There are some things that I am still a little confused about, but would like to see happen, for example, Firefight and a Forgable Firefight. It wouldn’t be a bad idea to even introduce it as dlc for later. I wouldn’t mind being able to use iron sights, either. If there is an expanding reticle like in reach, why not make it expand when moving. I can’t see how recoil from shooting would make subsequent rounds inaccurate, but when someone runs or jumps, it has no ill affect on accuracy. Also being able to customize your loadout, within reason; choosing armor abilities, a primary weapon, a secondary weapon, one type of grenade to start with, etc. and it be permanent so it can stay as an option in other matches and gametypes.
It wouldn’t hurt to use bulletins in your post in the future, but I guess this is your first post. welcome to the forums!
- there will be no more firefight. It was removed from halo 4. Instead, we will get spartan ops. Spartan ops is a cooperative gamemode where 4 spartans go through a short mission against covenant and Prometheans to get an objective. It will not be a survival mode like firefight, rather a coop-specific mission where you can rank up your spartan. There will be 50 episodes(or levels) in the first season of spartan ops. 5 episodes will be released each week, along with a cutscene that advances the story of the spartan IV’s(which you play as in matchmaking).
2.Spartans have no need for iron sights, as they never look down sights. They have an integrated smart-linked scope that links to most weapons, providing you with an accurate aiming reticule on your HUD. It will move with your gun, and prevents the need to look through a scope. It also comes with a zoom function for many weapons, allowing you to use this smart-linked fire at longer distances. Spartans never have to look down a scope.
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cononically, a spartan has good enough reflexes to keep the gun steady while moving, and has keen enough eyesight to mark any target no matter how they are moving. They aren’t even effected by recoil for the most part. However, bullet spread is different, as you can’t physically control the bullets once they leave the gun. increased rate of fire causes more spread.
Gameplay-wise, it helps to balance gameplay. That way you can’t just spam the AR at 50 yards and hit every shot. automatic weapons should never be used at long range. -
In halo 4, we will be seeing a wide range of customization. You will slowly unlock up to 7 loadouts, each of which containing the following:
-primary weapon
-secondary weapon
-Armor Ability
-starting grenade
-Tactical package
-support upgrade
primary weapons are the AR, BR, DMR, carbine, and possibly a few new weapons. Secondaries are the 3 pistols(magnum, plasma l=pistol, and new boltshot pistol). Armor abilities are hologram, thrusterpack(basically evade, but 1-use/charge and hitbox doesn’t change), Promethean vision(allows you to see enemies through walls in a close proximity), hardlight shield(A 1-way shield that blocks small arms fire, but is weak on most sides and can be destroyed)and possibly a few yet to be revealed(no armor lock though, and most likely no jetpack).
Grenades are frag, plasma, and the new EMP grenade(how powerful it is we don’t yet know). Tactical packages and support upgrades add small bonuses, like more extra ammo, better radar, faster shield recharge, the ability to spawn with 2 primary weapons, etc. They effect the game much less than COD perks do, and overall don’t seem to effect the flow of gameplay( thank god).
I hope this helps you.