Why did the community ask for Bleedthrough?

I just don’t get it, and since bleedthrough is the only problem I have with the TU, I don’t understand why did you guys ask for it?

First off, let me tell you I’m aware of the typical encounter where one guy shoots 3 DMR bullets to his opponent, the opponent simply sprints towards him, both melee at the same time, and now they both have the same health.

Now, most players judge this encounter in a biased manner, and think that the guy who shot 3 DMR shots should always win said encounter. Even though both players had a legit tactic, the community often moves the balance towards the guy who was shooting a weapon instead of sprinting and melee-ing, and I just don’t get it.

Was this such a nuisance for you guys to beg for a 4-shot-kill-DMR? Now everyone’s getting meleed because of the very same thing they wanted to be added: bleedthrough

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without the bleed-through there’s no reason to shoot your opponent in close combat, Lol-Reach turns into a Street Fighter/TEKKEN beat’em up game instead. Plus bleed-through has always been with all halos since the beginning.

Shield pop holds your hand by putting a neon sign over a player, telling you when to shoot/melee. Bullets are negated when you can punch and remove shields, and it just makes the melee system too clunky and unintuitive (3 shots+melee = melee).

I hope the community realize that this bleedthrough garbage only promoted double pummeling even more. Seriously, it shouldn’t match a Sniper Rifle in power. It’s ridiculous! It worked in Halo 3 because we had regenerative health whereas Halo Reach nullifies it’s regen properties and instead forces us to rely on med packs for survival.

It won’t work with Reach, why can’t people realize that? I also hate bullet bleedthrough, Christ, that’s even worse than melee itself.

I’ve been away from the game a few months when TU had its playlist I disagreed with it then, now its on all slayer playlists and tbh the TU sucks balls.
Reach did have a problem with melee and instead of dealing with melee they tinkered with shield modifications… Which did absolutely nothing except turn Reach into HALO 3.5… for all the fanboys.

I support bleedthrough for melee, but not for bullets. The amount of force behind a punch is far greater than a bullet. If we suppose a bullet weights 10 grams and travels at 1000m/s, the resulting energy is about 5 kilojoules. Measured human punches have been known to move at the speed of sound over a very short distance, 355m/s. If we suppose the mass of the Spartan arm is 20kg, then the resulting energy is 1260 kilojoules! I can see shield pops being natural for a bullet but a punch seems like it should overload the shield and then continue on right through to the flesh underneath with the remaining energy.

> I support bleedthrough for melee, but not for bullets. The amount of force behind a punch is far greater than a bullet. If we suppose a bullet weights 10 grams and travels at 1000m/s, the resulting energy is about 5 kilojoules. Measured human punches have been known to move at the speed of sound over a very short distance, 355m/s. If we suppose the mass of the Spartan arm is 20kg, then the resulting energy is 1260 kilojoules! I can see shield pops being natural for a bullet but a punch seems like it should overload the shield and then continue on right through to the flesh underneath with the remaining energy.

A bullet will beat a fore arm every time… and your math is way off.

No bleed allows shields to cancel out/absorb damage. Its as simple as that. You don’t substitute fairness for the sake of making the game easier for casuals and that is exactly what bleed through did.

There’s a difference between “community” and “vocal minority”.

Although I like to think they mainly did it for the Anniversary playlist.

Shooting your gun in CQB is now a viable option.

> There’s a difference between “community” and “vocal minority”.
>
> Although I like to think they mainly did it for the Anniversary playlist.

For the 100th time; 343 had every intention of making Reach play more like Halo, they just used the vocal minority’s complaints as a “guide” to what needed to change to make it more Halo.

They weren’t swayed by the vocal minority like some kind of codependent mother. I don’t understand why this is so difficult to comprehend.

> I hope the community realize that this bleedthrough garbage only promoted double pummeling even more. Seriously, it shouldn’t match a Sniper Rifle in power. It’s ridiculous! It worked in Halo 3 because we had regenerative health whereas Halo Reach nullifies it’s regen properties and instead forces us to rely on med packs for survival.
>
> It won’t work with Reach, why can’t people realize that? I also hate bullet bleedthrough, Christ, that’s even worse than melee itself.

Lol. 1. No, it doesn’t. And 2. While yes, the lack of regenerating health does present a problem, it in no way makes players “rely on health packs for survival” anymore than pre-TU. No one with half a brain would run around with red health for excessive amounts of time, TU or no TU. When a nade can land at your feet and kill you when you have red health and full shields, or orange health w/ 75% shields, the reliance on health packs really hasn’t changed much.

Also read this for some bleed through edukayshunz.

> without the bleed-through there’s no reason to shoot your opponent in close combat, Lol-Reach turns into a Street Fighter/TEKKEN beat’em up game instead. Plus bleed-through has always been with all halos since the beginning.

There is an entire second pause after meleeing where the user cannot shoot, melee, or throw a grenade. If you are unable to get in a final shot and a melee with an entire second, you deserve to die.

Bleedthrough is silly. Bungie taking it out stopped the old ‘6 shot AR beatdown’ deal.
It’s just some people complain because they don’t like using their heads now, unfortunately.

‘Oh no I can’t instantly melee! I have to actually shoot another bullet first!’
Yes, taking away bleedthrough means users have to use their brain. but it also encourages shooting in close range. If you don’t realize it, then you’re showing exactly why you don’t like no-bleedthrough: Because you don’t like thinking about such obvious things.
:confused:

> > without the bleed-through there’s no reason to shoot your opponent in close combat, Lol-Reach turns into a Street Fighter/TEKKEN beat’em up game instead. Plus bleed-through has always been with all halos since the beginning.
>
> There is an entire second pause after meleeing where the user cannot shoot, melee, or throw a grenade. If you are unable to get in a final shot and a melee with an entire second, you deserve to die.
>
> Bleedthrough is silly. Bungie taking it out stopped the old ‘6 shot AR beatdown’ deal.
> It’s just some people complain because they don’t like using their heads now, unfortunately.
>
> ‘Oh no I can’t instantly melee! I have to actually shoot another bullet first!’
> Yes, taking away bleedthrough means users have to use their brain. but it also encourages shooting in close range. If you don’t realize it, then you’re showing exactly why you don’t like no-bleedthrough: Because you don’t like thinking about such obvious things.
> :confused:

Faulty logic

So Basicly If I sprint double beat you down and You shoot me and we both beatdown

The bullets you put into me are worthless

You put were shooting in a FPS and I wasnt.

Yet we are even.

Understand how stupid that is.

Think You should of stayed on bnet.

Well it worked properly in previous titles. Tbh though bleedthrough made the game a lot better imo. Now instead of getting ripped by Reach’s broken melee system the DMR can now be effective cqb

“Now instead of getting ripped by Reach’s broken melee system the DMR can now be effective cqb”

Its not supposed to be good at CQB, its a long arm.

I swear to god this one gun to rule them all mentality is sucking every drop of fun out of this game. The hell is wrong with people.

> “Now instead of getting ripped by Reach’s broken melee system the DMR can now be effective cqb”
>
> Its not supposed to be good at CQB, its a long arm.
>
> I swear to god this one gun to rule them all mentality is sucking every drop of fun out of this game. The hell is wrong with people.

Blame the developer you praise so much

Bungie

For making a weak sandbox.

Honestly I would not mind more useful weapons. but we work with what we got.

No bleedthrough would have worked fine if the kill times and movement speed of this game weren’t so darn slow. Unfortunately, with the speed and damage settings Reach has, no bleedthrough really just ruins gunplay at close range… and THAT makes half of the guns in REACH pointless!

> > > without the bleed-through there’s no reason to shoot your opponent in close combat, Lol-Reach turns into a Street Fighter/TEKKEN beat’em up game instead. Plus bleed-through has always been with all halos since the beginning.
> >
> > There is an entire second pause after meleeing where the user cannot shoot, melee, or throw a grenade. If you are unable to get in a final shot and a melee with an entire second, you deserve to die.
> >
> > Bleedthrough is silly. Bungie taking it out stopped the old ‘6 shot AR beatdown’ deal.
> > It’s just some people complain because they don’t like using their heads now, unfortunately.
> >
> > ‘Oh no I can’t instantly melee! I have to actually shoot another bullet first!’
> > Yes, taking away bleedthrough means users have to use their brain. but it also encourages shooting in close range. If you don’t realize it, then you’re showing exactly why you don’t like no-bleedthrough: Because you don’t like thinking about such obvious things.
> > :confused:
>
> Faulty logic
>
> So Basicly If I sprint double beat you down and You shoot me and we both beatdown
>
> The bullets you put into me are worthless
>
> You put were shooting in a FPS and I wasnt.
>
> Yet we are even.
>
> Understand how stupid that is.
>
> Think You should of stayed on bnet.

Your BS logic and elitist attitude certainly belong there. I’d like to see you try to justify the sword and hammer in a first person shooter. Should be hilarious.

> I just don’t get it, and since bleedthrough is the only problem I have with the TU, I don’t understand why did you guys ask for it?
>
> First off, let me tell you I’m aware of the typical encounter where one guy shoots 3 DMR bullets to his opponent, the opponent simply sprints towards him, both melee at the same time, and now they both have the same health.
>
> Now, most players judge this encounter in a biased manner, and think that the guy who shot 3 DMR shots should always win said encounter. Even though both players had a legit tactic, the community often moves the balance towards the guy who was shooting a weapon instead of sprinting and melee-ing, and I just don’t get it.
>
> Was this such a nuisance for you guys to beg for a 4-shot-kill-DMR? Now everyone’s getting meleed because of the very same thing they wanted to be added: bleedthrough

That encounter you stated isn’t baised. It shows the fundemental flaw in the default system.

<mark>That is, that it favours the player who has lower shields in the event of a shared hit.</mark>

I’ve tried to show advocates of the Reach settings this before, but they always insist on trying to say how the players could have handled the situation differently, which is obviously no argument at all, as it ignores the fact the system at it’s core is flawed, no matter how you deal with it.

That isn’t to say bleedthrough brought in in the TU is perfect, but overall it is a more fair system gernarally, and in my opinion, for Reach, despite some annoying bugs.