At the time of this post, I am an SR50, have put 4 days 1 hour into game play. Alongside a 60% win/loss and a 2.0 kda. Except, Im at 8k+ kills thus far. I’ve noticed something I couldnt put my finger on. Until now. TThe game mechanics are in play to close the skill gap. Which in the long run will ruin Halo’s longevity. Don’t believe me? Read on.
Bullet magnatism and strafing. With the introduction of bullet magnatism, your strafe has to be more pronounced. Otherwise that aggressive push 1v1 comes down to who saw who first. You cant outstrafe a head seeking bullet. So if you happen to see me first, congrats. I’m dead because I cannot outstrafe bullet magnatism. This closes the skillgap significantly. 343 tries to repair this with thrusters. Which instead leaves us with players who can’t or dont know how to strafe playing on par with players with years of strafe expierence. Notice the distance the thrusters push you. This isnt a mistake, they push you out of bullet magnatism range. Thats also how far you’ll have to strafe to stay alive except for 1 issue.
TTK. Time to kill is significantly reduced. Quicker ttk, means less time to respond to oncoming fire. So a player whose put a decade of play in halo should be in their mid twenties to early thirties. Older players have to match the twitch speeds of an adolescent teen. Which is faster? The teen whose reflexes arent worn from a decade of gaming. Which leads to…
Power weapon/power ups? indicators in an arena shooter. Map awareness is a skill in which, allows a more skilled player to understand where he needs to make a stand and when. If player A. Knows sniper spawns every 2 minutes and player B. Doesn’t. Player A. Is more likely to dominate the opposition regardless of his skill with that power weapon/power up. Which also leads to situational awareness
callouts by the A.I. allow a less than compatable team to communicate target locations without ever working together. This bridges the gap between team and solo play by removing social aspects and teamwork earned through lets say a decade of practice with your team.
crouch jump versus clamber and ground pound versus ghandi hopping. A skill gap unique to halo, by removing crouch jumping, those forign to its playstyle dont have to worry about learning it. We just ave to jump against the ledge instead of timing the button combination. Ghandi hopping is removed by mapping the groundpound to the same buttons requiered to perform these tricks. By replacing this skill gap of a lower skill cieling abillity, you lesson the overall skillgap.
Finally, hover aim, versus airbourne shooting. Both are low risk, high reward traits. Which favors the weaker player? If I have time to meticulously aim at the back of your head while youre trying to regain shields in an impossible angle without wasting precious rounds, there is less skill overall.
Headshot multipliers to automatic weapons. By introducing elements of luck, in this case ars and smg’s. When the weapon proc’s so to speak, I have no knowldge of it whatsoever. The bullet spread of auto’s are random and by addinh them, reduces the skill and comes down to who got luckier. The skill lies in who was more consistant not in, I mustve landed a lucky bullet to the dome.
These things do not make a ffun gamme to watch and have a harmfull effect not only on its longevity but to competitve play as well. Competitive play is based on skill, practice ect. We watch to learn new tricks. We play to practice those tricks by removing the skill gap, the lasting effect is a short lifespan to that game. If I can play like the pro’s why should I play at all? If I have learned all the tricks, whats to stop me from playing something else?
TLDR, every mechanic introduced thus far has an overall harmfull impact to the skillgap in HALO.