So, hello there my friends!
I was going to post this on reddit but I thought that this place would be better. I think I may have a very nice way of settling the Abilities debate, or at least an interesting one.
I want to start it off by saying that I know maybe I can de a meanie sometimes, and I tend to vent out my frustrations with Halo on these forums, and I know it’s not right, but it’s because I love Halo! And I only want it to live… :+)
I’ve been playing Halo from the start, and own all the FPS games and play them all quite frequently. I’m a lover of both Campaign, and Multiplayer.
So, as for my suggestion. Here it goes…
Halo works fine without Abilities. You don’t need them to play the game and have fun, and I think that is a very good part about Halo. For instance, when they put a classic H3 playlist in H5 I absolutely love it. There is no denying that that is truly one of the best experiences with Halo to date. If H:I was to play like that, I wouldn’t even be mad.
Halo CE, 2, 3, all played just fine without it. But, did you ever find yourself thinking “Ah man, if my spartan didn’t crawl everywhere I would’ve lived!!! GAHH” or, “man this’d be cooler if I was just able to run sometimes!” same goes with thrusters. Like, why did John’s armor have those big things on his back when they serve no purpose? When they made them do thrusters I was like “AWWH yeeah.” I think that these movements bring an interesting dynamic to the game play, and its good to refresh the game, with respect to the game itself and those who play it. (I can respect a back to basics POV, since sometimes the triple bacon burger gets old, and you just want a regular ol’ burger.) But, I am of the opinion that sometimes, these changes are good and we should work with them. I also think it brings more into the immersion factor. it makes you feel more like your Spartan, since you make him run when you freak out and imagine that you’d run or thrust if you were in his/her boots. Maybe my reason isn’t your reason, maybe my reason is the wrong one, but this is just my take.
I think H4 was so close to having the sprint balance down. a real good part of it was that you could get knocked out of it when getting shot, and that it was not unlimited. 10 paces running, 8 walking to reboot. Where it went wrong was the shields. I agree that that was a well intended, but awful mistake. I know that the maps had been growing since Reach, but it still wasn’t the problem it became in H5.
I think that in H5 they had another part of the sprint balance down pretty good. The way that you can get knocked out of sprint by getting shot until you reach full speed is pretty darn good. I think the plasma weapons also knock you out of sprint too. (please correct me if I am wrong on that one.) I like that, I think that that should stay. The shields not recharging until you stop running is also one a very good balance. We all know they went wrong with unlimited sprint. Another side-effect of the sprint and abilities is the inflation of the maps. If you haven’t check out the video that shows how much the maps have grown to “balance” the abilities including sprint. Totally not cool, and it really sucks that that has happened to our beloved game.
Now, to my solution on how we can compromise, Thank you also for reading through all that haha. Some of the abilities are going to have to go, I’m sorry. (Or become optional thru customs, certain game types, campaign etc.)
Ground Pound? how would that not hurt the Spartan? I know that they’re tough guys, put your still flying fist first onto concrete, or whatever Forerunner structures are made of haha. That’s just silly. They’re soldiers, not Iron man Action heroes. The intro to the story where you see them ground pounding was a bit cheesy/cringe, if you ask me. It’s fun and I use it and all, but c’mon man. It needs to go.
Spartan Charge? that’s a tricky one. It kinda makes sense, but in all honesty that mechanic can be a bit broken sometimes. sometimes the game will make your spartan charge like at 1,000mph, other times it’s a slow flaccid little push. I think when you’re at a certain proximity, it just flys at your opponent, idk. Yeah you can dodge it, but, it might just be a little cheap. If it never came back I would be happy, if it did, I would be okay. but it may have to be nerfed further.
Stabilzing mid air. That’s a little cheap in my opinion. I don’t think many asked for that, and if they did, did they really mean it? it kinda helps, but I just turn it off. It feels just as cheap as 3rd person shooters when you peak around corners with the cam, and your opponent doesn’t see you. not the same situation, but just as cheap IMO. This is one of the mechanics that contributed to the swelling of H5’s maps IMO. This one needs to go.
Thrusters? Stay. they’re a great addition that makes for interesting gameplay, and if we’re all about slowing Halo down, this provides a good way to speed it up when necessary. I would be okay with a bit of nerfing on the speed, or how your opponent can look like a flailing fish sometimes.
Sliding? Hmm, I don’t think many complain about it, I don’t really see the issue. It adds an interesting element to the already important crouching game. If it came back cool, if it didn’t, that’s cool too. I think maybe the ability to shoot while sliding may be a bit too much. but thats just me.
Clamber? Oh what, you mean the lazy man’s crouch jump? it’s a nice addition, and I welcome it. if it comes back great, if it left, I’d be a bit confused. It never hurt anyone, and makes for a good medal haha.
Big Daddy Sprint. Alright.
Limited Sprint like in H4 was perfect. Unlimited Sprint is an evil that should never make its way back into Halo ever again. I think that for most light arms, it should revert back to the 10pacesrun/8recharge style. Or maybe less like a 8/6. Whatever keeps the maps from swelling up. No shooting while sprinting ofc. Plasma weapons should always slow down and eventually stop a player. Hot plasma burns! bullet weapons can slow down, but not stop a player full sprint. Large weapons should always stop a player full sprint. (that includes vehicles weapons, and turrets on the slow down to stop rule) I think that the different draw times for different guns was a great addition in H5. I think that we should work that in to the sprint. Either if a player has a for example a rocket, they may only run 6/recharge in 6. Or something like that. Larger heavier ( I really mean big heavy power weapons like Rockets, Fuel Rod, etc.) weapons should nerf the player’s abilities. Perhaps all of them. Whether that applies only whether they have it drawn, or on their back is for y’all to decide. And ofc, a shield timer for the sprints like in H5.
What do y’all think? if a Halo game had rules like these, I’d honestly love it. I think it’s a great balance for those who love abilities,and those who don’t. I think that ofc, we should have the option and perhaps separate playlists for the abilities, or some that have a mix, like Team Arena in H5. I hope 343i reads this, and takes some of it into consideration. I know they read my post that in my opinion, lead to the match composer in the MCC. Thank you for reading it all, for those of you who did lol. I am very passionate about halo and have been wanting to write this for months, but ya know, life can keep you busy!
And with whatever I say in this post, I will never mean it to offend, berate, or whatever ya now. i love you all! 