Why are the TU Settings ALL or Nothing?

The only changes that are hotly debated still are 85% Bloom and Bleedthrough.

AL, Camo and Sword Block changes?

All good to go. Why haven’t they been applied universally already?

inb4SwordBlockproponents

I actually think that Camo is a little underpowered. The least they could have done is make us more invisible while moving.

> The only changes that are hotly debated still are 85% Bloom and Bleedthrough.
>
> AL, Camo and Sword Block changes?
>
> All good to go. Why haven’t they been applied universally already?

Because not everyone agrees that TU should be implimented across the whole game, I didn’t mind Bloom, I didn’t care about AL, I didn’t grief about the changes that came with Reach. I picked up my controller, jumped into a game, and enjoyed it.

(Thats not to say, I do get annoyed sometimes when I get caught in a tight corridor with a AL user)

Sword block should only be removed from Infection and maybe Invasion.

> Sword block should only be removed from Infection and maybe Invasion.

Sword Block should be removed and a significant cooldown added when using the Sword and coming from Sprint or Evade. Just like with any other weapon.

It’s punishment is ineffective, nearly random, devalues a Power Weapon, and punishes players who aren’t abusing the Sword/Sprint synergy.

Camo and Jetpack need to be gone. Soooooo many Camo abusers today in Team Slayer.

> > Sword block should only be removed from Infection and maybe Invasion.
>
> Sword Block should be removed and a significant cooldown added when using the Sword and coming from Sprint or Evade. Just like with any other weapon.
>
> It’s punishment is ineffective, nearly random, devalues a Power Weapon, and punishes players who aren’t abusing the Sword/Sprint synergy.

Except for LD. That might be the reason why that cooldown wasn’t added.

Every aspect of the TU fixes problems with the game.

The ONLY controversial aspects are bleed through and sword block.

The former due to inconsistency introduced to the visual indicators of shield flare and the like while the latter making the sprint/evade combo even more overpowered.

Sword block should be implemented on a case to case basis; Anniversary Classic and Living Dead should have sword block disabled while other playlists don’t.

> Every aspect of the TU fixes problems with the game.
>
> The ONLY controversial aspects are bleed through and sword block.
>
> The former due to inconsistency introduced to the visual indicators of shield flare and the like while the latter making the sprint/evade combo even more overpowered.
>
> Sword block should be implemented on a case to case basis; Anniversary Classic and Living Dead should have sword block while other playlists don’t.

I think your backwards here. Sword Block on in LD is awful. It wasn’t in CE, so it shouldn’t be there either.

> > Every aspect of the TU fixes problems with the game.
> >
> > The ONLY controversial aspects are bleed through and sword block.
> >
> > The former due to inconsistency introduced to the visual indicators of shield flare and the like while the latter making the sprint/evade combo even more overpowered.
> >
> > Sword block should be implemented on a case to case basis; Anniversary Classic and Living Dead should have sword block while other playlists don’t.
>
> I think your backwards here. Sword Block on in LD is awful. It wasn’t in CE, so it shouldn’t be there either.

Missed a word. Fixed.

The problem is that people will argue about anything, just for the sake of a good argument or to be unique and have an own opinion. Freedom of speech on websites and forums ainät exactly free as it is, and people will use what ever freedom they still got.
Then again, some like vanilla reach and they should get at least a few playlists to have fun in too.

> The problem is that people will argue about anything, just for the sake of a good argument or to be unique and have an own opinion. Freedom of speech on websites and forums ainät exactly free as it is, and people will use what ever freedom they still got.
> Then again, some like vanilla reach and they should get at least a few playlists to have fun in too.

You’re wrong! Nobody argues for the sake of arguing! Stop being wrong, you’re just trying to appear unique and special.

It would be nice if they left vanilla reach as a playlist. It’d be better if TU was just a playlist. Nah, they don’t want everyone to have fun. Just people who couldn’t get used to a game after a year. I’m a little pissed that I’ve been playing for over a year and they wait until now to change everything people -Yoinked!- about. But, they didn’t fix things. They just noobed them out. This game isn’t even worth the $60 I paid for it a long time ago. That game was, it isn’t now. Whatever… They’re going to do it regardless. Idk what I’ll do. Play firefight here and there… I won’t be playing Reach much anymore. So sad… Reach was fun as hell. An awesome upgrade from Halo 3 health and shield system.

The point of a Title Update is to update the Title. Not part of it, because that isn’t the Title. Halo 2 had a title update and it changed everything in all playlists. Halo 3 had a title update and everything was changed.

I don’t understand how Reach should be any different.

That’s a poor statement, though. Just because games prior did it, doesn’t mean it was successful. It doesn’t seem like a good idea to do something, just because they’ve always done it. I’ve had to adapt to the way the game is… yeah, I’ve cursed about most of the crap… but imo they made it worse. It’s been too long to try fixing it, I loved it for what it was and I don’t feel like relearning it.

> I actually think that Camo is a little underpowered. The least they could have done is make us more invisible while moving.

Ever been Camo Sniped in Doubles?

What we’ve got here is… failure to communicate.
You see polite rantings just don’t reach.
So you get what we have here post TU.
Which is they way they wants it.
Well, they get’s it.
I don`t like it anymore than you do players.

The Title Update is a change made to Reach’s coding 6 months or so ago. It changes nothing on the surface, but instead allows for that which wasn’t present before:
Halo2/3 mechanics were missing and not even put in as options for those that would have liked a list or 2 to emulate the previous Halos right out of the box.
A reasonable request considering Halo`s track record of players liking an emulation of the old when the new comes out.

The problem is that anyone with a bit of PROPER experimentation experience knows that you can’t change more than 1 variable and expect to connect the results to the hypothesis with any sort of certainty.
Ok once in awhile you can change 2-3 variables and get away with it, but that`s a rarity.

This was shown with Reach’s release and how so many massaged and changed mechanics sent those that were used to the old ways completely bonkers.
Now that 343i has blindly applied multiple TU changes due to improper feedback use, ie NOT listening to other side of the stories in the feedback forums that were used across the majority of playlists, it is going to be even harder to “fix” things now.

The Title Update Beta list has existed for a long time. It once served its purpose, it no longer does. (but it will soon again they say)
The proper use of the TUB would have shown that shield-popping is an acceptable change to nearly every player who wanted bloom reduction or remvoal, from day one.
It would have shown that nearly every problem in Reach is a result of protest and not due to disliked or unintuititve mechancis.
Ya know that 1 big difference between Reach and all the other Halos is there MM-Team?
That difference being thatin Reach, magnetism lessens as bloom increases, where in the previous Halos magnestism never lessens…
THAT 1 CHANGE that could have been easily confirmed as the reason behind so many complaints was lost in a sea of variables hell bent on returning to the old because of improper testing procedures and protest for it.

I do not forget so easily that one of Halo`s biggest charms is its aim and bullet magnetism assists. Frankie spoke of it many times recently…
Why was it forgoten by others below him?
Why do we have to fall back 3-4 steps to move 1 forward rather than taking 1 step back to move 1 or 2 forward?

Waiting 6-10 months for the next Halo isnt something I am keen on doing. The idea that as long as we are here and therefore still interested in the future will only last for so long. I dont live day to day looking for hope, I make my own hope.

> The point of a Title Update is to update the Title. Not part of it, because that isn’t the Title. Halo 2 had a title update and it changed everything in all playlists. Halo 3 had a title update and everything was changed.
>
> I don’t understand how Reach should be any different.

There is a difference between fixing a mechanic and changing it for the purpose of preferences.
Big changes include:

Halo2s grenades were buffed in the first TU out of player preference. Barely broke shields with a frag pre-TU. Melees were increased in strength out of player preference. Took like 6 to kill pre-TU. Halo2s BR lost its spread because online conditions prevent the weapon from being usefull for non button combo users.
And of course many map problems were fixed.

Halo3`s TU1 changed melees so that the trading blows had to be within 30% health between both players resulted in both players dying.
Before it was whomever was winning in health won the melee.

These changes were globally instated as there were no mechanics individually unique that were effected by those changes.

Reachs TU was not used to address codding or game-play problems. It allows for mechanic preference, reintroduced a couple game-play problems and introduced at least 1 game-mechanic problem (has been fixed). Thats some sloppy TUBing.
Vanilla bloom and damage modifiers gives 3 diffeent types of precision weapons. 1 that dominates in short range, 1 that dominates in mid-range and 1 that dominates in long-range. The NR being the most rounded of the bunch.
Players wanted to use their DMR in a range less than long, so 85% and a 6-shot NR was the answer to equilize the NR and DMR as equal mid-range weapons with outside niche differences.
Rather than use the NR more often, players want to use their DMR all the time. That isn`t a game-mechanic problem, it is a player issue.

The meta-game difference between 3 niched precision weapons and a meta-game with an OP precision (DMR) complimented by short and mid-range precision weapons is pretty substantial.
Sandbox balance really isn`t a consideration for it.

The shield popping accounts for having different damage value weapons. If there was just a Pistol, DMR, power weapons and grenades being used, bleed-through isnt a problem as damage values are very integer like. (yes explosives are variable, but thinking that if they took a grenade splash and werent 1 shot, then they are now. Thats integer-like thinking.) With bleed-through and just by adding in either an AR or NR, the integer based system changes completely. The consistency that so many vocal and competitive players want only exists in a very limited sandbox. In a sandbox preferred by only a few (ratio wise). With variable damaging weapons, bleed-through has you questioning if you can take an extra hit or not. Shield-popping gives you the confirmation if you really can take that 1 more hit or not. Thats a bigger difference than bloom could ever make as it is a pick up and play defensive feature. Whether youre new or old, you know if youre next non-power hit can or can`t kill you.

So whats the difference? Its the difference between Core and Hardcore on CoD or BF. A difference CoD and BF account for.

As far as I can see, 343 are configuring what they can do with the Title Update, if you re-read the Bulletin, it is likely we will be seeing for once, not the full package Title Update and different variants of it.

> I actually think that Camo is a little underpowered. The least they could have done is make us more invisible while moving.

Haha, yeah no, Camo is cheap, not underpowered at all.