So let me start with; I HATE the fact the AAs are returning to Halo 4. Since they are, and there’s nothing I can do about it, I’ve been thinking that there ARE ways to balance them somewhat, especially better than Reach.
With that said, my main worries are the “perks” that you get. A few have been mentioned that I know of, such as:
Larger radar radius
More sensitive radar (probably picks up crouch walking and possibly non moving opponents)
Grenade pick ups from fallen enemies
More ammo (even from power weapons)
Faster shield regeneration
Two primary weapons for your load out
Radar shows up when zoomed in
Infinite sprint
And I’m pretty sure that’s all I can think of, feel free to let me know if I missed any that has been announced.
Anyway, I can see most of these giving a HUGE advantage in gameplay. Faster shield regeneration and sensitive radar are my two main worries right now.
This will kill Halo in my opinion. I could go into specific detail as to why in many situations, but many competitive players will understand just by their existence.
Plus, I just wanted to whine about it, and express my worry as of now, since I’ve never touched Halo 4 yet.
Agree. But in my opinion the main problem is character progression (weapon/AA/perk unlocks). No one should get any advantages over time (except skill).
I never even thought AA’s were a problem, except armour lock and active camo. But this is just going to ruin whatever playlists specialisations are allowed in. I’ll be playing the classic playlists only if they’re in every other playlist. These specialisations are just completely unfair and shouldn’t be involved in Halo in any shape or form.
> - Larger radar radius
> - More sensitive radar (probably picks up crouch walking and possibly non moving opponents)
> - Grenade pick ups from fallen enemies
> - More ammo (even from power weapons)
> - Faster shield regeneration
> - Two primary weapons for your load out
To address some of your concerns:
The “Awareness” mod lets you have your radar even when scoped, doesn’t increase the radius or make it more sensitive.
Grenade pickup from fallen enemies, obviously, was in all other Halos. It won’t make much a difference since it doesn’t guarantee the person with that mod will kill you.
More ammo is for primaries only, like DMR, BR, Storm Rifle, etc. Not power weapons. And it will mean little since you get a fresh mag every time you respawn anyway. Its not like their AR will have 60 bullets in it before a reload.
Fast shield regen is the only one I have a problem with.
The “Firepower” mod allows you to spawn with to primaries instead of a primary and a Magnum/PP. Not a bad mod since in Reach, most loadouts were AR/DMR and a pistol.
While most of my concerns come from unlock system like I said above, balancing the game will be insanely hard (if even possible). In Reach we had one variable in most playlists (AA), in Halo 4 we’ll have 5 (weapon, grenade type, AA, 2 specializations)
I don’t care how similar it looks to other games. watchin the full gameplays on youtube is making me excited. you may not like the direction they’re going, but i love everything they’ve done so far. the only thing to make it better would be to know how ranking is going to be done. i want some sort of skill level in there somewhere. i don’t care if they make the skill something hard to get high, different from halo 3, or even a season thing like in halo reach arena where you start over after a season. skill needs its place in the game to be perfect for me.
Promethean Vision is the worst. Pretty much eliminates the metagame of Halo, a big role in FPS games, particularly Halo, is your perceived knowledge of where enemies are, allowing players to have that knowledge from spawn by not earning it was the worst idea for Halo 4.
I don’t mind it for Campaign and Spartan Ops, but keep it away from MP, or half it’s current range, as it allows players to literally see half way across the map (as shown on Haven in one of the MLG vids).
That’s my only concern for AAs.
I don’t like perks, the effects seem minor, but if they are as minor as the optimists are saying, it begs the question why are they there in the first place?
I would rather not have perks, but they are tolerable, AAs (if balanced) are tolerable, but Promethean Vision is so obviously OP, it’s a bad idea on so many levels.
My only fundamental concerns for Halo 4, plus a 4sk BR would be nice
There will be a classic playlist that will hopefully lack these new additions.
Our best hope as competitive players who enjoy traditional gameplay, is to populate the classic playlist. If we can demonstrate that classic Halo is still popular/desired, then we can secure its existence.
343 also has to do its part by properly creating a classic Halo playlist. The core principles it needs to contain.
Powerups as pickups
A good strafe
3.A strong, random free utility.
4.Equal starts.
A visual ranking system based on W/L
Yes, it’s really that simple.
Reach lacked the fundamentals needed to create a real classic playlist. The strafe feels awful and the pistol was too damn random. H4 should be a different story. Let’s hope 343 sticks to the fundamentals.
TL:DR Promote the classic playlist. I am hoping that the thousands of players who left Reach will help populate the classic playlist.
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No, AAs are. They completely change how the game plays. The entire game revolves around them.
> There will be a classic playlist that will hopefully lack these new additions.
>
> Our best hope as competitive players who enjoy traditional gameplay, is to populate the classic playlist. If we can demonstrate that classic Halo is still popular/desired, then we can secure its existence.
>
> 343 also has to do its part by properly creating a classic Halo playlist. The core principles it needs to contain.
> 1. Powerups as pickups
> 2. A good strafe
> 3.A strong, random free utility.
> 4.Equal starts.
> 5. A visual ranking system based on W/L
> Yes, it’s really that simple.
>
> Reach lacked the fundamentals needed to create a real classic playlist. The strafe feels awful and the pistol was too damn random. H4 should be a different story. Let’s hope 343 sticks to the fundamentals.
>
> TL:DR Promote the classic playlist. I am hoping that the thousands of players who left Reach will help populate the classic playlist.
343i has not said anything about a classic playlist.
> So let me start with; I HATE the fact the AAs are returning to Halo 4. Since they are, and there’s nothing I can do about it, I’ve been thinking that there ARE ways to balance them somewhat, especially better than Reach.
>
> With that said, my main worries are the “perks” that you get. A few have been mentioned that I know of, such as:
>
> - Larger radar radius<Support Pack>
> - More sensitive radar <Support Pack>(probably picks up crouch walking and possibly non moving opponents)
> - Grenade pick ups from fallen enemies<Tactical>
> - More ammo<Support Pack> (even from power weapons)
> - Faster shield regeneration<Tactical Pack>
> - Two primary weapons for your load out <Tactical Pack>
> - Radar shows up when zoomed in<Support Pack>
>
> And I’m pretty sure that’s all I can think of, feel free to let me know if I missed any that has been announced.
>
> Anyway, I can see most of these giving a HUGE advantage in gameplay. Faster shield regeneration and sensitive radar are my two main worries right now.
>
> This will kill Halo in my opinion. I could go into specific detail as to why in many situations, but many competitive players will understand just by their existence.
>
> Plus, I just wanted to whine about it, and express my worry as of now, since I’ve never touched Halo 4 yet.
Doubt it.
Faster Shield Regen only works if you get away from combat. It takes the same time to start recharging as other people without it from what I seen. Plus, a larger, and more sensitive, radar doesn’t mean you can shoot through the walls as well. The farther away you are, the more time it can take for you to react. Unless you can plan ahead, the larger radius helps on defense, then they do offense.
As for the perks, they are primarily give and take. You can’t have faster shield regen and have the ability to pick up grenades from players. You also can’t have a bigger radar and have it in your scope as well. You will need to plan the perks out to suit the map, the guns you have and plan to take from players in order for them to be effective.
You see, I’ve only heard on Modifications. Which, are TOTALLY different than perks.
Just when you think you know everything…
Seriously, these do have their own name and they are different.
C’mon, having two non-power primary weapons in Halo has never been a big deal. Besides, you can just pick one off a dead corpse if you’re that worried about it.
> Hmm…Halo has perks?
>
> I didn’t know that…where did you here this?
>
> You see, I’ve only heard on Modifications. Which, are TOTALLY different than perks.
>
> Just when you think you know everything…
>
>
> Seriously, these do have their own name and they are different.
>
> C’mon, having two non-power primary weapons in Halo has never been a big deal. Besides, you can just pick one off a dead corpse if you’re that worried about it.
>
> The others have explained the rest.
Stop being stupid/naive please, when I would assume you are neither of those.
A perk by definition is an advantageous trait given to a player, in game mechanics, this is an ability that benefits the player somehow. The magnitude of these perks are irrelevant, they are still perks. Stop being in denial of that. Specialisations are very obviously perks, and have very obviously taken influence from other popular shooters, like CoD. BEFORE you say CoD didn’t invent perks, it didn’t, but they popularised them, the influx of custom loadout class based FPS has increased exponentially since CoD’s success. 343i have decided to implement those features, if they do it well then fine, but do not continue to delude yourself these are anything other than perks.
I used to dislike the entire concept of Perks as well.
But after playing some games with MP that has Perks my thoughts have changed and Perks aren’t some incredibly evil destined to destroy the MP of the game and reduce it only to a shell of it’s former self.
I can see high end players disliking Perks because it creates unequal players at the start of the match and how gametypes focused around high end play shouldn’t have them, but that’s it.