Simple. I’ll assume most of you have listened to the Sparkast and also have seen the BR and base movements in action.
For those who have not, well you know where to find the Sparkast. As for the movement…
So the point I’m wanting to make is the following:
Seeing how Halo 4’s starting / base weapon sandbox seem to make use of very balanced weapons and no “perfect-for-every-situation” utility weapon, a la Halo CE’s Magnum, it seems that the new trend will become to use a mixture of the BR / DMR depending on the map, with perhaps an ACarbine / AR as the 2nd, if such a thing is possible.
But also taking into consideration how crisp is the strafe movement and jumps are, aiming is now going to play a massive factor again, unlike Halo: Reach, as there won’t be easy escapes from battles using Sprint or Armor Lock anymore. We’re back to Halo 3 ish encounters, where you must fight to death or be quite far to escape.
After consideration of all these factors, I think it is safe to claim that Halo 4 will revolve around the player’s shooting skill more than Halo: Reach did, and much like Halo CE did! Thus the aiming skill gap will be quite higher than in Reach, and unlike Halo 3, it won’t be as connection reliant thanks to hitscan!
I don’t know about most of you, but I’m pumped as heck. Can’t wait for this game. Less-experienced players can have all the Rockets if they care to, because I’ll make up for it when they have an AR / BR / DMR in their hands! Not wanting to sound arrogant, just kidding around… But it does make sense. Experienced Halo players will have that advantage with the shooting skill gap, so it’s somewhat fair that newcomers should get this kind of help.
I believe it should stay out of Ranked nonetheless. The ability of thinking of all that’s going on, whilst remembering the weapons is part of being a skilled player. #opinion
Discuss.