Classic playlists in H4 need NO Bloom period

This also includes automatic weapons like the Assault Rifle and removing bloom off the Sniper Rifle to improve skill. Bloom should not exist in a playlist that is trying to replicate the feeling of Classic Halo games.

Also the Kill Times need to be sped up to Halo CE levels. Make the BR, DMR and Pistol 3 shots to kill, the Covenant Carbine 4 shots and buff all other weapons to compensate. Also increase the movement speed and jump height enough that it feels like your Sprinting without Sprint.

This needs to happen, Halo Reach had the worst Classic modes ever and Halo 4 needs to bring back that Classic Halo feel.

For 1, bloom is almost nonexistent in halo 4. The only weapons that really have bloom are the automatics, which have had bloom/spread since CE. There just wasn’t any visual representation of it until reach.

2, the problem with classic gametypes in reach was that the gametypes were made to feel exactly like the older games. You can’t change all the base mechanics, or else it will work terribly. The game is not built to play like CE, so forcing it to will do nothing but fail.

All the classic playlist needs is the removal of AAs and armor mods, and it will be classic enough to work. Any more, and it would most likely fail, just like it did in reach.

All of these suggestions sound like terrible ideas.

> This also includes automatic weapons like the Assault Rifle and removing bloom off the Sniper Rifle to improve skill. Bloom should not exist in a playlist that is trying to replicate the feeling of Classic Halo games.
>
> Also the Kill Times need to be sped up to Halo CE levels. Make the BR, DMR and Pistol 3 shots to kill, the Covenant Carbine 4 shots and buff all other weapons to compensate. Also increase the movement speed and jump height enough that it feels like your Sprinting without Sprint.
>
> This needs to happen, Halo Reach had the worst Classic modes ever and Halo 4 needs to bring back that Classic Halo feel.

The automatic weapons have always had shot spread. Bloom is just a representation of that shot spread on screen to show the player the extent of their accuracy.

And how is making the Sniper Rifle as accurate as possible meant to improve skill?

I’m not actually sure whether you’re trolling or not. Your post seems ridiculous.

Please leave.

> All of these suggestions sound like terrible ideas.

Yep

> All of these suggestions sound like terrible ideas.

> Bloom should not exist in a playlist that is trying to replicate the feeling of Classic Halo games.
>
> Also the Kill Times need to be sped up to Halo CE levels. Make the BR, DMR and Pistol 3 shots to kill, the Covenant Carbine 4 shots and buff all other weapons to compensate.
>
> Also increase the movement speed and jump height enough that it feels like your Sprinting without Sprint.

  1. I agree, just use bloom-less weapons like the BR. I don’t know what would be done with the Magnum, though.

  2. No, speeding up killtimes to CE levels won’t help the game. A 4-shot Carbine? That just may be the most OP weapon I’ve ever heard of (besides the nuke-launchers and automatic rockets of Custom Edition). I think upping killtimes slightly would be fine, but they’re at Halo 2 levels as-is. If damage was increased enough to bring the BR to a 4-shot, killtimes would be faster than Halo 2’s (because of the BR’s faster fire rate in Halo 4) across the board, but not too fast, to the point where it removes much of the skillgap (which a 4-shot Carbine would do).

  3. No. Though Halo has always had fast movement speeds, moving at sprint speed constantly would not emulate ANY Halo game made to date. It’s just too fast. Movement speed in Halo 4 is Halo 3’s default, which means you’ll barely have to increase movement speed, if at all, for a more “classic” feel.

> All of these suggestions sound like terrible ideas.

> All of these suggestions sound like terrible ideas.

Agreed, although only using bloom-less weapons in classic playlists seems fine.

BLoom should probably stay in the classic playlist for these reasons:
-DMR is the only semi-auto weapon with it and it would be far too cheap without it (not to mention there is minimal bloom on it)
-The only other weapons its on are automatic primaries (AR, Storm rifle, and probably suppressor), and this has been the case in all halo games

The only things a Classic playlist needs are the following
-no loadouts
-no AAs
-AR and magnum with frags start (br and Ar frags on big maps)
-Re-supply built in (pick grenades off of bodies)
-Sprint off (maybe)
-Map powerups

Weapon balancing probably shouldnt be changed either. They are all balanced to properly go with the rest of the sandbox, so making those weapons that strong would ruin it.

ALSO: FYI, i have played halo since halo 2, and i do own all of the games now. SO i know how the old games were. I loved the classics, and i am really liking halo 4

Theres no bloom on the sniper whatsoever (watch UNSC weapons vid), also the bloom in the game is just visual and meant to represent spread. The game will have minimal aim smoothing, aim assist, bullet magnetism and fast strafing, high base movement speed/jump height, no fall damage, no scope medals!!!, revamped spawn system, all this suggest a very skillful/fast paced gameplay.

Bloom shouldn’t be an issue.

It is very toned down in Halo 4, and the Automatic weapons have always had it, Bloom just shows it.

As said before me, changing all the base mechanics will make the classic playlist fail. That was Reach’s problem with the classics, it tried to make them play like another game. A game Reach was not made to feel like.

To make it a good classic playlist, you need to alter the stuff on top, not on bottom. As in, take out Loadouts and everything associated with them, make the weapon spawns static and make weapons on the map, and possibly take out sprint. Thats all you really need, going further will cause other problems. Take some weapons out if needed, but don’t change too much.

And from your suggestions, your idea of classic is really fast kill times with many overpowered weapons? It still has to be playable. 4 shot carbine? You kidding?

It can be pretty easy to make a decent/good classic playlist. Change the stuff on top, leave the core game alone. Change too much and it doesn’t work. Change too little and it won’t be classic enough.

If you’ve payed attention you already know that the bloom on the DMR (the only headshot weapon with bloom as a matter of fact) is negligible and seems it may even be only cosmetic in nature.automatic weapon bloom makes them more effective because you can play smarter with them. The system for assault rifle bullet spread was horrible in halo 1, only effective in relatively close range. Halo reach’s AR could beat an imperfect DMR shot when used correctly at a fairly decent range, with it’s effectiveness increased the closer you got.

Classic just needs to drop all the additional stuff, like AAs and armor mods, and it’ll probably be well off. We’ll see, though.

> Theres no bloom on the sniper whatsoever (watch UNSC weapons vid), also the bloom in the game is just visual and meant to represent spread. The game will have minimal aim smoothing, aim assist, bullet magnetism and fast strafing, high base movement speed/jump height, no fall damage, no scope medals!!!, revamped spawn system, all this suggest a very skillful/fast paced gameplay.

Amen.

> For 1, bloom is almost nonexistent in halo 4. The only weapons that really have bloom are the automatics, which have had bloom/spread since CE. There just wasn’t any visual representation of it until reach.
>
> 2, the problem with classic gametypes in reach was that the gametypes were made to feel exactly like the older games. You can’t change all the base mechanics, or else it will work terribly. The game is not built to play like CE, so forcing it to will do nothing but fail.
>
> All the classic playlist needs is the removal of AAs and armor mods, and it will be classic enough to work. Any more, and it would most likely fail, just like it did in reach.

The DMR has bloom (it’s just WAY nerfed) and the magnum has bloom (which is needed for balancing it)

> Bloom shouldn’t be an issue.
>
> It is very toned down in Halo 4, and the Automatic weapons have always had it, Bloom just shows it.
>
>
>
> As said before me, changing all the base mechanics will make the classic playlist fail. That was Reach’s problem with the classics, it tried to make them play like another game. A game Reach was not made to feel like.
>
> To make it a good classic playlist, you need to alter the stuff on top, not on bottom. As in, take out Loadouts and everything associated with them, make the weapon spawns static and make weapons on the map, and possibly take out sprint. Thats all you really need, going further will cause other problems. Take some weapons out if needed, but don’t change too much.
>
>
> And from your suggestions, your idea of classic is really fast kill times with many overpowered weapons? It still has to be playable. 4 shot carbine? You kidding?
>
> It can be pretty easy to make a decent/good classic playlist. Change the stuff on top, leave the core game alone. Change too much and it doesn’t work. Change too little and it won’t be classic enough.

yep everything you said is like the same as i did. We think alike :stuck_out_tongue:

> If you’ve payed attention you already know that the bloom on the DMR (the only headshot weapon with bloom as a matter of fact) is negligible and seems it may even be only cosmetic in nature.automatic weapon bloom makes them more effective because you can play smarter with them. The system for assault rifle bullet spread was horrible in halo 1, only effective in relatively close range. Halo reach’s AR could beat an imperfect DMR shot when used correctly at a fairly decent range, with it’s effectiveness increased the closer you got.
>
> Classic just needs to drop all the additional stuff, like AAs and armor mods, and it’ll probably be well off. We’ll see, though.

I agree, although powerups should be on-map as well as weapons. One default loadout should be provided (and no custom ones allowed) with a BR and AR, frags, no AA, and the modification that lets you pick up grenades off of bodies (idk what the other modification should be).

> > For 1, bloom is almost nonexistent in halo 4. The only weapons that really have bloom are the automatics, which have had bloom/spread since CE. There just wasn’t any visual representation of it until reach.
> >
> > 2, the problem with classic gametypes in reach was that the gametypes were made to feel exactly like the older games. You can’t change all the base mechanics, or else it will work terribly. The game is not built to play like CE, so forcing it to will do nothing but fail.
> >
> > All the classic playlist needs is the removal of AAs and armor mods, and it will be classic enough to work. Any more, and it would most likely fail, just like it did in reach.
>
> The DMR has bloom (it’s just WAY nerfed) and the magnum has bloom (which is needed for balancing it)

yep. pistols shouldnt be useful anyways. they should more like a last resort option than a main choice

> > For 1, bloom is almost nonexistent in halo 4. The only weapons that really have bloom are the automatics, which have had bloom/spread since CE. There just wasn’t any visual representation of it until reach.
> >
> > 2, the problem with classic gametypes in reach was that the gametypes were made to feel exactly like the older games. You can’t change all the base mechanics, or else it will work terribly. The game is not built to play like CE, so forcing it to will do nothing but fail.
> >
> > All the classic playlist needs is the removal of AAs and armor mods, and it will be classic enough to work. Any more, and it would most likely fail, just like it did in reach.
>
> The DMR has bloom (it’s just WAY less) and the magnum has bloom (which is needed for balancing it)

EDIT: Why did I just quote myself?