Halo: Reach Forum
This topic has moved here: Subject: Why didn't Bungie choose a simple solution?
  • Subject: Why didn't Bungie choose a simple solution?
Subject: Why didn't Bungie choose a simple solution?

Problem from Halo 3: AR/melee was very prevalent and led to boring gameplay

Sane person's solution: Reduce melee damage

Bungie's solution: Remove bleedthrough so that shooting is even less effective compared to running and melee, mess up core game mechanics by making it so that sometimes bullets don't actually count towards the kill (if you can't get their shields down fast enough)

So, Bungie, why did you use a stupid solution to fix a simple problem? At what point between 2007 and 2010 did you all become insane crack heads? Because no previously normal and rational game developer would use such a stupid solution to a simple problem.

  • 12.25.2011 2:41 PM PDT

Hanger one I just shredded with the SMGs until ammo was out and I just threw 'nades like a boss while BRing.

My experience playing Cairo Station on Legendary

Look at Reach as a whole. They made a Halo title that isn't Halo. Low jump height, even slower kill times, load-outs (Not a huge deal), reticle bloom and slower movement speed. What part of this says HALO to you? Reach as a stand alone may be alright, but when compared to the series it's a huge let down.

Don't even get me started on the ridiculousness of the gameplay mechanics. Just look at the unavoidable mini-nuke grenades.

  • 12.25.2011 2:45 PM PDT

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Relevant

  • 12.25.2011 2:46 PM PDT

Sane person's solution: revert back to CE bash style, lower bash damage, and buff the AR's strength.

  • 12.25.2011 2:47 PM PDT
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Posted by: ThreeSixXero
Sane person's solution: revert back to CE bash style, lower bash damage, and buff the AR's strength.

Look at your pms

  • 12.25.2011 2:50 PM PDT

I prefer the no bleed through.


Reducing melee damage would not have made much sense, people would have just complained about that anyway.

People would just shoot slightly longer before they punch, that would be the only difference, and then people would just have complained about that.

So I especially prefer no bleed through to having bad melee attacks.

  • 12.25.2011 6:31 PM PDT

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Posted by: Wikked Navajoe
My problems [with Reach] are basically just full parties, mlg, and people who go out of their way not to get killed.

A sane person's solution would be to lower the power on the AR. Instead of 6 rounds plus a melee they could have made it 10 or so. That sounds reasonable to me.

Of course, AR beatdowns were a sign that your team was not communicating effectively or that you let them get too close (obviously).

I didn't think it was much of a problem.

  • 12.25.2011 6:35 PM PDT
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Posted by: Viper Skills


Of course, AR beatdowns were a sign that your team was not communicating effectively or that you let them get too close (obviously).


Pretty much this. AR rushing was pretty much just lone-wolf stuff back when I played Halo 3.

To the OP I was an avid user on this forum back in 2007-2009 and I'm not sure I remember people really "hating" (in parenthesis because people did "hate" them in a way by just calling them noobs and stuff) AR rushing back then. I saw (and still see it) as a strategy and the most effective way to use the AR. I never saw AR rushing as a problem as I was always pretty good with my BR and would just 4 shot them before they could even melee.

  • 12.25.2011 6:44 PM PDT