First off, I’d like to offer constructive criticism on this. Not a whining thread. It’d be really nice if people could post in this thread from time to time to kinda bump it up the list. Preferably for someone to see it.
Hitboxes : No, I’m not complaining about being killed through walls. I’m asking if it’d be possible to reduce them slightly on where the bullet registers, clearly one of the main reasons of it happening is a latency and lag issue, there’s not much you can do about that. But on LAN in Custom Games, try it out and see for yourself. One of the finest examples is in fact the Scattershot. At range once the bullets well…scatter out. The hitbox register on this gun is just cringe-worthy. I haven’t died by too many of them in MM but from time to time the amount of bullets that hit me compared to the ones that shouldn’t should leave me with 3/4 sheild, but I’m dropped to 0. Also, BR / DMR does not need to be nerfed, they are fine where they are, but the top of the head hitscan and hitbox should be reduced. I can have three quarters of my reticule above them and still have it register as a hit across the map. At that range, it shouldn’t happen, cause judging by distance I should be shooting over their head by a good 3-4 reticules. I don’t think bullet drop would have to come into play to THAT type of an extent.
Weapons : I don’t particularly care for the weapons too much, so it’s not something I’ll get into too deeply, I kill people with cheap stuff sometimes and I die by it to. That’s life. But to even out the odds, I could suggest removing any type of sniper and custom power up and making priority drops (They come down in the drop pods periodically throughout the game) Doing this will prevent someone from sitting in the back of the map racking up assists and give players a reason to physically WANT to move rather than sitting in a corner with Boltshot/DMR and Camo, or back of the base with Camo and a DMR just waiting for an Ordinance with Damage Boost and Sniper. It promotes Map movement and it does far more than that, albeit promoting a slightly slower gameplay but the way H4 is played, it needs to be slowed down, but only slightly, make the spawns random for all I care at this point. It’ll stop the Randomness to an extent, it’ll still be there, but put them in soft kill zones rather than base drop (Unless 2 snipers would be on a map then it’d be base drop friendly / IE : BTB Maps for one)
One other small thing, is it possible to increase the amount of time for a weapon to disappear once it is dropped by an enemy / team mate? 13 seconds is a little too rough to have to go bobbin’ N’ weavin’ through a hail of gunfire to make sure that weapon stays on the map for your team mates to use.
One other thing, Make the Binary Rifle do 90% full damage, including bleed through.(This still makes it a one shot to most people who have taken slight shield damage) I’ve mentioned this before, giving someone that with an ammo perk is literally giving that team 8 free kills. When you look at it in the bigger picture, it’s an Instant Hit Scan Rocket. It is was too OP to be allowed in Personal Ordinance Drop, even if it’s a 5-10% of getting one in, that’s a 10% chance a game could be completely swung around based on luck. Luck is part of every game, but the payoff is completely one sided. It’s like betting on Red after it’s landed on Black 9 times in a row. You know it’s going to happen eventually. And when it does, someone walks away happy and the one who bet on Black just huffs and goes “I knew it was going to happen eventually”
Vehicles : I have no real MAJOR concern, I’m not asking for nerfs or anything, but can we try to spread out the spawns of them ever so slightly? Warthogs on Valhalla (cough excuse me Ragnarok) Spawn every 1:30, Mantis and Banshees spawn every 3 minutes. In a 16 minute game that means they come up a total of 5 times. Pending they are destroyed immediatly. In my honest opinion, that’s a little too much. Especially when Priority Ordinance drops One Laser at start, and getting another one is completely randomized from that moment on. Rockets when they drop, have a crappy lockon, making it hard to hit a Banshee from distance (since the driver is alerted) and I don’t remember if they lock on to the Mantis (feel free to correct me if they do) It makes the game lopsided in terms of even distribution. Sure, you could still Plasma pistol them, but the amount of damage it takes to take them down is a little too laughable in terms of the amount of time it takes for them to recover from it. A longer spawn time, and more Priority Weapon Ordinance would completely fox this.
Gametypes : CTF / KOTH / Oddball need to be tuned slightly. When your first major patch comes out, I’m hoping the Complex glitch will be addressed by you guys, all you need to do is glitch through a wall and look up, unless someone comes in there with Rockets (once again though, it’s random) you can just melle kill and never drop the ball, you cannot be shot through it. Also, it’s easy for a team of 4 to go into an objective game and lopsided the Matchmaking System. I went in there for fun with my team, and played about 12 games with them. Not a single one were the teams even, the majority of them being 5v3, or even 5v2 in some cases. In objective, this should never happen. These were FRESH STARTS by the way, not JIP games, The same could go with Join in Play (JIP) If rumors are true and you DO infact implement a visible ranking system, I cannot see how that would be beneficial to someone if they go into a playlist and are immediately finding themselves on the verge of a steakdinner cause some kid raged and left. They take a loss for no reason, which doesn’t seem too fair for that kid.
“Perks” : Get rid of the Grenade Resupply. There has never been a reason to add this now in over 12 years of this Franchise. You walk over a grenade, you pick it up. It’s simple. I’m sorry, but that one in reality is really -Yoink!- me off lol. Holograms are also glitched slightly. Reason being is there is no bullet penetration on them. If you put one out in front of you and crouch, you can never be hit by your opponent because the Hologram does not go away. In Reach, it got shot once and disappeared. In this one, they take a Modem Located on Jupiter amount of damage, it’s a hologram. It shouldn’t be able to stop bullets. Putting Penetration in them or making them a OHK would fix this glitch entirely.
Also, Camo has been a part of Halo since the first level was created. BUT, in every Halo there has always been “Camo eyes” if you were a seasoned player you could notice them out of the corner of your eye if they were crouching and moving. Giving this as an unlockable Armor Ability and making it 0% Opacity when you stand still is slightly disturbing, even if it’s 10% so long as it’s slightly visible. If you’re thinking of implementing Team Snipers into the playlist on a rotation, think about how those games would go, just for a second. Are if you are completely Hellbent on keeping it at 0 opacity, make it as an ordinance drop, that way it can even out a game rather than having the whole team using it and sitting in a corner. If you wanted to say in your press release you wanted to promote fast gameplay, then why give something to everyone that promotes standing still to use it correctly?
All in all. Great job on the new Halo. I’m digging it. /2 cents
