Constructive criticism of issues in Halo 4

Hopefully 343i will read this post.

Okay I’ll be dividing this post(s) into sections

Section A will be Campaign/Spartan Ops, Section B will be Multiplayer Matchmaking, subdivided into gameplay, weapons/loadouts, maps, gametypes, and miscellaneous.

Please don’t post comments along the lines of TLDR, go to COD, adapt, etc. I’m merely offering my opinions on gameplay and possible solutions to things I see as issues.

Section A

A beautifully done campaign in my opinion, but not without its faults, such as the lack of theatre for campaign (and SpOps) and the lack of different setting for different difficulties. For example CE had a longer recharge time for shields on Easy, compared to legendary.

Also the lack of a flashlight is annoying at times, and is also non canon (Same armour, no flashlight…)

Weapon despawning is also frustrating here, but I’ll brteach that topic under Miscellaneous, as it a problem across all modes of gameplay

Finally, there is little out of the map areas, something that used to be an exciting thing for some people, to discover how to get out of the map, find hidden easter eggs, etc. With this gone, part of Halo since CE has gone…

Spartan Ops however, while I do like the backstory it tells, gameplay itself is rather boring and repetitive. To get what I’m saying, I’ll compare it to Firefight.

Spartan Ops, the enemies spawn in the same location, no matter how many times you play the mission. Firefight however, enemies spawned in different locations from time to time, making each game unique and different.

Sadly Spartan Ops lacks this, perhaps for Season 2, something can be done to make it less repetitive?

Section B

Gameplay
Major issues here are lag, blackscreen, personal ordnance and global ordnance.

Lag
Ok, everyone hates lag, but I understand that some lag will always be present in Halo 4, unless playing System link.

The issue here is the amount of lag in some games is unacceptable, the level that you can’t compensate for (ie: by leading your target a little, etc), with no change in host, leading to some players gaining very easy kills.

I don’t expect miracles from Halo 4 about lag, but if the game is lagging, especially for other players in your party, then it is clear that there is a porblem with the server not identifying that a different host is needed.

Finding a solution to this will definitely make more players enjoy the gameplay.

Blackscreen
Issue here is that it doesn’t seem to be consistent with the players in the game, in that some may go to blackscreen, while others may not.
Also, some players return from blackscreen much quicker than others.

The solution needed here, is that all players need to go to blackscreen and leave blackscreen at the same time. This ensures that some players do not get easy kills/die unfairly, when other players are on blackscreen.

Personal ordnance
No issue with the idea itself, however I believe that gameplay could be more balanced if personal ordnance items are ranked into tiers. For example, tier 1 items would be available as the first ordnance, and anything from both tier 1 and 2, available for the second ordnance, etc

Tier 1 items would be shotguns, overshield, speed boost, SAWs, etc, items that still give the reciever an advantage in combat, but are not a game changer, such as binaries, Icannons, etc.
Tier 2 weapons would include anything not ranked in tier 1, such as binaries, Icannons, rockets, damage boost, snipers, and so on.

Also perhaps ammunition for your loadout weapons should be ofered as ordnance as well?
I believe that this is a better system of rewarding players, in that those who achieve a second ordnance, compared to the current system, where one player may only recieve, say speed boosts, needlers, grenades from all three ordnance, where another player may get a binary, ICannon and sniper from three ordnances as well.

This is hardly fair, both in individual and team based games, and I believe the above solution is a reasonable and feasible idea.

Global ordnance
Only issue here is in conjunction with the Ammo support package.
Players who pick up global ordnance, should not have extra ammunition compared to those who simply do not have the Ammo mod.
Other than that, global ornance is a great idea, preventing as much camping for power weapons as in previous Halo titles.

Bullet magnetism/aim assist
The aim assist in Halo 4 is well above the level of previous Halo games. While some degree of aim assist is necessary the compensate for latency issues, the sticky aim assist in Halo 4 has a negative effect in gameplay, making shots hit with certain weapons far too easy. For example the aim assist makes the unscoped sniper kills much easier than in Reach (personal experience here), while the DMR is the jack of all trades weapon, where the aim assist makes shooting at long distances unscoped much too easy.

Bullet magnetism is less of an issue, however, with certain weapons such as the sniper, the difference between the scoped and non scoped shots can be clearly seen. For example, stand a reasonable distance away for another player and unscoped, aim at their head until the reticule is just red. Zooming in now, will show that in fact the sniper is aiming at a point a fair distance above the other players head.
The Assault rifle also suffers from bullet magnetism, making bullets from a fully dilated reticle at fair distances, hit their target more often than they should.

The solution here is to reduce the level of aim assist and bullet magnetism to a level slightly above Reach’s, to compensate for the slight increase in latency.

Weapons/loadouts

DMR
Too much of a jack of all trades weapon, (See aim assist/bullet magnetism secton) Currently, no other weapon can consistently beat a good DMR wielder, perhaps with the exception of the light rifle in scope.
Reducing Bullet magnetism/aim assist, should weaken this weapon slightly, just enough to make it on an even level with the other primary weapons.

Sniper
As mentioned before in the bullet magnetism/aim assist section, the sniper is perhaps overpowered compared to previous variants. Again reducing aim assist and bullet magnetism should bring it back on par with previous Halo games, a powerful weapon, but you need some skill to use it proficiently.

SAW
This weapon is currently a fraction overpowered, due to its reasonably high accuracy at fair distances. Also in CQC is slightly OP, due to its massive ROF.
Reducing bullet magnetism will solve the first issue, while a 5% reduction in ROF, should make it more balanced in CQC.
No other problems, a very nice weapon introduced in Halo 4.

Covenant carbine
Not on par with the DMR at the moment and somewhat outclassed by the BR and Lightrifle also. A very small increase in ROF (No more than 5%) should remedy this, making it a viable alternative to the other primary ranged weapons.

Concussion rifle
No issues as such, apart from its scarce appearances as personal ordnance and also on maps. (I believe that Landfall is the only map that has this as a map weapon drop)
Would like to see more Concussions rifles in game, partly because of the commendation, but also since they are an interesting weapon on the battlefield.

Suppressor
Perhaps this weapon may benefit form a slight reduction in the time for the reticule to fully bloom. Other than that no issues with this weapon.

Scattershot
Compared to the shotgun, with a near identical one shot kill range, the Scattershot fires at a far higher rate than the shotgun. Reducing the ROF by about 20% would make it more balanced compared to the shotgun.

Incineration Cannon
I understand this is meant to be a powerful weapon, but considering it has the capability to destroy ANY vehicle in the game makes it overpowered in my opinion. No other weapon has this power, not even the Spartan laser, hence the Incineration cannon would be much more balanced in it recieved a damage reduction to the point where it can no longer destroy a Scorpion or Wraith (full health) with a single shot.
Simply too much of a power weapon in the game, especially on maps prone to frequent Incineration cannon drops such as Meltdown.

Active Camoflauge
Two major issues here are that the person in camo can stay near invisible until about three shots have hit them, giving them an unfair advantage, as it makes them a lot harder to hit if they are moving slightly.
Second issue is that Active camo dots are now light blue instead of red. This means that a person in active camo has increased awareness compared to Reach, added with their near invisibility, gives them an unfair advantage. For example, in Reach, a red dotted radar meant that the person in camo was more prone to being crept up on, compared to Halo 4. This was a fair trade off, for becoming near invisble, balancing gameplay.
The solution here is simple. Introduce a red dotted radar for the player using active camo, while the blue dots remain for other players, meaning that team players do not have their radars clouded as in Reach.
Also, perhaps modify active camo, so that if the person is shot once, they are immediately visible, rather than continuing to have camoflauge until they are shot twice more as in Halo 4.

In my opinion the first is the priority update, whereas the second one is optional.

Jet Pack
Seems inferior to reach’s version, specifically in usage time. (Also doesn’t look as good in my opinion). Needs an increase in usage time, as its current usage time is less than its Reach counterpart.

Hardlight shield
Only issue is that it can deflect near everything that is thrown at it.
It should be made susceptible to high speed Banshee and Wraith splatters and also direct hit Scorpion and direct shots. Other than that, works perfectly fine in gameplay.

Ammo (Support package)
No issues when used for personal ordnance and weapon capacity, however when used concerning global ordnance it seems unfair that one player will recieve more ammo than another for picking up the exact same weapon (See global ordnance section)

I would have to say I dislike it when there is a Host Migration and your classes get set back to the first on the list.
It is really annoying when your on a roll with a certain weapon.

Also Promethean Vision not lasting long enough.

Still a Awesome game though.

Maps
Adrift
Only issue here is in CTF. The flag plates are in the field of fire from both man cannons, perhaps they need to be moved inwards a little?

Exile
The blue warthog spawns need to be moved, perhaps to the far right of Charlie base. This is necessary since Blue team has immediate access to the gauss warthog, while red team needs time to get to the scorpion tank, and by that time, the gauss hog has already killed half of red team with little effort.
Basically if the Scorpion and Banshee aren’t immediately accessible from the beginning, then why should the powerful gauss hog be?

Meltdown
Personally I believe this map is too small for twin Mantises, but the major issue here is that far too many incineration cannons and binary rifles spawn on this map. This needs to be addressed these weapons are too easy to get kills with on a map like this.

Solace
Personally I don’t like this map, for the following two reasons.
The sword is too close to the incineration and is the 4th power weapon on the map, after the Icannon and snipers. Please do not post that it is the counter to the Icannon or snipers, because it is not, since the sword wielder will be dead long before they get close to them…

Also the sniper are badly placed, they should be moved to behind the central columns of the balconies. At the moment, if one team is more than a second late in getting to their sniper, they have nearly lost that weapon for good, which seems very unfair as it may be a variety of reasons why they weren’t wuite as fast, such as team jostling, etc.

Remove the sword and move the snipers and this will be a very balanced map.

Harvest
Too many vehicles in my opinion for a 4v4 map, removing a warthog should balance this map out more.

Why bother mentioning Campaign if you’re not even going to address it?

Some of my Campaign gripes (from ‘why the -Yoink- is this’ to ‘I can understand why’):

-no theater
-no scoring
-unlike CE PoA, Dawn doesn’t accommodate for difficulty changes
-vehicle runs
-long shield recharge wait time (or stun time). Not to mention it’s static across difficulties. In CE, the shield had an overall long recharge only on lower difficulties
-scenery objects (they feel like they’ve changed for the sake of change)
-low jump height. If this is supposed to make Chief feel like a tank, it’s not working for me
-no flashlight
-nearly non-existent out of map
-fast deloading (weapons, AI)

I agree with a lot of what you’re saying except the changes to non-loadout weaponry. They don’t really need changing since no one spawns with them IMO.

Playlists
Infinity slayer
Only issue is that mentioned with in the personal ordnance section, other than that, no problems

Big Team Infinity Slayer
Small issue with the gauss hog on Exile (See Exile section), however a major issue with plasma pistols being in the loadouts.
Considering BTB has always focused on vehicle combat, having PP in the loadouts effectively counter vehicles, making people unwilling to drive warthogs, fly banshees, etc.
The PP should be a map drop for BTB, and not allowed in BTB loadouts.

SWAT
Considering the Magnums high ROF and reasonable accuracy, it should be removed from SWAT

Regicide
Issues both concerning the king and the bounty are apparent here.

Other people have also mentioned that it is hardly fair when one person wins only by killing the king and goes negative K/D etc.
Seems to detract from the slayer aim, instead turning into a kill the king, die as juch as you want and still win…
Not sure how to fix this, but something should be done.

Also, there should be a delay before transferring the “king label” to the new king, since if you’ve just become king, and have no shields, etc, you will easily be killed. # seconds of grace or so, will give you just enough time to work out what to do as the new king.

Finally overshield is awarded too early, the time limit should be increased to 45s survival time.

Grifball
Three issues.
Grifball lags too much at the moment. I know its always lagged more than other gametypes, but currently its a very rare thing to have a game that doesn’t lag much…

Also the gravity hammer seems to be able to simultaneously block a sword lunge and kill the sword wielder. Needs to change. The end.

Finally the capture plate zone needs to be lowered. You hyave to run across the plate, not float above it and still score. For mobvious reasons this needs to change.

Flood
The thruster pack lunge needs to change. That is you must have finished thrusting before being able to lunge at a player.

Also issues where some players spawn as spartans yet are labelled as enemies, the issue where some players spawn with the wrong weapons, etc need to be addressed.

Finally individual colours should be brought back, after all it is an individual game at its base.

Team objective
No issues, except that team regicide should be removed from the playlist, as it is purely a slayer based game.
4v4 CTF should take its place, along with 5v5 CTF remaining as a stand alone playlist

Dominion
Okay, I understand that power weapons are the focus of Dominion, but its has far too many power weapons dropped as resupply…
If it basically comes down to who has the rocket launchers will win, then bring back Splockets…

My solution to the problem is continue dropping the current amount/type of power weapons as resuuply, however limit the ammunition to the starting clip, with exceptions to the sniper and SAW, and with the ammo mod not applying, except for total capacity of the weapon.
That is a rocket will have only the original two rockets, a shotgun only 6 shells, a sniper 8 bullets total, and a Saw 144 rounds total.

It would introduce a strategic elemtn into the game, instead of simply firing rockets left right and centre, dying then waiting for a resupply and repeating… You would have to pick your shots, not blindly fire, spray and pray, etc.

> Why bother mentioning Campaign if you’re not even going to address it?
>
> Some of my Campaign gripes (from ‘why the -Yoink!- is this’ to ‘I can understand why’):
>
> -no theater
> -no scoring
> -unlike CE PoA, Dawn doesn’t accommodate for difficulty changes
> -vehicle runs
> -long shield recharge wait time (or stun time). Not to mention it’s static across difficulties. In CE, the shield had an overall long recharge only on lower difficulties
> -scenery objects (they feel like they’ve changed for the sake of change)
> -low jump height. If this is supposed to make Chief feel like a tank, it’s not working for me
> -no flashlight
> -nearly non-existent out of map
> -fast deloading (weapons, AI)

Thanks for that, I’ll edit the first post to include most of these points!

Oh wow, I don’t know if I can be bothered to take the time to refute every point I have a problem is. But I’ll start with the main one.

Lag. Ok, you seem to have no idea how this mainly works. It’s not usually a simple problem of, “It’s lag, always been there”. The problem is most obvious to everyone living outside the US. That is the inability to choose an option to search for a LOCAL HOST and play with games in your own REGION. The game isn’t laggy because of an issue with the server. It’s because the host is on the opposite side of the world and data takes time to travel that far.

> Oh wow, I don’t know if I can be bothered to take the time to refute every point I have a problem is. But I’ll start with the main one.
>
> Lag. Ok, you seem to have no idea how this mainly works. It’s not usually a simple problem of, “It’s lag, always been there”. The problem is most obvious to everyone living outside the US. That is the inability to choose an option to search for a LOCAL HOST and play with games in your own REGION. The game isn’t laggy because of an issue with the server. It’s because the host is on the opposite side of the world and data takes time to travel that far.

Actually I do understand how latency works (or doesn’t, depends how you look at it)
In a nutshell, the bigger the distance between two points, the bigger the latency, the higher the lag. Also the internet speeds of the players affects latency.Wired and wireless connections are different (wired is usually better), and affect latency, along with other things such as network ports, router settings, etc

My main point in mentioning lag/latency, is that the lag seems to be much worse and more frequent than in previous games such as 3 and Reach. I’m not sure exactly why, but I have a feeling the better graphics aren’t helping, especially on the older 360’s.

Miscellaneous
Weapon/AI despawn times
Mostly a problem in War games, however since it also affects campaign and SpOps, I’ll mention it here.
I will admit that in the Majestic Mpa pack, weapons seem to take longer to despawn, however this map be map specific, as they have always been on Skyline.

Anyway, 7 seconds or so for a weapon to despawn is ridiculous. I understand 343i as saying that they don’t want too many power weapons on the map at once, and fair enough in some cases such as Dominion this is a good idea.
But in regular slayer and objective games, the old method worked fine (30 second despawn) It gave a player 30s to possibly get back their weapon, and also gave an enemy opportunity to pick up such a weapon, instead of having to kill the other player up close to even have a chance of obtaining said weapon.

Also in campaign this is frustrating as a weapon may despawn while fighting another group of enemies say, and that weapon may be the difference between living or restrating checkpoint…

Anyway it needs to change, at least a 20 second despawn time is needed, 7s is way too short at the moment…

Radar
This is meant for only regular playlists, not Team throwdown, etc.
I believe that the old radar system of 25m distance was fine, the current 40m distance is OP and also confusing. As a gamer who has played H3 and reach for a long time, I’m often misjudging the distance the enemy player is and leaping out and getting killed for it.

I’m not saying I don’t deserve to be killed for jumping out early, merely saying that the 25m system was easier to judge a distance from and also did not see halfway across Abandon…

I believe that reverting the radar distance to 25m is a good idea, allowing smooth transition between Reach and 4 (Mine’s still a bit bumpy…) and also not showing areas that should be out of your range.

Anyway that’s about it, this long post is basically about all my thoughts on Halo 4, so thanks for reading it if you took the time!

> > Why bother mentioning Campaign if you’re not even going to address it?
> >
> > Some of my Campaign gripes (from ‘why the -Yoink!- is this’ to ‘I can understand why’):
> >
> > -no theater
> > -no scoring
> > -unlike CE PoA, Dawn doesn’t accommodate for difficulty changes
> > -vehicle runs
> > -long shield recharge wait time (or stun time). Not to mention it’s static across difficulties. In CE, the shield had an overall long recharge only on lower difficulties
> > -scenery objects (they feel like they’ve changed for the sake of change)
> > -low jump height. If this is supposed to make Chief feel like a tank, it’s not working for me
> > -no flashlight
> > -nearly non-existent out of map
> > -fast deloading (weapons, AI)
>
> Thanks for that, I’ll edit the first post to include most of these points!

Thanks for not minding my bitter post.

I was pretty upset at the time I posted that. Right now I’ve got success! :smiley:

This post has been edited by a moderator. Please do not bump.

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Since I spent a lot of time writing this…

Bump

:slight_smile:

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Bump again!