MLG - Halo 4 Tournament
[Round 1] http://www.youtube.com/watch?v=YB2q2Re4beg&feature=relmfu
[Round 2] http://www.youtube.com/watch?v=g6J3otRavFA&feature=relmfu
[Round 3] http://www.youtube.com/watch?v=FAJaHsHO6mQ&feature=relmfu
[Round 4] http://www.youtube.com/watch?v=ULgEIR35amQ&feature=relmfu
[Round 5] http://www.youtube.com/watch?v=XWRzqmFZ1ng&feature=relmfu
Others - Halo 4 Videos
[RvB: Save The Date] http://www.youtube.com/watch?v=Mx-kzU3y_Nc&feature=plcp
[RvB: Remember To Not Forget] http://www.youtube.com/watch?v=9t060JHOI2k&feature=plcp
[Campaign] http://www.youtube.com/watch?v=QWWzhpjS62I
[War Games] http://www.youtube.com/watch?v=SCiGiVqgqTA&feature=plcp
[Spartan Ops] http://www.youtube.com/watch?v=nn89_AXCRUY&feature=plcp
[H4 at E3 2012] http://www.youtube.com/watch?v=sscCrd7i2Ek&feature=plcp
From the MLG gameplay videos and others above, what do you think could be fixed/changed/implemented regarding weapons, character/weapon models, damage, speed, recharge rate, etc...
__*My Thoughts*:__
- **Melee**
At first, I believed that the Melee should have been set to a 3-hit kill, because I felt that with the assistance of sprint being as default, players would use the sprint-melee tactic all the time, which is annoying...but with some thinking, playing (Anniversary gametypes), and with other comments, I believe that the Melee should stay as-is, a 2-hit kill, because this also makes the game have a much faster pace.
- **Sticky Detonator**
I see the main purpose of this weapon, but I do have to say that everyone who used it wasn't really good with it, because they tried to use it more like a grenade launcher instead. When I watch the pistol shoot, it is slow. I would think that this weapon needs to have its projectile shot a bit faster, because it takes forever to use it, which then becomes a less effective weapon. Don't get me wrong, the weapon is very strong, but I just don't see it competing itself against all the other weapons. Besides, I've also noticed that players can *really* hear the beacon noise when nearby very clear, so that's also to take consideration of as well.
- **Promethean Vision** (ProVision)
There are a lot of people who have said that the Promethean Vision is overpowered, and I have to *slightly* agree. I know that 343i said that in the final-build, to those who uses Promethean Vision *will* also alert opponents who were affected, but this wasn't implemented in the E3-build. What was shown in gameplay videos were amazing, especially how it will gradually scan the area at a greater distance within time-consumption of your AA usage, however what I didn't like is that the recharge rate was pretty fast. The usage time was fairy balanced, however, I believe that the recharge rate should be toned down a bit. Take the game "Blacklight Retribution" for instance with their Visor-mode. It had a very short usage and a long recharge rate, but you were able to see everyone on screen in an instant (and that you couldn't fight back). In Halo 4, the Visor-scan gradually reaches farther within your view, forcing you to wait until your desired distance of the scan, but with the cost of more usage against your AA. ProVision's main advantages should only be to find players from a long distance from spawn, predict enemy movements while in close-quarters, flanking the enemy, or can also help with call-outs (especially for MLG). Now, because this AA has these great advantages, we need it to have it so that players cannot just continuously spam the AA, and immediately gain the upper-hand.Knowledge is power, but knowing where everyone is at within a fairly long limit, it can be a bit unfair. Although these are just my ideas, we will just have wait and see what 343i does to this problem...
- **Assault Rifle/Storm Rifle**
Finally looking at some gameplay with the Assault Rifle & Storm Rifle, I will have to say that they look amazing (visual & audio). However, when I saw someone using them, the weapons couldn't really compete against players, even from a very short distance. This isn't good, because Assault Rifles of similar kind should have some advantage within close to mid-ranged combats...but just seeing that in play, it's a bit too weak. I believe that the damage isn't at issue here, but the size of the reticule. The reticule on both the Assault & Storm Rifles needs be slightly smaller, giving it more effectiveness in close to mid-ranged fights, plus to compete with all the other weapons.
- **Overshield**
So, in one of the videos above, we get to see 'Hoaxer' use the Overshield twice. When he first obtained it, his shields recharged and he was granted, I'm guessing a 5 second invincibility, just like in other Halo games. But when he obtained the second Overshield, he was under attack, thus his Overshields didn't recharge at all, however I think I did see this shields taking less damage when he was shot, but can't really judge that. My idea for the Overshield is that once you pick it up, your shields start to recharge. Once reached limit, this automatically starts the 5 second invincibility, before draining. However, if the shields are recharging and you are shot during the process, the recharge is then immediately stopped and starts the 5 second invincibility, then continues as normal with the remaining Overshields you've earned. This will actually give the player a chance to use the Overshield, instead of having a waste of an ordinance.
- **Sniper Rifle**
I'm glad to finally see the Sniper Rifle in-hand and in-action. The thing looks like a tank and feels like it can really do some damage, however, I wouldn't mind if they changed the look of the dock, because it's a bit too...'bleh' in my opinion. I think the look should be a tad similar to the Snipers from previous Halos, with just a slight improvement. I also hope that the sound of the shot is much better, because it is hard to hear how it sounds when everyone is talking over it, but...yah.
- ***Character Model***
You know once you finish a game, you head straight towards the end-game stats, showing you how much you've earned and such, while your character model is on the side with an Assault Rifle? Well... I thought of an idea. You know while in the stats, it would show the most effective weapon you've used (tools of destruction)? Well they can still keep that, however, what I would like to see is that while in the end-game stats, your character model would be holding the weapon you did the best with, allowing you to know exactly what weapon you were *Yoinking* with. The animations should differ from each tool of destruction. For example: If your Tools of Destruction was Assassinations, then your character would have its unique animation while holding a knife, or if your best were Beatdowns, the your character would hold out their fists (like boxing or some sort). Something to make players have a better view of themselves, instead of the standard, repetitive character model we get every game. This can also be a Customizable Option idea, for players are able to buy weapons for their Character Model, allowing others to see your Character in a whole new fashion, instead of the default Assault Rifle (like in Reach)!