I’m going to leap off of killmachine’s post and continue the discussion of TTK, because I think it’s the single most important discussion for the future of this franchise.
First things first: your average Halo player, who likely really began their multiplayer experience with Halo 2 or Halo 3, is not going to agree with this. At all. That player is going to espouse the mantra that Bungle established from Halo 2 to Halo Reach: that long TTKs make things more “interesting” and allow “more things to happen”.
Which is fine on paper, but there are two problems:
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It’s not true (which we’ll discuss)
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It’s no longer marketable, especially in the post-CoD world.
To elaborate on point number one, the fundamental flaw of >1 sec killtimes is simple: nothing interesting happens, players simply are allowed more time to escape. Which they do, until their teammate comes to bail them out. Which isn’t a bad thing, but the problem is that with the current killspeeds, this type of teamshot is the only viable ststrategy in the metagame. Players from Diamond and upwards are simply not going to allow you to best them through individual effort, and from Onyx and up you can forget it. It’s why this game is a nightmare to play solo. Say what you will about CoD, but it’s satisfying to know that I can be matched solo against clans and pick them apart through individual skill. Which takes me to point two.
Bullet sponge, whack-a-mole, teamshot gameplay is simply not marketable anymore. Your competitive scene wants a faster TTK because we miss seeing raw individual skill as a prominent factor in the meta game. But more importantly, look at the silent masses who have simply abandoned this franchise. No matter which shooter surges, they all have one thing in common: fights are resolved, instead of devolving into endless retreat and bait and switch gameplay. There’s a reason Bungie abandoned that philosophy when they made Destiny. There’s a reason other games with lengthy TTKs, such as Gears of War, don’t enjoy enduring populations: its just not fun to watch your battles slip away to retreat.
I suspect you already know this. After all, Halo 5 does have a quicker TTK than any since CE (.6 sec perfect kill), with the H5 magnum currently sitting around a 1.2 second perfect kill. And to be fair, I enjoy it! It’s nice to see fights resolved, unlike Halo 3 and Reach. There’s just one problem: the Spartan Abilities, designed to create a fast-paced game, have backfired. That 1.2 seconds seems quick, but when an enemy can simply thrust to cover and sprint to a teammate, it’s a lifetime.
The solution, to me, is simple: buff the Magnum to a 4sk at roughly 1 second even perfect kill. This is still infinitely longer than CoD, longer than CE, and more than long enough to maintain teamshot as a crucial team skill. Readjust the ROF of all precision weapons to stay proportionate and then cut bullet magnetism across the board. I cannot stress this enough. This is where your “interesting moments” come from: the ability for a player to quickly and skillfully execute.
I don’t expect most to agree with this. I was lucky enough to get to LAN Halo CE at a fairly high level for a long time, and it defines my love of the franchise. I won’t hide my bias: I want Halo 5 to use CE as its core inspiration. I understand that there will always be the drive to modernize, and that’s fine. But if we create a faster, more skillful game, that drive to modernize (such as Spartan Abilties) will come much more naturally (CoD went from a WW2 shooter to flying cyborgs and no one batted an eye; we can’t even agree on sprint).
And by the way, you wanna fix doubles and FFA? It’s simple: empower the individual. Do that, and those playlists will be fixed. And if you don’t agree, think about this: why are double digit assists still a problem in 6 man FFA? The answer is simple: teamshot Halo means teamshot FFA, which should show you what individual effort currently counts for.