EDIT:
Said thread
Said post:
> Bungie’s golden triangle is not important, it’s not a good guideline to follow. Yes, guns are important, as is the case with any shooter. And yes, grenades are a tool that can have a plethora of depth to them and are an important part of gameplay in Halo.
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> However, melee. It’s not important, at all. It makes the golden triangle a pointless cliche because it’s not a viable combat option most of the time. Melee combat is something you want to avoid because there is little depth to it, there is little you can do to influence the results of the encounter. The only situations where you should use melee are situations where it’s either a clear win to you (assassinations) or there are no other options, in other words, you are at point blank range. In any other case maintaining distance to the opponent is always a better option solely because those options offer more ways to outplay your opponent.
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> I don’t know if the golden triangle helped Bungie in their design of Halo, but I’ve personally always had a problem with the concept. As combat options, guns and grenades outweigh melee in a large majority of encounters and there is nothing that can be done about that because melee is fundamentally a close range ability and Halo is a mostly a long range oriented game.
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> What probably bugs me the most about the concept of the golden triangle is that it views combat from a very shallow perspective. It only concerns tools that inflict damage. It gives no thought to tools that you use to avoid damage. For that reason, I think a much more sensible golden triangle, if you really need to have one, is guns, grenades, movement. It actually says something about avoiding damage, and includes what I think is the single most fundamental aspect of Halo gameplay aside from aiming mechanics.
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> For solid gameplay in a shooter, all you need is solid movement and aiming mechanics. Even without any other weapons or abilities in the sandbox, it’s already fun and has a fine level of depth. Anything else you add to it is not mandatory for creating a shooter experience, but only works to further increase (or at least should increase) the depth of the game.
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> So, the golden triangle: cute, but not really a good tool to describe Halo.
A while back, a saw a thread discussing the so called golden triangle with someone saying we should return to it (Melee>Weapon>Grenade>Melee, or something along those lines), there was a response completely debunking this idea saying how they are in no way equal measures for each other and in fact Weapon probably > All but the others are there for support. I agree with this. But the golden triangle concept was named redundant.
After playing halo 3, I concluded that there is another golden triangle in place. (Note that this should not be used strictly but as a rule of thumb.)
Loadout weapons > Ordinance weapons (excluding snipers) > Vehicles > Loadout weapons
As always, there will be was to reverse the triangle (which is good to keep up skill and tactics) but this was a general feel I got while playing it.
Weapons like the BR, AR, magnum, carbine ect. did not do much damage to vehicles but are lethal for infantry. Ordinance weapons, although can be potentially more lethal for infantry (splaser) they seemed to be directed more for vehicles. An example would be the Rocket launcher/missile pod and the splaser. the Rockets do a lot less damage to infantry than they do in reach/4 and the splaser is hard to use close range (still is i guess), but against vehicles, are deadly.
Ordinance > Vehicles. Now I know that if you were to reverse the triangle, you would still get vehicle vs infantry, but still, the weapon that infantryman uses makes the world of difference. If the player only has a br, then they cannot take down a scorpion (with it) but a splaser/rockets? all the player needs is good cover.
Now I’m not saying that loadout weapons should outclass ordinance weapons in infantry combat as the weapon spectrum is VERY blurred. But I believe that ordinance weapons should be focused more on Anti-vehiclism.
As i said, the weapon spectrum is very blurred, but maybe that was one of the core reasons why halo 4 was unbalanced. Ordinance was more focused on infantry combat, (as was the game generally itself) which players needed to replace their loadout weapons with their more powerful counterparts as soon as they could.
Take Valhalla on halo 3, ordinance pickups included; sniper, shotgun, splaser and missile pod. half of those have an Anti-vehicle niche.
Take the most played map (and one of the reasons i stopped playing) on halo 4, Exile, ordinance pickups included; sniper, SAW, rocket, shotgun, railgun, beamfile, needler, splaser. 7 of those are anti-infantry weapons (included rocket as it has a larger damage radius than it did in 3) which is 87.5%.
One of the wishes which will show this concept to be working more is NICHE.
TL;DR:
-My opinion of halo 3:
Loadout weapon > Ordinance weapon > Vehicle > Loadout weapon
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Weapons need a purpose (niche) and to be unique not to be an all-rounder.
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Loudout-weapons should not be able to easily destroy vehicles
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With exception of the obvious Anti-Inaftry Ordinance (Shotguns and Snipers) ordinance should focus on being more Anti-Vehicles (like halo 3)
After writing this, it seems like there’s not much point asking a question, but just to ask your thoughts on the matter.
This is how i want halo 5 to be like. What do you think?

