Halo 4 should rely more on individual skill than teamwork ..

First of all there should not be any join in session progress for halo 4. But …

> There should be a balance between individual skill and team work. It should be technically possible, to take down their entire team if you got the edge. For example, if you happen to come behind your enemies and there are three of them, you should be able to take down all three of them if you had good aim and strafe, but of course if your enemies were good enough, they could turn the situation to their favor and kill you with you only taking one of them down. It’s all about flexibility.
>
> You should also be able to take two players down coming directly at you if you again, were good enough. It’s all about flexibility. You should be able to have the chance in every situation unless you have their whole team in front of you. Team work still shouldn’t be rendered useless, but it should be different from it’s current form.
>
> Team work currently relies way too much on team shooting and always having a partner with you, at least this is the most optimal strategy.
>
> How it is:
>
> Team work at it’s current state is very static, people usually stay in a position where they can quickly help their teammates. This is usually near the supposed teammate. In Team Doubles this can greatly limit the team’s abilities to have control over or move around the map. This creates boring gameplay on any level where team work is used. There is also the fact that in Doubles, if your teammate is dead, you can do nothing except wait.
>
> How it should be:
>
> Team work should be dynamic, players should move around all the time, from point to point, if their teammate calls help they can quicly run to a good location, even straight from spawn and help their teammate. Most of the time team work would be used to call out enemy position without need of huge amount of team shooting. Taking Doubles as an example, the team could be able to control the whole map by staying active all the time. You could engage even when your teammate was dead and your teammate could be able to help right after spawn.
>
> How it can be achieved:
>
> Dynamic team work can be achieved by allowing more individual skill. this can be made by increasing movement speed and jump height and decrasing kill times. Taking elements that slow gameplay out of the game. Weapon spawn times should be static to keep the players in movement all the time, power ups should return to how they were in Halo CE, that if multiple players stood on it’s spawn while it spawned, they could all get it. This gives more ability to team work, without actually making it too much of necessity. Halo CE is a great example of dynamic team work, probably the best out of all Halo games. No other game in the series captured it as well.

“you would still win if you were good individual and had great teamwork”

See what I quoted? Now rethink your entire post.

There should be a balance between individual skill and team work. It should be technically possible, to take down their entire team if you got the edge. For example, if you happen to come behind your enemies and there are three of them, you should be able to take down all three of them if you had good aim and strafe, but of course if your enemies were good enough, they could turn the situation to their favor and kill you with you only taking one of them down. It’s all about flexibility.

You should also be able to take two players down coming directly at you if you again, were good enough. It’s all about flexibility. You should be able to have the chance in every situation unless you have their whole team in front of you. Team work still shouldn’t be rendered useless, but it should be different from it’s current form.

Team work currently relies way too much on team shooting and always having a partner with you, at least this is the most optimal strategy.

How it is:

Team work at it’s current state is very static, people usually stay in a position where they can quickly help their teammates. This is usually near the supposed teammate. In Team Doubles this can greatly limit the team’s abilities to have control over or move around the map. This creates boring gameplay on any level where team work is used. There is also the fact that in Doubles, if your teammate is dead, you can do nothing except wait.

How it should be:

Team work should be dynamic, players should move around all the time, from point to point, if their teammate calls help they can quicly run to a good location, even straight from spawn and help their teammate. Most of the time team work would be used to call out enemy position without need of huge amount of team shooting. Taking Doubles as an example, the team could be able to control the whole map by staying active all the time. You could engage even when your teammate was dead and your teammate could be able to help right after spawn.

How it can be achieved:

Dynamic team work can be achieved by allowing more individual skill. this can be made by increasing movement speed and jump height and decrasing kill times. Taking elements that slow gameplay out of the game. Weapon spawn times should be static to keep the players in movement all the time, power ups should return to how they were in Halo CE, that if multiple players stood on it’s spawn while it spawned, they could all get it. This gives more ability to team work, without actually making it too much of necessity. Halo CE is a great example of dynamic team work, probably the best out of all Halo games. No other game in the series captured it as well.

Correct, ''you would still win if you were good individual and had great teamwork" but the thing missing from halo reach in this quote is ‘‘good individual’’.

That is why it has to be dynamic teamwork, and this is how it can be achieved.

‘‘Dynamic team work can be achieved by allowing more individual skill. this can be made by increasing movement speed and jump height and decrasing kill times. Taking elements that slow gameplay out of the game. Weapon spawn times should be static to keep the players in movement all the time, power ups should return to how they were in Halo CE, that if multiple players stood on it’s spawn while it spawned, they could all get it. This gives more ability to team work, without actually making it too much of necessity. Halo CE is a great example of dynamic team work, probably the best out of all Halo games. No other game in the series captured it as well.’’

Halo 4 should rely on more teamwork and reward individual skill

> Halo 4 should rely on more teamwork and reward individual skill

i completely disagree. you shouldnt be forced to round up random players (when you go into MM alone) to do teamwork so you wont fall flat on your face and just lose.

there should be a lot of power given to the individual. power like we saw in halo 2, and halo 1. a lot of this has to do with fast kill times (like 1.5 seconds or a bit faster even), but there is more to it than that.

in halos 1, and 2 you could beat someone down twice SUPER FAST. because of this you were able to get the jump on 2 people by quickly dispatching one of them, then leaving the second down to a BR battle (or pistol battle for CE). in halo reach, however, by the time you are done double beating down the first player first of all hes already melee’d you back (because you cant kill people fast at all in melee combat), and by the time you kill him you’ll probably be dead to his teammate shooting you.

also, if you manage to land that crucial grenade on top of one players face, he can just armor lock to completely negate its effects because his teammate is there to push you away from the low shielded armor locker. this is especially problematic because the armor locker can shoot you once or twice before he gets to low shields making the battle for his teammate a cake walk.

evade and jet pack are 2 things that give an enormous amount of power to the players. evade is incredibly fun to use, but in all honesty its probably wayyy too powerful in its current state because it refreshes too fast. jet pack is a cool concept, but it completely and totally throws the concept of ‘map control’ out the window, in its entirety. jet pack cannot work for a default spawning AA, at all. the only way it could work is if jet pack was nerfed to hell making it a double jump instead of a ‘fly around the map for 14 seconds’ type of deal. evade can work fine, but it probably needs to be tweaked a little bit to make it not so oppressive. to tweak evade i’d make it so with 1 evade roll the cooldown will be fast (like 3 seconds), but with 2 evade rolls it will be a bit longer (like 5 seconds). this will make it so it takes more thinking to use, and you cant just roll around the map and never die when you get to be especially good with it.

things i’d like to see are as follows:

1.) a BXB-esque combo that lets you melee people down in 2/3rds the time of a normal double melee kill.

2.) a double shot-esque combo that lets you shoot bullets at 125% damage (instead of 100%, so 25% extra damage) using a very hard cadence identical to the double shot in halo 2. this will allow for 4 shot kills with 4 ‘double shots’ instead of 5 shot kills. in order to do this you will have to perform a very skillful action 4 times in a row, which will be very hard to pull off. when you do end up pulling it off, it only shaved 1 bullet off of your kill, so its not entirely oppressive like the double shot in h2 was, being able to kill people twice as fast as they could kill you. there would also be a video tutorial on how to do this, so people wouldnt be left in the dark.

> Halo 4 should rely on more teamwork and reward individual skill

No, this is what all games lately are doing and it is really really really really really really really really really really really really really really really really really really really really really really really really really really really really boring.

Halo 4 should rely more on individual skill than halo reach does, but teamwork has its place too. They need to find the right balance, as halo 3 did, where you COULD beat two players by yourself, if you were much better than they were, but it would be a whole lot easier if you had a buddy with you. Basically they need to raise the skill gap, but keep the teamwork that makes halo what it is. High level halo is pretty much all teamwork, as there’s not that much difference between each player’s ability to DMR/BR.

> > Halo 4 should rely on more teamwork and reward individual skill
>
> No, this is what all games lately are doing and it is really really really really really really really really really really really really really really really really really really really really really really really really really really really really boring.

Yep, agreed. Nowadays people use the excuse of teamwork because they really have low individual skills. If you are good, you’ll help your team.

After reading the topic I was a little skeptical but having read the OP in its entirety I have to say I fully agree.

> After reading the topic I was a little skeptical but having read the OP in its entirety I have to say I fully agree.

The OP was stolen from the second comment…

I agree. Individual skill should have just as much influence as teamwork. Right now an individual can do very little by himself.

All Im saying is that button combos dont and never have belonged in Halo. I know people made a big deal about them in 2, but they were never meant to exist. Thats why they got programmed out in 3 and still are not present in Reach

Yes, the op was stolen from the second comment. Really just because the points were much better presented in his text than in mine. In reality we meant exactly the same.

I think a good solution to this would be to lessen the auto aim so its easier to miss, slow down the rate of fire, and increase the damage done.

I would approach the ‘problem’ from a different direction, and make a couple “mercenary” playlists like CoD, where parties aren’t allowed but it’s still team games. Of course, without all the terribad randies, actual Team Slayer would be a hell of a lot more competitive.

> Halo 4 should rely more on individual skill than halo reach does, but teamwork has its place too. They need to find the right balance, as halo 3 did, where you COULD beat two players by yourself, if you were much better than they were, but it would be a whole lot easier if you had a buddy with you. Basically they need to raise the skill gap, but keep the teamwork that makes halo what it is. High level halo is pretty much all teamwork, as there’s not that much difference between each player’s ability to DMR/BR.

The thing is, team work is always brought by the players, only decision from the developer concerning team work is how much they force the players to use it, ie. how low is the amount of individual skill allowed. Team work will always be as useful unless individual can completely dominate, no matter how bad they are.

As I said in my first post (which is also quoted in the OP), team work in games with low individual skill gap is static, whilst team work in games with high individual skill gap is dynamic. Dynamic team work seems like the players all worked alone, but in reality, they are just working so dynamically by securing power weapons, power-ups, utilizing movement, calling out opponent locations and team shooting opponents only when necessary, that it looks random at first glance. At best the whole system works in perfect cadence with players literally flowing around the map.