Author Topic: Halo Reach TU1 info.  (Read 638 times)

Offline na golfball

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Halo Reach TU1 info.
« on: January 16, 2011, 04:31:31 PM »
Expected Release date: May 4th, 2011
File size: 10.7Mb
Marked Changes:
-Armor lock duration is increased to ten seconds, however damage in Armor lock reduces your abilty power

-Camo is more visible while scoping

-Rocket Launcher evade animation fixed

-Armor abilities after a host migration are fixed

-Colors on Forge objects are fixed

-Forge object's LoD ranges are decreased, allowing smoother gameplay on Forged maps

-Plasma repeater is now more accurate

-DMR maximum bloom is increased

-Needle rifle's damage is decreased

-Arena's formula is based off only your wins and losses

-All Arena playlist's are now Slayer (2v2, 4v4 , FFA), Objective (4v4, 3v3), and MLG (2v2, 4v4)

-Red visor added in Armory at 500,000cR

-Rainbow Armor effect added in Armory at 5,000,000cR

-Hayabusa Armor pieces added in Armory at 1,000,000cR (Helmet), 500,000cR (Shoulders), and 10,000,000cR (Chest)

-Win/Loss ratio pie chart added in Service Record


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Offline na golfball

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Re: Halo Reach TU1 info.
« Reply #1 on: January 16, 2011, 05:47:48 PM »
I will be sad if the TU1 does not come til May and ^that is all they fix....Btw I want a white visor thankyouverymuch!
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Offline Ponked

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Re: Halo Reach TU1 info.
« Reply #2 on: January 17, 2011, 12:02:19 AM »
Wow, I don't understand why they'd wait until May, 8 months after the game is released.

I don't have any problems with those changes, but I definitely think there is more they need to fix gameplay wise. Increasing the DMR's max bloom isn't enough, they either need to increase the reset/expansion rate or make it a 4 shot kill (without modifying other weapon damages) to shorten kill times. Also, it would be absolutely ridiculous if they didn't change the no-bleed through on melees, I don't understand how that could be overlooked.

Those two things ^ are the big issues, but they could've also lengthened the fuse on grenades (or shortened the blast radius) and fixing bounce issues (random soft surfaces, frags catch on the floor/walls instead of bouncing properly) as well as tweaking the spawn system to put more weighting on not spawning you near enemies.