> > > This is a non-issue if Halo Xbox One is really H2 anniversary with intact MP. That being said I want to address Halo 5 specifically, especially if it really is the Halo title releasing later this year.
> > >
> > > I remember reading a waypoint update talking about how Halo 4 went Gold (for anyone who doesn’t know, the game was finished and there was no more development being done except bug tests) in the summer of its release year. It had about half a year of time before it released to have a beta and receive feedback early. I also remember Frankie talking about how making a beta took too much time and they didn’t want to do that.
> > >
> > > My issue here is they had plenty of time to make a beta and gather feedback from the data. Those of you who were around during the s***storm of the MP complaints know how bad it got and how a beta really could have remedied a lot of the issues.
> > >
> > > Point is Halo 4 should have had a beta in my opinion. <mark>It was ridiculously unbalanced and it really showed when the game launched.</mark> It was dropped from MLG almost instantaneously and a majority of the population was gone within months if not weeks. The patches took too long to arrive and most people were done with it by then. I like Halo 4 post patch way more, not as much as Halo 2 or 3, but it was fun to play. I still just had nothing to do with it though since I was already max rank and with no competitive playlists there was nothing to really do, something that could have been tweaked with a beta!
> > >
> > > I do not want Halo 5 to suffer Halo 4’s fate. As much as I would like 343 to evolve from Halo 3 I know it probably won’t happen, but Halo 5 really should have a beta. That way we can avoid the fustercluck that was Halo 4’s launch and hopefully have a game that everyone enjoys more. I don’t even care if it pushes Halo 5 back. I want a game that’s fun immediately rather than a game that takes weeks or months to get fun cough cough GTA Online or Halo 4 Cough.
> >
> > On what evidence? Reach had a beta and it was hilariously unbalanced. Armor Lock was the most ridiculous AA I have ever seen. There was no downsides to it at all, and people abused the hell out of it. And yet Bungie kept it in. Granted Reach had lots of cool features, but when it came down to it’s raw gameplay it was, at it’s core, unbalanced. Halo 4 was the opposite, less features more balance, which I would take any day without question.
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> Reach’s DMR didn’t clobber everything it came into contact with. <mark>Halo 4’s DMR was basically an on spawn power weapon. If you didn’t use it you didn’t have a chance.</mark>
> AAs were the only unbalanced thing in Reach. All the guns and all of the AAs were unbalanced in Halo 4.
That’s not entirely true, however. Throughout the days before the Turbo-Update, I used the BR most of the time and had no trouble taking on DMR’s. However, yes the weapon was overpowered but I highly doubt a beta would have prevented that.
And did you just say that all of Halo 4’s AA’s are unbalanced?
The Hardlight Shield and the Hologram are a perfectly balanced device, as are the Autosentry and the Regneration Field and the Thruster Pack. Hell, I don’t even have that many issues with the Jetpack, nor is Active Camoflauge a huge problem for me.
I’ll agree with you on PV, however. But PV would also make a perfect powerup.
> Remember the boltshot? Remember the pre-patch weapons vs the DMR? Remember all the camp snipers or promethean vision campers with those guns and stickies?
The Boltshot wasn’t overpowered at all. It worked fine. The only issue was that you could spawn with it. The Sniper isn’t a problem either, but I guess people complained about it because they constantly got killed by it due to POD’s.
Plasma grenades aren’t overpowered either. In fact, they’re probably the weakest iteration yet.
The only truly OP weapons in Halo 4 are the SAW, the Beam Rifle, and the Fuel Rod Gun. The rest are fair game.