What is your opinion on bleedthrough?

Well, this subject has been in my head a lot recently, and considering we all know that bleedthrough is in Halo 4, I’d like to hear peoples opinions on it.

To start off: What is bleedthrough?

> Bleedthrough is a mechanic in Halo games which allows you to damage through somebodies shields, directly into their health.
>
> Lets say you are in a one on one fight with somebody, you take their shields to 1/4 left, and run in for a melee, in Halo 3, you would hit them, and they’d die, because of bleedthrough, however, in Reach, you need to first take away their shield before you can kill them.

Halo: Reach was the first game to not have bleedthrough across the entire series, which for some people, was a bad decision, while others greatly accepted it.

I myself am an avid supporter of bleedthrough, as I don’t like it when my damage is randomly eaten up until the players shields are gone.

So, Waypoint, what are your opinions on bleedthrough, do you like it, love it, hate it, despise it, if any, tell me why!

-Moa

I feel like it’s necessary to make combat feel fluid.

what is bleedthrough?

I’m happy about it.

I like that its back.

It just seems better. In Reach the combat slowed down and gave players an extra chance they normally shouldn’t have because you have to hit them twice to take down shields and kill them, even if they only have a centimeter of shields left. Getting into CQC with very low shields should be bad, Reach gave the defenders an extra chance, which was annoying at times.

> what is bleedthrough?

Bleedthrough is a mechanic in Halo games which allows you to damage through somebodies shields, directly into their health.

Lets say you are in a one on one fight with somebody, you take their shields to 1/4 left, and run in for a melee, in Halo 3, you would hit them, and they’d die, because of bleedthrough, however, in Reach, you need to first take away their shield before you can kill them.

> > what is bleedthrough?
>
> Bleedthrough is a mechanic in Halo games which allows you to damage through somebodies shields, directly into their health.
>
> Lets say you are in a one on one fight with somebody, you take their shields to 1/4 left, and run in for a melee, in Halo 3, you would hit them, and they’d die, because of bleedthrough, however, in Reach, you need to first take away their shield before you can kill them.

Ahh thx!!

> I like that its back.
>
> It just seems better. In Reach the combat slowed down and gave players an extra chance they normally shouldn’t have because you have to hit them twice to take down shields and kill them, even if they only have a centimeter of shields left. Getting into CQC with very low shields should be bad, Reach gave the defenders an extra chance, which was annoying at times.

That’s my opinion on it pretty much, but I’ve wanted to hear from a non-bleedthrough supporter why they don’t like it, I fully respect their opinion on it, but I just don’t understand why.

as long as it doesn’t mess anything up this time i don’t mind.

> I feel like it’s necessary to make combat feel fluid.

This.

In my opinion, melees have been too powerful since Halo 3. It should be 3 melees to kill rather than two. Meleeing is supposed to supplement your weapons, not act as a weapon in its own right.

Love it.

I prefer spawning weapons, 'nades aside, to be the non-bleed, melee is either-or, and of course expect explosive and all power/heavyweapons to inflict past the shields.

I’m not a fan of bleedthrough. The way Reach was set up allowed for a lot greater of a chance of a smart player walking away from a melee battle.

Example:

If somebody were to run up and try to kill you with simply melees, they have to sprint across at least some distance, melee, recover from that melee, then melee again to finally kill you. During this time, you can be shooting your opponent not only while they are running up to you, but also while they are punching and recovering from the punch. This gives you an opportunity to counter-melee when the shields drop and score the kill instead of trading like was so common in Halo 3.

A lot players seem to think double meleeing is a very easy, over powered way of getting kills as if somebody running up to you and punching twice is unbeatable. It is hard to beat only if you are of the mindset that once you are in close range you HAVE to punch. I have seen this a lot. People punch the very second they get punched instead of shooting the one last bullet they need to fire in order to drop their enemy’s shields and be able to score a melee kill. As a result, they end up dying and hating the melee system. It works really well though if you are capable of just being patient about when you go for the kill.

I think no-bleedthrough also works better than Halo 3’s system. In Reach, you know exactly when a melee will kill somebody. If they have shields, it will, if not, it won’t. In H3, a few Assault Rifle rounds and a melee would kill somebody. If somebody was closing the distance and moving in for a melee, the best you could hope for was a trade kill in most cases. In Reach, if you play the melee system smart enough, you can walk away with the kill the vast majority of the time by shooting more and punching less.

Bleedthrough melee combined with sprint also presents a problem. If you put a few shots into an enemy who isn’t facing you, you can then just sprint up and basically just turn your gun into a melee enhancer, or close the distance on an already slightly weakened target for the kill. If an enemy is just running from a fight, you can sprint up and melee them to death with one quick shot as opposed to the two Reach used to force.

Overall, I am pessimistic about how bleedthrough will affect the gameplay. I feel removing it worked well in Reach and replacing it for Halo 4 might not feel as good. We’ll see though.

The entire point of having an Overshield is destroyed when taking a headshot with your shield still active still kills you.

> I feel like it’s necessary to make combat feel fluid.

> The entire point of having an Overshield is destroyed when taking a headshot with your shield still active still kills you.

I’m confused about this, what do you mean?

Are you referring to someone headshotting with a Sniper and it kills you even with some Overshields left?

Personally, I really like bleedthrough. I’m glad it’s gonna be in Halo 4.

> > The entire point of having an Overshield is destroyed when taking a headshot with your shield still active still kills you.
>
> I’m confused about this, what do you mean?
>
> Are you referring to someone headshotting with a Sniper and it kills you even with some Overshields left?

I was referring to smaller arms, like DMRS, BRs and Pistols.

What my problem with full bleedthrough is that it’s too strong.

EX: My way would be: If you have 1/4 shields and someone melees you, you die.
If you have 1/2 shields and someone melees you, you will be at half health.
If you have 3/4 shields and someone melees you, you will be at 3/4 health.
If you have full shields and someone melees you, you will have full health.

What’s the problem with my way?

Couldn’t be happier. I can’t wait to have smooth combat again, instead of random integers. All of my damage should count to its fullest extent.

> > > The entire point of having an Overshield is destroyed when taking a headshot with your shield still active still kills you.
> >
> > I’m confused about this, what do you mean?
> >
> > Are you referring to someone headshotting with a Sniper and it kills you even with some Overshields left?
>
> I was referring to smaller arms, like DMRS, BRs and Pistols.

A single DMR shot does not remove OS. I don’t know what you’re getting at.