Game: Halo Reach
The addition of AR start playlists and temporary playlists are signs that 343 are finally starting the head in the right direction, so well done for that. But reading the development update and seeing that 343 can't/wont invest development time and resources into fixing certain issues (Co-op latency, to be specific) is disheartening to say the least and gives the impression that 343 are not interested in producing a fully functioning game. Just wanted to give my two cents about the development update before getting into some feedback since comments are disabled on those posts, although after reading that development update I doubt 343 are willing to/interested in making any significant meaningful changes to the game.
Again, the AR starts are a very positive change which will please much of the social community and will hopefully stop the game from hemorrhaging players from the social community. The hardcore/ranked slayer communities will continue to leave until the AA issue is fixed but I understand that is an entirely different issue and I dont care much for discussing it as there are existing threads which do so in detail.
The next change which I think would be nice to try would be an experimental playlist where TU is enabled but Bleedthrough is off.
The TU changed many things, but 2 of the most negative changes were DMR Starts (Fixed!) and Bleedthrough. Halo Reach being the only Halo without Bleedthrough made the gameplay unique and a nice change of pace, plus the game was not balanced around Bleedthrough. Halo Reach's system fixed the issue where 90% of AR gunfights ended in a simultaneous melee with both players dying. But then the TU came along and returned it to the old system which is not fun.
All you have to do is hop into a game of Invasion and try the vanilla melee system and you will see that the original system was a lot less repetitive and involved a little strategy (Dont melee while they have shields, keep shooting and get close to bait a melee from them which you will survive because you have shields, then melee them when their shields burst before they have a chance to recover and melee again - congrats, you outplayed them and killed them and YOU survived since you had greater strategy) and was a better system overall.
So please give us a chance to test this with a experimental playlist. Gather feedback from the community and if they enjoy the more complex and rewarding melee gameplay then perhaps you can disable bleedthrough entirely.
there is still a call from many players to remove bloom from the game. Personally I don't mind bloom and have never complained about it. I am very much in the camp that believes that bloom was a method to balance weapons by placing a soft RoF limit on precision weapons to limit their effectiveness at range while still offering the option to spam shots quickly up close. I am aware that all you have to do is pace your shots with a tiny delay to circumvent bloom and use the gun to it's full potential at range. It's not hard, but hey, players seem to have difficulty grasping the concept and then complain about the RNG of bloom.
So another experimental playlist I would like to see would be one where the game is balanced around 0% bloom, not just turning it off and leaving the game as-is.
We seen from the TU that even reducing bloom by a mere 15% was a huge buff
to the DMR. It was so bad that players demanded that it be removed as a starter weapon. So clearly, reducing it by 100% would be even worse. Plus, imagine the pistol at 0% bloom, it would be a monster.
In this playlist I would like to see various balance updates to compensate for 0% bloom.
- The precision weapons need a RoF limit so that their effectiveness is kept closer to TU and Vanilla settings. Simply limit the DMR and pistol to fire as soon as the bloom resets in TU settings. Needle Rifle already has 0% bloom and is fine.
- Slightly reduce max bloom threshold on AR. The weapon is only useful at a range of like 10 feet. Buff it a little so that it can be used at close-medium range more effectively (<30 feet?)
- Buff the Plasma Repeater. Like the AR, it is pretty useless outside of close range, but it's even worse. It overheats too fast and the bloom gets out of hand really quickly. Would like to see if buffed to Halo CE Plasma rifle levels of accuracy and overheating. In its current state it is quite literally hot garbage.
- Anything else I may have overlooked.