Editing Halo: Reach Title Updates
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{{Title|''Halo: Reach'' Title Update}} | {{Title|''Halo: Reach'' Title Update}} | ||
{{Series/Cut/HR}} | {{Series/Cut/HR}} | ||
This page lists all Title Updates released for ''[[Halo: Reach]]''. The '''Halo: Reach Title Update''' 1.1 was an update for ''[[Halo: Reach]]'', created by [[343 Industries]], in conjunction with the [[Halo]] franchise transitioning from [[Bungie]] to 343. First revealed at Halo Fest in late August 2011 and released on September 21st, 2011, the update is unique in that it currently is gametype-based, and has not been directly applied to the full multiplayer game code. | This page lists all Title Updates released for ''[[Halo: Reach]]''. The '''Halo: Reach Title Update''' 1.1 was an update for ''[[Halo: Reach]]'', created by [[343 Industries]], in conjunction with the [[Halo]] franchise transitioning from [[Bungie]] to 343. First revealed at Halo Fest in late August 2011 and released on September 21st, 2011, the update is unique in that it currently is gametype-based, and has not been directly applied to the full multiplayer game code. | ||
==Gameplay Changes== | ==Gameplay Changes== | ||
===Modified Bloom=== | ===Modified Bloom=== | ||
343 adjusted the maximal [[reticle]] expansion on the headshot weapons ([[DMR]], [[Needle Rifle]] and [[ | 343 adjusted the maximal [[reticle]] expansion on the headshot weapons ([[M392 Designated Marksman Rifle|DMR]], [[Type-31 Rifle|Needle Rifle]] and [[M6G Personal Defense Weapon System|Pistol]]) based on a percent of the original value, set at 100%. | ||
Two current bloom settings exist. They are built into the gametypes and are not configurable in-game. 85% Bloom is the current standard with the TU. Zero Bloom (ZB), as its name suggests, features no reticle expansion, but weapons do retain some spread. ZB is currently used in its own playlist, as well as under the [[MLG (playlist)|MLG playlist settings]]. | Two current bloom settings exist. They are built into the gametypes and are not configurable in-game. 85% Bloom is the current standard with the TU. Zero Bloom (ZB), as its name suggests, features no reticle expansion, but weapons do retain some spread. ZB is currently used in its own playlist, as well as under the [[MLG (playlist)|MLG playlist settings]]. | ||
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85% bloom improved the DMR and made pacing much more viable.<ref>http://tiedtheleader.com/2012/01/17/statistical-analysis-of-dmr-behavior/</ref> However, 85% bloom had a different effect on the Needle Rifle. The reticle contracted just as fast as it expanded, making the Needle Rifle indifferent between 85% bloom and ZB. Combined with its automatic fire and stronger aim assist, 343 decided to remove the Needle Rifle from loadouts in TU Slayer Pro gametypes. | 85% bloom improved the DMR and made pacing much more viable.<ref>http://tiedtheleader.com/2012/01/17/statistical-analysis-of-dmr-behavior/</ref> However, 85% bloom had a different effect on the Needle Rifle. The reticle contracted just as fast as it expanded, making the Needle Rifle indifferent between 85% bloom and ZB. Combined with its automatic fire and stronger aim assist, 343 decided to remove the Needle Rifle from loadouts in TU Slayer Pro gametypes. | ||
ZB had a very strong effect on the | ZB had a very strong effect on the pistol, as despite its high spread at long range, it made it very powerful in close-quarters combat with its high rate of fire and bleed-through making it a four-shot minimum. Even with being removed as a secondary spawning weapon, the pistol is still very powerful at close range. The DMR also benefited from ZB, retaining its long-range combat abilities. | ||
===Damage Bleed Through Shielding=== | ===Damage Bleed Through Shielding=== | ||
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The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player. | The TU brought back the ability for players to inflict damage through a small amount of shielding. In the situation from above, three DMR shots and a melee would kill a player. | ||
While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and | While bleed-through has little effect on standard DMR duels, bleed-through increased the potency of the Needle Rifle and Pistol, reducing the minimum kill shots to six for the Needle Rifle and four for the pistol. | ||
===Reduced Armor Lock=== | ===Reduced Armor Lock=== | ||
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The TU Armor Lock configured it so if a player was attacked while in Armor Lock, the damage would be transferred to the AA's energy level, depleting it faster. A [[grenade]] detonation near a player using Armor Lock would deplete the meter and bring a player out of Armor Lock. This made the Armor Lock more applicable for blocking a powerful attack without prolonging the invulnerability phase. | The TU Armor Lock configured it so if a player was attacked while in Armor Lock, the damage would be transferred to the AA's energy level, depleting it faster. A [[grenade]] detonation near a player using Armor Lock would deplete the meter and bring a player out of Armor Lock. This made the Armor Lock more applicable for blocking a powerful attack without prolonging the invulnerability phase. | ||
Armor Lock also nullified "Plasma Shedding," where a player stuck with a [[ | Armor Lock also nullified "Plasma Shedding," where a player stuck with a [[Type-1 Antipersonnel grenade|Plasma Grenade]] could go into Armor Lock to survive the grenade detonation. The TU Armor Lock would not save a player stuck with a Plasma Grenade. Sticking a player that is already in Armor Lock, however, would only drain the AA's power meter and remove the player from Armor Lock. | ||
===Reduced Active Camo=== | ===Reduced Active Camo=== | ||
The TU reduced the [[Active camouflage#Halo: Reach|Active Camo]] AA's | The TU reduced the [[Active camouflage#Halo: Reach|Active Camo]] AA's time usage by 15 seconds, reducing the overall time a player can engage the Active Camo AA, especially while moving. This was applied to reduce player tendency to camp at long range with a [[Sniper Rifle System 99 Anti-Matériel|Sniper Rifle]], as well as general usage. It encourages players to use it more sparingly and cautiously. | ||
===Disabled Sword Block=== | ===Disabled Sword Block=== | ||
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===Creating the Halo: Combat Evolved Pistol=== | ===Creating the Halo: Combat Evolved Pistol=== | ||
Designed specifically for the Anniversary playlists and launched with ''[[Halo: Combat Evolved Anniversary]]'', 343 modified the ''Halo: Reach'' | Designed specifically for the Anniversary playlists and launched with ''[[Halo: Combat Evolved Anniversary]]'', 343 modified the ''Halo: Reach'' pistol to behave as close as possible to [[M6D Personal Defense Weapon System|the original pistol]]. | ||
The changes include turning the | The changes include turning the pistol into an automatic fire weapon, changing the weapon's rate of fire, and most importantly, increasing the weapon's damage output to make a three-shot minimum kill possible. Modified bloom is used on the weapon to mimic the original pistol's loss of accuracy when firing automatic. | ||
The | The pistol is not a complete replica of the original though. The Anniversary pistol retains the eight-round clip of the Reach pistol, retains hitscan and doesn't have the same range as the original. | ||
==History== | ==History== | ||
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On November 1, 2011, the weighting for ZB Slayer was increased, based on data collection showing a strong favor for the ZB gametype. The update also brought along a slight tweak to the TU Armor Lock. The Beta playlist was also configured to show its own stats on Bungie.net and Halo Waypoint, as before it was sharing data with the defunct Premium Slayer playlist. Since the Needle Rifle behaved indifferently between ZB and 85% bloom, the update also removed from loadouts in the Slayer Pro gametypes in the Beta. | On November 1, 2011, the weighting for ZB Slayer was increased, based on data collection showing a strong favor for the ZB gametype. The update also brought along a slight tweak to the TU Armor Lock. The Beta playlist was also configured to show its own stats on Bungie.net and Halo Waypoint, as before it was sharing data with the defunct Premium Slayer playlist. Since the Needle Rifle behaved indifferently between ZB and 85% bloom, the update also removed from loadouts in the Slayer Pro gametypes in the Beta. | ||
The launch of ''Halo: Combat Evolved Anniversary'' on November 14 also brought about four new playlists centered around the Anniversary maps and fully utilized the TU: Anniversary Squad, FFA, BTB and Classic. Anniversary Classic and Anniversary gametypes also revealed a rendition of the CE Pistol, modifying the Reach | The launch of ''Halo: Combat Evolved Anniversary'' on November 14 also brought about four new playlists centered around the Anniversary maps and fully utilized the TU: Anniversary Squad, FFA, BTB and Classic. Anniversary Classic and Anniversary gametypes also revealed a rendition of the CE Pistol, modifying the Reach pistol to behave as close to the original as possible. | ||
The December 7th update brought about the first real spread of the TU to the normal Reach matchmaking playlists. Team Objective, Squad Slayer and Multi Team were updated, and the TU Beta playlist was renamed '''ZB Slayer''', keeping only the Zero Bloom Slayer gametype while staying under the Beta hopper. Due to the addition of bleed-through, the Reach | The December 7th update brought about the first real spread of the TU to the normal Reach matchmaking playlists. Team Objective, Squad Slayer and Multi Team were updated, and the TU Beta playlist was renamed '''ZB Slayer''', keeping only the Zero Bloom Slayer gametype while staying under the Beta hopper. Due to the addition of bleed-through, the Reach pistol was able to kill with four shots, the last one being to the head. Due to feedback about the pistol, they were removed as secondary spawning weapons in ZB, replaced with the Assault Rifle. The MLG playlist was also updated with ZB and advanced traits. | ||
The January 10th, 2012 update brought about more playlists converting to the TU. The Arena, Big Team Battle and Double Team received the TU. On February 7, Rumble Pit was also updated to TU, and ZB Slayer was moved into the competitive hopper, removing the Beta from selection. | The January 10th, 2012 update brought about more playlists converting to the TU. The Arena, Big Team Battle and Double Team received the TU. On February 7, Rumble Pit was also updated to TU, and ZB Slayer was moved into the competitive hopper, removing the Beta from selection. |