I know this is an old thread, but a lot of the anti-TU fail to realize just how many people stopped playing reach, both social and competitive, because of bloom, armor lock, etc. Saying that the weapons are designed for a shorter time to kill is nonsense, which sequentially demonstrates that they are failing to realize that the rng aspect of bloom completely butchers the gameplay and the skill ceiling. I can't say how many times I got frustrated even in campaign playing legendary because I couldn't land many headshots in a row on grunts because of bloom, and every time I would be massacred by them. I am a hardcore halo fan, but back in the day I was a child and didn't speak English too well, so I never knew anything about the TU. I remember I started seeing the super slayer, and I would never vote for it because I had team slayer and I didn't know the difference. Of course, I was always going to favor something more familiar. So I completely agree with one of the previous comments saying that the regular player does not notice these changes.
Yeah, aiming for the head actually requires skill. Is not dumbing it down, it is making the short-mid range encounters more intense and more precision based than luck based.NaviLlicious wrote:All I know is bloom was never an issue, at least for me personally it never was a problem, and it's a real shame that TU is being added turning the DMR into a weaker sniper and the Needle Rifle into a needler with range. Takes away from the original skill of needing to master a weapons bloom to perform well and just dumbs it down into a game of who can spam click the head better.PIasmaArch3r wrote:The issue is that people seem to think that Bloom is related to randomness, but it can be mastered as you only have to aim with the center of the reticle, along with a proper pacing. You could spam your shots in the past, but it was a worse situation as you didn't have any kind of penalty to reduce it, so it was easier to hit your target mindlessly.NaviLlicious wrote:Reach was never dead before or after the TU settings were implemented idk where that assumption is coming from but I remember the population always being fairly large during Reach's life before the next Halo game. Was never a big fan of the TU settings outside of the armor lock change which I'm indifferent about and will be spending majority of my time in invasion because it retains the OG Reach settings. Bloom isn't nearly as bad as people are making it out to be just pace your shots.
As for the Reach death, it's just an assumption due to the big difference in population between the Vanilla Slayer and the TU version.