From Halo 5 going into 6, what do you want to see?

For me, I’ve enjoyed Halo 5. It’s had its problems at the start, and the gamemodes are just now trickling into the game. But overall, I think this Halo has more positive than negatives in my opinion. That being said, I’m hoping Halo 6 will be a home run and take on some of the criticisms of Halo 5.

My ideas for Halo 6:

  • Less reliance on Cloud for running the game. I understand the One is rather outdated. However, having no internet cripples the game. I’d at least like to see the base ODST/Reach style Firefight PvE added in with Offline capabilities. Even if Forge is online, It’d be workable as long as Firefight was offered offline solo.

  • More gamemode support at launch. See Halo 5 now (Plus infection) this is the content that needs to ship at launch. A good first impression is much better than scrambling trying to make up for a lack thereof. If we can get Halo 5’s current selection plus Infection(which is upcoming) and a FFA Oddball option in Halo 6 at launch I think it’ll go over well. Headhunter and VIP are good recommendations, but are not as core as our current selection.

  • A couple more playlists. Our playlist selection is decent, but I would like to see in Halo 6 (on top of current playlists)

  1. Infection
  2. Lone Wolf (No parties.)
  3. Action Sack. (In addition to weekly rotational playlist.)
  • Social Playlists with no Stat Tracking (aside from kills and games completed.) I get stat tracking, and I like it for ranked playlists. However, there is no escape, no ability to not have to play sweaty 24/7 without taking a stat hit. Social playlists without stat tracking would also for relaxing and experimentation rather than just being ranked basically. I would keep matchmaking relatively similar to rank however.

  • 5% slower TTK on non power weapons. I’m hovering closer to 5% in my opinion, I’d like to see gunfights slow down just a tiny bit.

  • Increased Vehicle resistance to small arms fire, as well as UNSC flying vehicle(s).

  • Removal of Spartan Charge. It’s not super overpowered, but it is frustrating and needs to at least be slightly adjusted.

  • Slightly reduced sprint speed to allow slightly less stretched maps.

  • Reduced Horizontal Ground Pound Distance. Increased Damage (think of Crysis 3 Air Stomp.)

  • Matching Secondary Colors on ALL armor sets. No more significantly darker secondary colors. No more unchangeable white or blue lines.

  • Less Vibrant Spartan colors. Think slightly more washed out and scratched.

  • Slightly darker Grey colors (think pre-patch steel) and very slightly darker ‘Pepper’ Also a darker, more washed out Olive Green than ‘Moss.’

  • Improved Depth of Customization
    1: Preferred 2: Most Modest Recommendation
    1a. Head 2a. Head
    1b. Chest 2b. Torso
    1c. Shoulders 2c. Arms
    1d. Gauntlets 2d. Legs
    1e. Codpiece
    1f. Legs

Colors
:Preferred
a. Armor Primary
b. Armor Secondary
c. Armor Primary Tint (Combine Two Primary colors. The Tint is a slight hue on top of the Primary like ‘Pepper’ tint = darker color. Aqua tint = light blue faded on top of primary.)
d. Armor Secondary Tint
e. Visor Primary (Inner)
f. Visor Secondary (Outer Edges)
g. Emblem Location (L/R Shoulders, L/R Chest, L/R Back.)
h. Undersuit Black Toggle (Overrides primary and secondary Undersuit colors with the slightly darker ‘Pepper’ undersuit/)

  • Improved Brightness option.

  • Reworked Banhammer: You get:

  1. One quit a day.
  2. One quit a week.
  3. One quit a month.
    Used in order from least to greatest, each resets as its name suggests. Using the monthly quit results in a ‘warning message’.

This is just my thoughts.