I think Halo 4 needs to be Halo 4 not reach2.0 or Halo 3.5. But to ignore what the past game perfect is a fools endevor. Why reinvent the wheel? Halo itself is nothing but a little new stuff and an amalgamation of ring world, unreal tournament, and starship troopers. Harry potter is the same thing, not much new but rather the old done right and put together perfectly. Halo 4 needs to follow this tried and true method and perfect what has been done in halos prior while adding a few new thing.
the below are some of the biggest issues i think H4 should take from its predecessors.
What people fail to realize with a new Halo is that if The game is a FPS with MM there are fundamentals that need to stay due to name sake. McDonalds sells rice in the Philippines but it still sells Big Macs. The point is keep what works but add new things people will love but dont force it on them. Halo has already done EVERY FACET of its experience almost PERFECTLY atleast once in every game. I am going to make an argument as to what each game did the best and why it needs to come back.
1) the game should be built of CE kill times.
Lets face it guys, unless you want laggier games and uneven competition we need lots of players. Reachs dwindling population shows this, you either stomp or get stomped on or the game is wayyyyy laggier then when 300K players were on the week or 2 after release. CE kill times are the goldylocks zone between Reach and COD. Lets face it fast kill times are in, COD being 1&2 shows this since it is a central tennant of COD. But halo offers more with a chance to outskill a player who gets the jump on you. In reach one could AA their way out of trouble and bloom + 5sk and lack of 3 viable headshots on the last shot made kill times so long it drove many players away. COD is virtually hide and go seek. CE gave the first shot a huge advantage but good strafe, positioning, and weapon knowledge and grenade use could turn things around. Its the best middle ground of instakill COD kill times and agonizingly slow Reach kill times
2)duel weilding could be fantastic sub power weapons (GL or shotty)
H2 had this right, 2 SMGS give double firepower but thats were they got it right ends. Spawning with dual weildable weapons makes anyone on the map slightly longer a 1 SMG advantage over newly spawned players. It also as implemented in H2 made the game spray and pray and got rid of nade usage. I propose that any H3 duel weildable weapon should return but that the quantity of the dual weildable weapons be limited. In H3 and H2 duals were everywhere so in H3 they were nerfed. ALL DUALS with 1 min 30 sec-2min respawn and only 1 per map. One side of the map gets an SMG another side gets plasma rifle. A player who can manage to get both now is essentially a 2 man CQB-mid dynamo but hey they earned it like anyone who got rockets did.