Hello all! After spending a fair bit of time playing Halo 4 Multiplayer and observing the community feedback on the Waypoint forums, I’ve created a blueprint for how I think 343i should structure Halo 4’s matchmaking over the course of several title updates, as well as some miscellaneous gameplay changes and additions. Please note that I am currently enjoying the game, but we can all agree that it could use a number of improvements. These are all MY personal opinions, but I also take into account the most prevalent complaints and topics discussed by the community. This is my attempt at a matchmaking format and alterations to the current features and gameplay that will try to address as many of the community’s faults with the game as possible, and hopefully see revitalization in the game’s popularity, longevity, and acclaim. Hopefully we will see something along this nature in the future, and maybe (with your help) 343i can take heed to this. Note that this is a long read, but your attention and maturity in this discussion is greatly appreciated. Please feel free to provide any feedback or anything you would like to add to my blueprint. Here we go.
Universal Gameplay Changes across all Playlists
There are some gameplay mechanics, changes, and miscellaneous features I think should be specific to each playlist. Some of the more drastic changes will be observed in the Ranked Playlists (more on that later). However, here I will list a few gameplay changes I think should be made across ALL playlists:
• Precision weapon balancing: I believe, as do many others, that the precision weapons could currently use a little fine-tuning. The popular opinion right now is that the DMR is the most powerful of the four, so I will present two possible scenarios centered around it: (1) the DMR remains the same and the other three are buffed to compensate, or (2) the DMR is nerfed in any number of ways.
Let’s look at Scenario 1: (1) the BR is buffed by either tightening its spread, making it a 4sk (which I don’t agree with), increasing its rate of fire, reducing its recoil, or anything else, (2) the Carbine is buffed by either making it a 7sk (which may be too powerful), increasing its zoom, or any other method, (3) I believe the Light Rifle is fine as is.
Now here’s Scenario 2: (1) Nerf the DMR by either increasing its bloom ONLY when not in scope (may decrease its dominance in CQC), reducing its rate of fire, decreasing its aim-assist, or any other method. Of course these are just ideas; nothing absolute. Feel free to provide input.
• Decrease in bullet magnetism, aim assist, etc: As showcased in this video, the current amount of bullet magnetism, auto-aim (whatever form of aim assist you want to call it) is quite excessive. It needs to be toned down to allow more skillful aiming to persevere.
• Boltshot nerf: Many, including myself, find it unsettling that players can spawn with an insta-kill weapon. First of all, the instant-reload glitch needs to be fixed. The Boltshot should be nerfed by possibly either: (1) reducing the range of its charged shot, (2) preventing players from switching to their other weapon while charging the shot, (3) charged shot depletes entire clip, (4) or by removing its ability to insta-kill altogether, but still have the ability to destroy shields.
• Thruster Pack buff: There are a wide number of complaints that the Thruster Pack’s boost distance is not enough, and rightly so. A buff should be made to increase the distance at which the player is boosted.
• Removal of flinch mechanic, return of descoping: Descoping was a mechanic that never needed fixing. It always served its purpose well and added layers of skill to the game. Firstly, it took skill to recover from a descope and retaliate against your opponent by descoping him/her. Secondly, it also took skill to tune your reaction timing for rescoping after you had been descoped. In addition, descoping was an excellent way for DMR or BR wielders to counter snipers in long-distance engagements. The inclusion of flinching, however, removed these elements for the most part. I’ve observed on several occasions that flinching is not enough to hinder a sniper from blowing your dome off anyway. That is why descoping must return IN MY OPINION, of course.
• Removal of less significant medals, return of some classic medals: Many of us would agree that a lot of the new medals are quite insignificant and sometimes redundant. We are also disappointed to see some more meaningful and classic medals disappear. That is why:
o Reload This!, Generic Kill, Specific Weapon Kill (Beam Rifle Kill, Rocket Kill, etc.) Comeback Kill, and several other medals should be removed. Most of them are rather insignificant, redundant (why have the Generic Kill medal when there’s already a personal kill count?), and just take away from that sense of accomplishment and skill. Note that many of the new medals (Hail Mary, Flag Driver, Snapshot, etc.) are fine by me as they reward skill and teamwork. Also, for the Specific Weapon Kills, the text on the HUD indicating those kills should still remain; only the medals should be removed.
o The Stick, Snipe (Headshot with a Sniper), Perfection, and progressing Weapon Spree medals (Sniper Spree, Sword Spree, Splatter Spree, Open Season, etc.) should return. Possibly newer Weapon Spree medals could be implemented, like SAW Spree, Scattershot Spree, and etc. In addition, the Multikill Medals should return to their classic color scheme.
• Return of “X” Markers on the HUD over dead teammates: No one knows 343i’s reasoning behind removing this feature. Although the X’s appear on the Motion Tracker, oftentimes you are too far out of range to detect them. That is why they must return as viewable on the HUD, a la past Halos. In addition, the color changes indicating teammates receiving damage and returning fire should return as well.
• Increase of time before dropped weapons disappear: The dropped weapons in this game disappear unusually fast for a Halo game. The time before that happens needs to be increased.
• Addition of Relay and possibly other Forge maps into lineup: All of the MLG footage I have seen of the Forge map Relay indicate that it plays exceptionally well from a competitive standpoint. I have no doubt that it will appear in the MLG playlist when it drops, but it should be included in the lineup for all of the other small-scale Slayer playlists and even objective playlists. Also, 343i could occasionally hold Forge contests to determine the best-playing and competitive community maps, or maps created by MLG, and implement them into the playlists to keep the lineup fresh. This should not be on the scale of Reach’s Forge maps, mind you.
• Addition of a UNSC Air Vehicle into Multiplayer: Many fans have been vocal in their disappointment of no UNSC air vehicles in Multiplayer. If at all possible, 343i could reintroduce the Hornet or the Falcon back into Multiplayer, or possibly introduce a nerfed version of the Pelican Gunship from the Campaign.

