Most of the controversial and heavily-debated topics on Halo 4 such as armor abilities, weapon drops, instant respawns, and visible ranks are in my opinion gimmicks and extras. 90% of the forum topics are focused on the wrong things. To me, Halo at its core is a simple game about moving fast and shooting accurately while moving.
This is what I think is needed to make that core gameplay experience stronger:
1. Fast base movement speed, crisp strafe - in CE and 2, you could actually use strafe to throw people’s aim off. With the heavy inertia of 3 and Reach, this ability is greatly reduced
2. Low bullet magnetism - nothing breaks immersion more than when I can see that I missed someone’s head but the game gives me credit. It also makes headshots far too easy
3. Responsive aiming - low to zero aim acceleration or input lag. If any of you have CE Anniversary, try the campaign (particularly using classic graphics mode) - aiming is so smooth compared to 3 and Reach. It’s difficult to overemphasize how important this is
4. Fast minimum kill time, medium average kill time - in CE the minimum kill time was < 1 second. But people rarely got it, making it feel like an accomplishment. Every little encounter became rewarding to see if you could hit the 3 shot kill. This didn’t really change the flow of the game either since the average kill time was probably about the same as Halo 2 and only slightly faster than 3 or Reach
And that’s really it. The game is about moving and shooting accurately. I want moving and aiming to feel crisp and responsive. And I want there to be a big gap between fastest kills and average kills so that moving and shooting accurately feel important. Everything else I can adapt to or turn off.
EDIT: Nothing I am saying is for or against AAs and the other topics mentioned. I just don’t want discussion of those things to drown out debate on core gameplay, which I think is more important. So please don’t construe this to be an argument to “strip down Halo” (whether you like that or not).
I guess the only way to get responses on this forum are to throw out either (1) hyperbolic criticism of Halo 4 / 343 / Bungie, preferably with comparisons to COD or (2) defend the above parties and advocate blind faith…
This. All I hope is that we will have enough classic playlistssss that feature this kind of play.
Looks like the fast killtimes are out (we don’t even get a 4-shot BR it seems…), but we do have a faster movement speed, and hopefully, faster accelleration for better strafing.
Now i’m keeping my fingers crossed for CE aiming with zero aim accelleration.
> I guess the only way to get responses on this forum are to throw out either (1) hyperbolic criticism of Halo 4 / 343 / Bungie, preferably with comparisons to COD or (2) defend the above parties and advocate blind faith…
> The REAL Halo feel? There is no REAL Halo feeling.
>
> The feeling of Halo isn’t just based on the old Halo game mechanics, it is how each individual fan feels about Halo.
>
> You described how game mechanics worked OP, not the feeling of Halo.
gameplay and its mechanics define how 60% of the game feels for competitive gamers.
> The majority of people who agree with you have left the Halo scene, theres simply better FPS’s and franchises out there, its a casual game now.
what i dont understand is that majority of fps’s have these gimmicks that the traditional fans left because of so saying they went to play a different game that has the same mechanics is illogical.
If only FPS’s were still made that way…keep on dreaming OP. We are getting CoD clones until Activision gets bombed by Al-queda, or the more realistic scenario, EA hires gunmen to hunt down and kill Bobby Kotick. But then all we would have is BF clones lol.
> This. All I hope is that we will have enough classic playlistssss that feature this kind of play.
>
> Looks like the fast killtimes are out (we don’t even get a 4-shot BR it seems…), but we do have a faster movement speed, and hopefully, faster accelleration for better strafing.
>
> Now i’m keeping my fingers crossed for CE aiming with zero aim accelleration.
With the strafe I saw on that conan video, I feel they have an opportunity to make a great classic section of gameplay. Hopefully, it’s not squandered.
> Most of the controversial and heavily-debated topics on Halo 4 such as armor abilities, weapon drops, instant respawns, and visible ranks are in my opinion gimmicks and extras. 90% of the forum topics are focused on the wrong things. To me, Halo at its core is a simple game about moving fast and shooting accurately while moving.
>
> This is what I think is needed to make that core gameplay experience stronger:
>
> 1. Fast base movement speed, crisp strafe - in CE and 2, you could actually use strafe to throw people’s aim off. With the heavy inertia of 3 and Reach, this ability is greatly reduced
>
> 2. Low bullet magnetism - nothing breaks immersion more than when I can see that I missed someone’s head but the game gives me credit. It also makes headshots far too easy
>
> 3. Responsive aiming - low to zero aim acceleration or input lag. If any of you have CE Anniversary, try the campaign (particularly using classic graphics mode) - aiming is so smooth compared to 3 and Reach. It’s difficult to overemphasize how important this is
>
> 4. Fast minimum kill time, medium average kill time - in CE the minimum kill time was < 1 second. But people rarely got it, making it feel like an accomplishment. Every little encounter became rewarding to see if you could hit the 3 shot kill. This didn’t really change the flow of the game either since the average kill time was probably about the same as Halo 2 and only slightly faster than 3 or Reach
>
> And that’s really it. The game is about moving and shooting accurately. I want moving and aiming to feel crisp and responsive. And I want there to be a big gap between fastest kills and average kills so that moving and shooting accurately feel important. Everything else I can adapt to or turn off.
Yes
No. Halo 2 had the largest amount of bullet magnetism in the entire series (most noticeable when using the BR) but this is what made it fun. It was easier but this was fine as it gave noobs a chance
YES
YES. Just like Halo 2 - not as fast as CoD; but not as slow as Reach
> if they implement custom game browser then everyone can play to their own preference
Unless they put in options to adjust aim acceleration, bullet magnetism, individual weapon damage, strafing responsiveness, and the like - no, custom games would not solve the problem. I’m talking about the core mechanics of moving, aiming, and shooting - these are usually not adjustable except for base movement speed and maybe weapon damage.
> > Most of the controversial and heavily-debated topics on Halo 4 such as armor abilities, weapon drops, instant respawns, and visible ranks are in my opinion gimmicks and extras. 90% of the forum topics are focused on the wrong things. To me, Halo at its core is a simple game about moving fast and shooting accurately while moving.
> >
> > This is what I think is needed to make that core gameplay experience stronger:
> >
> > 1. Fast base movement speed, crisp strafe - in CE and 2, you could actually use strafe to throw people’s aim off. With the heavy inertia of 3 and Reach, this ability is greatly reduced
> >
> > 2. Low bullet magnetism - nothing breaks immersion more than when I can see that I missed someone’s head but the game gives me credit. It also makes headshots far too easy
> >
> > 3. Responsive aiming - low to zero aim acceleration or input lag. If any of you have CE Anniversary, try the campaign (particularly using classic graphics mode) - aiming is so smooth compared to 3 and Reach. It’s difficult to overemphasize how important this is
> >
> > 4. Fast minimum kill time, medium average kill time - in CE the minimum kill time was < 1 second. But people rarely got it, making it feel like an accomplishment. Every little encounter became rewarding to see if you could hit the 3 shot kill. This didn’t really change the flow of the game either since the average kill time was probably about the same as Halo 2 and only slightly faster than 3 or Reach
> >
> > And that’s really it. The game is about moving and shooting accurately. I want moving and aiming to feel crisp and responsive. And I want there to be a big gap between fastest kills and average kills so that moving and shooting accurately feel important. Everything else I can adapt to or turn off.
>
> 1. Yes
>
> 2. No. Halo 2 had the largest amount of bullet magnetism in the entire series (most noticeable when using the BR) but this is what made it fun. It was easier but this was fine as it gave noobs a chance
> 3. YES
>
> 4. YES. Just like Halo 2 - not as fast as CoD; but not as slow as Reach
Why would you want a lot of bullet magnetism? Noobs should have a chance because of a True Skill system that works, not because of diluted gameplay. There are plenty of “noobs” to Halo that have played other FPS games - high bullet magnetism will make the game feel sloppy to them as well as to Halo vets. It was one of the biggest criticisms of Halo 2 when that game was released, and remains the biggest criticism to this day.
> > The majority of people who agree with you have left the Halo scene, theres simply better FPS’s and franchises out there, its a casual game now.
>
> what i dont understand is that majority of fps’s have these gimmicks that the traditional fans left because of so saying they went to play a different game that has the same mechanics is illogical.
Some left because of slow kill times and would have went to COD.
Many seeking a harder game might have to the PC, SC2, lol etc
Many saw Halo as their favorite franchise and only played that, they simply would have just gave up gaming.
> They won’t focus on core game-play, they need to appeal to the casual Call of Duty audience to make lots of money. It’s called a business.
There is higher jumping, quicker movement speed and better strafe. Do you honestly think they going to completely ignore the things of halo? Yes, I believe that they may be trying to capture some of the audience from cod but also are grabbing us halo fans.
What I listed is a big plus to me. But do continue to ignore the blatant every day differences that separate halo from cod. Clearly you’ve forgotten the many things that make a halo game (disregarding the new changes)…
I’d say I’m sitting on the fence on this OP I like the new style of Halo and the old style but saying that using AA dosen’t require skill is stupid because it takes a little while to get use to a ability and be good with it like Jetpackers some people don’t use them right and just shoot into the air and seem to forget about fuel while others no the exact amount to use. although I do understand the AA Cruch/Game breaking Hypothesis Because sometimes I try to use a Jet pack and look like an Idiot because I don’t have it it just takes me a couple of games to get back to how I use play and I’m fine. But what you have to Realize about the game breaking of the AA is that alot of the maps in Reach were remakes which weren’t designed for Jet packs or Bungie didn’t really bring AA into account. I am sure 343 thought about AA for the maps in Halo 4 they Probably dumbed down the AA aswell. My main point is don’t try to ask for the majority of the pie at the expense of the other, Halo needs a good shake up or two to remain fresh otherwise it would just end up like Call of Duty.