> Other than sprint, everything else is just an option in H4. Point-streaks/personal ordinances, AA’s, personal loadouts, Armour Mods, random ordinances… They’re all options that can be layered on, not set-in-stone mechanics that cannot be altered.
> I challenge you OP to make a gametype that uses H3 settings and then tell me it’s nothing alike because if we compare H3 settings to CE settings, we find two games with very little in common but the space-men and lizards shooting at each other… Yet Halo3 is still “Halo.”
> You can tell H4 to only BR/Pistol, BR/AR or AR/Pistol starts, and only those starts. You can restrict personal ordinances to give only 1 type of anything, or nothing at all. You can set fall damage to absolute 0. You can place weapons on the map. You can remove insta-spawn and create manual spawns. You can remove AA’s and Armour Mods, or force certain AA’s and AM’s onto the symmetrical starts (Dexterity for all anyone?).
> The only thing you can’t do is remove sprint.
I’m respectful of your opinions Reaper, but Halo 3 and Halo 4 have major differing landmarks.
Sprint cannot be disabled first of all, and if you have found that option, please tell me.
Weapon balance is not offered. Each weapon type in Halo 3 was carefully balanced to fit into different environments, and weren’t overpowered. Rocket launcher wasn’t so deadly in splash damage, and a good player could jump and “over-skill” a rocket player with his BR only. If you wanted to drain peoples shield fast in a choked position, pick up the Plasma Rifle and over-maneuver your opponent. You cannot tell me that each weapon in Halo 4 is balanced when we have a broken Boltshot, overpowered DMR, etc, and Aim Assist that will damage your pride as a Halo player. The weapon sandbox in Halo 4 is a shame, which is funny because it mirrors the broken weapon balance that was in Reach.
I think its the Aim Assist that bothers me overall. Pick up a sniper in Halo 3, and you will find yourself pulling off headshots much less in time compared to Halo 4. I remember in Halo 3, that when an opponent had a sniper I would dash across a given space, knowing there was a low probability that he/she could kill me instantly with a headshot. The least that player could do was to take my shields down, but I would be gone before he could finish me off. Can’t have that mentality in 4 (especially in Reach), where headshots are given like free kids meals.
Vehicles are another thing in Halo 4 that is totally broken, with almost any vehicle feeling like cardboard boxes. All vehicles in Halo 3 were carefully balanced to fit the sandbox, and if you think that is wrong, you should try it out. And for god’s sake we had more options in Halo 3 in terms of vehicles. Did the Covenant and humans stop making advanced tech since 3?
Maps also varies in size compared to 3. Throughout each Halo game, there has always been a map that has remained in the heart of Halo players. Lockout, Guardian, etc. What map you think is great in Halo 4? Haven? This is a circle with broken spawns. Map options are what infuriate me, and Reach was the starter of everything.
Certain things irritate me, but I won’t go into detail: Nade indicator, no option for neutral flag, no Assault gametype, Zombie/Flood options, “Flinching” which should be out-of-scope. I can probably think of more things, but they’re not coming to mind at the moment.
Stop defending this game and be a realist about its flaws. Its a good game, but its missing many things that we have classically enjoyed from Halo 2-3.