Really, what is up with this? The only reason the TU playlists existed was for bleedthrough, it was one of the greatest changes 343 ever implemented in Halo Reach, a change that actually fixed the game, and made melee fights fair.
Then they remove bleedthrough again for no reason. What’s even the point of keeping the TU playlists anymore? Bleedthrough should have been added to everything, TU or not, but now it is completely gone from every playlist.
Bring back bleedthrough!
What is your opinion of bleedthrough? Do you want it back?
There were complaints about it being inconsistent and the health pack glitch. Reach was not designed with bleedthrough in mind, so the melee inflicts too much damage through shielding.
Base player trait alterations could help reinstate bleedthrough in some cases. I’m trying to do some tests with altered traits, the main thread here, to help build an effective case. I still have to test a few more things, but the main settings I’m set on are 75% melee/110% resistance.
Some of the original threads discussing bleedthrough, when it was first sought in the TU and after the March update, have been pushed down. If you search for those threads, you’ll see how big the debate was.
It caused nothing but trouble, in game and on the forum.
> There were complaints about it being inconsistent and the health pack glitch. Reach was not designed with bleedthrough in mind, so the melee inflicts too much damage through shielding.
>
> Base player trait alterations could help reinstate bleedthrough in some cases. I’m trying to do some tests with altered traits, the main thread here, to help build an effective case. I still have to test a few more things, but the main settings I’m set on are 75% melee/110% resistance.
>
> Some of the original threads discussing bleedthrough, when it was first sought in the TU and after the March update, have been pushed down. If you search for those threads, you’ll see how big the debate was.
90% melee and 110% damage resistance works very well, just strong enough to provide a kick but weak enough so melee only kills when they were going to die anyway (really low shields)
Except damage resistance changes the effectiveness of autos absolutely but the dmr pistol only if you miss a shot…
Messing with dr and weapon damage is not a good idea.
> There were complaints about it being inconsistent and the health pack glitch. Reach was not designed with bleedthrough in mind, so the melee inflicts too much damage through shielding.
>
> Base player trait alterations could help reinstate bleedthrough in some cases. I’m trying to do some tests with altered traits, the main thread here, to help build an effective case. I still have to test a few more things, but the main settings I’m set on are 75% melee/110% resistance.
>
> Some of the original threads discussing bleedthrough, when it was first sought in the TU and after the March update, have been pushed down. If you search for those threads, you’ll see how big the debate was.
How much shielding would they have left when a melee could kill them?
When I was playing with bleedthrough enabled it seemed just like Halo 3, perfect.
> > There were complaints about it being inconsistent and the health pack glitch. Reach was not designed with bleedthrough in mind, so the melee inflicts too much damage through shielding.
> >
> > Base player trait alterations could help reinstate bleedthrough in some cases. I’m trying to do some tests with altered traits, the main thread here, to help build an effective case. I still have to test a few more things, but the main settings I’m set on are 75% melee/110% resistance.
> >
> > Some of the original threads discussing bleedthrough, when it was first sought in the TU and after the March update, have been pushed down. If you search for those threads, you’ll see how big the debate was.
>
> How much shielding would they have left when a melee could kill them?
>
> When I was playing with bleedthrough enabled it seemed just like Halo 3, perfect.
It all depended on the playlist and gametype. On more then one occasion I was finding a frag at 4 feet was able to drop my shields just enough (with jump) that a person could melee through. Like rockers was saying, the shields are just not that strong enough. further, 10 shots of the AR was of a sufficient case in most to level a 2 2’s combo and kill most people who suddenly had no where to go but into an enemies face…
> It all depended on the playlist and gametype. On more then one occasion I was finding a frag at 4 feet was able to drop my shields just enough (with jump) that a person could melee through. Like rockers was saying, the shields are just not that strong enough. further, 10 shots of the AR was of a sufficient case in most to level a 2 2’s combo and kill most people who suddenly had no where to go but into an enemies face…
What did it take in Halo 3? I never noticed the AR / melee combo to be any more powerful then it was in Halo 3, and even if it was, I found it preferable to the horrible unfairness of not having bleedthrough, the thousands of kills I’ve been robbed of.
I seriously hope bleedthrough is back, properly balanced in Halo 4.
> It caused nothing but trouble, in game and on the forum.
You mean it allowed shots that a person placed on someone to actually matter?
How terrible, especially in a game with Sprint, the wonderful ability that not only allows people to abuse the shield system but also run away and allow for shield recharge.
If you cant make your shots matter with no bleed, you a) dont know how the system works and b) are not very good at the game in general.
You probably get continually double derped right? Sucks for you.
Because bad kids couldn’t handle having to shoot in a First Person Shooter.
While I like having bleedthrough, it was buggy and inconsistent. Only six (SIX!) rounds from an AR were enough to lower the shield far enough to kill with a melee attack. So, AR-start games turned into burst’n’whack, so to speak.
> 1. threw out the point of having both shields and health.
No bleed removes the entire point of health. You’re going to take the same amount of damage anyway.
> 2. made getting kills far more inconsistent.
Nope.
> 3. It was very glitchy.
Nope.
> 4. Made the dmr overpowered.
If anything, it makes your fist overpowered. Oh hey! There’s a melee modifier over there.
> 5. The default shields system is far better.
Opinion.
Can someone please explain bleedthrough to me? I understand the concept, but what did it actually do?
> Can someone please explain bleedthrough to me? I understand the concept, but what did it actually do?
If your shield takes more damage than what is actually left, the remaining damage is subtracted from your health.
Without bleed, the amount of damage taken to shields will always break shield first, with the remaining damage being negated.
> > There were complaints about it being inconsistent and the health pack glitch. Reach was not designed with bleedthrough in mind, so the melee inflicts too much damage through shielding.
> >
> > Base player trait alterations could help reinstate bleedthrough in some cases. I’m trying to do some tests with altered traits, the main thread here, to help build an effective case. I still have to test a few more things, but the main settings I’m set on are 75% melee/110% resistance.
> >
> > Some of the original threads discussing bleedthrough, when it was first sought in the TU and after the March update, have been pushed down. If you search for those threads, you’ll see how big the debate was.
>
> How much shielding would they have left when a melee could kill them?
>
> When I was playing with bleedthrough enabled it seemed just like Halo 3, perfect.
Halo 3 and Reach bleed through was insane, the melee did WAY too much damage and it literally took about 1 or 2 shots and a melee in Reach to kill you.
Just keep in bleed through and move the melee damage down to 75%. That will kill you when you have barely any shields left or are shieldless, just like post TU Halo 2
> > Can someone please explain bleedthrough to me? I understand the concept, but what did it actually do?
>
> If your shield takes more damage than what is actually left, the remaining damage is subtracted from your health.
> Without bleed, the amount of damage taken to shields will always break shield first, with the remaining damage being negated.
Hmm, in that case… I’m all for bleedthrough. But did it work with all weapons, or just melee?
> If you cant make your shots matter with no bleed, you a) dont know how the system works and b) are not very good at the game in general.
>
> You probably get continually double derped right? Sucks for you.
lolno. But “Double Derping” shouldn’t even be as significant a tactical option as it is. Putting shots in, whether from a DMR or AR, should always be more effective than Melee rushing a player like an imbecile (I’d go as far to say that AR rushing is preferable. At least it gives the AR something to do in Reach) because (ideally) shooting takes precedence over melee and nades (two factors which are meant to complement shooting).
It’s like armor lock was: we can handle it, but it’s still limited that it’s there. Of course, we wouldn’t even have this problem if we didn’t have Sprint, the most pointless AA in the game, but then I would have to go into both why all AA’s that you start with can be considered bad and how Sprint, movement acceleration, and lower movement settings destroy Halo’s once great microtactics system.
As for making shots matter on the bullet bleedthrough side, it merely makes team shooting more viable and can help buff weapons like the Needle Rifle to be more effective. It’s not inconsistent in any fashion (I have a sliver of shields, they headshot me, I die), shots from other weapons matter more because anyone with a DMR or Pistol can take advantage of the damage put onto a player by someone with an AR or other weapon, and the so-called health pack glitch doesn’t occur often enough to be considered a major problem.