Balance Is Bliss

Alright, the first half of my post will be my opinion on Halo being an Arena FPS. If you would not like to read it please continue to the second half where I talk about equipment.

Halo is an Arena FPS

Here’s two quick definitions of Arena and Class-Based Shooters.

Arena First Person Shooter: A sub-genre of FPS that makes every player spawn with the same weapons/abilities/everything. Other weapons, power ups and abilities are found on the map and picked up by the player.

Examples of Arena FPS: Halo CE-3, Quake, Unreal Tournament etc.

Class-Based First Person Shooter: a sub-genre of FPS that makes each player have to chose from a series of classes containing different weapons/abilities before or at the beginning of the game.

Examples of Class-Based First Person Shooters: Call of Duty, Battlefield, Team Fortress 2 etc.

Now, here’s the game I’m not sure where to put, because it seems like a different sub-genre I do not know, or what I like to call: a Hybrid.

Halo:Reach

It combines the aspect of weapons and abilities being on the map of Arena FPS, but adds the aspect of having to chose a class at the beginning of the game from Class-Based FPS.

Arena FPS games are specified in balance, and have always been known to be perfect for competitive gameplay. You can travel the map and take anything that you can find, and allows your experience to change however you feel fit at the time.

Class-Based FPS games are specified to make the character have the options to chose from many weapons/abilities before the game, but sacrifices the balance that most competitive gameplay is tailored to.

(Make it known I’m not an expert on all these different concepts, but I do know a lot about the games I’ve played: Halo, UT, CoD)

Alright, now that theory is done, let’s talk Halo. Throughout the years, Halo worked on improving the Arena style, and adding more things to experience on the map such as new weapons, and equipment added in Halo 3. The game was known as the top shooter on console for the longest time, and was even adopted by MLG as being their main competitive FPS game. Halo added things like Forge, which was accepted by many players as they made immensely competitive, or outrageously fun maps.

Halo:Reach started to adapt the class-based shooter aspects but attempted to keep it somewhat like an Arena FPS. We know what Halo games were better competitively, more fun to play with your friends, and had more sales.

Now, shouldn’t we consider Halo 4 as a sequel to Halo 3, and to still have the Arena FPS sub-genre as the original trilogy? We shouldn’t have to stand and watch 343 change the genre to one we know does not deliver the competitive thrill that Halo has always had. Halo has always delivered the Arena Sandbox concept by adding more to the experience of each game, unlike Class-Based shooters, which has the same weapons and experience each time you play.

Now I’m not bashing Class-Based shooters, because we know they are fun just like the Arena FPS games, but I don’t believe we need to sacrifice the balance that Arena FPS games clearly have better done than Class-Based Shooters.

On the other hand…

Halo 3 added Equipment, a wonderful idea that increases the Arena FPS experience. Since Halo 4 is the sequel of Halo 3, I think it should be safe to assume they wouldn’t scrap an idea that can be immensely improved and added unto.

So if you guys have any opinions on Halo being an Arena FPS game, or have any neat ideas of new types of equipment please post them.

Here’s an idea of a new type of Equipment for Halo 4:

A new type of bomb that makes the other player have to reload if they land in the blast radius.

(Not the best I know)

I half-way agree, while i’d like Halo 4 not to have Loudouts (except in customs and
invasion) and i dont mind sprint or bloom.

But i think that Halo reach is still balanced, even with AAs.

Those are my thoughts. :slight_smile:

> I half-way agree, while i’d like Halo 4 not to have Loudouts (except in customs and
> invasion) and i dont mind sprint or bloom.
>
> But i think that Halo reach is still balanced, even with AAs.
>
> Those are my thoughts. :slight_smile:

An opt opinion, so you’d like the Halo series to go halfway in-between Arena FPS and Class-Shooters, like Halo:Reach did.

On the balanced part, the skill gap is considerably smaller than all the other Halo games :\

We have the options to tweak the overall game and not force a particular playstyle. The problem with many Halo players is that they’re all trying to force a particular playstyle. There’s nothing wrong with loudouts that can’t be fixed with tweaking and frankly when Reach was released we should have been exploring the various gametype we could create based around the Loudouts rather then trying to alter the options to force everyone to play the game just like Halo 2.

> We have the options to tweak the overall game and not force a particular playstyle. The problem with many Halo players is that they’re all trying to force a particular playstyle. There’s nothing wrong with loudouts that can’t be fixed with tweaking and frankly when Reach was released we should have been exploring the various gametype we could create based around the Loudouts rather then trying to alter the options to force everyone to play the game just like Halo 2.

So certain playlists would be Arena FPS and certain would be Arena-Class-Based Hybrids. Load outs cannot be tweaked to give balance as much as even starts can.

EDIT: I’m completely ignoring Halo:Reach concepts being in Halo 4 because it is a sequel to Halo 3 though.

> > We have the options to tweak the overall game and not force a particular playstyle. The problem with many Halo players is that they’re all trying to force a particular playstyle. There’s nothing wrong with loudouts that can’t be fixed with tweaking and frankly when Reach was released we should have been exploring the various gametype we could create based around the Loudouts rather then trying to alter the options to force everyone to play the game just like Halo 2.
>
> So certain playlists would be Arena FPS and certain would be Arena-Class-Based Hybrids. Load outs cannot be tweaked to give balance as much as even starts can.
>
> EDIT: I’m completely ignoring Halo:Reach concepts being in Halo 4 because it is a sequel to Halo 3 though.

Maybe not playlists, but with the much better voting option we can have different gametypes per playlist. Personally if it was up to me, I would go into Team Slayer and Rumble Pit, remove Slayer DMR and Slayer Pro and repalce them with Slayer-AA pickup and Slayer-No AA.

Second, Loudouts can be balanced. This isn’t CoD where the options are up to the players whenever they want. The Loudouts can be balanced with appropriate AAs and weapons to match, as well as the number of different Loudouts. People complain about AL, but you could balance that out by giving the user a weaker weapon. Then they would need to still seek out other weapons to be more effective. The opposite team can also recognise the weapon their using and come to the conclusion of what AA they have. You just need to go into the options and play around a bit rather then declaring what does or doesn’t belong within the game.

Halo 4 can take this concept even further and have different health, shield strength, melee damage, movement, etc. for the Loudouts. The Jetpack allows you to fly but you can have slower movement speed to offset it.

> > > We have the options to tweak the overall game and not force a particular playstyle. The problem with many Halo players is that they’re all trying to force a particular playstyle. There’s nothing wrong with loudouts that can’t be fixed with tweaking and frankly when Reach was released we should have been exploring the various gametype we could create based around the Loudouts rather then trying to alter the options to force everyone to play the game just like Halo 2.
> >
> > So certain playlists would be Arena FPS and certain would be Arena-Class-Based Hybrids. Load outs cannot be tweaked to give balance as much as even starts can.
> >
> > EDIT: I’m completely ignoring Halo:Reach concepts being in Halo 4 because it is a sequel to Halo 3 though.
>
> Maybe not playlists, but with the much better voting option we can have different gametypes per playlist. Personally if it was up to me, I would go into Team Slayer and Rumble Pit, remove Slayer DMR and Slayer Pro and repalce them with Slayer-AA pickup and Slayer-No AA.
>
> Second, Loudouts can be balanced. This isn’t CoD where the options are up to the players whenever they want. The Loudouts can be balanced with appropriate AAs and weapons to match, as well as the number of different Loudouts. People complain about AL, but you could balance that out by giving the user a weaker weapon. Then they would need to still seek out other weapons to be more effective. The opposite team can also recognise the weapon their using and come to the conclusion of what AA they have. You just need to go into the options and play around a bit rather then declaring what does or doesn’t belong within the game.
>
> Halo 4 can take this concept even further and have different health, shield strength, melee damage, movement, etc. for the Loudouts. The Jetpack allows you to fly but you can have slower movement speed to offset it.

I don’t want to have to sacrifice my movement speed and shields to use things I don’t want to. I don’t think that should happen, but they should affect the Armour Ability itself. Unfortunately though, it’s impossible to completely balance different starts… It’s why games like Quake and UT were so good. They had so many things to do throughout the map that it was so crazy and competitive. They better player always beat the other. Unfortunately, that doesn’t happen in Halo:Reach and shouldn’t happen in Halo 4.

EDIT: Your last paragraph gives me chills. I REALLY don’t think we need more class-based shooters when we already have like 5, but almost no arena shooters…

Very nice post, OP. Reach really lost its identity, as most outcast black sheep do of families. Hopefully, Halo 4 will be a solid Arena Style shooter so we have Halo again.

Great post. I completely agree with you.

Frankie said Armor Abilities were an evolution of Equipment, and that in Halo4 we will use an evolution of Armor Abilities.