9 Reasons H4 is Worst Halo Game Thus Far

With all points, I will give insight on how to fix it for the future games!

I

Chaotic gameplay is a seriously bad issue, whether it’s someone flying up getting an unfair height advantage on an enemy or it’s just personal/global ordinance, it damages game flow, makes instances where you get mad over some game mechanic but you now just shrug it off because it’s the norm now.

If anyone’s played Halo 3 in it’s day, knows the value of map and weapon control, and being fully aware of where your enemy is or could be. You never had someone fly 20 feet in the air out of no where and kill you because you have absolutely no idea where they are.

II

Ordinance is the primary reason I dislike most of halo 4, whether it’s a random weapon drop coming down next to you/enemy giving them an power weapon advantage or it’s a personal ordinance giving someone a sniper/rockets. It at it’s core does not belong in Halo.

It feeds the beast that hungers for random gameplay, that loves to see people get frustrated over unfair weapon spawns and lack of neutral weapon spawns.

It’s hard to think of a reason why it shouldn’t be in the game when it’s so self-explanatory.

III

Loadouts are a great concept until after you realized 343i stripped down player traits that have been in Halo since day one, just to make mods and make us choose two of the five+ traits that used to be standard.

When you add this with the absurd ability to spawn with a shot-gun side arm, a plasma pistol and any grenade you want with up to 3 grenades, there is clearly something wrong with this.

If our past selves had a chance to play this back in the day, they would barely recognize this as a real Halo game.

IV

Sprint and player speed. It feels as if you were given a chance to make it feel like we should move faster, so instead of making the player move a bit faster, they made us move a bit slower and made Sprint more of a thing.

V

Player traits have taken a serious hit being converted to armour mods. The concept of needing a mod to be able to pick up a rock-sized object to be able to put it where we put the rest of our grenades seem foreign to me. It just leaves me saying… “Why?”

Loadouts would have not been so bad if you didn’t butcher our player traits up and added terrible selections between grenades and side-arms.

VI

Matchmaking selection is another massive issue for me. Before we had objectives bundled together in a pure objective playlist along with slayer playlists, and it worked, it worked amazingly.

Now we don’t even have oddball or KOTH objectives because you botched up in the beginning.

In addition to this, the true-skill system does not work at all. Just today we were matched up against a few good teams that had an amazing K/D of 80k kills to 40k deaths. And then we get matched against scrubs.

VII

Changes to the objectives likely led to the downfall of of KoTH and oddball, I used to have amazing time playing oddball and KoTH, CTF too, but now we have flagnum and the -Yoink!- between infinity and CTF, I just don’t enjoy them anymore.

Objectives are supposed to be balanced, balanced spawns, weapon locations and balaced players, so when you add ordinance on top of them all, that’s not balanced, that’s just terrible gaming right there.

Maps used to have imbalaced weapon spawns right up until recently, it only took about 7 months to fix that…

VIII

Lastly, the speed in which you make your changes, by the time you actually do anything, people don’t care anymore, they’ve left, found other things to fill their time with, playing better games.

Why? Because it takes you 7 months to decide it’s time to balance weapons, add ranks that should have been there day one and do anything else. Heck, I still see the camo glitch where you are fully camo’d but don’t show any dots on radar and have yet to see 343i acknowledged that bug even exists or will get fixed.

IX

This is the grand master of all issues, it was the start of what would later rot the core and leave our game open to even more infections.

Armour abilities! They were the absolute worst thing in Halo Reach, by far, the worst thing ever conceived. And now in Halo 4, they aren’t as bad as armour lock, but they still muddy our gaming experience.

Jet Pack
Promethean Vision
Active Camo

Just to name a few, why the hell do they exist as AA’s? I absolutely hate this mutation from equipment to AA’s I hate it with a passion because it breeds such an massive amount of randomness to our game and makes it out right unfair in many circumstances.

With all that said, some of the ways to fix these issues for Halo 5 would be to actually sit down with some of our community concerning matchmaking, taking a good hard look at past games, look at why Halo 3 and Halo Reach could bring in 80k+ players a day but as soon as Halo 4 pokes its head out it barely is able to bring in 30k players.

Halo 5 needs to acknowledge it’s past, and basically start from square one then move forward as opposed to starting at what Halo 4 was then moving forward, because building a house on a terrible foundation will only lead it it’s eventual collapse.

You are quickly crashing Microsoft biggest flagship into the ground, and it’s still easily fixable.

My appologies, halfway through making this I had to do something for a while and I lost two points, so I left out a few things, please feel free to point out some things I left out, your personal issues and what you like and voice your opinions!

Great post! I think it should be noted that Halo 4 has the worst maps yet of a Halo game as well. They are for the most part forgettable and unlikable.

  1. halo CE> halo 3. Halo has always had chaotic gameplay. Halo 4 just features a different kind.

  2. “does not belong in halo” I’m sorry but if you want anyone to take you seriously then you need to stop pretending you know what is and what isn’t halo. Only the creator knows what belongs. We as a community have the right to voice our dislike and improvments. But we never decide or have the right to decide what is considered halo. Now that i’ve gotten that out of the way ORD drop CAN work in halo if it’s tweaked. Removing something is never the best way to fix something.

  3. There are a few things in loadouts that are bad. That does not mean loadouts are bad as a whole.

  4. Whut. We move faster then we did in reach and sprint helps much less then it did in reach.

  5. The ability to pick up grenades was turned into an armor mod as part of a solution to reduce grenade spam. Which has been constantly whined about since the down of halo MP. Same with explosives. The reduced the normal radius of grenades to lessen grenade spam effectiveness so explosives bring them back to norm.

  6. I agree that playlists could be handled better as well as DLC. But i disagree on true skill. I’m almost always matched with people that give me a challenge ever since CSR was added.

  7. I find duel wielding a flag and pistol to be far more fun then juggling one. Would’ve been nice if we had an option to disable in customs though. Also being able to throw the oddball made the gametype 10x more enjoyable IMO.

  8. A blatent lie. If no one still cared you wouldn’t have people debating on the forums. The feedback threads and matchmaking threads wouldn’t have people suggesting improvments to the new editions. The fact you’re on the forums still complaining is proof enough people still care. These changes regardless of how many people see them please people. And it shows 343 has the ability to listen and provide.

  9. I would agree AA’s are unfair if they directly impacted things more then they do now and they were as powerful as reaches AA’s. JP is gimped and almost no maps give you a huge advantage when using it. AC is still just as crappy as it was in reach. PV is only a useful tool when you don’t know a map. After that all it really serves is to root out campers. +1 Not to mention we have stealth which is a direct counter.

Over all you come off as an elitest. And no. The smartest/best thing 343 could do for halo 5 is support both classic and infinity equally. Both styles have fans that enjoy them. Neither is more right then the other. Halo has the ability to be more then one style. More then one experience. You get your own experience and you can make your own. So why limit it?

If you honestly believe one style is the correct style then you’re always going to be ignorant and your thinking limited.

9 reasons as why Halo 4 is the worst Halo thus far (That I personally don’t agree with anyways)? Heck, I could give you at least 15 reasons, if not more, as to why Halo Reach is the worst Halo thus far.

Regardless of if I disagree with some of them, thank you for actually supporting your points with constructive feedback. :slight_smile:

Two words my friend:

Legendary Slayer

Solves about 95% of your problems

I do however agree that this is the worst halo in the series multiplayer wise

I would add the removal of descoping to this. Descoping helped you press forward while taking fire by cutting your opponents range and accuracy. Without descoping we all to often end up with long range duals where both players trade a few shots then hide while their shields recharge, both players could run out of ammo before getting a kill. Snipers are now OP(in terms of ease of use). Kids camping while locked in scope are all too common.

Long story short, I dislike the style of play that results from a lack of descoping.

> Great post! I think it should be noted that Halo 4 has the worst maps yet of a Halo game as well. They are for the most part forgettable and unlikable.

Haven, Ragnarok, and Exile are the only good ones. Well actually the last 2 DLC maps were pretty awesome.

I don’t think it’s too bad, but then I’m not a fussy person, if I’m honest I think most of the problems came from developments of the “new” things put in Reach. (ei; armor abilities).

> 1) halo CE> halo 3. Halo has always had chaotic gameplay. Halo 4 just features a different kind.

Untrue. Chaotic means disorganized and disordered. Previous Halos could be described as hectic or frenzied, but never chaotic.

An intense CTF or Slayer match would usually be hectic, but not chaotic. Fiesta is chaotic, which is why a lot of people don’t like it.

Fiesta is only random weapons. Infinity Slayer gives each player random weapons up to 3 or 4 times per match. Therefore, Infinity Slayer is basically Slayer with a Fiesta component. Therefore, Infinity Slayer is chaotic.

> 2) “does not belong in halo” I’m sorry but if you want anyone to take you seriously then you need to stop pretending you know what is and what isn’t halo. Only the creator knows what belongs. We as a community have the right to voice our dislike and improvments. But we never decide or have the right to decide what is considered halo.

“Only the creator knows what belongs”? O_o

Okay, since you’re going to nit-pick, I’ll put it a different way.

The creator does not know “what belongs”; the creator makes the decisions. The community does not know “what belongs”; the community can only give feedback either by voicing their opinions or by playing/not playing the game.

A year after launch, Halo: Reach had 600k unique online players in a day. That’s while competing with CoD: MW2 and CoD: BO, among other games. Halo 4, 8 months after launch, only maintains 30k unique online players every day. 95% of players who would normally be playing the game right now have left. Now, I can’t speak for them, but something happened to drive those 570k players away.

> Now that i’ve gotten that out of the way ORD drop CAN work in halo if it’s tweaked. Removing something is never the best way to fix something.

Of course it is. That’s why Bungie removed bloom from the magnum and DMR in Halo: Reach. Bad argument.

> 3) There are a few things in loadouts that are bad. That does not mean loadouts are bad as a whole.

IMO, loadouts don’t fit very well with Halo’s core gameplay.

> 6) I agree that playlists could be handled better as well as DLC. But i disagree on true skill. I’m almost always matched with people that give me a challenge ever since CSR was added.

It gets to be a huge problem when you’re very skilled. When you get above 40, the number of similarly-skilled players shrinks exponentially. Often, I’ll be placed in matches where there’s one or two highly-skilled players on each team and everyone else is ranked low. It’s an even match if you compare the numbers, but it tends to turn into a game of which highly-skilled player can win faster than his teammates can lose.

More recently, I’ve been placed in games where one team’s CSR majorly outweighs the others. I can provide at least ten matchmade games in the last 7 days as evidence (I checked).

> 7) I find duel wielding a flag and pistol to be far more fun then juggling one. Would’ve been nice if we had an option to disable in customs though. Also being able to throw the oddball made the gametype 10x more enjoyable IMO.

I kinda like the flagnum too, although in conjunction with instant-kill melee, I feel a bit OP. I think they should bring the 5sk flagnum to a 6sk like the regular magnum and that would be better.

The changes to objective gametypes that the OP talked about were adding Infinity settings to them which, as both he and I have already established, breaks the game in our opinions.

> 8) A blatent lie. If no one still cared you wouldn’t have people debating on the forums. The feedback threads and matchmaking threads wouldn’t have people suggesting improvments to the new editions. The fact you’re on the forums still complaining is proof enough people still care. These changes regardless of how many people see them please people. And it shows 343 has the ability to listen and provide.

He never said 343i wasn’t making changes. He said they were doing it too slowly.

> 9) I would agree AA’s are unfair if they directly impacted things more then they do now and they were as powerful as reaches AA’s. JP is gimped and almost no maps give you a huge advantage when using it. AC is still just as crappy as it was in reach. PV is only a useful tool when you don’t know a map. After that all it really serves is to root out campers. +1 Not to mention we have stealth which is a direct counter.

They still add an element of randomness and unplannability (yes, I know that’s not a word). If that was fun to most people, they’d play Fiesta.

> Over all you come off as an elitest. And no. The smartest/best thing 343 could do for halo 5 is support both classic and infinity equally. Both styles have fans that enjoy them. Neither is more right then the other. Halo has the ability to be more then one style. More then one experience. You get your own experience and you can make your own. So why limit it?
>
> If you honestly believe one style is the correct style then you’re always going to be ignorant and your thinking limited.

That doesn’t make sense. You’re basically saying that Infinity settings are good because they exist. With that logic, 343i can do anything with Halo Xbox One and even if they (hypothetically) single-handedly destroyed the franchise, it’d be okay because it’d be the “creator’s” way and, therefore, the “correct” way.

I’m fine with multiple ways to experience Halo. But some ways (i.e. classic/core/“Legendary” Halo) are more attractive to the masses, and therefore, should be more supported in matchmaking. Infinity can be secluded to one or two playlists (like Legendary Slayer, Grifball, or SWAT is now) or custom games.

> 1) halo CE> halo 3. Halo has always had chaotic gameplay. Halo 4 just features a different kind.

Eh, CE wasn’t that great. Far mor aim assist and magnetism than Halo 3, ridiculously OP rockets and grenades, and a chaotic mess of power and powerweapon spawns.

Halo 4 was a lot more random IMO.

> 4) Whut. We move faster then we did in reach and sprint helps much less then it did in reach.

That doesn’t change the fact that sprint still takes a massive toll on map design and slows down gameplay.

> 5) The ability to pick up grenades was turned into an armor mod as part of a solution to reduce grenade spam. Which has been constantly whined about since the down of halo MP. Same with explosives. The reduced the normal radius of grenades to lessen grenade spam effectiveness so explosives bring them back to norm.

I never had a problem with grenade spam. Rarely were good grenades thrown in a grenade spam. Very rarely.

Granted, I don’t speak for the entire population.

> 6) I agree that playlists could be handled better as well as DLC. But i disagree on true skill. I’m almost always matched with people that give me a challenge ever since CSR was added.

You don’t reprisent everyone.

However, true skill won’t work well with the low population.

> 7) I find duel wielding a flag and pistol to be far more fun then juggling one. Would’ve been nice if we had an option to disable in customs though. Also being able to throw the oddball made the gametype 10x more enjoyable IMO.

I dislike my teammate dying in front of me while I have rockets, only to get an automatic flag pickup that inevitably gets me killed because I can’t drop it.

Flagnum itself isn’t overly flawed, but the way they executed it was. Much like most of the game.

> 9) I would agree AA’s are unfair if they directly impacted things more then they do now and they were as powerful as reaches AA’s. JP is gimped and almost no maps give you a huge advantage when using it. AC is still just as crappy as it was in reach. PV is only a useful tool when you don’t know a map. After that all it really serves is to root out campers. +1 Not to mention we have stealth which is a direct counter.

JP still breaks map design by allowing bypass of normal map boundaries with 0 skill involved. It also managed to single handedly decapitate jumping and needing to know the layout of a map to effectively move about it.

Who needs to know where the tac jumps are when you can just fly over everything?

That’s just personally why I dislike it. And as much as PV is useless, it’s still heavily abuseable for setting up strategies, prenades and all things of the sort.

As for stealth, an ability as important as that shouldn’t be locked for half the game :stuck_out_tongue:

> Over all you come off as an elitest. And no. The smartest/best thing 343 could do for halo 5 is support both classic and infinity equally. Both styles have fans that enjoy them. Neither is more right then the other. Halo has the ability to be more then one style. More then one experience. You get your own experience and you can make your own. So why limit it?

This. Everything this.

Some of the points of this post were redundant, but I agree nonetheless.

For example, if you add Big Team Objective like 8 months into the game, when the demand has been there since day one, it’s not going to be anywhere near as successful if you just added it to begin with.

Halo 5 needs to have almost everything done right on launch day. Because after awhile, people get tired of waiting for the game to be fixed, and don’t even care if some small aspect they enjoy has been added.

@Sir Boobington

Disagree with a ton of what you said especially with what 343i has done to improve Halo 4 since its release. There are two areas I can semi-agree with; one is the Personal Ordinance Drops as I still don’t think that they should be awarding players a Human Sniper, Rocket Launcher, Beam Rifle, Fuel Rod Cannon, Spartan Laser, Incendiary Cannon, or Binary Rifle (potentially major game changing weapons IMO). However, minus that aspect of them I don’t have a huge problem with it in the game either. The other area has to do with the feeling I got and I believe many others got as their first impression that 343i and Halo 4 wasn’t as prepared as they/it could have been for release.

The weapon tuning should have been done prior to release, they should have initially incorporated more static global ordinances, they should have had a much much bigger playlist and game variant offering at release (I’m thinking like 20 playlists at minimum), they should have had several more maps at release and perhaps even a modified by forge version of each one, they should have better understood how important some non-matchmaking gametypes like Race and options would have been for the custom games community, they should have had their CSR system ready at release as well as the file sharing. This is to name a few of the important things that I think truly affected people’s perspective of Halo 4 at release in a hugely negative manner.[/li]
I think that the feeling many got of 343i and Halo 4 being ill prepared for release dramatically hurt the population numbers of Halo because 1st impressions are significant for maintaining population numbers; though, 343i have done some amazing things in regards to improving this game and this game I’d argue is a fantastic Halo game which absolutely does acknowledge it’s past while bringing Halo more in line with what I think is sort of expected of a modern day console shooter.

I also find it kind of funny that your solution to improve the population numbers and ensure Halo 5 is a bigger success is to sit down with some of our community concerning matchmaking. What “some” of the community is that by the way? I assume you mean a very specific minded group of people who sees things in a very similar fashion to your own beliefs and values because then they’ll know exactly what it will take to make Halo 5 the so-called “perfect” Halo. Sorry, but BWO is right when he said that you’re coming off as being kind of Elitist with this post. The problem is that you’re simply presenting your opinions and thoughts on Halo as if they’re all unarguable facts and undeniably correct positions because of how you rationalize them.

To me, everything boils down to a single issue… Balance.

Loadouts and armor abilities are not inherently a bad idea. Halo CE was the reason I left playstation for xbox and I still like the concepts, but they have to be finely balanced so as to always play a minor role in the gameplay. In other words, the RESULT of custom choices should be as close as possible to a generic start.

For example, thruster pack, hardlight shield, and regen field generally do not change the way the game plays (IE: the game plays almost the same without AAs), but they still add an extra layer to it. They play the role that an AA should, and it is difficult to play an entire match around them. Things that were predictable before, like enemy location and approach paths, still are. Balance.

Jet pack and camo, on the other hand, DO greatly change how a game plays. Jet pack completely alters or negates map flow, especially on smaller maps. Camo allows a player to be mostly safe anywhere they happen to be, and is even more powerful on large maps. A game against many players using these plays almost nothing like a game without AAs. Things that were predictable are not. Unbalanced.

As for loadouts, the idea is sound but, as with AAs, the options need to be limited to what is still balanced (again, as in the game will play largely the same regardless of choice). Plasma grenades and plasma pistol on spawn should not be an option, nor should a OSK boltshot. Perhaps it would work better if primaries were precision rifles, secondaries were assaults and magnum, and grenades were a single frag or pulse?

Perks could easily be scrapped. I can’t think of anything that their inclusion has really added to the game

Flinch killed the balance Halo had between close to mid and long range combat, so descope should return.

Sprint is basically sound as an idea, but needs adjustments to minimize its impact. Some ideas are out there that could work, or be combined to work, like desprint when shot or return as an AA. Overall though, the game would have better design and flow without it.

> > 1) halo CE> halo 3. Halo has always had chaotic gameplay. Halo 4 just features a different kind.
>
> Untrue. Chaotic means disorganized and disordered. Previous Halos could be described as hectic or frenzied, but never chaotic.
>
> An intense CTF or Slayer match would usually be hectic, but not chaotic. Fiesta is chaotic, which is why a lot of people don’t like it.
>
> Fiesta is only random weapons. Infinity Slayer gives each player random weapons up to 3 or 4 times per match. Therefore, Infinity Slayer is basically Slayer with a Fiesta component. Therefore, Infinity Slayer is chaotic.
> <mark>You’re nitpicking on words here. Nothing to argue.</mark>
>
>
> > 2) “does not belong in halo” I’m sorry but if you want anyone to take you seriously then you need to stop pretending you know what is and what isn’t halo. Only the creator knows what belongs. We as a community have the right to voice our dislike and improvments. But we never decide or have the right to decide what is considered halo.
>
> “Only the creator knows what belongs”? O_o
>
> Okay, since you’re going to nit-pick, I’ll put it a different way.
>
> The creator does not know “what belongs”; the creator makes the decisions. The community does not know “what belongs”; the community can only give feedback either by voicing their opinions or by playing/not playing the game.
>
> A year after launch, Halo: Reach had 600k unique online players in a day. That’s while competing with CoD: MW2 and CoD: BO, among other games. Halo 4, 8 months after launch, only maintains 30k unique online players every day. 95% of players who would normally be playing the game right now have left. Now, I can’t speak for them, but something happened to drive those 570k players away.
> <mark>People made population arguments with reach and we’ve already established that people left halo 4. But to assume it’s majorly due to the new editions or only because of them is incorrect.</mark>
>
>
> > Now that i’ve gotten that out of the way ORD drop CAN work in halo if it’s tweaked. Removing something is never the best way to fix something.
>
> Of course it is. That’s why Bungie removed bloom from the magnum and DMR in Halo: Reach. Bad argument.
> <mark>I don’t recall bloom being removed in reach unless in a classic playlist. Also bloom makes a return in 4 on the dmr and pistol and it works wonderfully. Good argument.</mark>
>
>
> > 3) There are a few things in loadouts that are bad. That does not mean loadouts are bad as a whole.
>
> IMO, loadouts don’t fit very well with Halo’s core gameplay.
> <mark>Opinion.</mark>
>
>
> > 6) I agree that playlists could be handled better as well as DLC. But i disagree on true skill. I’m almost always matched with people that give me a challenge ever since CSR was added.
>
> It gets to be a huge problem when you’re very skilled. When you get above 40, the number of similarly-skilled players shrinks exponentially. Often, I’ll be placed in matches where there’s one or two highly-skilled players on each team and everyone else is ranked low. It’s an even match if you compare the numbers, but it tends to turn into a game of which highly-skilled player can win faster than his teammates can lose.
>
> More recently, I’ve been placed in games where one team’s CSR majorly outweighs the others. I can provide at least ten matchmade games in the last 7 days as evidence (I checked).
> <mark>That’s not the systems fault thats a population issue.</mark>
>
>
> > 7) I find duel wielding a flag and pistol to be far more fun then juggling one. Would’ve been nice if we had an option to disable in customs though. Also being able to throw the oddball made the gametype 10x more enjoyable IMO.
>
> I kinda like the flagnum too, although in conjunction with instant-kill melee, I feel a bit OP. I think they should bring the 5sk flagnum to a 6sk like the regular magnum and that would be better.
>
> The changes to objective gametypes that the OP talked about were adding Infinity settings to them which, as both he and I have already established, breaks the game in our opinions.
> <mark>as long as your keeping it to an opinion and not claming fact i have no issue here.</mark>
>
>
> > 8) A blatent lie. If no one still cared you wouldn’t have people debating on the forums. The feedback threads and matchmaking threads wouldn’t have people suggesting improvments to the new editions. The fact you’re on the forums still complaining is proof enough people still care. These changes regardless of how many people see them please people. And it shows 343 has the ability to listen and provide.
>
> He never said 343i wasn’t making changes. He said they were doing it too slowly.
> <mark>I was arguing on the grounds where he said people didn’t care. Please reread OP.</mark>
>
>
> > 9) I would agree AA’s are unfair if they directly impacted things more then they do now and they were as powerful as reaches AA’s. JP is gimped and almost no maps give you a huge advantage when using it. AC is still just as crappy as it was in reach. PV is only a useful tool when you don’t know a map. After that all it really serves is to root out campers. +1 Not to mention we have stealth which is a direct counter.
>
> They still add an element of randomness and unplannability (yes, I know that’s not a word). If that was fun to most people, they’d play Fiesta.
> <mark>Halo has always had random elements. Random isn’t a problem when you have the ability to overcome it with skill. IN the case of 4’s AA’s and how little of effect they play directly the random element they add isn’t that bad.</mark>
>
>
> > Over all you come off as an elitest. And no. The smartest/best thing 343 could do for halo 5 is support both classic and infinity equally. Both styles have fans that enjoy them. Neither is more right then the other. Halo has the ability to be more then one style. More then one experience. You get your own experience and you can make your own. So why limit it?
> >
> > If you honestly believe one style is the correct style then you’re always going to be ignorant and your thinking limited.
>
> That doesn’t make sense. You’re basically saying that Infinity settings are good because they exist. With that logic, 343i can do anything with Halo Xbox One and even if they (hypothetically) single-handedly destroyed the franchise, it’d be okay because it’d be the “creator’s” way and, therefore, the “correct” way.
>
> I’m fine with multiple ways to experience Halo. But some ways (i.e. classic/core/“Legendary” Halo) are more attractive to the masses, and therefore, should be more supported in matchmaking. Infinity can be secluded to one or two playlists (like Legendary Slayer, Grifball, or SWAT is now) or custom games.

<mark>Everyone says classic settings are good because they exist. I refer to you as my last statement. Both styles deserve to be supported equally. You didn’t like your style being shoved in the corner but why is it fair to shove infinity in the corner? please crawl under a rock.</mark>

Nice thread.

I’m too busy at the moment, but I will be returning later on when I have more time, as I have some things to say to a few people on here.

> > 1) halo CE> halo 3. Halo has always had chaotic gameplay. Halo 4 just features a different kind.
>
> Eh, CE wasn’t that great. Far mor aim assist and magnetism than Halo 3, ridiculously OP rockets and grenades, and a chaotic mess of power and powerweapon spawns.
>
> Halo 4 was a lot more random IMO.
> We will have to agree to disagree.
>
>
> > 4) Whut. We move faster then we did in reach and sprint helps much less then it did in reach.
>
> That doesn’t change the fact that sprint still takes a massive toll on map design and slows down gameplay.
> I wasn’t siding for the inclusion of sprint. Merely stating that sprint was much more of a help in reach then it is in 4.
>
>
> > 5) The ability to pick up grenades was turned into an armor mod as part of a solution to reduce grenade spam. Which has been constantly whined about since the down of halo MP. Same with explosives. The reduced the normal radius of grenades to lessen grenade spam effectiveness so explosives bring them back to norm.
>
> I never had a problem with grenade spam. Rarely were good grenades thrown in a grenade spam. Very rarely.
>
> Granted, I don’t speak for the entire population.
> I also didn’t have an issue with nade spam. Until reach.
>
>
> > 6) I agree that playlists could be handled better as well as DLC. But i disagree on true skill. I’m almost always matched with people that give me a challenge ever since CSR was added.
>
> You don’t reprisent everyone.
>
> However, true skill won’t work well with the low population.
> Never said i did. Just stating my experience.
>
>
> > 7) I find duel wielding a flag and pistol to be far more fun then juggling one. Would’ve been nice if we had an option to disable in customs though. Also being able to throw the oddball made the gametype 10x more enjoyable IMO.
>
> I dislike my teammate dying in front of me while I have rockets, only to get an automatic flag pickup that inevitably gets me killed because I can’t drop it.
>
> Flagnum itself isn’t overly flawed, but the way they executed it was. Much like most of the game.
> Half agree. I never really see someone accidentally pick up the flag. But i guess because it can happen it’s an issue to a degree.
>
>
> > 9) I would agree AA’s are unfair if they directly impacted things more then they do now and they were as powerful as reaches AA’s. JP is gimped and almost no maps give you a huge advantage when using it. AC is still just as crappy as it was in reach. PV is only a useful tool when you don’t know a map. After that all it really serves is to root out campers. +1 Not to mention we have stealth which is a direct counter.
>
> JP still breaks map design by allowing bypass of normal map boundaries with 0 skill involved. It also managed to single handedly decapitate jumping and needing to know the layout of a map to effectively move about it.
>
> Who needs to know where the tac jumps are when you can just fly over everything?
>
> That’s just personally why I dislike it. And as much as PV is useless, it’s still heavily abuseable for setting up strategies, prenades and all things of the sort.
>
> As for stealth, an ability as important as that shouldn’t be locked for half the game :stuck_out_tongue:
>
> I’m well aware what it does. I’m arguing that it’s not as big of an issue since it got nerfed and maps don’t got broken as hard with it.
>
>
> > Over all you come off as an elitest. And no. The smartest/best thing 343 could do for halo 5 is support both classic and infinity equally. Both styles have fans that enjoy them. Neither is more right then the other. Halo has the ability to be more then one style. More then one experience. You get your own experience and you can make your own. So why limit it?
>
> This. Everything this.

Thanks for agreeing.

Most of those reason you stated are just your personal preference in gameplay and not everyone is going to agree with you. Luckily there are many playlists in MM including those without Armor abilities like jetpack and that have no ordinance. Maybe your personal preference of a playlist doesn’t completely exist, and I have no problem if you want to petition for something more your style, but I hope your not asking for future Halo games to remove ordinances and everything else new to H4 just because you don’t like them. Some people enjoy the changes and find them refreshing. The best thing 343i can do is provide many types of gameplay to make as many people as possible happy rather than cater to any specific group.

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

I’ll give you 9 reasons why I don’t care

H4 disappointed A LOT of people and as a result the population is low. I don’t think it’s a coincidence that it happened to the sequel with the most changes.