A more complete Team Classic

Although the Anniversary Classic Playlist is a close representation of the first three Halos, namely Combat Evolved, it is not enough to satisfy the Classic experience.

The main problem is the lack of maps. While Anniversary Classic has to be available for those that only have Halo: CEA, there were only six maps with the remake: Damnation, Prisoner, Beaver Creek, Hang ‘em High, Headlong and Timberland. Out of those, Headlong and Timberland are not conventional for 4v4 play except for Snipers. Hang ‘em High is also somewhat inconsistent with the Anniversary Magnum, since it doesn’t have the same range as the original Halo: CE magnum. The four remaining maps do get old after a while.

The second issue involves the settings. While removing Armor Abilities and loadouts was a start, some issues are still present. The main culprit is the reduced melee damage. While 50% melee does make melee attacks a finisher and nerfs AR charges, it can be inconsistent. Targets have to be pretty much unshielded for a melee to kill, almost as if bleed-through did not exist. Jump height also has not been increased, making jumps very strenuous.

I would like to propose a revitalization of the first Team Classic Playlist, updated with the Anniversary maps and TU settings. This will allow players that have the full version of Reach and the Anniversary maps to get a more complete Classic experience.

Proposed Playlist details:
8 players total, 4 players per team.
Max party size of 4 with 3 being considered a large party.
No guests, Noble and Anniversary DLC optional.

Settings:
Shared settings:
No Armor Abilities or Loadouts
120% movement, 125% jump height, 200% gravity
200% health recharge, 200% shield recharge.
Weapons on the map: Plasma Pistol, Plasma Rifle, Sniper Rifle, Rocket Launcher, Shotgun, Energy Sword.

Using the Anniversary Pistol:
In order to use the Anniversary Pistol, only certain map sizes should be used. Larger maps, such as Hang ‘em High, should not use the Anniversary Pistol. In exchange, no DMRs or NRs will be placed on the map.

Modified settings: 75% melee
Players spawn with the pistol and two frag grenades.

Without the Anniversary Pistol:
The Anniversary Pistol, being separate from the Zero Bloom gametypes, could not be used in conjunction with ZB unless ZB versions of the Anniversary Pistol gametypes were made.

Zero Bloom TU settings will be used in conjunction with modified base player traits. Only the DMR and NR will be available for precision weapons, no pistols.

Modified settings: 125 damage, 150% damage resistance, normal melee damage.
Players spawn with a DMR and two frag grenades.

Maps:
All maps will have to be modified to alter weapon and power-up placement, as well as power weapon drop spawning.

Forge World remakes:
Sanctuary, Ascension, Chill Out, Derelict, Wizard, Elongation, Lockout, Midship, Turf, Construct, Guardian, Narrows, the Pit.

Halo: Reach maps: Countdown, Zealot, Reflection

Noble Maps: Anchor 9 (Blocked off space)

Anniversary Maps (Both Annivesary and Modified): Battle Canyon, High Noon, Pennace, Solitary

Gametypes:
Slayer, King, CTF, Oddball, Assault, Territories

I know this list is incomplete, as I’ll probably modify this more as feedback rolls in. What are your thoughts?

343 will not do this.

remember of people that bought halo cea and play ann. playlist.
the only thing that 343 could improve are some settings, like TU, gravity, jump, etc.

they will not add anothers DLC maps into ann. playlist.

> 343 will not do this.
>
> remember of people that bought halo cea and play ann. playlist.
> the only thing that 343 could improve are some settings, like TU, gravity, jump, etc.
>
> they will not add anothers DLC maps into ann. playlist.

They could improve the Anniversary Classic settings, yes. I never doubted that.

My proposal is for those with the full version of Halo: Reach and all the maps packs save Defiant. Anniversary Classic would still be around, but I’m proposing a more complete experience that includes Forge World as well as a few Reach maps.

“Targets have to be pretty much unshielded for a melee to kill”

UMMMMMMMMM, please do us all a favor and never go into game development.

> “Targets have to be pretty much unshielded for a melee to kill”
>
> UMMMMMMMMM, please do us all a favor and never go into game development.

Do you even know how broken melee is in Anniv Classic? The first Team Classic had 75% melee, and that played better. The official Anniv Classic thread has plenty of posts addressing the weak melee.

Did you not read the sentence after that? A melee should be able to bleed through low shielding (around 15% or so) and kill, which was the main problem with no-bleed through. Unless you have a better suggestion of course.

> > “Targets have to be pretty much unshielded for a melee to kill”
> >
> > UMMMMMMMMM, please do us all a favor and never go into game development.
>
> Do you even know how broken melee is in Anniv Classic? The first Team Classic had 75% melee, and that played better. The official Anniv Classic thread has plenty of posts addressing the weak melee.
>
> Did you not read the sentence after that? A melee should be able to bleed through low shielding (around 15% or so) and kill, which was the main problem with no-bleed through. Unless you have a better suggestion of course.

Doing this would essentially make melee a power weapon. Lets look at the only weapons in the game that go through shields and kill: Rockets, Sword, and Hammer. Don’t you see how ridiculous it is to have melee be the next most powerful weapon after those three?

> > > “Targets have to be pretty much unshielded for a melee to kill”
> > >
> > > UMMMMMMMMM, please do us all a favor and never go into game development.
> >
> > Do you even know how broken melee is in Anniv Classic? The first Team Classic had 75% melee, and that played better. The official Anniv Classic thread has plenty of posts addressing the weak melee.
> >
> > Did you not read the sentence after that? A melee should be able to bleed through low shielding (around 15% or so) and kill, which was the main problem with no-bleed through. Unless you have a better suggestion of course.
>
> Doing this would essentially make melee a power weapon. Lets look at the only weapons in the game that go through shields and kill: Rockets, Sword, and Hammer. Don’t you see how ridiculous it is to have melee be the next most powerful weapon after those three?

If sprint was in classic, I would agree with you. Two melees to kill was the default in Halo 2 post patch and Halo 3, but players could not run up to you and do that. While that happens, the defending player can shoot and finish with a bleed-through melee. That was the main problem with Reach: sprint and no-bleed through rewarded double melee attacks too much.

Disregarding the Anniv Pistol, look at the DMR at 110% resistance. 5 shots minimum to kill, with the fifth breaking through. If I shot a player four times and he is within melee range, wouldn’t it make sense to finish the kill with a melee that goes through that tiny amount of shielding? Just like Halo 3, with 3 BR bursts and a melee to kill.

Melee by itself should not be a primary weapon. Melee should be more of a finisher up close. 50% in Anniv Classic was just too weak. If it was buffed to 75%, that would be good enough.

Off the melee topic, but sniper rifles bleed through. Shooting a player three times with the DMR and killing with a sniper body shot.