A Few Things I've Noticed

A few things I’ve noticed in the limited gameplay we’ve been shown, that I don’t particularly like. Don’t get me wrong, I’m sure Halo 4 will be amazing, I’ve enjoyed every Halo game to date (Yes, even Halo Wars).

1: Jeff Steitzer’s announcing sounds a bit… enthusiastic, to a point where it’s a tad annoying. Is there any chance that the audio is just a place holder until a later stage of development?

2: The point system. I really admired Halo’s tenacity when it came to the traditional 1,2,3,4 point system. The update seems really pointless and taking Halo’s simple, yet effective point system and making it complex. Coupled with this is the points ‘pop-up’ next to the reticle. Is this just for certain game modes, or is it a global overhaul?

3: Grenade indicators. Really, really disagree with this one. It goes without saying, if you don’t notice a grenade, you should be hit by it and this indicator allows players to go into autopilot mode, so to speak, and not be affected as much by doing so.

4: I’m mixed on this one, as long as it’s implemented properly, I can see it working. Halo Reach pushed the boundaries with loadouts, but they worked with the Halo-style gameplay in the sense that every player starts out equal, or has an equal opportunity. I think that with the addition of custom loadouts, a core aspect of Halo gameplay that has been prevalent throughout Halo’s history, defining it, if you were. As I said, if it’s done properly, I can see how it would work, but it’s a fine line between making it work, and making it flawed.

I apologise if any of this enrages any readers, probably been noted hundreds of times. I know how it is around this time. About this time last year I was on Bnet daily, but I haven’t been keeping up with Halo 4/343 very much, so I apologise for any ignorance.

All in all, I’m totally pumped for Halo 4, and can’t wait to play through the campaign.

i for one HATE the scoring system. this could ruin halo multiplayer for me. you could have a match where a team gets 100 kills and the other team gets 60 kills. but the team with 60 kills wins because there kills were worth more points… this is extremely unbalanced and unfair. i could see some teams just using forerunner vision and doing asassinations to get high points. i dont know if this is just a mode of play then cool i like some variety. but if 343 has gotten rid of kill based games fore this then F"/$/! YOU 343

  1. Yeah he’s a bit much but I kind of like him going hard in the paint.
  2. The point system is only in infinity gametypes do don’t worry regular slayer is still around.
  3. I don’t mind grenade indicators.
  4. Custom loadouts are great no more DMR/BR v AR starts.
    Also some like the carbine over the BR or the needle rifle over the DMR, why not let them start with it.

> 1. Yeah he’s a bit much but I kind of like him going hard in the paint.
> 2. The point system is only in infinity gametypes do don’t worry regular slayer is still around.
> 3. I don’t mind grenade indicators.
> 4. Custom loadouts are great no more DMR/BR v AR starts.
> Also some like the carbine over the BR or the needle rifle over the DMR, why not let them start with it.

ok then i feel alot better then. are you sure 343 confirmed that there will still be a regualr kill based slayer… if so plz send me a link. then i could really enjoy this. i am still worried about overpowered abilities like forrunner vision.

  1. Jeff Steitzer has always been very enthusiastic, I appreciate it, it is one of those things that is very unique to Halo and I hope he stays with us forever.

I dislike the point system as well but obviously it is acceptable to have in certain gametypes just to add variety. I believe the point scoring system we saw in the MLG demonstration will mainly be used in infinity slayer and will not be present in most gametypes. However, I do like the fact that it rewards players based on things that have not been noticed in the previous Halo games e.g. distraction points.

  1. Agreed about grenade indicators, they reduce the need for good awareness therefore reduce the skill gap but I fear these will be here to stay in every gametype.

  2. Allowing the player to spawn with BR/DMR/Carbine every game is a good idea through the use of loadouts, but I will not be a fan of the OP combinations that perks and AAs will create in the construction of certain loadouts, every player will end up using the same thing and gameplay will become very monotonous.

No need to apologise, you haven’t shown any ignorance at all, always be welcome to voice your concerns.

> 1. Jeff Steitzer has always been very enthusiastic, I appreciate it, it is one of those things that is very unique to Halo and I hope he stays with us forever.

I may have said it wrong, but in the gameplay I’ve seen, he sounds overenthusiastic. The overkill announcement is a good example.

> 4. Allowing the player to spawn with BR/DMR/Carbine every game is a good idea through the use of loadouts, but I will not be a fan of the OP combinations that perks and AAs will create in the construction of certain loadouts, every player will end up using the same thing and gameplay will become very monotonous.

As I said, I’ve not kept up to date with all this, so I was under the impression that players could spawn with power/semi-power weapons. Is this not the case? I’m all for being able to spawn with DMR/Carbine/BR/AR at will. I strive to diversify my gameplay, so being able to spawn with the less often used weapons will be good, instead of having to scour the map for them. Halo 3, carbines on Snowbound springs to mind.

i listened to Jeff’s voice in all the halo games and it seems to me that he sounds different every single time, different but still familiar

> As I said, I’ve not kept up to date with all this, so I was under the impression that players could spawn with power/semi-power weapons. Is this not the case? I’m all for being able to spawn with DMR/Carbine/BR/AR at will. I strive to diversify my gameplay, so being able to spawn with the less often used weapons will be good, instead of having to scour the map for them. Halo 3, carbines on Snowbound springs to mind.

It hasn’t been confirmed or dismissed to my knowledge but I highly doubt you will be able to spawn with power weapons.

  1. Yes but I heard it was just a place holder so don’t sweat it.

  2. I think it’s only for Infinity Slayer. I don’t really mind if I get the new or the old system. The new system means that the whole team benefits from skilful players in the team -as killing sprees are rewarded with more points

  3. Completely agree. Grenades should not have hit markers

  4. Loadouts and small perks and mods I have not problem with. AA in loadouts I do have problem with. It is almost impossible to balance AA completely and putting them in loadouts seems too risky for me. But I’m fine with it as a classic (Halo 3) playlist has been confirmed so if Infinity Slayer does fail I have a back up

As for the campaign, I never had any worries.

Before (/if) I pre-order, I want to see what 343 have done with forge as it is a fundamental part of the Halo experience to me.

> A few things I’ve noticed in the limited gameplay we’ve been shown, that I don’t particularly like. Don’t get me wrong, I’m sure Halo 4 will be amazing, I’ve enjoyed every Halo game to date (Yes, even Halo Wars).
>
> 1: Jeff Steitzer’s announcing sounds a bit… enthusiastic, to a point where it’s a tad annoying. Is there any chance that the audio is just a place holder until a later stage of development?
>
> 2: The point system. I really admired Halo’s tenacity when it came to the traditional 1,2,3,4 point system. The update seems really pointless and taking Halo’s simple, yet effective point system and making it complex. Coupled with this is the points ‘pop-up’ next to the reticle. Is this just for certain game modes, or is it a global overhaul?
>
> 3: Grenade indicators. Really, really disagree with this one. It goes without saying, if you don’t notice a grenade, you should be hit by it and this indicator allows players to go into autopilot mode, so to speak, and not be affected as much by doing so.
>
> 4: I’m mixed on this one, as long as it’s implemented properly, I can see it working. Halo Reach pushed the boundaries with loadouts, but they worked with the Halo-style gameplay in the sense that every player starts out equal, or has an equal opportunity. I think that with the addition of custom loadouts, a core aspect of Halo gameplay that has been prevalent throughout Halo’s history, defining it, if you were. As I said, if it’s done properly, I can see how it would work, but it’s a fine line between making it work, and making it flawed.
>
> I apologise if any of this enrages any readers, probably been noted hundreds of times. I know how it is around this time. About this time last year I was on Bnet daily, but I haven’t been keeping up with Halo 4/343 very much, so I apologise for any ignorance.
>
> All in all, I’m totally pumped for Halo 4, and can’t wait to play through the campaign.

  1. The ‘DISTRACTION!’ medal should NOT be announced, but I like the assassination announcement, and I’m indifferent to how the multikill ones sound.

  2. I honestly don’t care where kills and such are indicated on my screen, as long as they have a slight degree of transparency and are a relatively small font (so as to NOT block my view). I think having text come up near the reticle like that is actually pretty satisfying, but I’d only like to see it in Slayer.

  3. Eh, I don’t care so much on this one. Grenades explode fast enough in Halo that a grenade indicator won’t cheat any players out of a kill they deserved.

  4. I’m worried about the custom loadouts, but also kind of excited. It all comes down to whether 343 can balance customize-able elements.

The scoring system isn’t different in slayer to infinity slayer.if you look at the gameplay footage from the mlg guys then both game types are played but the scoring stays the same.600 points to win.infinity slayer you have ordinance drops you can call in for yourself,normal slayer you can’t!

im fine with all changes BUT i do hate the grenade indicators