First off, hats off to you 343i. Through all the minor griping to follow shortly, you guys did a helluva job, in both in terms of cinematic presentation and gameplay.
Now through pouring hours into Halo 4, I think I have a fair share in what could potentially be tweaked or changed.
Thanks for reading in advance. No tl;dr, sorry. I bolded the subheadings incase you just want to find the parts that interest you the most.
While I would love to get into a great brain storming session with the live team at 343i - share ideas, bounce back gameplay patterns and expected player patterns, potential abuse of mechanics and mechanisms, etc. - that isn’t very likely. Everything below is compromised of my opinions.
Bumper Jumper and Jet Pack
Anyone else who uses bumper jumper knows as well as I do, it’s impossible to use a jetpack. It’s beyond cumbersome. My proposition is to change the jetpack (perhaps just for that control scheme?) to engage when pressing the jump button again while mid-air. While this might alter some minor tactical ability (jet packing from a stand still to gain upwards ‘surprise’ momentum), it would take the jetpack from being unusable to being functional for people who choose to use this layout.
The Boltshot
Seems to be a hot topic here, so I’ll keep this brief as I know peoples’ opinions vary. I feel as if it is too powerful for a loadout weapon, and there could be a few options to change this:
**A)**Lower the range. Probably the most direct nerf.
**B)**Increase charge time. I can’t give an exact time increase, as testing would prove to be the most efficient way to determine this.
**C)**Increase the audible noise of the charge up. Even giving players more of a “heads up” could sway the power of this weapon.
The SAW
Similar to the Boltshot, seems to be a hot topic. I feel as if there is little to no counter play against the SAW unless you are in close quarters and/or have a one hit weapon (shotgun, boltshot, scattershot, sniper, etc.). Through pulsing the trigger, you can achieve: fully automatic rate of fire and no decrease in accuracy, leading to long kill ranges with incredibly quick kill times. My proposition:
**A)**Lower the range through accuracy decrease. Probably the most fair nerf. It would keep the SAW dominate in close-medium range, but it would be down to player skill vs. other players equipped at medium-long range.
I feel like if you lowered the damage or RoF, it would become unwieldy and unreliable.
Improve spawning algorithm
Just today I was playing on Complex, and we were back by back-complex. Long story short, I got out-gunned, dropped my enemy to one-shot (who hid behind tree), then instantly respawned to blue-elbow, sprinted out the door and put one round into the guy who had just recently killed me.
I understand this is a constantly evolving problem that will be constantly ironed out - bit by bit - I thought I would just mention it in my list.
Create a (or increase the) threshold to which games can not be joined.
I know that matchmaking will constantly be improved, but it seems like this would be a simple fix. There has been many times where I will consistently join Slayer games that are 10-20 kills away from completion, or have more than a majority favor towards one team (i.e 120-490 in TIS).
There is a very specific drum to Halo matches: where the power weapons lay, where the enemy players are consistently congregating, where players like to roam, who the power players are, etc.
Being thrown into this mess, if you will, is completely chaotic. You’re pretty much thrown into the grinder when you fill the vacant slot left by a disgruntled player. But this also brings up the problem of games becoming un-winnable by slots being left void.
Until a permanent, agreeable solution can be reached, I say give players the option to not be put into games that are currently in progress. The momentum of a match is very important, and understanding this is a key part of success or defeat when playing. And you cannot understand said momentum unless you start from 0-0.
