Elements from each Halo you loved and hated?

So, we all like to go off complaining about the most current Halo games, and say that the old Halos were better because of this, that, and the other thing. But have we really singled out the one element that made each Halo unique from the others that we actually liked about it? As well as looked back at the glory days and talked about that one thing we didn’t like, and were glad to have fixed or at least would like to have fixed in the future? The goal of this thread and it’s relation to Halo XB1 is to give 343i an idea of dos and donts from each Halo game, things to re-implement, and things to adjust, or try to avoid bringing back in future titles.

I don’t want to see any smart remarks about how you didn’t like “All of Halo 4”, or anything. Think clearly about one single element of the game one mechanic that you either thoroughly enjoyed, or was the epicentre of your complaints towards the game. That one thing you got major satisfaction out of, that you felt helped define the series at that time for you. And one thing that simply ticked you off every time it had an affect on the game. Be it something purposefully designed into the game, an unexpected glitch, or something specific in the physics. And please try to center this around competitive multiplayer, and not the Campaign, Firefight, or Spartan Ops.

Here’s my personal list.

Halo CE:
I loved the way UNSC and Covenant weapons were all very distinctly different. As time went on the weapons became more and more similar, to the point of having several weapons effectively cloned off of one another now with differences so subtle they won’t make any difference, and usually one just lording over the other(s) in power. A great example from CE is the balance between the AR and the PR. These two weapons behaved in completely different ways despite filling the role of “Primary Assault Weapon” for each faction. However in Halo 2, and 3, the SMG, Plasma Rifle, and Spiker were only marginally different from one another. And this became worst with the AR and Plasma Repeater in Reach, and the AR and Storm Rifle in Halo 4. The balance wasn’t totally perfect, some (like the Needler) could have been better or a little bit harder to dodge, and the Magnum might have played more balanced as a 5 shot kill, just to give some breathing room to the other non-power weapons but they were all unique and filled each role in different ways.

I disliked the power and physics of Grenades in Halo CE. While it was still balanced in that most weapons had radical killtimes, it always sucked to get killed when a frag lands perfectly next to you and you don’t react quite fast enough to get out of the way.

Halo 2:
I absolutely loved the accidental success of Button Combos. While these were glitches, and some were unfair and in need of patching (such as butterflying, rapid-fire BR etc), several of them actually added depth and a competitive skill gap to the game. It would have been nice to have animation cancelling become an actual feature within the series itself, built around using button combinations to speed up reload times, melee animation resets, grenade throwing animation resets etc. But all revolving around difficulty, requiring precise timing, and skill especially for maintaining your aim and control while you’re doing it.

At the same time there were glitches I disliked. I couldn’t stand Superbouncing, while it was fun to do in Custom Games to escape maps, it was simply unfair for a player to do in a competitive match. Things like bouncing outside of Headlong or Ascension just caused grief for the players stuck on the bottom of the map having Sniper fire rained down on them.

Halo 3:
I adored Bullet Travel. I think in a game with dedicated servers this feature should definitely return. I’d rather it come back without the repercussion of a very slow movement speed. The bullets shouldn’t need to go quite as slowly as they did in Halo 3, but there should still be an emphasis on leading your shots for success.

And at the same time, I couldn’t stand the inconsistency related to the BR’s spread. The BR’s inconsistency is often misblamed on Bullet Travel, but Bullet Travel can be mastered, Spread was the main problem keeping the BR’s killtime random even for the best sharpshooters. While I believe in a high difficulty cap for primary weapons (just looking at CE’s Magnum, and Reach’s ZB DMR and Anniv Magnum), where player error comes easily. I don’t like the idea of putting a lot of time into mastering a weapon only to have it behave randomly in my hands. Yes I was able to improve from an averate 7-8 shot kill to an average 4-6 shot kill, but that’s still a 3 shot gap, and I know I was a good shot by the time I’d played Halo 3 online for a year or so.

Halo Reach:
I really liked the Grenade Launcher. This is probably the only time I’ll emphasize liking a single weapon, just because it exists, as opposed to the whole sandbox or specific nit-picking of this or that about the gun. But the Grenade Launcher was a brilliant weapon. Satisfying, skill requiring, balanced, and unique, the Grenade Launcher fit the sandbox extraordinarily. Certain other weapons unique to Reach gained love from me too, the Focus Rifle, and the Plasma Launcher. But the Plasma Launcher, while a lot of fun against Infantry and a superb Falcon/Wraith killer, wasn’t my favourite, and the Focus Rifle severely needed a rework (Low aim assist, fast killtime, fast overheat would have worked much better for the weapon IMO, and a “Headshot” mechanic so long as you hit the head after shields were drained)

Absolutely hated Bloom on utility weapons. Bloom crated really bad inconsistencies once a player started spamming. While I did like the aesthetic bloom on the Sniper, and wouldn’t mind seeing that return to act as a shot timer on weapons like the DMR and Carbine, or spread indicator/timer mix on the BR, a utility weapon should always fire from the zero bloom point. On Automatics it works brilliantly, however aim assist could stand to be adjusted so that bullet magnetism only triggers inside the bloom radius, and not the maximum (or in the case of H4 TU) half/maximum of the outer reticle. That way focusing on center reticle placement while firing bursts would become even more crucial.

Halo 4:
I really do like the ability to select between a BR, or a Carbine in Loadouts. And don’t mind the DMR or LR being primary options as well. While other aspects of loadouts could use a definite tweak to ensure everyone spawns more similarly to one another (Utility Primary/Automatic and Magnum secondary/1x Grenade instead of 2 would be optimal for me, reducing the differences in your selections a lot, as well I was never fond of spawning with AAs, when they might be better sprinkled on the map, and don’t like the perk system at all), I really do like not being forced into spawning with a BR, DMR, AR, or Frag Nade. I’ve been an Elite player since 2005, and like to play my race in the game, often seeking Carbines or NRs to drop my spawning primary for, it’s just nice not having to put myself in danger, and go out of my way for weapons that don’t give me any real advantage over their spawning equivalents.

That said I obviously also hate not being able to select the Elite player model. I was already annoyed in Reach when Elites were completely reworked and cut out of the majority of the game. Especially since it would be so easy to just settle with scaling their model down to size, instead of contorting it like they did in Halo 3. The stance of the Reach model was perfect, it was shaped nearly exactly the same as a Spartan, if they just shrunk it to match the size, it would be balanced. Halo has a whole sub-community of players and clans that revolve around the Elite model and fiction, players who wouldn’t be back playing Reach everyday instead of Halo 4 despite it’s misgivings if we could just be Elites again. Bringing them back would be a great move.

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Halo PC Custom Edition:

The ability to have custom content ranging from custom UI, to custom maps, and even down to Custom weapons, vehicles, bipeds, and so on.

Halo 2 Vista:

The ability to download maps from pers, and not needing to go out and hunt for the exact map file on the internet, plus Achievements.

Halo 3:
Four player Co-Op over Xbox LIVE, Forge, theater, campaign scoreboards and tracking.

Halo 3 ODST:
Fire Fight, Visor Mode, Silenced SMG and Pistol, lack of BR, and voices for characters.

Halo Reach:

Better Forge, Forge World, lack of Dual wields, more rustic look, more armor options, better color selection (Beta only), improvement on Fire Fight, DMR.

Halo 4:

Spartan Ops, more weapons, custom load out (Only for Spartan Ops), new enemies, new look of everything, UNSC Infinity, Spartan 4s.

Halo 5:
Dedicated Server, New hardware.

Things I hate:
Lack of volume control on everything BUT player voice, lack of support for PC Halo games and gamers.

By far my most hated element of all the games was the H3 Assault Rifle and Magnum, more so the AR. Besides that, 4’s cutscene with Librarian not giving enough details/info during her speech, was confusing to alot the first few times was viewed. Another would be the appearance of the H2 and H3 covie sniper. I HATED the Reach Focus Rifle in all aspects as well as the Reach AR appearance (sounded sweet though).

Keep in mind guys, I noted that I’d like the emphasis to be on the multiplayer. The Campaign is far less played or replayed, and multiplayer ultimately winds up being what makes or breaks a player’s experience with each specific Halo game.

As well, since each separate game has something to like or dislike, please try not to just generalize the entire series.

Halo CE: Loved the individual skill that it took be be good at things like aiming. Hated the the long grenade fuse times and auto pickup of objective items.

Halo 2: Maps were very good overall. Even the maps not thought of as the best were still pretty decent or fun. The movement was also pretty good. Things like weapon switching and all that were pretty fast as well.

Halo 3: I liked many of the maps and difficulty that there was in some of the aiming like the sniper. The shot registration was terrible and spread on the BR were a bit too much. Also, the aiming overall felt like it wasn’t very smooth.

Halo Reach: I liked the DMR with no bloom because it was very consistent and had good shot registration. I did not like armor abilities and the massive impact it had on maps and gameplay. I did not like how easy it was to do things like sprint melee and snipe. I did not like how there was a very low amount of good maps and Bungie seemed to have released the game hoping that players would just use forge to make the maps instead of making many of their own. The ranks in reach were not good, Arena’s game settings were normally not very good and there was only the one ranked playlist.

Halo 4: I liked the good online shot registration and things like the Global Championship where 343 gave some good developer support to competitive play. I did not like having no descope and having flinch. I did not like having hit markers for grenades. I did not like personal loadouts. I did not like sprint. I did not like armor abilities all over the place. The maps were mostly crap and too large. I did not like personal ordinances. I did not like auto pickup of objectives. I did not like the inability to drop the flag and having a constant indicator over the flag runner. I did not like the removal of assault. I did not like the ability to long throw the oddball. I did not like the join in progress system. I did not like the almost complete lack of ranking systems. I did not like the heavy lack of custom game options. I bet that there was more that I didn’t like in H4 that I can’t think of right now.

Overall, I really appreciated the maps, simplicity, and overall competitive nature of early Halo games. many of the later Halos have become far too complicated, map design has suffered, and so has the competitive and addictive nature of the game.

CE
Loved:

  • Gameplay
    Narrative Campaign.
  • Less* linear level design than other contemporary single player shooters.
    Interesting themes behind the alien weapons.
    Elites
    Grunts
    Hunters

Hated:

  • Simplistic multiplayer levels
    Bad multiplayer balance
    No Bots

Halo 2
Loved:

  • “Cinematic” feel.
    Richer environments than CE.
    Terminal

Hated:

  • The writing
    Matchmaking
    SMG

Halo 3
Loved:

  • Campaign AI
    Spartan Laser
    Chopper
    Saved Films

Hated:

  • The Battle Rifle
    People who thought that something as one-dimensional as the Battle Rifle represented “quality” gameplay
    Matchmaking

Halo Reach
Loved:

  • Exploding Grunt Backpacks.
    Playing as elites in the Beta.
    Wheelchairs.
    Big Rigs

Hated:

  • The rest of the game.

Halo 4
Loved:

  • Campaign writing
    Campaign Aesthetics
    Promethean Knights
    The Rail Gun
    Forge (the mistake y’all been making is NOT building MXC maps)

Hated:

  • SOPS writing
    SOPS mission structure
    Campaign Linearity
    Lack of ambition in multiplayer

> I don’t want to see any smart remarks about how you didn’t like “All of Halo 4”, or anything. Think clearly about one single element of the game one mechanic that you either thoroughly enjoyed, or was the epicentre of your complaints towards the game.

And I did try my best to find a single defining aspect of Reach I hated. The issue is that I don’t like every major aspect of the game. Level design, map design, writing, aesthetics, the AI, weapon balance, the difficulty settings, weapon mechanics, netcoding, voice acting, musical score, premise, tone, pacing, it’s a comprehensively awful game in my opinion and that is what I hate most about.