> I’m sorry but the biggest turn-off playing the TU settings for me is how overpowered melee is now with bleedthrough.
>
> Either lower the damage or reinstate bleedthrough, both is ridiculous and the main reason why I still prefer the normal settings.
>
> Melee rushing was only made worse and more unpredictable at that. As it stands I’m glad Rumble Pit has not changed - it will be ruined in the TU’s current incarnation.

So you’re saying you agree with the

3dmr shots + melee = melee.

I honestly don’t even notice the difference between what reach was like and what the TU is now. They feel the same to me. I guess I just can adapt quickly but I really don’t see any difference.

> > I’m sorry but the biggest turn-off playing the TU settings for me is how overpowered melee is now with bleedthrough.
> >
> > Either lower the damage or reinstate bleedthrough, both is ridiculous and the main reason why I still prefer the normal settings.
> >
> > Melee rushing was only made worse and more unpredictable at that. As it stands I’m glad Rumble Pit has not changed - it will be ruined in the TU’s current incarnation.
>
> So you’re saying you agree with the
>
> 3dmr shots + melee = melee.

All I’m saying is that at least that method has a consistency that you can monitor in the heat of the moment.

It’s far from ideal and melee bleedthrough worked well in the Halo trilogy, but the increased power afforded to melee attacks based on the lack of bleedthrough in Reach makes melee overpowered now that it has been reinstated.

Bleedthrough is a step in the right direction but melee needs to be adjusted. Until then, I feel close-quarters combat will be more random and broken under TU settings as opposed to Reach standard.

he he he… I think this’ll be the… 4th or 5th time I’ve explained this, but hey, I’ll explain till Halo 4 comes out…

Vanilla Reach, for whatever reason or another, is not popular to the competitive and MLG aspects of the gaming community. They have been calling for many different settings to be returned and while I don’t have numbers or proof to indicate whether T.U. and ZB settings are more popular to the gaming community, Halo does feature a disheartening future ahead with many of the problems associated in talks with MLG. That Halo is actually on the table right now and as Sundance (MLG CEO or some equivalent, I’m unsure) said in his interview, 343 needs to resuscitate it. While many casuals are asking “why, why, why” and the few competitive players that adapted to the mechanics are asking the exact same thing, the facts are that with Halo:CEA now released, Halo: Reach needed to update the settings to better accommodate the transition to the new gameplay styles. With the future around the corner, namely Halo 4, I’d be willing to bet we will not be seeing a return to the Vanilla formula that brought about so much controversy.

Not to be confused with my actual opinion though. My opinion is actually sympathetic with the vanilla reach fans. I adapted because of 20+ years gaming experience that taught me many things, but ultimately, that history will always change with gameplay styles and its up to the gamer to adapt and transcend the mechanics to enable themselves to work well within them.

Hopefully they wont ruin Team Slayer with the TU.

> > > I’m sorry but the biggest turn-off playing the TU settings for me is how overpowered melee is now with bleedthrough.
> > >
> > > Either lower the damage or reinstate bleedthrough, both is ridiculous and the main reason why I still prefer the normal settings.
> > >
> > > Melee rushing was only made worse and more unpredictable at that. As it stands I’m glad Rumble Pit has not changed - it will be ruined in the TU’s current incarnation.
> >
> > So you’re saying you agree with the
> >
> > 3dmr shots + melee = melee.
>
> All I’m saying is that at least that method has a consistency that you can monitor in the heat of the moment.
>
> It’s far from ideal and melee bleedthrough worked well in the Halo trilogy, but the increased power afforded to melee attacks based on the lack of bleedthrough in Reach makes melee overpowered now that it has been reinstated.
>
> Bleedthrough is a step in the right direction but melee needs to be adjusted. Until then, I feel close-quarters combat will be more random and broken under TU settings as opposed to Reach standard.

it’s not random at all. it is literally EXACTLY the same predictability as no bleed through, it just works better. Now it’s 3 DMR shot melee. If you can only gauge how much damage someone has taken by when their shields pop, you need to get better or at least pay more attention. I know exactly when someone is 2 shot, 3 shot, 4 shot, or whatever. Bleed through is very consistent, it’s just different. Once you’re used to it, it makes perfect sense. It’s on the same level as the “randomness” of the spawn system; people just don’t understand it. Clearly the spawn system is actually very “consistent” if you understand the system. And no, that is not staged, I have done it myself in a 1v1, although the most I’ve got is 3 in a row as Zorabotic is probably the only person who fully understands Reach’s spawn system.