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Do you really have a problem with Melee bleedthrough?
Or perhaps its
Bullet Bleedthrough?
I think a lot of complaints about bleedthrough are simply about bullet bleedthrough. It can be quite inconsistent and is hard to judge, especially when your shields are recharging an you're 1/2 or 3/4 full and it sometimes appears that a single headshot from a DMR kills you. Along with even the tiniest sliver of shields gone from a grenade will cause you to be 4 shot. Headshot bleedthrough just wasn't done right in the TU, mainly due to because Reach was made without it, it just doesn't work correctly because of how health works.
Or could it be
Poor settings?
Now let me elaborate a bit on this but first lets look at why we (Bleedthrough supporters) like it and why we have a problem with no bleedthrough. I assure you we'll find some common ground here.
We like it because its good for gameplay, not just because its been in previous Halos or because it makes Halo "Halo" but because it makes sense. There's no logical explanation why 3 shots+beatdown does the same amount of damage as a single beatdown (trading kills because of this is so illogical and often frustrating). Bleedthrough rewards shooting in a First Person Shooter, it doesn't promote mindless, poor gameplay like the "derpdown" (going for the double melee) or even worse the sprint double melee.
Now why don't you guys like it? I seem to see only one reason, the AR rush+beatdown. You guys make it seem like such a huge problem, past and present, when it really has never been if you played "correctly" (well or smart). I'm not trying to bash but simply you guys are playing "mindlessly". Try picking up a DMR or Needle Rifle, keeping your distance, establishing map control and not trying to rush them for the beatdown yourselves. A lot more often than not you'll kill the mindless "kid" trying to AR rush beat you down before he gets close. Seriously try this and see if it helps.
Now I seem to have gotten a bit off track, it did have a point though but back to settings. We have some common ground here, poor settings. Bloom and Sprint are bad for gameplay, especially in this case. They make beatdowns way too "easy" and way too reliable, a FPS no less. Bloom hindering one from killing an opponent before they get to them because of the added randomness and inconsistency. Sprint making it way too easy to close the gap between the players, thus allowing/promoting such mindless gameplay.
Lets take a look at a playlist like MLG. The MLG playlist is no doubt the most competitive playlist within Reach, simply because of the settings it uses. Some of these settings are Zero Bloom, No Sprint and Bleedthrough. The "derp down" happens so very rarely, simply because the settings do not promote it and makes it so ineffective to try to do so. Why? Because with Zero Bloom and No Sprint its very hard for someone to try to go for a double beatdown, on top of that you have bleedthrough which allows for a 3 shot beatdown kill. If someone is trying to "derp you" they're more often than not far enough away (no sprint to close that gap easily) you can get in at least 3 shots before they reach you, thus allowing you to get the kill you deserve and not trading. Better yet, a lot of times you can 5 shot them.
Or can it really be
Melee Bleedthrough?
Now I personally really can not see why you have an actual reason for not liking melee bleedthrough for the entire "essay" typed above.
Do you really have a problem with melee bleedthrough itself or one of the other listings?
If you guys do have such a problem with melee bleedthrough itself, why don't I ever see people on this forum complaining about Plasma Rifle+beatdowns? Or two (2) Plasma Pistol shots+beatdowns? Both of these weapons are so much better and effective with shoot+beatdown than an AR and very common on all maps, with the Plasma Pistol raining supreme.
So let me ask you one more time, is it Melee Bleedthrough, Bullet Bleedthrough or simply just poor settings?
Please tell me what you think.