I really dont know whats so much different between Vanilla Reach and TU Reach. The damage seems a little bit different, but i really dont know what they changed.
But how do you all feel about it?
I really dont know whats so much different between Vanilla Reach and TU Reach. The damage seems a little bit different, but i really dont know what they changed.
But how do you all feel about it?
I like the armor ability nerfs (especially Armor Lock). Sword lunge was annoying and inconsistent and I’m glad it’s gone. Lowered bloom is heavenly.
Bleedthrough is the monster topic right now, but suffice to say that I think that it broke more things than it fixed. Sprint-Double beatdown to me has always been a bad strategy because normally it just results in a trade, and rarely works against people with a vaguely coordinated team or who have any situational awareness. It was annoying, sure, but the people who were using it were usually trailing by 20 kills anyway…
The search bar is your friend. Hard to believe you can’t tell the difference between TU and default settings unless you’ve played like 2 games. There’s a bazillion threads debating TU settings here–check them out.
I like TU better. Not a fan of missing my shots because an inflated reticle decides to make my shot miss. Also not a fan of Squad being removed and this Super Slayer playlist still containing AL.
> I like the armor ability nerfs (especially Armor Lock). Sword lunge was annoying and inconsistent and I’m glad it’s gone. Lowered bloom is heavenly.
>
> Bleedthrough is the monster topic right now, but suffice to say that I think that it broke more things than it fixed. Sprint-Double beatdown to me has always been a bad strategy because normally it just results in a trade, and rarely works against people with a vaguely coordinated team or who have any situational awareness. It was annoying, sure, but the people who were using it were usually trailing by 20 kills anyway…
It is rather annoying having my shields recharge to full bar after an encounter with someone and then getting killed by one beatdown. Kind of unfair and stupid if you ask me.
> > It is rather annoying having my shields recharge to full bar after an encounter with someone and then getting killed by one beatdown. Kind of unfair and stupid if you ask me.
>
> i disagree. when i dont have enough shields and health to survive a beatdown i dont find it unfair or stupid to die to a beatdown. in fact, i find dying to something that i dont have the hitpoints to survive is extremely fair and logical.
>
> whats really annoying is having damage simply dissappear. such as when a melee (which by default takes out 5/7 or 71% of a player’s total shields + health) suddenly decides its only going to do 1% damage to that player simply because i dumped half a clip of ammo in him first.
The physics of non-bleedthrough don’t make sense. Bleed makes for a quicker game so I prefer it. Weapons haven’t made that much difference - I dominated before and continue to now.
> The physics of non-bleedthrough don’t make sense. Bleed makes for a quicker game so I prefer it. Weapons haven’t made that much difference - I dominated before and continue to now.
I dont think it did make the game quicker overall, considering you need to hang around until youre shield charges atleast past the point where youre still oneshot, which itself is a bit fuzzy.
It basically adds a few seconds onto each shield recharge until you can safely move, every time.
> > The physics of non-bleedthrough don’t make sense. Bleed makes for a quicker game so I prefer it. Weapons haven’t made that much difference - I dominated before and continue to now.
>
> I dont think it did make the game quicker overall, considering you need to hang around until youre shield charges atleast past the point where youre still oneshot, which itself is a bit fuzzy.
>
> It basically adds a few seconds onto each shield recharge until you can safely move, every time.
Headshots bled through a small amount of shields and killed rather than 2 shots, a beatdown could bleed through and not just ‘pop’ the shields. This is quicker
I don’t understand your post at all.
> > > The physics of non-bleedthrough don’t make sense. Bleed makes for a quicker game so I prefer it. Weapons haven’t made that much difference - I dominated before and continue to now.
> >
> > I dont think it did make the game quicker overall, considering you need to hang around until youre shield charges atleast past the point where youre still oneshot, which itself is a bit fuzzy.
> >
> > It basically adds a few seconds onto each shield recharge until you can safely move, every time.
>
> Headshots bled through a small amount of shields and killed rather than 2 shots, a beatdown could bleed through and not just ‘pop’ the shields. This is quicker
>
> I don’t understand your post at all.
I think Fatal’s talking about the time between skirmishes. You now sustain more damage even if you live, meaning that should you survive a particular span of combat, you must now find cover and wait for longer than you would in Vanilla before you can go and re-enter combat.
Personally, I don’t see how that’s entirely important. If the map has good enough flow, you won’t be waiting to find combat, because combat will find you.
Just going to weigh in here, but I feel that all of the TU settings are preferable to Vanilla, simply because I feel they add balance to the game, which generally makes for a better experience.
In regards to Bleedthrough, while it takes some time to adapt to (I can’t count the number of times I went into battle expecting to be able to take a melee and kill the guy, only to be killed myself) it does make you play smarter. Violently bum-rushing to just beat people down no longer makes sense, and the time you lose recharging your shields is easily regained by faster, more decisive fights, where people are no longer simply sprinting away because their shield is low, but instead getting killed because it’s gone.