Halo 4: MAKING IT THE SUPEREME GOLDEN ERA

Note: Sorry if my english is bad. If you are one of those, “Too long, didn’t read”, guy than here you go. If you like this than thank me. please leave feedback.

I have just got done playing Halo 2 through Halo: Reach. I have played alot of Halo over the past few weeks. I know what would make Halo 4(Or at least I hope I do) the best multiplayer game in terms of skill, innovation, and Fun-ness.

-Same speed and jump from Halo 3, but more gravity(You float less). In Halo 3 everyone constantly jumped. When you land from a jump we need to make the armor feel more like it ways a ton. So when you land it will sound like a metal safe hiting the floor for 2 meters high.

-Tacticle Rifle. A gun that switches between 3-shot bursts and single shot bursts at the click of the D-Pad.(UP) This gun is mainly for personal preference.(like changing look speed.) The single burst will kill your target in 4 shots to the head. The 3-shot burst will kill your target in 3 bursts. If nine rounds(Bullets) hit your target in the head they die. Due to recoil you need to be VERY skilled to kill a moving target with the 3 bursts while spaming. The TR is not hitscan.

The single shot burst will have a slightly faster rate of fire than the 3-shot burst, but they still have the same kill time.(Single shot burst has less recoil.)

-Granades need to have a longer fuse time! With a longer fuse time, player will be encouraged to use the granades more stratigically, but also give them a bigger radius.

-Sprint/Thruster.(Now I know what you are thinkin’, but here me out) A default machanic, so you automatically spawn with it. When you are being shot at, you cannot sprint and you can’t jump. It can’t really breck map control, because it just helps people find enemies faster and your target cna’t run away. You can’t use it forever because you will have a sprint gauge. You also have a thruster pack that acts as a secondary jump or a small boost while in midair. The Sprint and Thruster share the same rechargable gauge.(Click left stick while moving forward to Sprint and hold A to activate thruster pace.

-What I have noticed is that the gameplay really got boring quick in Halo 3. Not alot of weapons and not alot to rush other than power weapons and power-ups. So I came up with Field Gear. You will NEVER spawn with these, they NEVER recharge, and they are limited.
Jump Pack Increases jump hieght and thruster boost height.
Active Camo Active camo, that you can deactivate and active at when you want.
Over Shields Overshields, no longer in magical floating orb form.
<strong>Bubble Shield Same as the drop shield, but you can pick it back up and deploy it when you want.(Damage remians the same.)</strong>
<strong>DisruptorPower drain basicly. Their is a secondary invisable wave that has a bigger radius, that disables the jump pack and radar for a while.</strong>
-Dual wielding. When your D.W.ing, the damage of each individual weapon wll not decrease, but their is alot of recoil.(Thus making more of a useful feature.) Reload speed is a lot 2x longer, but you can still melee at the same rate.
-Health. The lower your health(Health, not shields.) is, the slower your default and sprint speed will be. Their are 3 ways to get yur health back up. First your armor will SLOWLY(Slow as in, it takes about a full 30 seconds to get your health back up.) heal you. Second you can just get a health pack. Third from the bubble shield.

You guys that lazy to leave feedback?

> You guys that lazy to leave feedback?

http://halo.xbox.com/Forums/yaf_postst54437_coIdFUSI0N-s-Halo-4-v3.aspx

Similar ideas. Read Base Abilities.

> > You guys that lazy to leave feedback?
>
> http://halo.xbox.com/Forums/yaf_postst54437_coIdFUSI0N-s-Halo-4-v3.aspx
>
> Similar ideas. Read Base Abilities.

Yeah I already know. I thanked one of the posts.

So you want CoD basically King? No, no.

> So you want CoD basically King? No, no.

Oh, lord I hate Call of Duty. And where is this even remotly close to CoD other than sprint?

One of the main differences that I see in the Jetpack and Thrustpack would be the ability to hover. Thrustpack just gives a quick burst where the Jetpack can hover if you feather the button. Shorter duration, faster acceleration, can’t hover: Thrustpack.

-Sound like a good idea
-No recoil, this is the future.
-The switching of the riffles will get manipulated somehow, I wouldn’t chance putting it in.
-Agreed. No mini nukes like Reach.
-Also Agree, I miss dual wielding.
-I think we should just have shields like in Halo 3. I hated the health system.

> One of the main differences that I see in the Jetpack and Thrustpack would be the ability to hover. Thrustpack just gives a quick burst where the Jetpack can hover if you feather the button. Shorter duration, faster acceleration, can’t hover: Thrustpack.

oops forgot to mention that it only acts as a double jump like feature.

Sounds like Halo 3/Reach. I’ll pass, both games have weaker MP in the series.

> Sounds like Halo 3/Reach. I’ll pass, both games have weaker MP in the series.

You oviously did not read the OP…

> -Sound like a good idea
> -No recoil, this is the future.
> -The switching of the riffles will get manipulated somehow, I wouldn’t chance putting it in.
> -Agreed. No mini nukes like Reach.
> -Also Agree, I miss dual wielding.
> -I think we should just have shields like in Halo 3. I hated the health system.

What? Recoil were still in some guns in Halo 3.
I don’t see how switching firing modes could possible be manipulated(If implemented right) I has worked in many games.

Not sure I agree with all your points but I do agree with Halo 4 creating a new “Golden Era” of Halo as they once called it in the Halo 2 days. It has to be the most competitive and balanced Halo title released since H1. It is what we hoped for for Reach but the faulty game mechanics ie Bloom, Armor Lock, AA’s in general and the Ranking system that just didn’t hold player interest like it did in the previous games.
Hopefully 343i does want to recreate the era of Halo that will lead momentum towards Halo 5 and Halo 6.
Halo 4 needs to be almost perfect right out of the box. At least consistent addictive sandbox gameplay that is backed up by a Ranking System that will get players hooked for the wait till Halo 5 without having to watch the population dwindle down every month from launch day, like it did with Reach. It was the saddest moment of Halo History Hands down.

No recoil.

Halo does not need anything to balance its sandbox other than range, RoF and damage per bullet.

> No recoil.
>
> Halo does not need anything to balance its sandbox other than range, RoF and damage per bullet.

How bout’ the other ideas?

Nice, except for the recoil part, I don’t think anyone else would like it either.

> -When you shoot, your reticule will go up. That is called Recoil. This will help people to pace their shots with percision weapons instead of having an all out spam fest. This will make the sniper rifle become more of a long range weapon like it should be.
>
> -Tacticle Rifle. A gun that switches between 3-shot bursts and single shot bursts at the click of the D-Pad.(UP) This gun is mainly for personal preference.(like changing look speed.) The single burst will kill your target in 4 shots to the head. The 3-shot burst will kill your target in 3 bursts. If nine rounds(Bullets) hit your target in the head they die. Due to recoil you need to be VERY skilled to kill a moving target with the 3 bursts while spaming. The TR is not hitscan.
>
> The single shot burst will have a slightly faster rate of fire than the 3-shot burst, but they still have the same kill time.(Single shot burst has less recoil.)
>
> -Granades need to have a longer fuse time! With a longer fuse time, player will be encouraged to use the granades more stratigically, but also give them a bigger radius.
>
> -Sprint/Thruster.(Now I know what you are thinkin’, but here me out) A default machanic, so you automatically spawn with it. When you are being shot at, you cannot sprint and you can’t jump. It can’t really breck map control, because it just helps people find enemies faster and your target cna’t run away. You can’t use it forever because you will have a sprint gauge. You also have a thruster pack that acts as a secondary jump or a small boost while in midair. The Sprint and Thruster share the same rechargable gauge.(Click left stick while moving forward to Sprint and hold A to activate thruster pace.
>
> -What I have noticed is that the gameplay really got boring quick in Halo 3. Not alot of weapons and not alot to rush other than power weapons and power-ups. So I came up with Field Gear. You will NEVER spawn with these, they NEVER recharge, and they are limited.
> Jump Pack Increases jump hieght and thruster boost height.
> Active Camo Active camo, that you can deactivate and active at when you want.
> Over Shields Overshields, no longer in magical floating orb form.
> <strong>Bubble Shield Same as the drop shield, but you can pick it back up and deploy it when you want.(Damage remians the same.)</strong>
> <strong>DisruptorPower drain basicly. Their is a secondary invisable wave that has a bigger radius, that disables the jump pack and radar for a while.</strong>
> -Dual wielding. When your D.W.ing, the damage of each individual weapon wll not decrease, but their is alot of recoil.(Thus making more of a useful feature.) Reload speed is a lot 2x longer, but you can still melee at the same rate.
> -Health. The lower your health(Health, not shields.) is, the slower your default and sprint speed will be. Their are 3 ways to get yur health back up. First your armor will SLOWLY(Slow as in, it takes about a full 30 seconds to get your health back up.) heal you. Second you can just get a health pack. Third from the bubble shield.
[/quote]
-recoil is in the game plus your a super powered human so why would you not be able to hold your weapon better than a normal human?

> -This tactical rifle is not that great of an idea IMO since you described the BR and the DMR put into one except that the same amount of bullets should kill someone so it would have to be four for both otherwise people would never use the 3 shot especially since the 1-shot is faster
> -A longer fuse time would give the person too much time to run away I think the H3 version was just fine
> -No need to sprint if your already fast and the maps are small or have large amounts of people and thrusters? that is what grenade jumping is for
> -You must play a lot of MLG…? because there are plenty of weapons and plenty of things to go for (don’t forget about vehicles) and you can already do the abilities stuff in reach just make them so they don’t respawn
> -I didn’t think the damage was decreased as it is now… there is already tons of recoil (the SMGs) and if you can’t melee while dual wielding or reloading what is the point of it being the same rate when dual wielding?
> -And finally, how bout the health not go back up at all? We are humans not elites so it shouldn’t recharge at all. Last time I checked if i cut off your arm it won’t grow back.

> Sounds like Halo 3/Reach. I’ll pass, both games have weaker MP in the series.

so your saying Halo 2s MP was the best…? because that’s the only other one with MP. at least on Xbox

> > -When you shoot, your reticule will go up. That is called Recoil. This will help people to pace their shots with percision weapons instead of having an all out spam fest. This will make the sniper rifle become more of a long range weapon like it should be.
> >
> > -Tacticle Rifle. A gun that switches between 3-shot bursts and single shot bursts at the click of the D-Pad.(UP) This gun is mainly for personal preference.(like changing look speed.) The single burst will kill your target in 4 shots to the head. The 3-shot burst will kill your target in 3 bursts. If nine rounds(Bullets) hit your target in the head they die. Due to recoil you need to be VERY skilled to kill a moving target with the 3 bursts while spaming. The TR is not hitscan.
> >
> > The single shot burst will have a slightly faster rate of fire than the 3-shot burst, but they still have the same kill time.(Single shot burst has less recoil.)
> >
> > -Granades need to have a longer fuse time! With a longer fuse time, player will be encouraged to use the granades more stratigically, but also give them a bigger radius.
> >
> > -Sprint/Thruster.(Now I know what you are thinkin’, but here me out) A default machanic, so you automatically spawn with it. When you are being shot at, you cannot sprint and you can’t jump. It can’t really breck map control, because it just helps people find enemies faster and your target cna’t run away. You can’t use it forever because you will have a sprint gauge. You also have a thruster pack that acts as a secondary jump or a small boost while in midair. The Sprint and Thruster share the same rechargable gauge.(Click left stick while moving forward to Sprint and hold A to activate thruster pace.
> >
> > -What I have noticed is that the gameplay really got boring quick in Halo 3. Not alot of weapons and not alot to rush other than power weapons and power-ups. So I came up with Field Gear. You will NEVER spawn with these, they NEVER recharge, and they are limited.
> > Jump Pack Increases jump hieght and thruster boost height.
> > Active Camo Active camo, that you can deactivate and active at when you want.
> > Over Shields Overshields, no longer in magical floating orb form.
> > <strong>Bubble Shield Same as the drop shield, but you can pick it back up and deploy it when you want.(Damage remians the same.)</strong>
> > <strong>DisruptorPower drain basicly. Their is a secondary invisable wave that has a bigger radius, that disables the jump pack and radar for a while.</strong>
> > -Dual wielding. When your D.W.ing, the damage of each individual weapon wll not decrease, but their is alot of recoil.(Thus making more of a useful feature.) Reload speed is a lot 2x longer, but you can still melee at the same rate.
> > -Health. The lower your health(Health, not shields.) is, the slower your default and sprint speed will be. Their are 3 ways to get yur health back up. First your armor will SLOWLY(Slow as in, it takes about a full 30 seconds to get your health back up.) heal you. Second you can just get a health pack. Third from the bubble shield.
[/quote]
-recoil is in the game plus your a super powered human so why would you not be able to hold your weapon better than a normal human?

> > -This tactical rifle is not that great of an idea IMO since you described the BR and the DMR put into one except that the same amount of bullets should kill someone so it would have to be four for both otherwise people would never use the 3 shot especially since the 1-shot is faster
> > -A longer fuse time would give the person too much time to run away I think the H3 version was just fine
> > -No need to sprint if your already fast and the maps are small or have large amounts of people and thrusters? that is what grenade jumping is for
> > -You must play a lot of MLG…? because there are plenty of weapons and plenty of things to go for (don’t forget about vehicles) and you can already do the abilities stuff in reach just make them so they don’t respawn
> > -I didn’t think the damage was decreased as it is now… there is already tons of recoil (the SMGs) and if you can’t melee while dual wielding or reloading what is the point of it being the same rate when dual wielding?
> > -And finally, how bout the health not go back up at all? We are humans not elites so it shouldn’t recharge at all. Last time I checked if i cut off your arm it won’t grow back.
[/quote]
I took out recoil

> > TR has same kill times for each burst so its all about personal preference.
> > Thats the point, so player wont just spam the nades. It makes players stratigcally use nades.
> > Sprint and thrusters are great for medium sized maps like Construct, the Pit, The Cage, Zealot, and Countdown, but maybe not so good for maps like Beaver creek, Gravemind, and Powerhouse, though it won’t kill those smaller maps.
> > On Reach I played alot of MLG. If equiptment can work in Halo 3, Filed gear cna work in a Halo game.
> > Rephrase that plaese?

> > > -When you shoot, your reticule will go up. That is called Recoil. This will help people to pace their shots with percision weapons instead of having an all out spam fest. This will make the sniper rifle become more of a long range weapon like it should be.
> > >
> > > -Tacticle Rifle. A gun that switches between 3-shot bursts and single shot bursts at the click of the D-Pad.(UP) This gun is mainly for personal preference.(like changing look speed.) The single burst will kill your target in 4 shots to the head. The 3-shot burst will kill your target in 3 bursts. If nine rounds(Bullets) hit your target in the head they die. Due to recoil you need to be VERY skilled to kill a moving target with the 3 bursts while spaming. The TR is not hitscan.
> > >
> > > The single shot burst will have a slightly faster rate of fire than the 3-shot burst, but they still have the same kill time.(Single shot burst has less recoil.)
> > >
> > > -Granades need to have a longer fuse time! With a longer fuse time, player will be encouraged to use the granades more stratigically, but also give them a bigger radius.
> > >
> > > -Sprint/Thruster.(Now I know what you are thinkin’, but here me out) A default machanic, so you automatically spawn with it. When you are being shot at, you cannot sprint and you can’t jump. It can’t really breck map control, because it just helps people find enemies faster and your target cna’t run away. You can’t use it forever because you will have a sprint gauge. You also have a thruster pack that acts as a secondary jump or a small boost while in midair. The Sprint and Thruster share the same rechargable gauge.(Click left stick while moving forward to Sprint and hold A to activate thruster pace.
> > >
> > > -What I have noticed is that the gameplay really got boring quick in Halo 3. Not alot of weapons and not alot to rush other than power weapons and power-ups. So I came up with Field Gear. You will NEVER spawn with these, they NEVER recharge, and they are limited.
> > > Jump Pack Increases jump hieght and thruster boost height.
> > > Active Camo Active camo, that you can deactivate and active at when you want.
> > > Over Shields Overshields, no longer in magical floating orb form.
> > > <strong>Bubble Shield Same as the drop shield, but you can pick it back up and deploy it when you want.(Damage remians the same.)</strong>
> > > <strong>DisruptorPower drain basicly. Their is a secondary invisable wave that has a bigger radius, that disables the jump pack and radar for a while.</strong>
> > > -Dual wielding. When your D.W.ing, the damage of each individual weapon wll not decrease, but their is alot of recoil.(Thus making more of a useful feature.) Reload speed is a lot 2x longer, but you can still melee at the same rate.
> > > -Health. The lower your health(Health, not shields.) is, the slower your default and sprint speed will be. Their are 3 ways to get yur health back up. First your armor will SLOWLY(Slow as in, it takes about a full 30 seconds to get your health back up.) heal you. Second you can just get a health pack. Third from the bubble shield.
[/quote]
-recoil is in the game plus your a super powered human so why would you not be able to hold your weapon better than a normal human?

> > > -This tactical rifle is not that great of an idea IMO since you described the BR and the DMR put into one except that the same amount of bullets should kill someone so it would have to be four for both otherwise people would never use the 3 shot especially since the 1-shot is faster
> > > -A longer fuse time would give the person too much time to run away I think the H3 version was just fine
> > > -No need to sprint if your already fast and the maps are small or have large amounts of people and thrusters? that is what grenade jumping is for
> > > -You must play a lot of MLG…? because there are plenty of weapons and plenty of things to go for (don’t forget about vehicles) and you can already do the abilities stuff in reach just make them so they don’t respawn
> > > -I didn’t think the damage was decreased as it is now… there is already tons of recoil (the SMGs) and if you can’t melee while dual wielding or reloading what is the point of it being the same rate when dual wielding?
> > > -And finally, how bout the health not go back up at all? We are humans not elites so it shouldn’t recharge at all. Last time I checked if i cut off your arm it won’t grow back.
[/quote]
I took out recoil

> > > TR has same kill times for each burst so its all about personal preference.
> > > Thats the point, so player wont just spam the nades. It makes players strategically use nades.
> > > Sprint and thrusters are great for medium sized maps like Construct, the Pit, The Cage, Zealot, and Countdown, but maybe not so good for maps like Beaver creek, Gravemind, and Powerhouse, though it won’t kill those smaller maps.
> > > On Reach I played alot of MLG. If equipment can work in Halo 3, Filed gear cna work in a Halo game.
> > > Rephrase that please?
> > > **
[/quote]
They have no practical use if they can be easily avoided by the noobiest of players making grenades useless.**

> > > And WE are HUMANS we do not regenerate ourselves. The reason there is no health system in h2/3 is because the Mk VI has automatic biofoam dispensers in it so there is no need for health.
> > > I also think that construct and pit were great maps without the things
> > > Also i think field gear can work but not the ones you suggested or the way you suggested, becuase if one person grabs it no one else can ever use it? that is unfair

>

Tell me what’s easier. Aiming at your target, pulling the trigger and dealing the maximum amount of damage possible per trigger pull or aiming, pulling the trigger and continuously tracking till the burst has finished in order to deal that maximum damage? Burst-fire weapons are harder to use than single-shot weapons. You can’t just have a weapon that switches between the methods of firing and have both modes kill in the same time because everyone will obviously choose the single-shot mod, making the burst-fire mode redundant.

Nothing wrong with “nade spamming”. It’s a tactic used to lockdown portions of the map. If you die by nade spam its your fault only. Stop pushing.

Sprint is not great for anything. It just boggles my mind how some players want sprint in Halo. Grr. Surely you’ve read one of the thousands of posts against sprint? You know, the constructive posts that don’t get opinion mixed up with fact? Here’s one I think is fairly decent:

> C, P and some O inbound!
>
>
> > I’ve seen no argument for sprint being a good addition in Halo other than the obvious “it makes you faster”, but is that really a good thing? From my experience this argument mainly comes from BTB players, which is understandable to a degree. BTB maps are large and players often just want to be amongst the fighting, which is hard to do if you spawn a mile away from your opponents. Sprint supposedly allows players to spend more time fighting and less time “jogging” and it very well may do this, but Halo’s multiplayer isn’t just about BTB. Sure for you it may be, but it’s not like that for others. So we must look at the effects sprint may have on the game as a whole.
> >
> > For starters let’s look at Team Slayer, a 4v4 game. In past Halos 4v4 slayer has worked best on smallish maps such as Lockout, Guardian, Midship, Battle Creek, Damnation, etc… What these maps have in common are “twisty” spaces; spaces that require you to turn numerous corners of sorts in a relatively short space. Sprint doesn’t work in such spaces because it promotes linear travel. You don’t sprint around corners because the limited turning angle the mechanic gives you prevents just that from happening. So what you end up doing is walking around the twisty spaces and sprinting on the straights. The maps I’ve previously stated have such straights to be sprinted on, but they shouldn’t because these straights were designed to be hazardous.
> >
> > Let’s use Lockout as an example. Top mid (that central square platform) is a “straight” space. It offers a quick, direct route to either of the three surrounding towers. Since it’s the quickest route players naturally want to traverse it, but because it’s the quickest route there has to be a deterrent. Otherwise that would be the only route players would use and as a map designer you wouldn’t want that. So the path needs to become hazardous, this is done by allowing great lines of sight to top mid from each of the three towers. If you’re not in control of the map traversing top mid becomes a very dangerous prospect, but if you’re in control it becomes slightly less dangerous and more favourable. Give a player sprint though and traversing top mid becomes favourable even when your team isn’t in control because that player knows he won’t be on top mid for as long as usual, which means he has a higher chance of survival; sprint encourages rushing the most direct route and discourages smart play. A la, flanking by taking the slightly longer route.
> >
> > What’s a map designer to do? Simple. Make everything bigger to accommodate for the speed boost sprint brings so players can’t just forfeit the hazards associated with “straights”. We can see this practice in Reach’s maps. Maps have to be designed around the game’s mechanics and with sprint in play we just get less intricate and larger maps. What good has the mechanic done? It’s merely given us maps that make us dependant on sprint for when we don’t have it the maps become too large to adequately manoeuvre through. If you ask me, players are worse off with sprint than without. I’m much happier playing small maps without sprint than I am playing larger ones that require sprint, but perhaps that’s just me.
> >
> > Though that does kinda burst the idea that sprint allows players to get into the action quicker. Gameplay on Lockout, Midship, Beaver Creek, etc. flowed much faster not because you were able to kill players faster in the games where those maps reside but because you could find and engage a fight with your opponent much, much quicker because the play space was relatively small compared to maps designed with sprint in mind, which are enlarged by nature.
>
> This may be a good time to point out that, in Reach’s default settings, kill times are proportional to length thanks to bloom. Meaning the further the opponent is the longer it’ll take to kill him. Thus the optimal way of killing is to get up close; sprint helps Reach’s gameplay in this manner. It’s all quite confusing; sprint causes the need for larger maps whilst bloom requires you to get up close to effectively kill, so sprint then becomes useful to a) rush players and b) traverse the larger maps. However, because your opponent also has the option to sprint it’s possible all encounters will take place at the map’s most ineffective points, where kill times are the greatest due to the need of “pacing your shots”. All of these factors combine to slow the gameplay down even further.
>
>
>
> > Besides larger maps sprint induces other problems, some of which you’ve suggested remedies for, but the big questions still remain: why do we need sprint? How does sprint benefit Halo? I don’t believe it does, it only creates problems with how Halo is currently played and unless you’re willing to change the gameplay dramatically it’ll never fit in. I’m not looking for a new game in Halo 4, I’m looking for a refined Halo experience, what a Halo sequel should be.
>
>
>
> > If I want a new game, I want a NEW GAME. Innovation. Strong points and weak points.
>
> You shouldn’t be looking at a sequel then.
>
> People say Halo 4 needs sprint, but they make no attempt to objectively justify why Halo 4 needs it. These people seem primarily concerned with making sure the series doesn’t become “like CoD”, as if that was a bad thing. They’re far more interested in being able to say “Halo innovates and changes, unlike CoD” than actually playing a good game. They don’t seem to care if the next game in the series is inferior as long as they’re able to say that one statement; it’s a one sided fanboy war for the CoD side simply doesn’t care.