AA's didn't ruin maps or map control.

In Halo CE many of the maps were based off smaller games, I mean think about it, only 2 maps had vehicles, most of them were small to mid sized maps. Yet they seemed bigger, didn’t they?

Hang Em High was pretty open if you think about it, and many of the maps with big enough to support any real size, Open areas, and such.

Wizard for example, Pretty open. And it was open because speed and FOV were much higher.

Halo 2 Slowed spartans downed and gave us such tunnel vision that there had to be different maps. Play Halo 1 (Not CEA) and notice how much quicker you go, and how much better the FOV is. Split Screen on HALO 1 is still better then most Halo games today (Better FOV and cleared vision)

Now I know so far you wonder what I’m talking about. Well maps. See maps in Halo 2 and Halo 3 had to support slower speeds and such, and also higher jump heights. You move slower, but jump higher, so maps had to deal with that. And as much as Halo 3 sped you up, I don’t feel as if I’m moving fast enough.

Reach gave us Sprint but sadly still slow general speed. Sprint is a good idea, if they made actual normal “running” useful. Sprint shouldn’t be something you NEED to use, More like something that helps you.

Map control

Halo Reach didn’t ruin this. Im not sure what strange Halo Reach you’ve been playing but Map Control is a huge part of Reach. Most of the games I see my team win or loose is because the enemy has some weapon/vehicle/area locked down, In which whoever is attacking can’t really push hard enough to control it

Even with all the jump packers and camoers a good team with a good set of communication can easily stump them. It so seems as map control is lost as long as you don’t think of the game and it’s play as a mathematical equation.

For each AA is a way to easily defeat it. Now since we’re talking about map control the biggest “crimes” against these are

Jet Pack
Sprint
Camo

Seeing how these are movement or based on stealth and such.

Jet Pack is hated because so many of us have faced someone with a team mate, been shot, shhot back, and had another enemy come fly at you making you have to choose from aiming up or down. I can totally see why this is “annoying” yet it’s not broken nor unbalanced.

Fixes_
1-Go with a team mate

2-Don’t be in the open

3-Aim up. Jet packers are some of the easiest targets in Reach

4-Get higher ground, make them come up to you, you will have an advantage as long as you have cover and support

Sprint just because people think just because they shoot a guy they deserve to die. If guns were stronger by at least 20% I think this would be less of an issue.

Fixes_
1-Aim better.

2-Wait, Don’t just shoot someone from 40 meters away expecting an easy kill

3-Look at where they can hide or take cover. If you know they can easily run behind that big rock, then don’t give away your possition, UNTIL YOU KNOW YOU CAN GET THE KILL.

Camo. Well Camo is stupid, Because it should just be a power up as it has been before. Yet doesn’t mean you can’t deal with it

Fixes_
Look at radar, It may be jammed but it’s only a small area, and in the middle of all those rid -Yoink- is an enemy. So if you’re radar is full of red, he’s nearby.

Fixes_
1-If it’s all red it’s nearby. So be careful, Look for slight movement, and if you are comfy throw random grenades

2-Use it against them. They are blind in terms of radar, so if you can hide well, you can easily ambush them.

So to 4

AA’s dont ruin control, not a bit. Infact I’m going to play Halo Reach now. To have fun.

WIth Halo 4 AA’s wont ruin maps. Maps just have to cope with new things. Such as they had before. Doesn’t make em bad, Just means they are well designed for the play.

I love when below average players try to tell others how the game is and isn’t affected by additions made to said game.

AAs didn’t ruin the maps the base movement speeds and game mechanics ruined it… the overall feel of the game just feels slowed down at least imo

I don’t necessarily believe it was the AA’s themselves, but how they were used in certain gametypes. In one, some AA’s may have worked fine, while others obviously did not as people soon realized.

Here’s a situation:

Reflection. Team Slayer. Start of the game.

Blue spawns at elevator. Blue is traditionally supposed to have sniper and top control at the start of the game, as well as a sword, although that could be contested.

Red spawns at lobby. They get rockets for free (a big one), a shotgun and the chance to contest the sword or commit more towards going to top.

In reality, two red jetpackers can start the game by grabbing rockets, jetpacking up to the sniper and killing the sniper either before or as he grabs the sniper. The other player can tag along and clean up any kills. Red now has shotgun, assuming one of the other players went for it, top mid, 2-3 rockets, 10-12 sniper shots, and blue is down 0-2 spawning on the bottom.

All because jetpack allowed the two red players to destroy blue’s height advantage. Unless the sniper has ninja-reflexes and snipes both jetpackers somehow before the rocket gets fired, they gain a huge map advantage because jetpack allowed them to break the starting roles for each team.

It doesn’t even have to be in combat. Players can hop in to Ring 2, Top mid on most maps, any part of the upper level on Zealot, and many other key top positions at any time. That messes up map flow; they are designed to move on specific paths dictated by ramps and connections and blocked by height and walls. Jetpack can ignore a lot of them, messing up how the map is supposed to work.

That shouldn’t happen.

Also, the big concerns with sprint aren’t what you addressed. Sprint can also allow players to quickly head back to where they were just killed, occasionally killing the successful attacker and negating the advantage that a team is supposed to get by killing someone, that being preventing them from contesting an area for 7-15 seconds, depending on the map. With sprint, it ends up being closer to 5-10. (estimates, not stats to be taken too seriously) Point is, it makes a difference.

I don’t want to rant too long, so I’ll cover camo later if need be.

A redesign of how the AAs work (see: Thruster) can give them unique abilities while not dampening the effects of smart gameplay by all that much. It can be done. Some of these abilities just don’t work in Halo. Others might, but jetpack and sprint don’t.

^ Reply to the guy above me so people don’t have to scroll down to see what I say.

The biggest problem about sprint (or at least what everyone else is complaining about) is that people can run away from combat with it despite the fact that they should have been dead. This rarely happens to me because I seldom miss . . . unless bloom makes me miss, but that’s another matter entirely.

Now, let’s say that the problem you described with sprint is the BIG problem. You kill someone, they spawn and kill you before you can recover well . . . on short maps this is very true. In Reach, and in any Halo game, players will usually reload after every kill simply because . . . because reasons but reloading shouldn’t be a problem with 3-5 second respawns. Now, another thing with Reach compared to the other Halo games is the LONG, LONG, LONG time it takes for shields to recharge. Now, while you’re waiting for your turtle shields to get back to full, someone can spawn, sprint and spray you down and effectively kill you before you have recovered.

Now what if shields recharges faster? Sprinting to take down your opponent after death shouldn’t be a problem, even if you respawn instantly. Through the gameplay I’ve seen, shields in Halo 4 recharge very quickly and with the shielding perks they recharge uber fast. Problem fixed.

Correct me if I’m wrong, but didn’t Halo 2 have the fastest movement traits?

Looks at HALOS 2&3
Flawed but still great games

Looks at Reach
WTF is this

Yeah im sure AA’s had nothing to do with it

You are wrong

Thread/

I think what all the “professionals” are trying to say is that most, or perhaps all AA didn’t work out for competitive arena gameplay which (for the most part) Halo somehow revolves around.

OT (slightly?):
Honestly though, I don’t think Halo or any console shooter for that matter should be considered as “games for professionals”, and I find it disturbing how people can think of them as such when it is blatantly obvious they are designed for “casual” gamers in mind. I will point out the reason for those of you who haven’t noticed yet.

Take a look at the controller/gamepad. Is it easy to use when playing FPS games? Yes, and what have developers done to make it easy? They’ve implemented things like aim assist, bullet magnetism, and so on. Without these, using a controller for FPS games just wouldn’t work, as it would be too difficult otherwise.

So for those people who claim that it takes skill… think about the above paragraph, and then tell me that it does.

tl;dr
You want to know what takes skill? Playing on PC.

This post has been edited by a moderator. Please do not flame or attack other members.

*Original post. Click at your own discretion.

I logged in just to say the OP is a moron. It is more than obvious how Jetpack ruined maps.

AAs work less in remade maps as they were never designed with them in mind. They work better in Reach maps and Forged maps.

If people have such huge problems with them then they should go back into those maps and re-Forge it to take AAs into consideration. Remove, add in or rearrange weapons despite the fact that it won’t be the same nostalgic map.

This post has been edited by a moderator. Please do not flame or attack other members.

*Original post. Click at your own discretion.

Is anyone else getting sick of this ****. I mean I am tired of telling casual gamers that they are wrong and don’t know what they are talking about. If you cant see how jetpack ruins a map u must be either blind or stupid because it should be pretty clear by now.

Just a few major problems with your theory:

  1. Halo CE featured the slowest movement speed and lowest jump height of the Halo series. However, the movement speed felt smoother and faster due to the animation style and FOV featured in Halo 1.

  2. Halo 2 and 3 featured larger maps than Halo 1 to compensate for the faster speeds and higher jump heights.

  3. AAs don’t inherently break map control, but jetpack, as it functions in Reach, is a seriously game breaking AA.

> Just a few major problems with your theory:
>
> 1. Halo CE featured the slowest movement speed and lowest jump height of the Halo series. However, the movement speed felt smoother and faster due to the animation style and FOV featured in Halo 1.
>
> 2. Halo 2 and 3 featured larger maps than Halo 1 to compensate for the faster speeds and higher jump heights.
>
> 3. AAs don’t inherently break map control, but jetpack, as it functions in Reach, is a seriously game breaking AA.

  1. Slowest movement speed is confirmed to Reach at 90% movement speed of CE, though you do bring a point the comparisons between Reach and CE on movement speed is hardly noticeable.

  2. Halo 2 and 3 were not designed with those specifications in mind as I recall on the bungie.net threads, as many of those maps and situations were talked about by a quite a few bungie members who flat out said the maps cover and situations almost promoted not going there, even under increased movement speed, because of the lack of map design. This is also debatable though because as players don’t flock to such places, it creates blind spot zones others and myself capitalize on because of the sight lines and blah blah blah.

  3. Not really. Sure you got the kill, but because your still in a tight spot, the jet pack person was still able to shoot you and kill you. This is just an example of being a good firing position, but in a bad placement for the entire map. In the end, it was really luck of the draw on respawns that contributed to a death from a jet packer. I fortunately almost never found those moments though…

> Is anyone else getting sick of this ****. I mean I am tired of telling casual gamers that they are wrong and don’t know what they are talking about. If you cant see how jetpack ruins a map u must be either blind or stupid because it should be pretty clear by now.

You have to look at it from there perspective, they see the game as AR rushing mayhem and don’t have a clue about team shooting or positioning because they think as long as you can melee your way to a kill or even a trade then your playing Halo.

80% of the people playing Halo don’t have a clue about what is broken or what need to be alter to make the game better. This is a huge problem on forums because for every one person making sense about the issues effecting this game you have 4 people thinking your trying to spoil Halo…

That 80% wouldn’t have a clue if you was to make TU standard in all playlist or add maps and game types to playlist. There need to be a forum hidden from the eyes of the lesser player e.g. a Rank Onyx/50 forum something nobody know about until you reach that level were you actually know what your on about.

The only people that are affected by a bad game are the ones who are good at it in my eyes and there info would make the game better for everyone.

You seem very misinformed OP

[deleted]

> You seem very misinformed OP

This thread looks dissapointing

Unfortunately, they did. Whether that is due to the maps or those specific AA’s, is left to be seen I guess. But JP, AL, evade, camo and in some situations sprint all ruined gameplay in one way or the other.