Where is and isn't sword block?

I’m really confused by Halo: Reach right now. On one hand, I know the title update brought forth some changes, and I know the changes didn’t go everywhere in the same way. So now we’re left with something like four “different ways” to play the same game.

Here’s my story. I have five achievements left to snag in Reach; the new Defiant ones and one of the Anniversary ones. The Anniversary one is the Infection one; infect three people in one round. So I was matchmaking all night in Anniversary FFA; trying to find this gametype to no avail. Anyways, I finally do, and it’s bad luck; the match only matched me with five other people. That means there would only be three people to infect per round. So the match starts on Damnation, and I’m a zombie. I rush the human spawn, and I kill two of them. I have the third cornered and he sees me, but I’m just out of lunge range, so I bite the dust. Then, luck happens. The game has connection issues and when it comes back, the other two zombies aren’t adjusted and the Last Man Standing kills them. I respawn with the two I myself killed, and I let them go first because I know first in are also always first out. So they do just that; they bite the dust. Then the two other Alpha zombies are closing in just as I go for my kill. I’m well within lunge range, so I do it; I lunge. Yay, I got my achiev----wait, what’s this?.. I see his shields pop and he melee’d me back… He sword blocked me? What?! I thought they patched that out!!! Anyways, it ends like this: I’m still recovering from my lunge when one of the other Alpha zombies comes up, kills the Last Man, and there goes my opportunity, as two people then decided to quit.

This is the problem with deciding to keep native Reach… We have our ZB gametypes, we have our 80% (TU) gametypes, we have our “native Reach” gametypes, and we have our Anniversary gametypes, and there’s really no rhyme or reason to when they appear apparently. It’s frustrating me because the rules to the games are suddenly obscure at the start. I know what the bloom will be like based on the title, but how will I know if sword block is on? What about bleed through? Will Armor Lock be different? The gametype name doesn’t give me this information…

So is it really necessary to have so many different, badly-defined variations with different baseline rules? Couldn’t we just have the Anniversary gametypes in the Anniversary playlists, the ZB gametypes in the ZB playlists, the “TU” gametypes in the rest of the playlists, and get rid of “native” Reach? The bottom line of the matter is, I’m sick of not knowing how the game will handle going in… This achievement thing has made it frustrate me one too many times.

If the Gametype has Zero Bloom, ZB or TU in the title, ALL changes including Bleedthrough, Sword Block, Armour Lock nerf and Camo nerf are included, they only thing different is the Bloom variations.

This is the case for ALL gametypes.

Pretty much with Moa said.

If you want no Sword Block, just play TU Slayer (Squad Slayer, Multi Team, Team Objective, Beta ZB,and Anniversary Squad have the TU gametypes though in Ann Squad you have to vote for it amoung normal Reach and Anniversary settings). Anniversary settings have no Sword Block either IIRC.

The rest of the playlists contain the usual bells and whistles of vanilla Reach. Sword Block included. Really, this TU settings need to be applied across the board soon. I think that’s the point the OP is trying to make as it confuses players and even throw them off. Well, the ones that are uninformed/misinformed at least. With TU across the board, i guess you could it not only improves the game (the whole point of the TU you detractors), it makes it more consistent.

> If the Gametype has Zero Bloom, ZB or TU in the title, ALL changes including Bleedthrough, Sword Block, Armour Lock nerf and Camo nerf are included, they only thing different is the Bloom variations.
>
> This is the case for ALL gametypes.

Thank you but my question was rhetorical. The point I was making is that if I, a frequent forum-goer (who is quite up to date with the changes being made), am confused by the sheer variety of subtle ways different gametypes are played differently, then I guarantee many others probably are too. I believe 343 would be better off making the TU changes baseline for all Reach gametypes. It eliminates the needless confusion.

> > If the Gametype has Zero Bloom, ZB or TU in the title, ALL changes including Bleedthrough, Sword Block, Armour Lock nerf and Camo nerf are included, they only thing different is the Bloom variations.
> >
> > This is the case for ALL gametypes.
>
> Thank you but my question was rhetorical. The point I was making is that if I, a frequent forum-goer (who is quite up to date with the changes being made), am confused by the sheer variety of subtle ways different gametypes are played differently, then I guarantee many others probably are too. I believe 343 would be better off making the TU changes baseline for all Reach gametypes. It eliminates the needless confusion.

Sorry for the misunderstanding, there have been many topics on this, with suggestions on how to make it better such as categorizing the TU Playlists and Vanilla Reach Playlists, just like Anniversary with their own unique sections.

I do see it’s a tad confusing but the TU in Gametypes tend to show this, along with Anniv. in gametypes.

If it’s JUST Slayer, it’s JUST Slayer.

How about we remove Zero bloom because it is a terrible idea as there is no skill involved in hitting the enemy. Halo 3 there was recoil and reach theres bloom but in ZB theres nothing. So it becomes a dmr spam fest as theres not downfall and i feel like it fires faster without the bloom.

Tu is okay but again the dmr is a little to user friendly for such effective all range output. so I think that bloom should just be 100%.

Aniversary is great but you move to slow and the magnum is over powered. Let me say something guys if it was phased out then it was for a good reason. The 3 shot magnum is way to op and is all anyone will use.

Native reach has some very annoying dmr combos

> How about we remove Zero bloom because it is a terrible idea as there is no skill involved in hitting the enemy. Halo 3 there was recoil and reach theres bloom but in ZB theres nothing. So it becomes a dmr spam fest as theres not downfall and i feel like it fires faster without the bloom.
>
> Tu is okay but again the dmr is a little to user friendly for such effective all range output. so I think that bloom should just be 100%.
>
> Aniversary is great but you move to slow and the magnum is over powered. Let me say something guys if it was phased out then it was for a good reason. The 3 shot magnum is way to op and is all anyone will use.
>
> Native reach has some very annoying dmr combos

Why remove Zero Bloom when it has it’s own exclusive playlist that you are not forced to play? Seriously man if you don’t like it, don’t play it. Simple.

Anniversary feels pretty fast to me but you don’t jump very high. The Magnum is OP on purpose, someone hasn’t played CE at all. The bad thing about the Anniversary Magnum though it still has spread and tends to be random, making it an imperfect clone of the CE pistol. That and it has less shots but there’s nothing 343 could have done about that.

100 percent bloom is broken. Sorry but it is. 85 percent while still being random, is much more consistent when it comes to shooting and spamming is punished more, even on the DMR.

Thats really weird. Why would the have only Zombies as default in Anniversary FFA?

> > How about we remove Zero bloom because it is a terrible idea as there is no skill involved in hitting the enemy. Halo 3 there was recoil and reach theres bloom but in ZB theres nothing. So it becomes a dmr spam fest as theres not downfall and i feel like it fires faster without the bloom.
> >
> > Tu is okay but again the dmr is a little to user friendly for such effective all range output. so I think that bloom should just be 100%.
> >
> > Aniversary is great but you move to slow and the magnum is over powered. Let me say something guys if it was phased out then it was for a good reason. The 3 shot magnum is way to op and is all anyone will use.
> >
> > Native reach has some very annoying dmr combos
>
> Why remove Zero Bloom when it has it’s own exclusive playlist that you are not forced to play? Seriously man if you don’t like it, don’t play it. Simple.
>
>
> Anniversary feels pretty fast to me but you don’t jump very high. The Magnum is OP on purpose, someone hasn’t played CE at all. The bad thing about the Anniversary Magnum though it still has spread and tends to be random, making it an imperfect clone of the CE pistol. That and it has less shots but there’s nothing 343 could have done about that.
>
>
> 100 percent bloom is broken. Sorry but it is. 85 percent while still being random, is much more consistent when it comes to shooting and spamming is punished more, even on the DMR.

Agreed here, especially about the Anniversary Pistol. I love that weapon in Combat Evolved (who doesn’t?). Sometimes I go on Halo PC and open a just-Pistols lobby. It’s great fun. The Anniversary one just isn’t the same. The firing rate is a bit off (I forgot if it’s faster or slower - I tend not to play the Anniversary gametypes), the bloom makes it extremely unreliable, and there are not nearly enough shots. I have to say, my main problem is the firing rate. It goes hand-in-hand with the bloom seemingly to ensure the Pistol feels different. I have to pace my shots now or go wildly out of control. I never felt like that in Combat Evolved. Also, the shallow clip sucks. It’s not so much about shots-per-clip (I could never really maximize clip efficiency in Combat Evolved before reloading anyways) but the Reach Pistol has only five clips max, while the Combat Evolved Pistol has ten. We’ll just say I run out of shots quite frequently in Reach and that never used to happen. Overall, the Pistol just feels much different to me.

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I can barely tell the difference between the native Reach gametypes and the TU gametypes, if I’m being honest. The main problems I had with Reach had to do with its spawns and its maps before this TU. The TU didn’t do anything for those problems, obviously; now I just have to deal with a variety of different baseline game functions, which sucks in itself. But oh well, I guess.

> Thats really weird. Why would the have only Zombies as default in Anniversary FFA?

You mean as opposed to Anniv. Infection?