My opinion on button glitches…
Ideally there should be playlists where button glitches are turned off, but I don’t see that happening with what 343i has confirmed so far in that the only changes being made to the original game are bumping it up to 1080p/60fps. It’s still possible though. I’m all for the button glitches however, because whether you consider them cheating or not, they increased the skill gap of the game.
Take the BXR and compare it to a regular melee battle as an example: In a regular melee battle, typically the first person to react and press the melee button when they’re within melee distance gets the kill or first hit.
In a BXR battle the same is true, but with an added step that can either make or break your attack. If you press X before you actually hit the player during the lunge, your melee won’t do any damage, however, press it anytime after the melee connects and you’re able to quickly finish the person off with a head-shot anytime after you press X. Now it’s not only a contest of who can react the quickest and press B, but who can react the quickest, press B, press X with precise timing, and get the headshot if you’ve aimed correctly… All before the other player does the same thing. Oh and you have to have a full magazine before you can do it, otherwise you’ll reload when you press X.
Obviously the BXR demands greater control and practice from the player than a regular melee battle does, and it also yields the greater reward: a faster kill, which makes sense from a balancing and real-world perspective; the task that takes a greater amount of effort should yield a greater reward.
The BXR is an additional game mechanic for a player to learn and practice, on top of other more fundamental elements that can be learned and practiced such as aiming, strafing, awareness, positioning, yada yada yada… Therefore, to say the BXR and similar button glitches don’t add to the skill gap is illogical since they can be added to the skill-set of ANY Halo 2 player if they’re are willing to learn and practice them, and whoever still believes they don’t add to the skill-gap after reading this is in denial or doesn’t believe those who work more deserve more.
There are more button glitches I could talk about that are harder to pull off and a bit more risky than the BXR, but I think the BXR example will suffice for my argument. If you need more convincing or want to know more button glitches, read on…
other glitches:
RRX - Double shot: shoot two shots one right after the other. Very hard to do, mostly used competitively as a last resort to come out on top of a br battle where the enemy has an extra shot on you that you need to make up for. If you mess up the timing though, you’re dead for sure.
RRX YY RRX - Quad shot: Mostly used in FFA gametypes, but will be used in 4v4 occasionally if the player is confident enough and the situation applies. You can link two double shots in a row by pressing YY after the first double shot (requires a secondary weapon. very easy to screw up).
RRBX (A harder BXR that doesn’t require a full magazine).
BR(hold R)X RRX BXR RRX BXR etc… - Excessive/XSV shot: Probably the hardest and most impractical glitch. It allows you to double shot successively like the quad shot without the need for a secondary weapon. Anyone who can pull this off under pressure has practiced it A LOT. Can only be done off-host
These examples absolutely prove that button glitches aren’t just cheap exploits (cheats), but in fact take a lot of timing, practice, and dexterity, and if you believe otherwise, you should probably setup custom games and enforce an honor rule where button glitches aren’t allowed, or you should just not play Halo 2 at a competitive level… But hopefully 343 can implement an on/off feature or playlist option where they’re turned off to please everyone.
End note:
Other games have benefited competitively from button glitches as well, just look at Super Smash Bros Melee and the Street Fighter series. Street Fighter 2 on the Super Nintendo was the first game to feature a button glitch where you could cancel animations and link up your attacks, forming a “combo”. This “combo” mechanic was embraced by Capcom and other fighting game developers as evidenced by its implementation into pretty much every fighting game thereafter.