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I'll start off by saying that I've been a fan of the franchise since Halo: Combat Evolved, and that I'm currently studying game design. These are my impressions of Halo 4 so far after spending roughly five or more hours snapping up every tid-bit of information on the net and from E3. I'm going to focus on the things I DON'T like, there are a lot of things I'm excited for about Halo 4 including Campaign, Spartan Ops, the fact that they brought the BR back into the sandbox, etc. Please realise that I'm writing this for the love of Halo.

 

ARMOUR ABILITIES should be removed, or toned down. They slow down the gameplay too much, they imbalance the gameplay, they're unnecessary for a fun, engaging experience and most importantly they go against the core principle of halo gameplay, that everyone has the same abilities (when I say that, I'm talking about moving, shooting, reloading, jumping, etc.) and everyone starts off a match on equal footing. I'll go into a bit of detail about the new armour abilities and why I think they're unnecessary.

-Promethean Vision, the radar is a classic Halo staple, and gives players everything they need in terms of player detection. Seeing through walls also focuses the player on visual detection too much and detracts from the simply awe inspiring sound engine that's been in every Halo.

-Active Camo, not sure if this has actually made the cut or if it's coming back as a powerup from an ordnance drop, in which case I wouldn't have too many problems with it. But in it's armour ability form, active camo slows down gameplay A LOT, promotes camping and is activated too often, making radar redundant.

-Hardlight Shield, for those that don't know is Halo 4's version of armour lock (what I like to think of as the spanner-in-the-works of Reach) and appears like a riot shield. It's much more toned down than armour lock however most of the same problems remain. It promotes defensive gameplay, ergo slowing down gameplay, and makes 2v1 situations (traditionally always an interesting dynamic where the underdog always has that chance for the double) untenable for the lone player. It is also far too useful in team situations where focus firing should be rewarded as an active component of gameplay and is instead punished by the press of one button.

-Thrusterpack is implemented like a toned down version of evade from Halo: Reach. It detracts from the gameplay because it makes grenade placement and aiming redundant when combined with the new grenade indicator (just like the jetpack did in Reach) ergo slowing down gameplay, it promotes double bashing, it makes close combat weapons like the sword and the Promethean shotgun overpowered as players are able to rapidly close distance between targets, it makes escaping far too easy and thus promotes elusive playstyles, slowing down gameplay even more.

-Hologram, from what I've seen it seems to be implemented the same as it was in Halo: Reach and the same problems remain, it doesn't really add anything to the gameplay as players will use it EVERY fight, it's possible for it to trick a skilled player but most of the time it's just a small irritant, therefore it's unnecessary.

-Jetpack (I really hope this doesn't make the cut) it has all the same problems as thrusterpack with the added problem of having to make all maps abuse-proof and an unhealthy redundancy of power weapons like the rocket and sword.

 

PERKS are not as bad as armour abilities, but still unnecessary. They also go against that main tenet of core halo gameplay.

 

SPRINT, sprint is unnecessary because;

1. Halo has never needed sprint to produce dynamic, fast, fun and engaging gameplay.

2. It rewards players for playing elusively, thus slowing down gameplay. For example it makes the important positional gameplay of Halo 2 and 3 redundant because players can high tail it out of situations with sprint that they should really be punished for entering.

3. It makes close combat weapons like the sword overpowered.

4. It promotes double bashing.

 

The RANKING AND EXPERIENCE SYSTEM of Halo: Reach that rewards mindless playing. I'm not against an exp system that gives unlocks and shows how much a player has played in a holistic sense, but I'm more of the mind that it NEEDS to take second place next to a WORTHWHILE RANK that accurately displays a player's LEVEL OF SKILL.

 

RANKED PLAYLISTS should not be thrown in the same category as "social" playlists like the Arena in Halo: Reach. It should have it's own category to make it seem worthwhile and important and encourage players to try it out. This was one of the main reasons the Arena in Reach is a wasteland, along with the fact that the rank attained in the Arena isn't visible outside that playlist. If armour abilities, perks, loadouts and unlocks absolutely must be in Infinity Slayer, then so be it, but RANKED PLAYLISTS should NOT have these, they should remain a more pure, traditional halo experience that I'm confident 343 can deliver.

 

BLOOM is another major element that ruined Halo; Reach for me, it introduced far too much luck. Rather than promoting skilful shooting as it was intended, it rewards players that spam the trigger and get lucky with the bullet-spread at the more common encounter ranges. From what I've seen and heard, bloom isn't as major an issue in Halo 4 as it was in Reach but I'd like to see it removed and have distance dps modifiers implemented in a different fashion.

 

 

 

tl;dr

To sum up, and continue, SUGGESTIONS FOR HALO 4.

 

 

-Remove armour abilities from the game, if they must be in, give them a long cool-down, for example 60- seconds, so that they're only usable in every 4th or more encounter rather than every encounter. OR, simply have them in a separate playlist from everything else.

 

-Remove Sprint, Bloom and Perks from the game.

 

-Ranked playlists separate from "social", without armour abilities, perks, bloom and with fixed loadouts.

 

-Ranks attained in ranked playlists that are worthwhile, accurate, and given a priority on a player's gamer card in-game.

 

-Maps to bring back from the franchises' past (me faves) Guardian, The Pitt and Sanctuary. Although I love a lot more, there's no point listing everything.

 

-A no-scope medal!

 

 

 

 

Thanks for reading.

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So basically you want 343 to take out everything that is going to make Halo 4 different from every other Halo. Thanks for the post but it's great that 343i is not afraid to take risks because Halo is in seeious need of new ideas and energy. If you were in charge of Halo, you would run the series into the ground to the point that it'll end up like Guitar Hero and have to be pulled off the market. Halo 4 is looking to be a more realistic, believeable, and enjoyable Halo experience which you may not agree with but you know what? Halo 1 - 3 still work and you can play those til your heart is content.

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I don't see how thruster packs and sprinting slow down gameplay. If someone runs, then chase them! Do you expect them to just stand there and let you shoot them? There is also nothing wrong with defensive play. You don't have any point there. Sprint and the Thruster Pack won't overpower close-combat weapons, because if they sprint towards you then you can sprint away from them. What you're essentially asking for is Halo 3 with a different story. That would kill Halo more than any change would.

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Promethean vision, while allowing the player to see the location of others, also acts like a giant beacon. If you've noticed gameplay footage of someone using Promethean vision, you'll notice that when they use it, every person on the other team somehow knows where they are. Thus, because of this, it is a good anti-camping device, and promotes combat, thus increasing speed of gameplay. Not to mention it is extremely useful in team situations, as you can act as the lookout for the rest of you team if you use it properly.

 

Active camo allows players to use stealth instead of strength e.g. taking time to aim with a more powerful precision weapon such as the sniper. However, the way in which it slows down gameplay is made completely redundant by, guess who, Promethean Vision, and such is a poor ability for a camper.

 

The hardlight shield is a weak shield, and thus incomparable to invulvnerability of armor lock. It allows the player to fight off power weapons momentarily, and is also useful in doubles situations, where players can act as distractions for one another. While this tactic may seem cheap, stealth has been a fundamental part of halo, ever since the tunnels of Blood Gulch. Not to mention it probably doubles as an anti-vehicular ability, something which was badly required in previous halos.

 

The thrusterpack allows a toned down evade, which I believe allows players not only to enter combat situations more quickly, thus speeding up gameplay, but allowing for an evolution of the fundamental starfing tactic that exists in Halo, and is thus very valuable in the assets of a key player.

 

Onto your next point on the hologram, while it can be used poorly by players, so can the majority of armor abilities, weapons, and even map knowledge. Building on your point, the more skilled you are with it, the better it is, and while spamming does get annoying, it promotes the Halo ideal of best player wins, in this, by being able to distract players.

 

I've never actually seen the problem of the Jetpack. While it's benefits are obvious, increased mobility for instance, so are the disadvantages (highlighted by several episodes of Arby n the Chief), such as highlighting yourself as a giant bullseye in the sky. I could see players using it well, and using it poorly, and it does nothing to decrease skill gap.

 

Perks have been here since the beginning of Halo, such as overshield cubes on Blood Gulch. Your post suggests it detracts from 'Halo' itself. I argue against this point, as I believe it allows all players to have equal abilities with the use of the Ordnance. While I would prefer it if Ordnance drop spots were tactical positions on the map that you have to control, as the weapon appears at the nearest one, I like 343's effort to give everyone equal footing, as it allows us to see who actually is the better player.

 

Your post on sprint irks me on several levels. Primarily, a game rarely needs an element to make it fun, as otherwise games would often be boring if you chose to go without, something that is often the case in an FPS. Imagine if you needed the plasma in Halo 3 to promote fast gameplay. The reviews would be terrible! However, the plasma pistol does make it that bit better, and aids a variety of tactics.

 

Also, if you are unable to shoot someone fleeing away, you probably lack the skills to play.

 

While it does promote the use of the Sword, simply run past them to get your killing reward.

 

If your opponent be irksome, and often be bashing, simply strafe away, and prevent your armor from mashing.

 

Also, I do notice you refer to 'Ranked playlists'. By these I assume you mean the ones in Halo 3. As you are probably well aware, the formula for calculating skill was... poor to say the least, allowing you to reach Skill 50 with three games, and stay at Skill 13, even though you have been improving for quite some time. This promoted the trading and selling of accounts, something that neither Bungie, Microsoft, or 343 particularly approve of.

 

As I have said before, bloom has been in every single halo game, admittedly strengthened in Reach in an attempt to balance medium to long range weapons.

 

I do like those map suggestions though. Gotta love those trees on Guardian...

 

P.S.

 

That no-scope medal is highly... unneeded? Unnecessary?

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Promethean vision, while allowing the player to see the location of others, also acts like a giant beacon. If you've noticed gameplay footage of someone using Promethean vision, you'll notice that when they use it, every person on the other team somehow knows where they are. Thus, because of this, it is a good anti-camping device, and promotes combat, thus increasing speed of gameplay. Not to mention it is extremely useful in team situations, as you can act as the lookout for the rest of you team if you use it properly.

 

Active camo allows players to use stealth instead of strength e.g. taking time to aim with a more powerful precision weapon such as the sniper. However, the way in which it slows down gameplay is made completely redundant by, guess who, Promethean Vision, and such is a poor ability for a camper.

 

The hardlight shield is a weak shield, and thus incomparable to invulvnerability of armor lock. It allows the player to fight off power weapons momentarily, and is also useful in doubles situations, where players can act as distractions for one another. While this tactic may seem cheap, stealth has been a fundamental part of halo, ever since the tunnels of Blood Gulch. Not to mention it probably doubles as an anti-vehicular ability, something which was badly required in previous halos.

 

The thrusterpack allows a toned down evade, which I believe allows players not only to enter combat situations more quickly, thus speeding up gameplay, but allowing for an evolution of the fundamental starfing tactic that exists in Halo, and is thus very valuable in the assets of a key player.

 

Onto your next point on the hologram, while it can be used poorly by players, so can the majority of armor abilities, weapons, and even map knowledge. Building on your point, the more skilled you are with it, the better it is, and while spamming does get annoying, it promotes the Halo ideal of best player wins, in this, by being able to distract players.

 

I've never actually seen the problem of the Jetpack. While it's benefits are obvious, increased mobility for instance, so are the disadvantages (highlighted by several episodes of Arby n the Chief), such as highlighting yourself as a giant bullseye in the sky. I could see players using it well, and using it poorly, and it does nothing to decrease skill gap.

 

Perks have been here since the beginning of Halo, such as overshield cubes on Blood Gulch. Your post suggests it detracts from 'Halo' itself. I argue against this point, as I believe it allows all players to have equal abilities with the use of the Ordnance. While I would prefer it if Ordnance drop spots were tactical positions on the map that you have to control, as the weapon appears at the nearest one, I like 343's effort to give everyone equal footing, as it allows us to see who actually is the better player.

 

Your post on sprint irks me on several levels. Primarily, a game rarely needs an element to make it fun, as otherwise games would often be boring if you chose to go without, something that is often the case in an FPS. Imagine if you needed the plasma in Halo 3 to promote fast gameplay. The reviews would be terrible! However, the plasma pistol does make it that bit better, and aids a variety of tactics.

 

Also, if you are unable to shoot someone fleeing away, you probably lack the skills to play.

 

While it does promote the use of the Sword, simply run past them to get your killing reward.

 

If your opponent be irksome, and often be bashing, simply strafe away, and prevent your armor from mashing.

 

Also, I do notice you refer to 'Ranked playlists'. By these I assume you mean the ones in Halo 3. As you are probably well aware, the formula for calculating skill was... poor to say the least, allowing you to reach Skill 50 with three games, and stay at Skill 13, even though you have been improving for quite some time. This promoted the trading and selling of accounts, something that neither Bungie, Microsoft, or 343 particularly approve of.

 

As I have said before, bloom has been in every single halo game, admittedly strengthened in Reach in an attempt to balance medium to long range weapons.

 

I do like those map suggestions though. Gotta love those trees on Guardian...

 

P.S.

 

That no-scope medal is highly... unneeded? Unnecessary?

 

OK then, we clearly disagree and I'm glad you've had a chance to state your opinions because you're clearly someone who hasn't played Halo 3 extensively, probably with a K/d less than 1.0, you're the epitome of a casual Reach player, your first reaction to having jetpacks in the game is not "Ok how will this affect gameplay?" It's, "Ok, cool!".

 

Whenever I say "slows down gameplay", you say "no it speeds it up". You're right in that sprint and thrusterpack speed up travel time, but in combat situations, having mobility results in heavy kiting and elusive playstyles, in other words it rewards the player who plays passively, can you understand how this slows down gameplay? Also you didn't address the fact that they promote double bashing, they make close combat weapons like the sword overpowered, and that Halo has never needed sprint to produce fun, fast gameplay.

 

Your main point for Active Camo (I'll disregard the other as sniping in Halo has always been an on the run experience just as much as a "hold this tower" experience, you seem to be implying that you need camo to aim) is that it's countered by Promethean Vision. This goes against everything I've said about the core halo tenet. Having specific players counter each other with specific abilities isn't tactical (due to the scattered dynamics of encounters) and it definitely isn't an "equal playing field".

 

Your comments on Hologram do nothing to discount the fact that it's unnecessary, in fact you yourself said it's simply an irritant.

 

Your comments on Jetpack are interesting, you seem to be saying that high mobility in and of itself is a worthwhile quality to be put into Halo (it was also one of your points for thrusterpack and sprint) when in fact Halo works ON the very principle of everyone having equal mobility. You're also implying that Jetpack is "balanced" because you're "vulnerable" while you're in the air, that's simply not true. In halo getting quick kills with standard weapons involves a nade or bash followed by some accurate fire. Jetpackers are invulnerable to frags and bashes, with a DMR you can usually do some good damage but you'll rarely finish someone off before they reach their destination and find some cover, especially with bloom. Your other point is that it does nothing to decrease skill gap. Skill gap is a whole other post and that statement is irrelevant, yes pros are better than noobs at using jetpack.

 

Perks, I don't think the word means what you think it means. Perks have never been in Halo, over shield wasn't a perk, it's a powerup, a map deliverable, a resource. Perks, for those who don't know, are additions to your Spartan that you can buy with SP (Spartan Points) earned from playing and ranking up. These are things baked into your loadout when you spawn. Incidentally, they function exactly like they do in CoD, don't get me started on how 343 are pandering to the CoD market, that's a whole other kettle of fish. So the one's I've heard of range from mild things like starting with an extra clip, an extra grenade and sprinting longer to non-mild things like making your armour abilities refresh quicker, reloading faster, having stronger shields, getting ordnance faster and doing more damage.

"Your post suggests it detracts from 'Halo' itself. I argue against this point, as I believe it allows all players to have equal abilities with the use of the Ordnance."

So that pretty much refutes itself. You're referring to Perks, but then you talk about ordnance and suggest that ordnance (unconnected apart from the "faster ordnance perk" itself which literally provides some players with ordnance drops more often than others) provides equal footing for all players in terms of perks.

And I'd just like to say now that I think Ordnance will be interesting, obviously I'm a fan of weapon placement on map as traditional but I'm interested to see the anti-weapon-camping potential and gameplay of Ordnance drops, since every player has access it's one of the few new things that doesn't truly go against the core halo tenet and it's a great example of 343 adding something interesting and hopefully awesome to the game.

 

I've already answered your point about sprint but you diverge and start talking about elements of games and marketting and plasma pistols. I'm messin' with ya, I know what you mean, very confusing paragraph though haha, had to read it through a few times. In answer, I think that something shouldn't just "be in the game" for the sake of it. There should be solid reasoning as to why it adds or improves gameplay. You seem to be saying that sprint "adds a variety of gameplay", but I think it detracts as much as it adds. Specifically, increased travel time and mobility against promoting double bashing, promoting elusive ergo slow gameplay and overpowering close combat weapons. I think it's unnecessary.

 

"Also, if you are unable to shoot someone fleeing away, you probably lack the skills to play." I don't like to blow my own trumpet but if I have trouble hitting someone sprinting or evading away, everyone is going to be having trouble doing those things. (refraining from screaming COME AT ME BRO! haha)

 

"While it does promote the use of the Sword, simply run past them to get your killing reward."

"If your opponent be irksome, and often be bashing, simply strafe away, and prevent your armor from mashing."

While I approve of your rhyming skills (have you considered a career in rapping?) this doesn't add anything to the discussion on sprint. You can't "out strafe" someone with a sword, or someone sprinting at you, able to drop your shields to nothing despite the fact that you were winning the fight. You're implying that I'm simply a bad player and that's why I don't like these elements, lets just say that I've seen your service record and I'm not impressed :)

 

I agree with you about the ranking system of Halo 3, however I never mentioned it, (I couldn't get past 45 on most playslists simply because I had too much xp to let any wins I got boost my trueskill score) but do you agree with what I've said? As a casual player you're probably not too interested in ranked, but if there was a FAIR, WORTHWHILE and ACCURATE skill system in Halo 4 (for example's sake the seasonal rank of the Arena in Reach), would you agree that it should be prominent on your gamercard next to your "overall XP", to let others know how experienced and skilled you are? I'm interested in your response.

 

Your point on bloom doesn't refute anything I've said, just states a fact, the bullet spread on the BR in halo 3 was even a bit irritating sometimes it's true. Bloom not only decreases the skill gap but it adds far too much luck to the gameplay.

 

Thanks for reading :)

 

P.S ARE YOU KIDDING...... WHY WOULDN'T YOU WANT A NO-SCOPE MEDAL?!??!!?!?!?!?!!?!?!?!?!

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So basically you want 343 to take out everything that is going to make Halo 4 different from every other Halo. Thanks for the post but it's great that 343i is not afraid to take risks because Halo is in seeious need of new ideas and energy. If you were in charge of Halo, you would run the series into the ground to the point that it'll end up like Guitar Hero and have to be pulled off the market. Halo 4 is looking to be a more realistic, believeable, and enjoyable Halo experience which you may not agree with but you know what? Halo 1 - 3 still work and you can play those til your heart is content.

 

You made no effort to actually read what I wrote about, you made no effort to refute anything I've said. Change for change's sake seems to be your view in a general sense. I'm all for change, I'm sure 343 can bring some great additions and some great changes to the franchise without changing the classic core of halo gameplay, that's not the point. You say halo needs new energy, I say halo lost it's energy when it implemented armour abilities in Reach. It'll get it's energy back when it returns to it's core principles. At the very least in a ranked playlist :) You can't argue with that.

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I don't see how thruster packs and sprinting slow down gameplay. If someone runs, then chase them! Do you expect them to just stand there and let you shoot them? There is also nothing wrong with defensive play. You don't have any point there. Sprint and the Thruster Pack won't overpower close-combat weapons, because if they sprint towards you then you can sprint away from them. What you're essentially asking for is Halo 3 with a different story. That would kill Halo more than any change would.

 

1. They speed up gameplay only in terms of travel time, it only adds as much as it detracts, it's unnecessary.

2. Talk to me when you can sprint backwards. Your solution for sprinters with power weapons is to sprint away. I would prefer no sprinting from either party, and an engagement.

3. Saying it's "balanced" because you can sprint away accentuates my point nicely, thank you.

4. You haven't addressed any other issues.

 

 

"What you're essentially asking for is Halo 3 with a different story. That would kill Halo more than any change would." I think this is a great sentence that sums up any Reach lover's opinion. My view is that Reach went against what makes Halo great with armour abilities, and that Halo 4 (not halo 5, no.) needs to return to it's roots in that area.

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You made no effort to actually read what I wrote about, you made no effort to refute anything I've said. Change for change's sake seems to be your view in a general sense. I'm all for change, I'm sure 343 can bring some great additions and some great changes to the franchise without changing the classic core of halo gameplay, that's not the point. You say halo needs new energy, I say halo lost it's energy when it implemented armour abilities in Reach. It'll get it's energy back when it returns to it's core principles. At the very least in a ranked playlist :) You can't argue with that.

 

If you haven't worked on the development team then you don't have the authority to state what is and isn't a core principle of Halo. You can say that Halo 4 is incorporating things that you THINK are trivial but that doesn't mean that Halo is moving away from it's core. For all you know, jetpacks and AAs could have been destined for Halo 1 - 3 but couldn't be done due to time, resources, or etc. If you do not like the additions, that's fine...but don't come on here acting as if you're some true blue Halo fan because you want the series to stagnate.

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If you haven't worked on the development team then you don't have the authority to state what is and isn't a core principle of Halo. You can say that Halo 4 is incorporating things that you THINK are trivial but that doesn't mean that Halo is moving away from it's core. For all you know, jetpacks and AAs could have been destined for Halo 1 - 3 but couldn't be done due to time, resources, or etc. If you do not like the additions, that's fine...but don't come on here acting as if you're some true blue Halo fan because you want the series to stagnate.

 

This is completely irrelevant and.... wrong, once again you've failed to address and I'm beginning to think understand anything I've written.

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This is completely irrelevant and.... wrong, once again you've failed to address and I'm beginning to think understand anything I've written.

 

What amount of play time have you had with Halo 4 to say that the newer mechanics slow/hinder gameplay and move Halo away from its core principles? Can you also tell us what multiplayer maps have you played on that exacerbate these claims? Please elaborate om your credentials as well so that we establish if you're privy to knowledge of Halo 4 that others may or may not have. Keep in mind that experience with Reach doesn't translate to experience with Halo 4. You can use your historical data to state how you felt these mechanics didn't work in Reach but NOT in Halo 4 unless YOU'VE ACTUALLY PLAYED IT! They could have retooled and balanced everything to make it mesh much better and you know how we will know if this is the case or not? By playing the completed game once it ships in Nov.

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Anyway.. My point still stands that he's not trying to claim any expertise. And he's not saying that halo 4 will be a bad game. He is merely making recommendations based on what he thought did and didn't work in the previous titles and I think he has some valid points. There is a reason reach has a much smaller online gaming community.

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1. They speed up gameplay only in terms of travel time, it only adds as much as it detracts, it's unnecessary.

2. Talk to me when you can sprint backwards. Your solution for sprinters with power weapons is to sprint away. I would prefer no sprinting from either party, and an engagement.

3. Saying it's "balanced" because you can sprint away accentuates my point nicely, thank you.

4. You haven't addressed any other issues.

 

 

"What you're essentially asking for is Halo 3 with a different story. That would kill Halo more than any change would." I think this is a great sentence that sums up any Reach lover's opinion. My view is that Reach went against what makes Halo great with armour abilities, and that Halo 4 (not halo 5, no.) needs to return to it's roots in that area.

1. Speeding up travel time does speed up gameplay. you can get to fights and power weapons faster.

2. you don't need to Sprint backwards. Just turn your Spartan around and sprint away from them.

3. You seem to imply that nobody ran from fights before Sprint was added. It's balanced because they can Sprint away and you can Sprint After them a point that people who argue against Sprint always seem to ignore.

4. I didn't have enough time to write an argument against any other issues. I do have a life besides arguing with people on the internet.

 

One the subject of other issues:

1. Many of your arguments seem to be based on the point that something is unnecessary for " a fun, engaging experience". Just because something is unnecessary is no reason to get rid off it. For example, an Xbox 360 isn't necessary to live. Does that mean that I should get rid of mine? No, it doesn't.

2. Promethean Vision is a balance to active camo. It also will help stop camping (you can see them when you use it or hear them if they use it) and promote team play (one person uses PV and tells their teammates where the other team is. Also, the fact that it has a sound telling people when it is used puts more emphasis on listening to what's going on, not less.

3. I don't even know if active camo is in the game, but it's a pointless ability. It's easy to detect and doesn't even cover you completely unless you're moving at a crawl.

4. Hardlight shield only protects the front of a Spartan and it has a damage limit similar to Jackal shields. Throw a grenade or shoot them from behind. If it works against vehicles like armor lock does, then it will also provide a much needed balance to gametypes such as BTB where vehicles are used extensively.

5. For thruster pack, see my argument about sprint.

6. Hologram is actually very useful against vehicles as the drivers Third-person view often makes it hard to determine which Spartan is real. It also can trick many players on foot.

7. When a person uses jetpack they are visible to almost every member of the other team. Do I even need to explain any further.

8. Bloom has been in every Halo game ever made. Reach was the first one that allowed you to see it.

9. A no-scope medal would encourage players to get no-scopes by either try to shoot people from a distance, where they would likely miss and waste ammo, or to go and try to get no-scopes up close, where they would likely miss or die and lose the sniper rifle to the other team.

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1. Speeding up travel time does speed up gameplay. you can get to fights and power weapons faster.

2. you don't need to Sprint backwards. Just turn your Spartan around and sprint away from them.

3. You seem to imply that nobody ran from fights before Sprint was added. It's balanced because they can Sprint away and you can Sprint After them a point that people who argue against Sprint always seem to ignore.

4. I didn't have enough time to write an argument against any other issues. I do have a life besides arguing with people on the internet.

 

One the subject of other issues:

1. Many of your arguments seem to be based on the point that something is unnecessary for " a fun, engaging experience". Just because something is unnecessary is no reason to get rid off it. For example, an Xbox 360 isn't necessary to live. Does that mean that I should get rid of mine? No, it doesn't.

2. Promethean Vision is a balance to active camo. It also will help stop camping (you can see them when you use it or hear them if they use it) and promote team play (one person uses PV and tells their teammates where the other team is. Also, the fact that it has a sound telling people when it is used puts more emphasis on listening to what's going on, not less.

3. I don't even know if active camo is in the game, but it's a pointless ability. It's easy to detect and doesn't even cover you completely unless you're moving at a crawl.

4. Hardlight shield only protects the front of a Spartan and it has a damage limit similar to Jackal shields. Throw a grenade or shoot them from behind. If it works against vehicles like armor lock does, then it will also provide a much needed balance to gametypes such as BTB where vehicles are used extensively.

5. For thruster pack, see my argument about sprint.

6. Hologram is actually very useful against vehicles as the drivers Third-person view often makes it hard to determine which Spartan is real. It also can trick many players on foot.

7. When a person uses jetpack they are visible to almost every member of the other team. Do I even need to explain any further.

8. Bloom has been in every Halo game ever made. Reach was the first one that allowed you to see it.

9. A no-scope medal would encourage players to get no-scopes by either try to shoot people from a distance, where they would likely miss and waste ammo, or to go and try to get no-scopes up close, where they would likely miss or die and lose the sniper rifle to the other team.

 

All of these have already been addressed by me, but I feel like I need to pick through your arguments a bit.

 

So sprint, I think you're wrong, travel time isn't the only element of gameplay we're talking about here, and I don't think you understand that if someone sprints away, around a corner, firstly it's often foolish to follow them, it rewards the defensive player, and secondly if you sprint after them, that's about 7 seconds of either player NOT SHOOTING, it resets the fight, it slows down gameplay.

"I didn't have enough time to write an argument against any other issues. I do have a life besides arguing with people on the internet. "

hehe

 

1. You're basically ceding that some of the armour abilities are pointless, if something is unnecessary why shouldn't it be changed or removed to make the game better?

2. Answered this many times, you're simply accentuating my point.

3. Yes, active camo as an armour ability is pointless.

4. You make some interesting points about vehicles, I don't know about others but in Reach, sprint and armour lock made riding around in a vehicle an extremely dangerous experience. Going for those awesome splatters was always risky and sprint/evade made boarding very easy. A shield, usable in every fight, will definitely slow down gameplay, maybe not as much as armour lock in Reach thankfully, but you didn't address that issue. At least you're right in that they're much more "vulnerable". But how often can you easily just "get behind" someone who's facing you next to some cover, and they can crouch facing the grenade to stop it's damage.

5. - see sprint

6. Maybe, not the most exciting game element really. Hologram is lame.

7. No it doesn't, sight lines don't work like that, there's no HUD indicator to let you know that someone's in the air, you didn't address any of my other points about it and it's fairly moot anyway thankfully since it won't be returning in Halo 4.

8. Not the DMR style bloom, and yes Halo has always had Bullet Spread. My points still remain as you haven't addressed them.

9. The no-scope medal. I can't believe you're worried that it will promote missing due to people trying to get no-scopes all the time! I know I wouldn't play any differently, if they're close I always go for the noscope but even 10-15m away I quick-scope. Even if it does make people want to get more no-scopes, that's not necessarily a bad thing, I'm going to be an ass and quote you, "Just because something is unnecessary is no reason to get rid off it". Put that in your pipe and smoke it!

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So basically you want 343 to take out everything that is going to make Halo 4 different from every other Halo. Thanks for the post but it's great that 343i is not afraid to take risks because Halo is in seeious need of new ideas and energy. If you were in charge of Halo, you would run the series into the ground to the point that it'll end up like Guitar Hero and have to be pulled off the market. Halo 4 is looking to be a more realistic, believeable, and enjoyable Halo experience which you may not agree with but you know what? Halo 1 - 3 still work and you can play those til your heart is content.

343 is running halo into the ground

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What amount of play time have you had with Halo 4 to say that the newer mechanics slow/hinder gameplay and move Halo away from its core principles? Can you also tell us what multiplayer maps have you played on that exacerbate these claims? Please elaborate om your credentials as well so that we establish if you're privy to knowledge of Halo 4 that others may or may not have. Keep in mind that experience with Reach doesn't translate to experience with Halo 4. You can use your historical data to state how you felt these mechanics didn't work in Reach but NOT in Halo 4 unless YOU'VE ACTUALLY PLAYED IT! They could have retooled and balanced everything to make it mesh much better and you know how we will know if this is the case or not? By playing the completed game once it ships in Nov.

 

This made me laugh, have you thought about applying for a job in politics? You're very good at skirting around the issue at hand and trying to attack everything about ME rather than address issues I've raised about the GAME. Answering this plays into your greasy politician graspers so I'll just say this.

 

I have every right to state my opinions about prospective gameplay based on my experience with the franchise and the information that's been released so far. Furthermore if you actually read my points, you'll realise that they'd still be valid whether I'd played the game or not.

 

P.S I hope you're right, I wish I had your blind faith that they'll have "retooled and balanced everything to make it mesh much better", but if you don't mind I'd like to objectively analyse and discuss the changes they're making to my favourite game franchise.

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**Halo 4 needs a Classic Halo Gametype

 

 

Halo 4 does not seem like Halo from what I have seen and read. There is too much of the unnecessary complexity which makes Call of Duty unenjoyable in my opinion. This can be good for many people but THERE NEEDS TO BE A GAMETYPE FOR CLASSIC HALO GAMEPLAY, without the armor abilities, 'perks', and weapon classes with customizable weapons, for those Halo 1-3 fans. This gametype would need to be stripped of most of the hard work 343i has put into the game, but it would please much more people just to have, in addition, this one awesome gametype that makes Halo, Halo.

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As long as armor abilities keep gameplay balanced, I don't see anything wrong with it. I agree with you that they need a skill-based ranked system, particularly one where if you win, you go up, if you lose, you go down. A no scope medal would be pretty cool!

 

And as far as seperating social and ranked, I once thought this exact solution but 343 will probably have the ranked playlists with armor abilities as well. The one that would be the least likely to have them is the MLG playlist, which I'm sure 343 will keep around (since they're doing a good job paying attention to the MLG/competitive community).

 

As far as bloom and maps goes, I agree. I've said it many times that bloom causes to many shot inconsistencies. 343 should bring back those awesome maps from other Halo's. Some of my favorites include Midship, Lockout, Warlock, and Construct as well as the ones you mentioned.

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Ordnance drops seem a bit strange to me. They just appear beside you? I thought they had to drop from the sky. I've seen footage of players calling in ordnance drops right next to them while they had floors above them. Just seems strange that I can be basically underground and spawn a shotgun beside me if I want to.

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I think the thruster pack and sprinting was a good add-on because on Halo 3 on a huge map your trying to catch a player but he keeps disappearing and letting his shields recharge and that gets annoying alot but if sprinting was out in some gametypes on small maps I would be happy so you have your freedom of roaming the map without annoying people coming out to kill you.

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