Halo 1-4 strafe comparison. 343 Please watch

http://www.youtube.com/watch?v=QCJ0hHFdUPY

(props to Executexx on the video)

As you can see there is a drastic difference between the games strafes. It has been tested that the games each have essentially the same movement speed and strafe acceleration found here:

http://tiedtheleader.com/2012/11/16/halo-analysis-strafing/

So the problem lies with the FOV getting narrower throughout the series. I am guessing that 343 will want to bring out a patch in the near future to address issues which have already been raised with the game and from their feedback they receive from ingame data etc

If you ask me, the game has some amazing attributes and improvements over Halo reach and H3 in terms of the sandbox mechanics, If the movement was adjusted to allow a strafe similar to that of CE or H2 this game would be exceptional.

I hope the 343 community will support this and please consider this 343.

Thankyou

I don’t see a “problem”. I just see adjustments, as is what normally happens through the evolution of a game series’ basic movement mechanics. It’s normal practice, to be expected and absolutely fine.

You’re complaining about the most -Yoink!- thing possible when this game has far more important on the fix to-do-list.

> I don’t see a “problem”. I just see adjustements, as is what normally happens through the evolution of a game series’ basic movement mechanics. It’s normal practice, to be expected and absolutely fine.
>
> You’re complaining about the most -Yoink!- thing possible when this game has far more important on the fix to-do-list.

This. While OP does have a point IMO, it feels like some people are just looking for stuff that no one has complained about, for the sake of complaining about it.

The FOV is actually wider than in past Halo’s…

Wait… you guys don’t see a drastic devolution in terms of the ability to strafe when comparing H1 and H2 to the later games?

People are complaining that the DMR is too much of a power house etc but if the base player traits allowed for movement which actually gave you the ability to throw off their aim then this wouldn’t be a problem.

Sure you would still get players running in straight lines but in terms of separating players who know how to utilize movement and shooting it would make the game so much better.

Can you not see this?

The answer is to loosen up the aim-assist a litte, or add a small amount of bloom. Player movement itself is nigh on perfect.

I have come to agree about the DMR problem though - it is OP. And I say that as someone who never uses any other rifle. It’s an absolute multipurpose MONSTER and will probably get a slight nerf, rightly so.

> I don’t see a “problem”. I just see adjustements, as is what normally happens through the evolution of a game series’ basic movement mechanics. It’s normal practice, to be expected and absolutely fine.
>
> You’re complaining about the most -Yoink!- thing possible when this game has far more important on the fix to-do-list.

So “evolution” to you means bigger hitboxes, higher magnetism and autoaim, as well as slower movements speed?

That’s not evolution. It’s rather devolution to keep shortening the skill gap more and more. It’s a system that rewards skillful play less when there is very little you can do to best your opponent apart from getting the first shot.

Strafes have been a part of halo that have set players apart for years. They’re a part of what makes halo, well, halo. The fact that you don’t die after one shot, the fact that you can skillfully turn around situations that are against you (like out-shooting someone with far more shields than you), as well as strafes, are one of the gameplay mechanics that set it apart from other shooters. If the game played like the SWAT playlist, you might as well go play call of duty.

Setting playlists as social or competitive serves the purpose of separating those who want to play with or without that added hunger to win. However, merging both AND handicapping the more skilled players is a double foul that makes the game a lot less attractive than it should be for a lot of people.

Evolution means making the experience more enjoyable for everyone. H4 plays better than reach out of the box, and it has potential (as well as good netcode and looks -Yoink- beautiful), but a “here’s what we did with the game, enjoy it or not, we still made money” isn’t the way to please the community

> The answer is to loosen up the aim-assist a litte, or add a small amount of bloom. Player movement itself is nigh on perfect.
>
> I have come to agree about the DMR problem though - it is OP. And I say that as someone who never uses any other rifle. It’s an absolute multipurpose MONSTER and will probably get a slight nerf, rightly so.

Add bloom? Are you high or simply so bad at the game that you want to randomize the chances of consistently getting the headshot even further?

The easy fix is smaller hitboxes, higher movement speed, less autoaim and zero bloom.

Hmm, I dunno; I manage to out-strafe/out-shoot plenty of people. Most of the time I come away the victor in such confrontations. To me, strafing is a non-issue.

JIP and lag on the other hand…

Looking at reach it is clear that bloom should not be re-implemented. aim assist I can sort of agree with however personally I like the way the game feels in terms of aiming mechanics etc. Just looking at this video though and the one in the movement acceleration article I posted you can see that when it comes to changing direction the player model has a much longer pause making it impossible to strafe as well as back in H1 and H2.

This will improve the game for everyone.

Make the strafe good again.

> Hmm, I dunno; I manage to out-strafe/out-shoot plenty of people. Most of the time I come away the victor in such confrontations. To me, strafing is a non-issue.
>
> JIP and lag on the other hand…

“Plenty”. A quantity dictated more by the fact that there’s more aim assist over the fact that you may or may not be more skilled than said player.

I out-shoot most people (The competitive community is a small -Yoink- fraction of the whole population anyway. Jumping pretty much throws off 90% of people’s aim when in matchmaking). Sometimes, if I don’t out-shoot, I out-smart. That’s the way halo plays regardless of the skill gap.

The situation is, how many of those times when you don’t trade the first shot, do you win? How many more times does it happen that a player gets two shots on your back and doesn’t kill you because you out-strafed them? Even more so, can you throw off a decent player even with the disadvantage of them shooting first?

This happens less in this game. If they get two shots on your back, if they’re not completely blind they will most likely kill you. In previous halos, even at a disadvantage, a good strafe had a much higher chance of completely destroying an opponent despite the handicap.

> > > The answer is to loosen up the aim-assist a litte, or add a small amount of bloom. Player movement itself is nigh on perfect.
> > >
> > > I have come to agree about the DMR problem though - it is OP. And I say that as someone who never uses any other rifle. It’s an absolute multipurpose MONSTER and will probably get a slight nerf, rightly so.
> >
> > Add bloom? Are you high or simply so bad at the game that you want to randomize the chances of consistently getting the headshot even further?
> >
> > The easy fix is smaller hitboxes, higher movement speed, less autoaim and zero bloom.
>
> Calm down, this is just a discussion. Why are you coming at me like an angry internet warrior full of pent up Halo angst? Relax. I’m no great player, but by all accounts I’m ‘better’ than you appear to be, so I suggest you don’t be so quick to throw stones at glass houses. Not that any of that matters, in this open discussion about Halo player traits and aiming mechanics.
>
> I merely suggested a SMALL amount of extra bloom; it was just a suggestion, an idea among many (which people have). Maybe you should learn to be more accepting of alternative views to your own before replying to me a fourth time.

> > > > The answer is to loosen up the aim-assist a litte, or add a small amount of bloom. Player movement itself is nigh on perfect.
> > > >
> > > > I have come to agree about the DMR problem though - it is OP. And I say that as someone who never uses any other rifle. It’s an absolute multipurpose MONSTER and will probably get a slight nerf, rightly so.
> > >
> > > Add bloom? Are you high or simply so bad at the game that you want to randomize the chances of consistently getting the headshot even further?
> > >
> > > The easy fix is smaller hitboxes, higher movement speed, less autoaim and zero bloom.
> >
> > Calm down, this is just a discussion. Why are you coming at me like an angry internet warrior full of pent up Halo angst? Relax. I’m no great player, but by all accounts I’m ‘better’ than you appear to be, so I suggest you don’t be so quick to throw stones at glass houses. Not that any of that matters, in this open discussion about Halo player traits and aiming mechanics.
> >
> > I merely suggested a SMALL amount of extra bloom; it was just a suggestion, an idea among many (which people have). Maybe you should learn to be more accepting of alternative views to your own before replying to me a fourth time.
>
> How are you better than I appear to be? Is it because of your K/D being 0.1 higher than mine?
>
> Oh please. If I actually cared about K/D consistently I would make a new GT to stat and play this game the way I do now, having learned to challenge less due to the ordinance system, knowing the maps, etc.
>
> Bloom was what made reach suck competitively. You want to go back to that?

I was merely responding to your idiotic assumption earlier. Again, calm down and come back when you understand how to speak to people in more considered terms.

For the record, I hated Reach bloom. However I liked the changes 343i made to its attributes in their Reach TU.

Bloom isn’t inherently a bad idea just because you and ‘many’ others say it is. What matters most is the amount - get the amount of bloom just right and it’s a good solution to overpowering multipurpose personal loadout power weapons. Bungie got the amount wrong. Maybe 343i can get it right.

> I was merely responding to your idiotic assumption earlier. Again, calm down and come back when you understand how to speak to people in more considered terms.
>
> For the record, I hated Reach bloom. However I liked the changes 343i made to its attributes in their Reach TU.
>
> Bloom isn’t inherently a bad idea just because you and ‘many’ others say it is. What matters most is the amount - get the amount of bloom just right and it’s a good solution to overpowering multipurpose personal loadout power weapons. Bungie got the amount wrong. Maybe 343i can get it right.

Not even an idiotic assumption if you consider the fact that where you aim = where you hit being the way competitive gameplay should go.

If you say that to balance dmr/br, simply tighten the spread slightly on the br and make it fire at the same rate the dmr does. Bloom doesn’t add anything but frustration to the game, to know that a shot that should have been a kill didn’t work, and possibly missing out on a kill because of it, or even dying yourself. With a tighter spread and higher rate of fire on the BR, it will be more consistent overall but still better (or rather, easier, but equal assuming perfect dmr aim) at close-mid range. A zero bloom dmr would be harder to use at close range, but it would be as consistent as it should be.

> The FOV is actually wider than in past Halo’s…

Do you have a source for that as Google failed to give me any results about the actual size. Reach already had 78 degrees and I don’t see how 343i would be willing to go higher.

Afaik, Reach was the only Halo to have slower movement (2.2 instead of 2.25, and no, these pictures are not mine. I just found them in a Google search).

I agree, the FoV is one of the main issues with Halo. I often feel pressured because of it. But I think just the slightest decrease in speed can also make the player seem slower.

So Halo 4 has the same amount of aim assist as original Combat Evolved? What’s the video meant to be showing?

> The FOV is actually wider than in past Halo’s…

Last I checked (according to David Ellis), the FoV was the same as Reach’s. There was a Neogaf post about it.

Though I think it has changed since then or is differing between Halo 4 game copies because the FoV I have is very different from the one I see on YouTube (I use the sniper scope to check). And no, this is not that extremely small FoV glitch.

I think the <mark>enemies should be less accurate or have to reload/overheat</mark> because one of the reasons why strafe worked in CE is that the AI could be confused (Banshees are a prime example of this). The only other Halo game where strafe works against AI is (surprisingly) Reach (against concussion rifle wielders, if you use crouch while moving, you can easily dodge them).

Another factor is <mark>projectile speed</mark>. Halo 4 Legendary makes the projectiles ridiculously fast.

So there are 4 reasons why strafe seems near useless.

It’s impossilbe that 343 did not think of this. It’s so obvious. So the real question is, why did they not fix it while the game was in development?
My guess is that they hoped their game would target a wider audience with a narower FOV… Guess that didn’t work out quite as expected.