My take on the Title Update. tl;dr at the bottom.
The changes added via the title update can be roughly grouped into two categories: rebalancing/fixes and adding options to create a more 'classic' Halo game in support of Halo Anniversarys release. There is some overlap in these areas, but I'll address each in turn before looking at the package as a whole:
Rebalancing:
Make reticle bloom configurable.
Make damage bleed to health through shields possible.
Modify Armor Lock.
Sticky grenade will not be nullified if you use Armor Lock after being stuck.
Damage received while in Armor Lock is transferred to remaining Armor Ability energy.
How much the damage depletes your Armor Lock energy is configurable.
Modify Active Camo.
Reduce the bonus time the player gets in Active Camo while standing still.
Reduce the overall length of time the player can be in Active Camo.
Remove Sword block.
Disable the ability to block Sword attacks using melee with anything other than another Sword.
I'll address the first one last. I'm quite pleased with these changes. Adding the melee sword block never made much sense to me, from fictional or gameplay standpoints. The sword is a close quarters weapon like the shotgun, and players who are using it are taking a risk in using it. They should be rewarded with a kill if they swat another non-sword user. Adding a sword block but not say, a shotgun block was weird. This change will let the weapon fulfil its role better. There's still an issue of how the sword works with Evade, but I'm hoping that's addressed in how Evade is deployed going forward.
Camo amounts to tinkering around the edges, but it will help a wee bit. Camo snipers are infuriating, particularly on maps such as Hemorrhage where they can set up camp with a nice view of the map. But it will only help a bit since Camo recharges so fast.
The armor lock rebalancing is someone ingenious, as it fixes the largest issues with the ability without redefining its purpose. The biggest problem with AL was how it brought combat to a halt; someone armor locks, there's no point in continuing to fight. You sit there or go do something else. Now, we can force users out of AL early. Combat continues. The sticky fix is welcome, beacuse sticks should be rewarded. I'd like to have seen AL's ability to blow up vehicles removed, but I'm happy with this fix.
I think the new shield/health system in Reach was an enormous mistake, and am delighted to see it addressed in the TU. I've talked about this at length before, but suffice it to say I hope it gets rolled out everywhere.
As for bloom, I mostly have questions. How granular the configuration is. Per weapon? Weapon class? (Precision, automatic, side arm.) Others will need to wait, such as what flavors will be rolled out and what hoppers it will apear in (initially).
Reducing bloom will not solve the problems with Reach's gunplay - replacing the weapons is needed there - but it will help a bit. I was hoping to see other adjustments alongside the bloom reduction, such as bringing the DMR scope to 2x. I'm partly holding judgment on this because I haven't played anything other than zero bloom, but I'm hopeful it will help.
My only wish is that the ability to modify firing rate was also included (see below).
Classic stuff:
Implement the classic Magnum from Halo: CE.
Can make the Magnum automatic.
Can modify rate of fire of the Magnum.
Can modify Magnum damage.
I'm not in the target audience for this change. I have a lot of respect for Shishka (his analysis of why Reach's bloom is problematic in the update was masterful), but I winced a bit when at HaloFest he said he'd been trying to get Halo 1's 3-shot pistol back in each Halo game. Playing a game type with it included was all I needed to know about why that's not a great idea.
Now, I understand why it was done. It's Halo freakin' Anniversary, and a vocal component of the community wanted Halo MP to go with it. They won't get that for a number of reasons that have been explained, so getting the best approximation of the Halo 1 pistol, on a number of classic maps, is a compromise. I think it's a pretty good one, even if I won't play game types that include it.
Fixes
Enable playing Co-Op Campaign and Firefight without requiring a HDD.
Yay. This hit a lot of people and I'd honestly though MS had decided to just ignore the issue. Moar Firefight players. I just with more stuff got fixed (Revenant phsicis, etc.)
Overall
I can't disagree with any of the changes or new features brought to the TU. Changes such as the armor lock adjustment, damage bleed and bloom modification will help Reach enormously.
I'd be lying if I said I wasn't a bit disappointed with the TU, and that disappointment is entirely tied to stuff that wasn't included. Reach has a lot of problems, and addressing all of them in some way requires a pretty big resource investment and a lot of time, both of which 343 just didn't have. (I do wonder why they didn't have a larger TU team - a team of two essentially did the entire thing, and while remarkable I wish another person or two had been brough on board to get some of the cut features added.)
In particular, the vehicle health system is really holding BTB back. Never mind physics for a moment. "Sniper rifles wreak vehicles", + not having player health tied to vehicle health pretty much wreaks vehicle play in Reach. The scope of the TU was on infantry play; I hope if there is another TU it touches vehicles (Banshee says 'hi'.)
Basically, I'm a greedy bastard, and I wanted moar. But I'm delighted with what we are getting.
Implementation
Much of this depends on the rollout. I commend 343 for the experimental approach to rolling out the TU changes, first with the beta hoppers and then with the initial post-CEA release ones.
But that enthusiasm is tied directly to how responsive the team will be in making substantial matchmaking updates in response to data and feedback;without a rapid response, such a conservative update philosphy won't work. That was the frustration with Jeremiah's approach to making updates. Having a sound update and testing methodology is critical and commendable, but so is fixing broken stuff quickly. Waiting months on end for soft kill barriers or vehicle placement fixes (shipping Paradiso...) to be placed after they were identified was frustrating. And when errors in an update came to light, we had to wait another month to see them fixed. 343 needs to be more responsive, especially with the new changes.
There are some things I wish they would not hold back on changing. In particular, the armor lock adjustment should become universal. The ability is plainly broken and I think it's overly cautious not to just roll it out as a rebalancing. But I none the less respect the overall approach.
tldr: good stuff, depending on how well it's rolled out and how responsive the 343 team is in making updates. I just with it was a larger TU, and for that reason hope there's a sequel.
On that note, will we be seeing a September playlist update?