I get it- slow games can get boring and tedious, and yes I know I personally have quite a bit of patience. But dose Halo literally have to be a nudge down from CoD in speed- is that what we “really” want?
I mean one of the many beauties of Halo to me was that you have time to react and fight back in most situations if caught by surprise. In CoD if you get shot by surprise you are most likely about to respawn, in BF things are barely different in most situations. But Halo, you have time to duck around a corner or dash for cover with the last bit of your shields/health before fighting back.
I find enemies being able to ACTUALLY have time to turn around and fight back was one of the mechanics of Halo that sucked me in. Nothing is more satisfying than a full clip of AR killing an enemy or those four shots w/ a BR bringing down my target, not a stray bullet that may have not even hit where I was trying to aim.
From what I’ve seen in H4 (note not ALL of what I’ve seen) the kills times look quite a bit on “the verge” if you will. I mean in that Votex gameplay ppl were dieing left and right like nothing.
I was wondering how you all feel, do you REALLY want faster kill-times or is that just 343 marketing for other gamers. I get Reach may have been slow- but would you want Halo to be faster than EVER before, or more like a specific past game? I’d really like to know.
I agree with you OP. I’ve always liked that ability to think tactically and mess around with things a bit, use the fact that you have a shield and a tiny bit of health to spare before you go down.
I’d rather have a game that is medium length, with a lot of frantic gameplay with frequent short breaks, where a game will last about 6-7 minutes. Earlier, I did have a game though that lasted 30 minutes (custom) and it was non-stop, intense action. Those games are amazing, in my opinion.
TL;DR If that game lasts just a few minutes and it’s nothing but killing/dying, it becomes stale.
Halo is a fast paced game, Halo: Reach was already a lot faster than Halo 2 and 3.
But the reason why you can fight back in Halo is because it’s all about map knowledge and the kill times are longer.
You can’t fight back in CoD, because you die in less than a second.
I agree. I’ve just heard so many people say that Reach is SOOOO slow I didn’t want to say it wasn’t and have people just think my viewpoint was skewed into irrelevance.
But yes again, thanks for elaborating on what I was trying to convey.
> Halo is a fast paced game, Halo: Reach was already a lot faster than Halo 2 and 3.
> But the reason why you can fight back in Halo is because it’s all about map knowledge and the kill times are longer.
> You can’t fight back in CoD, because you die in less than a second.
Are you kidding me? I thought Halo: Reach gameplay was much much slower than Halo 3 gameplay.
In fact, I played a game of Anniversary Slayer. That’s how Halo 4 gameplay should be like.
Im all for faster and overall more intense gameplay. However that doesnt mean you cannot control the pace of the match. If its a close game and both teams are working together, the pace can be slow when waiting for power weapons or an opportunity too push with your team. In terms of kill times I believe H2/H3 and ZB Reach were more or less ideal for the Halo standard.
To my understanding, the increased map size in Halo 4 will help the “issue” of speed.
IMO, the problem with Reach wasn’t so much the speed of the game, but the ability for AAs to effectively stop the game. AL, Jetpack and Camo (and Bubble shield) all do this.
To me, it looks as though the core game still won’t be as fast as many MLG games we’ve seen. So the game is naturally progressing with the audiences tastes. It’s still nothing like CoD, and you know it. <1 second killtimes isn’t what we’ll see in H4.
> > Halo is a fast paced game, Halo: Reach was already a lot faster than Halo 2 and 3.
> > But the reason why you can fight back in Halo is because it’s all about map knowledge and the kill times are longer.
> > You can’t fight back in CoD, because you die in less than a second.
>
> Are you kidding me? I thought Halo: Reach gameplay was much much slower than Halo 3 gameplay.
>
> In fact, I played a game of Anniversary Slayer. That’s how Halo 4 gameplay should be like.
No, he’s right. I played Halo 3 this week and was like, woooow this is super slow! Still enjoyed the matches I played though. I hope they brought over Halo 3 jump height to Halo 4. I didn’t know how much I missed it untill I when back and played Halo 3.
Difference betwen the fastness of CoD and the fastness of Halo:
In CoD everybody runs around and kills superfast, respawns very fast and runs again.
In Halo you are hitted like crazy by all kind of things, 10% shield from a grenade, 10% shield from a far away DMR etc. putting you always in the action without the necessity of dying like crazy and giving you the opportunity to strike back and have fun.
yeah i think it would stop alot of players leaving games because it will give halo a bit more addictive streak and postpone things like dinner and lunch
Well, the problem isn’t that we need faster gameplay, it’s that we need the gameplay to be close to the speed it was in the first three games. By adding sprint and AL, Reach slowed gameplay down quite a bit. When people got too wounded, they’d either run away, or lock down and wait for backup.
Hopefully Halo 4 will speed things back up to a normal pace by adding instant respawns, and having ordinance drops, (making power weapons even more ubiquitous, thereby increasing kill-rate). Also, since everyone will have sprint, nobody will be at a disadvantage when their opponent turns tail and runs away.
I won’t engage in the Cod is better than or Halo is better than subject derails.
On topic,
Tactics, is a wonderful thing. Especially when the synergy of the team is harmonious.
Myself I attract to the Rainbow Six style (original xbox days) of pacing. Today things move faster - broader audience, gaming is a billion dollar industry, the mass appeal demands high twitch - the mass appeal dominant group is mostly younger gamers, and well, they are young - and in the young lifestyle all is fast paced, and so companies stay the path.
However, from experience, I have come to realize - that perspective of pacing within games can be subjective. Psychological. Certain elements attribute to the affect. Keen knowledge of the map does in fact slow down the pacing. Having insight on where most the traffic usually ascends, flanking routes, counters to the flanking routes - that along with skills mitigate how pacing is perceived onto ones perspective. The more you know more your awareness is elevates thus slowing down the “anxiety” of unfamiliarity which causes things in pacing to become… Well, fast.
Add to that a team you are comfortable with and watch how the tactics become strategies… Slowing down the pacing even more. Basically - psychological. Just my two cents on the subject.