Does Halo 4 still have potential?

Lately, multitudes of people have been complaining about various aspects of Halo 4, including myself. However I don’t feel, like some people say, that Halo has been ruined beyond repair. I think that Halo can remain a great game, like its predecessors, if some changes are made. Yes, there are a lot of problems with the game, and things that 343i added that upset many players, including myself, but I think it can be saved with the following changes.

  1. JIP. Personally, I cannot stand this feature. I can never play by myself, if I don’t have any friends on I that I want to play with, because I will get thrown into a game. I get put on the losing team (usually by a lot), and I get a complementary loss, and blow to my stats that I work hard to improve. The reason for this is that people quit games mostly because they are losing, and so the new players get thrown on the losing team, since its now in need of players. This needs to be removed.

  2. Ordnance, and random weapon drops on the map. This really makes the game unenjoyable to play. The game is suddenly filled with random power weapon madness, after a few people get 5 kills/enough points, and the game is immediately stripped of a strong competitive aspect, which is replaced with complete randomness, and confusion. In regards to weapon drops, weapons should spawn in the same spot every time, at set times during the game, not randomly fall from the sky at different spots in the map, often right next to a player, like a gift from God. There should be more playlists that offer ordnance free games, or variants available upon map selection, that offer that.

  3. Loadouts. I don’t particularly have a problem with the concept of being able to spawn with your favorite primary weapon, but when you can spawn with plasma grenades, plasma pistols, bolt shots, invisibility etc, it starts to get a bit ridiculous. Like the ordnance thing, there should be more playlists without loadouts, like throwdown, or variants that offer BR or DMR starts (with perhaps an AR as a secondary, if you haven’t graduated from that yet), but no player-made loadouts. Similar to how Halo Reach was set up.

  4. Killcams. Plain and simple, if you can’t get it to work properly, don’t put it in the game. Its Halo, there is no need for a killcam anyway; 90% of the time the player will see and/or shoot at their killer before they die. And if they don’t see them, it was probably because they were killed from a distance, hence why snipers leave a trail behind their bullets. It should just be removed.

Of course, doing this will not make the game perfect, there will still be things in need of change/modification, but I think that if these things were done it would be a massive and long needed step in the right direction. I’m curious to see what you all think about these issues, and I would like to know if you agree, or disagree with me, and why. Is there anything else that I didn’t mention, or shouldn’t have? Hopefully 343i will check this out.

lolno, brick walled after they left the arena gameplay out of halo.

Nope.

Everything that 343 is doing now to try and make the game better should’ve been there on day one.

The masses-first-longevity-later strategy won’t work if they want their game to live longer than a year.

Can they improve the game? Yeah definitely. Will it ever be as great as the Halo 2/3 days? No way.

I thought they were trying to build a MMO on the side now?

I think that it has potential to come back.

It’s already gone far beyond it’s “potential”

asking if it still has potential is assuming that it is a complete and utter failure. Which it is not.

Some people have gotten there feelings hurt because they dont think this halo is what they want halo to be and have moved on to other games, but todays generation of gamers for the most part do not stick with the same game anyways.

I am a solo player, and I am not bothered by JiP at all, and in fact I am GLAD it is in the game.

“lolno, brick walled after they left the arena gameplay out of halo”.

  1. Arena was worthless. Utter pointless trash.

Anyway, carrying on.

Yes, it does have potential. It has more potential than Reach ever had, in my opinion.

However, it needs more changes than it will ever get in order to achieve that potential.

They won’t reduce autoaim/bullet magnetism/whatever, and doing that would instantly make the game better. Give players extra health to make up for the fact that with hitscan, anyone can land shots with little effort at all. Nerf the DMR, it is overpowered… lower how much it staggers sprinters.

Buff vehicles in a way that deals with Plasmas and Plasma Pistols in Multiplayer.

Tone down PV or make Wetwork’s upgrade cancel it out immediately.

Give the Jetpack a much lower eiling so that someone can’t force you to look STRAIGHT UP in a competitive shooter.

Remove instant respawn and fix killcams (or remove killcams) and make it so that you can rotate the camera after you die.

Remove the extra 0 from scoring in Slayer gametypes, it does nothing.

Bring in good connection and a skill-based search system that both actually work…


There’s so much small stuff that all adds up. I haven’t even covered that much but H4 has the potential, it just needs 343 to be willing to go further than they might have thought to fix it.

It will never be an amazing game, but they could do themselves something good by proving they can handle a Halo game so that H5 doesn’t also crap out and fall by the wayside.

It’s make or break with this CRS.
At the moment the matchmaking system is completely broken. If the competitive ranking system successfully pairs players of similar skill up, then this game actually has some hope.

> 1) Arena was worthless. Utter pointless trash.

How? Arena was great after the W/L patch.

Csr needs to be visible or this game will die

> asking if it still has potential is assuming that it is a complete and utter failure. Which it is not.
>
> Some people have gotten there feelings hurt because they dont think this halo is what they want halo to be and have moved on to other games, but todays generation of gamers for the most part do not stick with the same game anyways.
>
> I am a solo player, and I am not bothered by JiP at all, and in fact I am GLAD it is in the game.

It failed in more ways than one, that’s for sure. And I guess JIP isn’t bothersome if you don’t care if you win or not, but to those players who want to win over 50% of their games, it sucks.

And I forgot to mention the need for IN-GAME CSR

Remove custom loadouts. All problems will be solved, or at least, eased.

Don’t like DMR? AR loadout. DMR on the map.
Don’t like spawning with Plasma pistol/nades, or boltshot? On the map.
Ooh, look at that carbine. It’ll be an improvement over AR.
Ooh, warthog. It’ll be harder to take out with frag 'nades and AR.

Or, better yet, put some of those precision starting weapons in personal ordnance, and have power weapons on map. Earn some kills then call in a BR or LR, and be like. “Ah, my old friend. Conquest with me once more.”

I am probably one of few individuals that does not wish to give up on the series & most of the new features that were introduced in Halo: Reach/4. This idea I came up with could be what it needs, which specifically tackles the issue with AAs & loadouts.

Original post can be found here: Making AAs work in Halo.

> I’ve been giving some more thought on the subject, and I think this would make a vast improvement to AAs as we know them now. What if they were given a purpose, and you must decide on a role to play in order to gain access to a particular AA. I will start by talking about Classes. Now I know what you’re thinking… “NO, classes do not belong in Halo”.
>
> This may sound crazy, but just here me out. It could take a while to explain, but I will try to keep it as brief as I can.
>
> What if, instead of having the ability to choose multiple Loadouts for which to spawn with, particularly in gametypes which revolve around arena-style gameplay, we were only allowed the use of just one? This choice would have to be made at the start of your matchmaking career, and the “class” you choose will grant you unique items to give you proficiency in a particular field.
>
> Say, for example, you have these four basic classes: Recon, Assault, Support, Technician.
> (I would’ve called that last one Engineer, but then it would conflict with one of the Specializations… perhaps they should swap those names if all this was going to happen)
>
> In the arena, players are still required to spawn with the same starting weapons & work for PWs, but for each of these classes, you will be given priority for equipment most suited for your role. Certain power weapons, & AAs more importantly (particularly the greater powered AAs), will be given to you through Personal Ordnance after earning enough points towards it.
>
> With Tactical Packages & Support Upgrades however, the basic items can be unlocked by everyone through a progression system much like the one already in Halo 4, but here is where things get interesting. Once the highest possible rank is achieved in a basic class, it will then branch off into two Specializations unique to that class.
>
> Then you will have to progress through these Specializations to unlock their corresponding weapons (which can be used in other gametypes, but for the sake of balance in the arena, they will be disabled), Tactical Package/Support Upgrade, and a lesser powered AA to spawn with.
>
> The beauty of this however is not so much of what I went through above, but the ability to re-enlist into another class and/or Specialization (“re-rolling” as I would call it). If you wish to try something different, you can simply do this by accessing the Loadout/Career menu, and selecting a different Class/Specialization.
>
> Note that by doing so, you will still keep all the basic items which you unlocked from progressing through the standard ranks, but you will lose your Specialization & all items which are linked to it, and if you want access to these items later on, you will have to re-role in the Class/Specialization and rank up through it again.
>
> What this will do is create an ongoing cycle of progressing & unlocking items, and will always give people something to work towards. It will actually give more meaning to the word “Infinity”.
>
> One of the other ideas with this is to control what players can have immediate access to, & I believe it would work out much better in Infinity Slayer. Encounters would be far less random because you can have a much better prediction of what your opponents move is going to be. You will also be given a visual indicator, so players can easily identify what your Class/Specialization is.
>
> Ultimately, classes will have a greater meaning in gametypes featuring large teams, & big open environments, which will give you full access to weapons & equipment for your chosen role. I believe this, as a whole, will create a much more immersive experience.
>
> …
>
> So, Like Sniping? The Recon class is for you.
>
> Maybe you prefer meeting head on with the enemy… with the Assault class, you can’t go wrong.
>
> Do you find it rewarding to provide assistance & defend objectives? Why not pick the Support Class?
>
> If you love vehicles & heavy weapons, perhaps the Technician class is the right choice to make.
>
> …
>
> …
>
> Although this would create a very interesting & fun, yet still a very much competitive IS experience in the arena… for those of you that prefers to keep things simple however, No problem!
>
> If you’d much rather put your raw skills & talent to the ultimate test, then gametypes which place restrictions on what players spawn with, so everyone starts equally to create the most basic arena experience, can do just that. AAs will be reverted to pickup equipment here, which players must fight for, much in the same way as PWs and the more traditional Powerups.
>
> For a more classic experience, AAs can be disabled to keep the veteran Halo: CE/2 fans happy.
>
> So, how do you feel about it… could this be what we’re missing, and be the way to make AAs work?