The Golden Triangle was always an Onyx Tetrahedron
Many have held on to a belief for over 15 years that Halo is designed around what Bungie calls the “Golden Triangle”; Guns, Grenades and Melees.
Even Bungie was wrong. And it’s why it’s taken 2 games of dual wielding minus fall damage, and 2 games of mobility augmentation to get where Halo5: Guardians is today at its core.
Now, I know, “What did Bungie get wrong?” and “The Golden Triangle was perfect in CE!”
Well, while the designed game that is CE’s MP is a certain kind of perfection, before and after button combos/glitches are considered, the missing component to the Golden Triangle but ALWAYS so important to the meta-game, is indeed MOBILITY!
Mobility always has been and always will be a 4th point to Halo’s gameplay. A point connected to Melee, Grenades and Guns independently and through delta-complimenting.
In CE, fall damage & healthpacks are used to prevent “abuse” of mindless pathfinding (a bit of a hardcore mechanics considering its limited use in all of Halo) but we learned to use grenade and/or crouch jumping for height, Ghost Jumping for climbing and Slide Jumping for extra speed. Even where to grab weapons through barriers (if not grenading them).
Unfortunately, most of these things are very map-location specific in use, use up combat resources (‘nades, health) and require nearly random acts to discover for the “best” places.
In H2, jump height was increased, melees were greatly weakened but gained lunge + damage boosts for jumping or moving forward, health regenerated, vanilla grenades had greatly reduced damage to promote the use with jumps and sword boosting teammates to new heights… Oh what an exploitation of unintentional heights we learned in H2 with the basics from CE.
For the campaign, Easter Eggs were knowingly placed in the weirdest of locations because of the extra layer that mobility gave. However, again, battle resources needed, health and grenades most times. Others, an infinitely charged Energy Sword.
Dual wielding, introduced in H2, removed Melee and Grenades in favour of theoretically creating a CQC multi-munitions super peak on the Weapons point. A line between Mobility and Weapons is maintained but Grenades and Melee all but drop from use. If Mobility wasn’t part of the game, just Weapons exists, a one dimensional point.
With dualing, player must add into their combat movements; tossing aside a weapon to throw a ‘nade and/or melee, to momentarily be on unequal grounds with a player using a 2-handed balanced weapon, within an area they can pick their dropped weapon back up again.
To dual is not to Grenade or Melee because the sandbox design believed (incorrectly) that Weapons would be flexible enough to take on Mobility in Short Range-CQC/B.
Each dual combo has its own strengths in CQB-Short range that work similar to H4’s Fullautos, situational advantage only. But in H2, those combos are nowhere near as versatile as any H4 weapon, least alone a H5G one with SL. Otherwise, an H2BR user with access to Grenades and Melees can exploit every other range-band each dualing combo is weak in.
By online game-life’s end, the Plasma Pistol or Brute PR + M6 were the only “competitive” dualing combos against the button-comboing BR with access to 1 or 2 points on the Triangle. Navigating maps quickly was done so by using grenades and barrel explosions to launch… If not using the Super Jump glitch.
Now there is a bit of a balance story with Vanilla H2 Grenades & Melees with the issue with dualing. Vanilla H2 Grenades are weak and Melees are SUPER weak (minus the uber-Sword). Oh, and the H2BR was a spittle-spreading hoser, not the laser-beam post TU it’s loved for.
Out of the gate, Bungie saw the power issue with dualing vs not. And the complaints were HUGE at release for that balance. For the first major TU, those issues were addressed for 2-handed weapon users BUT dualing was inherently weaker for it.
Golden Triangle Changes CE-H2;
Dualing as was created super weapon point, removes Grenades & Melee.
OG balance was to greatly reduce Grenade & Melee effectiveness for all.
Final balance greatly reduced versatility of most dualing combos.

