A TU Dream

I have a dream. A dream that one day, sometime soon, BS Angel will post this TU Update, or something close to it, as an official Weekly Update notifying us of the changes being made to Halo 4. For through this title update Halo 4 shall be made more than it was before, and restore the proper order.

That Title Update? Here it is!

General Fix-Ups and Housekeeping

  • Enabled Fileshare Searching
  • CSR Released, Viewable on your SPARTAN Service Record
  • Fixed Final Killcam Not Occurring Properly in many playlists
  • Fixed map exploits on several maps
  • Released Specializations for everyone
  • Improved Join-In-Progress Logic
  • Added option to decline Join-In-Progress games
  • Fixed animation glitches, like reload on Boltshot
  • Removed Daily EXP cap; upped experience that can be gained from a War Games match to be equal to that from a SPARTAN OPs match

Custom Games

  • Added ability to Enable/Disable Flag-At-Home to Score
  • Fixed Instant Respawn Issues, where disabling Instant Respawn would still allow players to instant respawn
  • Added ability to make classes with any specializations/weapons/packages not just default options
  • Added Race, Assault, VIP as gametypes
  • Added in Fine Editing to Forge Mode
  • Fixed issue with Forge maps where lighting could break if budget went over a certain amount used

General Sandbox Updates

  • DMR reload time slightly increased to highlight its role as a long-range weapon and decrease its viability as a CQC weapon in comparison to other rifles
  • Carbine reload time slightly decreased to make it a more interesting choice compared to other rifles as a mid-range choice
  • Boltshot charged blast now uses all the ammo in the magazine, and cannot be fired without a full magazine. This is to define the charged-blast as an “all-or-nothing” attempt, rather than a general use tactic
  • Heavy vehicles have their health slightly increased to better deal with the increased amount of anti-vehicle weapons available to players
  • Light Armored vehicles (Warthog, Ghost) have their health significantly increased to better deal the amount of anti-vehicle weapons available to players

Playlist Updates

  • Introduced Map Locking - If a map is voted for twice in a row, it cannot be voted for again until another map has been played in that lobby. This is to stop some of the repition seen in some playlists, particularly BTB
  • Settler and Relay added into appropriate playlists
  • Regicide replaced with “Free For All”, a 6 player FFA playlist.
    FFA Settings
  • 6 Players, parties of 6 max
  • Plays Regicide, Infinity Slayer, Oddball, King of the Hill
  • Maps are Complex, Haven, Abandon, Adrift, Harvest, Relay, Settler, Solace
  • Flood; Removed Flood’s immunity to headshots
  • BTB - Added CTF, Assault, King of the Hill to available gametypes

And lo, the Halo world rejoiced!


/dramatics

But seriously. Make this happen 343. You know its the right thing to do.

they need to atleast let us know what they plan on doing like a complete list… get our insight… their like afraid to tell anyone… they will wait to announce it like a week before its released and its to late to change anything… i just dont understand… they need to keep us updated on what they plan on changing to calm the public

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

*Original post. Click at your own discretion.

Unfortunately most of that stuff will never be added to Halo 4. The game is dying and 343i doesn’t care because they already have all of our money.

Nice job man…I agree w/90% of what you posted and that would make Halo 4 VERY NICE indeed…

dream on cause it aint gonna happen, but at least it makes me not feel so isolated in my thoughts and feelings on the current status of the game…

(of course I cannot agree w/Regicide being changed because I AM THE KING and don’t anyone forget it!! lol)

odd the only game I really enjoy is Regicide?

DMR reload time would have no impact on its current situation. It needs a slower rate of fire.

>

I refuse to belive this. 343i is a company and they´re in it for the long run. What good is it to them to get our money now if they can´t get it for Halo 5? I truly hope for changes (sooner rather than later) and that 343i get their act together and start showing their community some love.

Heck, have them make different playlists if they still want to keep their options as they are! But let the players have what they want as well… otherwise they´ll get it somewhere else.

I love every single thing on that list. I feel like we’re going to be dissapointed when we see the real thing though.

> General Fix-Ups and Housekeeping
> - Enabled Fileshare Searching
> - CSR Released, Viewable on your SPARTAN Service Record
> - Fixed Final Killcam Not Occurring Properly in many playlists
> - Fixed map exploits on several maps
> - Released Specializations for everyone
> - Improved Join-In-Progress Logic
> - Added option to decline Join-In-Progress games
> - Fixed animation glitches, like reload on Boltshot
> - Removed Daily EXP cap; upped experience that can be gained from a War Games match to be equal to that from a SPARTAN OPs match

I think that most of these are already being worked on. We already know Fileshare is on its way, and the ranking system details are still a little sketchy. I’m sure that 343 is keeping an eye on the JiP logic, the map exploits, and the Killcam. The option to decline JiP would be very nice to have.

As for the Specializations, I believe they’re still going to do waves of people. Probably add some incentives to continue the game to unlock. Either that, or they release two certain Specializations for everyone starting in January, and then two every month thereafter. Should they do that? I don’t think so. I believe once someone’s reached Level 70, they should get access to the rest.

> Custom Games
> - Added ability to Enable/Disable Flag-At-Home to Score
> - Fixed Instant Respawn Issues, where disabling Instant Respawn would still allow players to instant respawn
> - Added ability to make classes with any specializations/weapons/packages not just default options
> - Added Race, Assault, VIP as gametypes
> - Added in Fine Editing to Forge Mode
> - Fixed issue with Forge maps where lighting could break if budget went over a certain amount used

It seems as though Grifball has the options for Assault already built into it, but I may have read into that wrong. Race would be nice to have, but I prefer Team Regicide to VIP. Fine editing, lighting fixes, and even some of the other Forge glitches really do need to be worked on, but I don’t know if that’s 343i or Certain Affinity. CA have said on their YouTube channel that they will accept any constructive feedback you send to them there.

The ability to disable Instant Respawn would be great, and to bring back other options from the old CTF (1-Flag and Neutral Flag, especially).

> General Sandbox Updates
> - DMR reload time slightly increased to highlight its role as a long-range weapon and decrease its viability as a CQC weapon in comparison to other rifles
> - Carbine reload time slightly decreased to make it a more interesting choice compared to other rifles as a mid-range choice
> - Boltshot charged blast now uses all the ammo in the magazine, and cannot be fired without a full magazine. This is to define the charged-blast as an “all-or-nothing” attempt, rather than a general use tactic
> - Heavy vehicles have their health slightly increased to better deal with the increased amount of anti-vehicle weapons available to players
> - Light Armored vehicles (Warthog, Ghost) have their health significantly increased to better deal the amount of anti-vehicle weapons available to players

I love two of your ideas here. The DMR reload time would be a great change to make, as the DMR is reloading at just about the same rate as the BR. Since the BR is supposed to be the more mid-range option, the DMR should be modified in such a way that it has a slight disadvantage over the BR in that range. I also love the idea of the Boltshot charge being an all-or-nothing. I do use the Boltshot a bit during multiplayer, but I’ve never really liked the idea of being able to charge twice in a row before reloading. This will also give the Shotgun and Scattershot a reason to be used over the Boltshot.

As for the vehicles, I believe that they do need a little more armor, but not enough that they’re nearly indestructible [not to say that’s what you are saying here, but I have seen the argument made before]. The Ghost, to me, was a bit too powerful in previous games. I do think they need their splatter speed changed, though, because I shouldn’t be able to splatter someone moving at half speed sideways on a Ghost. That’s a bit ridiculous. I would also add some ammo tweaks, especially for the Incendiary Cannon and the Binary Rifle. I believe they are too powerful for the amount of ammunition they carry.

> Playlist Updates
> - Introduced Map Locking - If a map is voted for twice in a row, it cannot be voted for again until another map has been played in that lobby. This is to stop some of the repition seen in some playlists, particularly BTB
> - Settler and Relay added into appropriate playlists
> - Regicide replaced with “Free For All”, a 6 player FFA playlist.
> FFA Settings
> - 6 Players, parties of 6 max
> - Plays Regicide, Infinity Slayer, Oddball, King of the Hill
> - Maps are Complex, Haven, Abandon, Adrift, Harvest, Relay, Settler, Solace
> - Flood; Removed Flood’s immunity to headshots
> - BTB - Added CTF, Assault, King of the Hill to available gametypes

Map Locking would be a great idea. As would the FFA playlist. BTB having King of the Hill would be a bit ridiculous, though. Perhaps a 5v5 Team Objective playlist that has CTF, KotH, Oddball, Assault, Extraction and Regicide. And, of course, a BTB playlist that didn’t revolve just around Slayer. Add in Dominion, CTF, and Extraction, perhaps.

The other playlist I’d like to add to the discussion is a “Static” Slayer. Have the Ordnance Drops on the map act like the old placed weapons in Halo, and make Personal Ordnance longer to get to, but have better weapons that aren’t usually available on the map. Don’t get me wrong, I still like the flavor of Ordnance Drops, just try to reduce the randomness of it. Sniper Rifle goes in X position, and respawns every 3 minutes, whereas the Binary Rifle can be one of the Personal Ordnance that takes about twice as long to get as Infinity Slayer. Something like that. I understand that they would need to modify the map layouts themselves to do this, but if that was run alongside Infinity Slayer for a week, we could see whether or not players gravitate towards one or another. If they’re equal, perhaps keep them both.

Overall, I like a lot of the ideas presented here. I think some of them are already being planned for the future, but others need to be brought to the forefront.

I’m posting again because this is one of the most ‘productive’ and non flaming threads on waypoint…

Yeah, I like the Regicide, one of the best new things in Halo 4, team and regular…i can do w/o VIP.

> I’m posting again because this is one of the most ‘productive’ and non flaming threads on waypoint…

Unfortunately, that means they get low traffic. lol

Anyway, I forgot to add in my description of Static Slayer (probably better called Throwback Slayer, given the previous playlist names), that there should not be instant respawn available. Of course, that would mean the option would be available in custom gametypes as well.

Changing weapon reloads will do squat. 4SK BR is all that is needed…
Vehicle health… laser needs to 1SK i dont know how many times i’ve lasered banshees, warthogs and they survive. On top of that mantis being 2SK with laser is dumb

343 better be reading these threads like this, because they will be loosing customers one by another if they don’t start shaping up.

> Changing weapon reloads will do squat. 4SK BR is all that is needed…
> Vehicle health… laser needs to 1SK i dont know how many times i’ve lasered banshees, warthogs and they survive. On top of that mantis being 2SK with laser is dumb

You’d be surprised how something seemingly small like weapon reload times will change a weapon. I think the BR is okay as it is, personally. It can outrange an AR fairly well, but needs to be in the forefront as the mid-range weapon of the UNSC. The best way to do that, in my opinion, is the reload time adjustment. If someone wanted to use the DMR at mid-range, they would be forced to choose Dexterity. Gives you a much more interesting choice, in my opinion.

As to the Spartan Laser, I think it’s perfectly fine. There are already quite a few anti-vehicle weapons in the game. Just look at the power weapon, or Ordnance, list:

SNIPER RIFLE
ROCKET LAUNCHER
Shotgun
RAIL GUN
SAW
SPARTAN LASER
Sticky Detonator
Needler
Beam Rifle
CONCUSSION RIFLE
FUEL ROD CANNON
Binary Rifle
INCINERATION CANNON
Scattershot

The ones I’ve emphasized I find to be great Anti-Vehicle weapons (a Concussion Rifle can seriously stop a vehicle in its tracks). Add in the Mantis rockets, Banshee Bomb, Wraith, Scorpion, and Rocket/Gauss Hog, and you have a huge arsenal that can easily kill a Ghost or normal Warthog. These vehicles, as a result, don’t see a lot of play. Which is a shame, because the Warthog used to be such a good vehicle for CTF. Giving it a bit of a boost in armor would really help.

Heavy vehicles, we’re not asking for much. Just something to help out against that Incineration Cannon. Better yet, make the Cannon rarer in matchmaking. If it’s supposed to be a game changer, why give it the chance to appear in every BTB game? Especially at least twice?

And to reply to xX4Real4LifeXx, they are reading threads like this. The last Bulletin showed that they are listening to us, it just takes time to implement these changes. Especially when they’re already working on File Share, Weekly Playlist Updates, the CSR, and many of the glitches and exploits already present in the game.

> I have a dream. A dream that one day, sometime soon, BS Angel will post this TU Update, or something close to it, as an official Weekly Update notifying us of the changes being made to Halo 4. For through this title update Halo 4 shall be made more than it was before, and restore the proper order.
>
> That Title Update? Here it is!
>
> General Fix-Ups and Housekeeping
> - Enabled Fileshare Searching
> - CSR Released, Viewable on your SPARTAN Service Record
> - Fixed Final Killcam Not Occurring Properly in many playlists
> - Fixed map exploits on several maps
> - Released Specializations for everyone
> - Improved Join-In-Progress Logic
> - Added option to decline Join-In-Progress games
> - Fixed animation glitches, like reload on Boltshot
> - Removed Daily EXP cap; upped experience that can be gained from a War Games match to be equal to that from a SPARTAN OPs match
>
> Custom Games
> - Added ability to Enable/Disable Flag-At-Home to Score
> - Fixed Instant Respawn Issues, where disabling Instant Respawn would still allow players to instant respawn
> - Added ability to make classes with any specializations/weapons/packages not just default options
> - Added Race, Assault, VIP as gametypes
> - Added in Fine Editing to Forge Mode
> - Fixed issue with Forge maps where lighting could break if budget went over a certain amount used
>
> General Sandbox Updates
> - DMR reload time slightly increased to highlight its role as a long-range weapon and decrease its viability as a CQC weapon in comparison to other rifles
> - Carbine reload time slightly decreased to make it a more interesting choice compared to other rifles as a mid-range choice
> - Boltshot charged blast now uses all the ammo in the magazine, and cannot be fired without a full magazine. This is to define the charged-blast as an “all-or-nothing” attempt, rather than a general use tactic
> - Heavy vehicles have their health slightly increased to better deal with the increased amount of anti-vehicle weapons available to players
> - Light Armored vehicles (Warthog, Ghost) have their health significantly increased to better deal the amount of anti-vehicle weapons available to players
>
> Playlist Updates
> - Introduced Map Locking - If a map is voted for twice in a row, it cannot be voted for again until another map has been played in that lobby. This is to stop some of the repition seen in some playlists, particularly BTB
> - Settler and Relay added into appropriate playlists
> - Regicide replaced with “Free For All”, a 6 player FFA playlist.
> FFA Settings
> - 6 Players, parties of 6 max
> - Plays Regicide, Infinity Slayer, Oddball, King of the Hill
> - Maps are Complex, Haven, Abandon, Adrift, Harvest, Relay, Settler, Solace
> - Flood; Removed Flood’s immunity to headshots
> - BTB - Added CTF, Assault, King of the Hill to available gametypes
>
>
> And lo, the Halo world rejoiced!
>
> …
> …
>
> /dramatics
>
> But seriously. Make this happen 343. You know its the right thing to do.

  1. Flood don’t die from OHK head shots, they die from where the infection form is in a OHK. Judging on how the playable flood forms are infected by spores, they don’t have a weak point meaning that the host needs to be wounded to the point of no functionality. They made it this way to keep canon alive.

  2. Regicide should become FFA, but the selections of either FFA or Regicide when voting on maps.

  3. Team Regicide should be put into Team Objective

  4. The boltshot’s charge should take 6 out of the 10 shots rather than the whole clip so if the user misses or the charged shot only injures, the user has a chance to win the fight. Also the range should be toned down a bit.

  5. Hopefully more specializations are announced in the making and will take longer to progress through.

  6. When voting for maps, none of the above should be an option.

  7. If everyone in a wargames match have the Crimson map pack or any map pack, and they are playing a separate game mode rather than the Crimson DLC game, then I believe the Crimson maps shouldn’t show up or at least one would be available alongside two of the original maps when the options are displayed.

  8. The BR should have a higher rate of fire and not as much kick. If the DMR was slowed, it would easily be OPed by even the carbine (I use the carbine and I won’t even get started on how many times I’ve won DMR vs Carbine matches).

UNSC Flying Vehicle?

OP’s list was pretty good, but I think leaving the Boltshot’s blast as a one-shot kill at the same range does nothing to ease frustration, nor does it sort out how powerful it is as a loadout weapon or how well it shuts down the Hammer, Sword or Scattershot, while giving the Shotgun a damn good go.

I personally would leave it as it is, but make it a deshielding blast at most. Just like that, you’ve solved the effectiveness against a Hammer, Sword and Scattershot, since you can’t outright murder them, but if you get the blast off, you’ve got enough time (thanks to its range) to go for the headshot afterwards. Or, you could wound them first.

You’ve also stopped it being OP as a loadout weapon and restored the value of other secondaries, since the PP can do the same though not as easily, and the Magnum can straight gun someone down, though the Boltshot can’t.

Lastly, at point blank you can melee as soon as you’ve fired, preventing the deshielding blast from being a problem for the user, though still keeping the ordnance CQC weapons as better (everyone can fire a Shotgun before someone else can fire AND melee with a Boltshot and if not, that’s the user’s problem).

To deal with the DMR’s CQC effectiveness… the reload time isn’t enough. It has more than enough ammo to deal with two people, and certainly enough to deal with one. I’d lower damage to put the BR at the forefront and put the DMR further along the weapon tier, closer to the Light Rifle. The DMR shouldn’t be able to kill faster than the DMR assuming no-one misses. That’s just asking for it to be stretched too far out of its designated marksmanship role and is the root of the problems with it. All weapons need lower aim aisstance/autoaim/whatnot, and this too would help balance the DMR out.

Other than that, I’d love to see Personal Ordnance called in by enemies announced either by voice or text. It would help a lot, given how frustrating it is to be killed by something you didn’t even know existed.

All we have to hear or read is “Incineration Cannon on the field” or “Shotgun on the map” or whatever.

Again, small change that solves lots of problems.

Bringing back all the original emblems is also worth 343’s consideration. They are deeply symbolic for a lot of players and having them back would be excellent. I personally would pay to download the set with my one in it off the Marketplace, and I fail to see why 343 or MS wouldn’t be interested. It’s easy-to-produce content that would make money much like Avatar gear and plenty would jump at the chance to buy it.

“The BR should have a higher rate of fire and not as much kick. If the DMR was slowed, it would easily be OPed by even the carbine (I use the carbine and I won’t even get started on how many times I’ve won DMR vs Carbine matches)”.

The thing you’re missing is that the DMR should be outgunned by the Carbine. It is not intended to have CQC effectiveness, which one of the two major problems with it. Using the DMR is a safe option right now because it beats the BR without much effort (because it’s straight-up stronger and wins if you test it) and it completely shuts down bigger maps, though because it is somewhat supposed to do this I would only advocate lowering aim assistance for all weapons.

The damage or RoF on it should be lowered so that it is closer to the Light Rifle, ie, a long-ranged weapon. The Carbine is balanced to what it is supposed to do. The BR comes next, with slightly less CQC effectiveness and slightly more range. The Light Rifle comes last, with bad CQC performance and excellent long-ranged performance. The DMR would sit between the BR and LR, but it ALSO does the BR’s job better than the BR does, since it is simply stronger and not much harder to aim with at all. Indeed, the difference in ease of aim is minor, given that landing all the shots from the BR is similarly easy/hard/however you find aiming in this game.

As far as the DMR V BR should go, the DMR SHOULD be at a disadvantage, because that’s how it fits into the scale of Precision Loadout Weapons. That’s why you don’t take the BR against the DMR at range. That’s why you don’t take the BR against the Carbine in CQC. However, for some unknown reason, you do take the DMR against the BR in CQC AND doing so is to your advantage, not the advantage of the BR user.

Long follow-up to that quote, but that’s why the DMR needs a nerf :smiley:

what is TU i play it on reach like a bizzilion times but i never undertood what it was

Title Update. It’s an update to the game that tends to be quite large in size and contain many fixes, including some major ones.

> To deal with the DMR’s CQC effectiveness… the reload time isn’t enough. It has more than enough ammo to deal with two people, and certainly enough to deal with one. I’d lower damage to put the BR at the forefront and put the DMR further along the weapon tier, closer to the Light Rifle. The DMR shouldn’t be able to kill faster than the
> assuming no-one misses. That’s just asking for it to be stretched too far out of its designated marksmanship role and is the root of the problems with it.

Oh, yeah. Forgot about how much ammo is in a single clip. I always end up reloading after a kill anyway [A bad habit of mine from playing H3 Snipers for too long]. You all make a good point, then.

I also like your idea of calling out Personal Ordnance that’s been dropped. You would think that Red and Blue Command would have enough tech to be able to tell what’s been called in by the other team. Maybe just let them know of the category of the Ordnance called in [Explosive/Weapon/Powerup/etc.] to still give the opposing team some secrecy. That would get obnoxious in BTB with the rate that Ordnance is obtained, though. May have to tone the rate down a bit.

I still think that the Boltshot charge doesn’t have enough of a risk for the reward associated with it at full blast. Sure, reducing the damage would reduce the reward, but there’s still little risk involved. There’s very little time between the charge going off and the ability to melee for that to be enough. Perhaps make it so you can’t melee immediately afterwards?

EDIT: Just to clarify, I would be happy with either of the Boltshot changes if the shield drop had a slight delay in melee. There’s a lot that could be done to modify the Boltshot’s power level. I find Paragon’s solution offers a much larger (and more fitting) risk if you end up missing, while ChainSmokingBob’s solution is a reduced reward that needs a bit more of a reduction.

The scorpion tank needs to be given partial immunity to plasma pistol overcharge shots. Seriously, with the option to have the best Anti-tank weapon in the game in your loadout, the scorpion absolutely blows… hard. Also, the damage from the cannon blast needs a boost. A gauss hog, with its combined mobility and power, should not be able to take a direct hit from a scorpion, not explode, and still have its occupants alive while being able to take out a tank in two shots.

Does any of that bother anyone else, or is it just me? The tank sucks. Period.