Break the game?

How and what do you think some players will attempt (and perhaps succeed) in breaking Halo 4? Not physically lol.

From the information we’ve received so far, what do you think most players will be doing that will trend into a “noob” play?

Hiding. Always hiding.

And betraying for power weapons.

I hope to god that the “noob combo” isn’t going to be powerful, or else that could be the next really annoying thing.

team hiding with auto sentry and regen.

PV, Jetpack, and camping are my biggest concerns =P

  1. Sprinting and double meleeing.

  2. Thrust in-double melee-thrust out.

  3. Hardlight shield team formations.

Something to do with armor abilities.

> 1. Sprinting and double meleeing.
>
> 2. Thrust in-double melee-thrust out.
>
> <mark>3. Hardlight shield team formations.</mark>
>
> Something to do with armor abilities.

congrats, you have given me many ideas now!

Imagine an entire Active Camo team with that ability that allows them to NOT be knocked out of scope when shot at.

In Big Team Battle.

;-;

Oh im gonna get my team to go full on 300 mode with the hardlight shield!

> 1. Sprinting and double meleeing.
>
> 2. Thrust in-double melee-thrust out.
>
> 3. Hardlight shield team formations.
>
> Something to do with armor abilities.

A) You are slowed down when you are getting shot while sprinting.
B) Damage bleeds through shields. This makes double meleeing useless as other player can just put few rounds to sprinter and then finish him off with melee.

If someone manages to double melee you with thruster pack then he is a pro or you are bad. Nothing “nooby” here.
Also recharge time doesn’t allow thrust pack user to come in and vanish quickly.

You mean this? Too bad that single grenade blows up HL shield users. :confused:

You know I think most people are worried about AAs, I think someone with regen and 2 people with HLS could prove to be formiddable. Its really based on what you consider breaking though for example if someones about to die they could tell teammates to make a hardlight wall and use regen, is this breaking or is this strategy. Its all interpretation you see.

> Imagine an entire Active Camo team with that ability that allows them to NOT be knocked out of scope when shot at.
>
> In Big Team Battle.
>
> ;-;

Yeah. It’s things like this that make me pretty concerned about certain combinations of armor upgrades (or whatever they’re called).

I’m also a little concerned about things like Sprint + Camo + Sword. It’s not a good combination.

And on a more general note, I still just think the amount of systematic unpredictability that these Specializations/Support/Tactical packages/upgrades etc. will introduce, will lead to some pretty random, luck-based outcomes, whereby the contribution that individual skill brings to the table will be out-weighed by what option someone chose in a menu.

But I guess that’s a little OT and slightly against your philosophy (judging from your other thread).

> > 1. Sprinting and double meleeing.
> >
> > 2. Thrust in-double melee-thrust out.
> >
> > 3. Hardlight shield team formations.
> >
> > Something to do with armor abilities.
>
> 1.
> A) You are slowed down when you are getting shot while sprinting.
> B) Damage bleeds through shields. This makes double meleeing useless as other player can just put few rounds to sprinter and then finish him off with melee.
>
> 2.
> If someone manages to double melee you with thruster pack then he is a pro or you are bad. Nothing “nooby” here.
> Also recharge time doesn’t allow thrust pack user to come in and vanish quickly.
>
> 3.
> You mean this? Too bad that single grenade blows up HL shield users. :confused:

  1. I have, on multiple occasions, seen the herpaderp gameplay where people sprint and go for the melee kill. This happens because sprint is built in, lasts longer and because the guns are too weak to do anything themselves.

  2. Even if you can’t thrust away after going towards somebody, people will still do it to get the melee off rather than use their GUN in a SHOOTER.

  3. Your link is broken. Even if people can’t break the game with HS, they’ll use PV instead.

I’m sorry you cannot recognize problems with awful game mechanics.

> > Imagine an entire Active Camo team with that ability that allows them to NOT be knocked out of scope when shot at.
> >
> > In Big Team Battle.
> >
> > ;-;
>
> Yeah. It’s things like this that make me pretty concerned about certain combinations of armor upgrades (or whatever they’re called).
>
> I’m also a little concerned about things like Sprint + Camo + Sword. It’s not a good combination.
>
> And on a more general note, I still just think the amount of systematic unpredictability that these Specializations/Support/Tactical packages/upgrades etc. will introduce, will lead to some pretty random, luck-based outcomes, whereby the contribution that individual skill brings to the table will be out-weighed by what option someone chose in a menu.
>
> But I guess that’s a little OT and slightly against your philosophy (judging from your other thread).

I hear you. There will definitely be some times where a team, or an individual will win because of the AA they chose and used as a crutch(to balance out their inferior individual skill) will cause them to win, by chance. But I’ve been questioning why we tend to only see the more casual players gaining an advantage out of stuff like this, and not the more competitive players. Maybe cause we know like we don’t need it? I can only speak for myself, but I feel pretty confident in taking down anyone without using an AA as a crutch to help me, which is why I’m pretty good at H3. In Reach, I only stuck to Sprint. Don’t forget that although these AA’s may give causal, nooby players more of a chance, we can further use it ourselves to heighten our dominance.

This is why I want to have a set-stacked party, ready to search and win every game. My buddies I and have real good teamwork, and even when we think the opposing team is being really corny, we outskill them in whatever they attempt to do. So yeah, some teams are gonna get lucky wins, no doubt. But an even better team or a really good individual will still come out on top, IMO anyway.

> I hear you. There will definitely be some times where a team, or an individual will win because of the AA they chose and used as a crutch(to balance out their inferior individual skill) will cause them to win, by chance. But I’ve been questioning why we tend to only see the more casual players gaining an advantage out of stuff like this, and not the more competitive players. Maybe cause we know like we don’t need it? I can only speak for myself, but I feel pretty confident in taking down anyone without using an AA as a crutch to help me, which is why I’m pretty good at H3. In Reach, I only stuck to Sprint. Don’t forget that although these AA’s may give causal, nooby players more of a chance, we can further use it ourselves to heighten our dominance.
>
> This is why I want to have a set-stacked party, ready to search and win every game. My buddies I and have real good teamwork, and even when we think the opposing team is being really corny, we outskill them in whatever they attempt to do. So yeah, some teams are gonna get lucky wins, no doubt. <mark>But an even better team or a really good individual will still come out on top, IMO anyway.</mark>

I hope you’re right. As I’ve said on previous occasions, I’m not particularly bothered about unpredictablity on an individual level - i.e. decision making, map movement and the coordination of these things, which translates into great teamwork (in fact, I love this element of gameplay, though I don’t get to experience it often enough, as I play solo most of the time), but I am concerned about systematic unpredictability. i.e. on an overall, global level I’d prefer to know that when I do X, Y happens. Which is something that looks set to be somewhat gone, certainly in many of the “evolved” gametypes.

And I’m with you on the exploitation level. I’m absolutely sure that some of these combinations will be abused on such a level by highly skilled players and coordinated teams, that Reach’s quit ban record will simply pale in comparison with that of Halo 4.