I too, went back to Halo 3 again. I loved it.
However, despite the enjoyment that came from it, going back to it would just be repressing moving forwards in terms of gameplay. While a great many things in Halo 4 were broken and severely imbalanced, those same features have the potential to offer much more than Halo 3 for both competitive and casual gamers alike if they were revised.
I’ll start with the updated HUD.
Many will say that it holds your hand, and others will say that it’s too cluttered. Both of those statements are correct, but those statements also look past the benefits that a more informative HUD could have.
The weapon markers that call out weapon spawns are something that’d be best left out of Halo 5. However, having something that would indicate that your teammate just picked up a powerweapon would certainly benefit teamwork.
Another thing that has great promise yet terrible execution: Personal Loadouts.
I’ve made this argument before, and I am sure as hell going to make it again. There are ways to include loadouts without them shattering balance like how they currently do. If one restricts loadouts down to primary and secondary weapons, and removes all of those gamebreaking features, then they’d be balanced.
One of the more common solution to loadouts includes the following:
PRIMARY WEAPONS:
- Assault Rifle
- Plasma Repeater
- Battle Rifle
- Covenant Carbine
SECONDARY WEAPONS:
- Magnum
- "Needle Pistol
- SMG (maybe)
- Plasma Rifle (maybe)
It’s simple. And it’s balanced.
The only real problem that remains is the truth that the SMG and the Plasma Rifle would be mere shadows of their former selves if they returned in their Halo 2/Halo 3 form to become secondary weapons.
But that’s why I had “maybe” next to them, as I’m undecided on whether or not they’ll work.