> 2535460843083983;8:
> Like, I’d probably fill 2 whole pages of this thread listing reasons why Spartan Abilities destroy the gameplay but the three things you listed? Not much to say at all. Those things aren’t too huge for me.
>
> In many ways I do find health packs to be beneficial, even if my first game was Halo 2. This comes more from playing Overwatch than it does Halo titles without shield regen, but players with less skill simply don’t have any staying power if they can’t regenerate their health, and that’s very, very good for the skillgap. It creates more fluid gameplay when everyone dies when they should, it is more punishing, and in some ways it is, better.
>
> But since Halo will never truly have ‘fixed’ health due to always having regenerating shields, it does create a bit of redundancy to allow the player’s shields to recharge when their health does not. At that point, it just makes it such that players who were in a battle before will die more slightly more quickly, and doesn’t bring to the table much else.
>
> A lot of CE’s mechanics are just replicated differently, I feel. Vehicles were mostly indestructible in CE (I believe only the Ghost, Wraith, and Banshee were destructible at all) but killing the occupants was also much more viable than in Halo 2 and 3, where the occupants pretty much had to be shot directly or hit with heavy weaponry to kill them and disable the vehicle. Reach just decided to cut out the middle man and kill the vehicle if it was shot at too much, in an attempt to replicate slightly easier vehicle disabling. The problem however, is that the vehicle itself was gone now. Halo 4 took it even further and disabled driver health inheritance entirely, further weakening vehicles across the board.
>
> I really don’t have a desired way for vehicles to work at this point. I don’t like them to be in my face all the time, but I don’t like them to be useless either. I liked vehicles in CE, Halo 2, and in some ways Reach, but in Halo 3 they were just impossible to take out without the laser. Not a single weapon in the game was accurate enough to kill the driver.
Well, I did initially have something related to those new mechanics listed, but decided to redact it feeling like this thread would just focus on that and not much else. Thought it would be more interesting to talk about changes in mechanics that were made elsewhere in the games’ history, if only to have more “fresh” conversations.
Back to the health conversation, I think that Halo’s shields would add more of a buffer in terms of people “dying when they should”. A way to make it where you aren’t punished for a close encounter to the point where an opponent merely has to land a single headshot on you, given how Halo currently handles headshots. In most games (Overwatch included), players have two things that affect damage dealt: shot placement and which weapon/ability is being used.
Halo, oddly, generally doesn’t add to that list. It changes it over the course of combat. When shields come into play, shot placement needn’t be as acute (unless using a sniper) and the values for weapon damage can change (notably with plasma weapons). Sadly, the gameplay doesn’t seem to reflect the potential for this setup and frankly I think the setup could use some tweaking. Designated “shield-strippers” like the Plasma/Storm Rifle are generally restrained to closer ranges due to projectile speed and spread, while the weapons that work better against “health” are well enough against shields to not really need to be paired with the former.
Is there much reason to oppose a headshot modifier on shields for weapons like the BR and/or AR, taking into account it would be balanced to allow some leniency but still promote more accurate shot placement throughout an encounter rather than just after lowering shields? What about changing the Covenant Carbine to act as less of a “precision” weapon (in the traditional sense that it kills with one unshielded headshot) and making it better against shields, but with a headshot multiplier against health as well as shields? Converting a weapon that could currently be considered a semi-auto BR with no niche of its own into a skillful mid-range shield--Yoink!-, it would reduce the redundancy of the Carbine without removing the weapon itself.
> 2533274819302824;9:
> I think it would be better to just have medkits respawn faster. Or maybe a healing station of sorts where it heals and recharges each member on different intervals, so I can go and heal at it without interfering with my teammate’s ability to heal at it.
>
> The problem with a health-field you proposed is that people are made to camp that spot, thus slowing the game.
While a regen field does pose questions when it comes to making sure people can’t just stay in it, I don’t see how having personal intervals like you suggest couldn’t be implemented to them. Also, I’m not sure how beneficial camping in a regen field that only affects health would be (given the hold on regen after taking damage I mentioned). With decent map design I would think these regen fields/health stations could be relatively exposed.
Back to vehicles, the more I consider the option the more I’d like to see it in practice. May have to start watching more CE gameplay to see how it plays out (never played much CE multiplayer for myself, as it were). I do recall the vehicle physics and controls were… less than ideal. With indestructible vehicles, what would that mean for boarding things like Scorpions? After all, boarding and indestructible vehicles (by default, at least) never coincided with any release. Also, I feel ignorant for asking this but can someone explain “driver health inheritance” to me? Didn’t know they had different mechanics regarding vehicle health for destructible vehicles.