Halo 4 War Games Suggestions

Let me start of by saying this thread is not to complain about Halo 4 but, more to give my personal suggestions on some things that could use adjusting. In fact i am having as much fun playing Halo 4 as i did when i first picked up Halo 2 at midnight release. I did leave out weapons, vehicles, ect from my lists because i had no issues with the way they were functioning however, if you believe something that i missed or left out to be important, post and i’ll add it to the original posts. Anyway let’s start off with player traits.

–PLAYER TRAITS–

-This section will look a little different as i currently only have one suggestion to player traits, everything is works fine. The player trait i think that is causing a few problem in the game especially with long range battles is the lack of scope knockout. I believe if scope knockout was to return long range battles wouldn’t always end in a kill as they seem to now, and overall would fix a few issues with gun balance. IF 343 insists on not bringing back scope knockout or it is just impossible to bring back then increasing the scope knockback would also be a viable solution.

–WEAPONS–

  1. UNSC
  • DMR - The DMR is to effective outside, and inside, its intended range which is medium to long range. A small decrease in rate of fire would still keep the weapon functional and effective in it’s intended ranges but, reduce it’s effectiveness as the player gets closer to the target. Making weapons like the BR and AR more viable.

  • Mounted Turret - Most times the risk of sitting still on a turret is not worth the firepower. I believe it is powerful enough as is when mobile but, not stationary. Providing greater accuracy or damage protection while mounted with the turret might fix said issue.

  1. Covenant
  • Storm Rifle - As it stands the Storm Rifle in most cases seems like a less effective AR. Increasing shield damage and decreasing health damage would add an interesting contrast between the Storm Rifle and the AR. Making both fit similar roles but each taking a different approach, making each win in different situations.

  • Carbine - First, if scope knockout was to return i believe this weapon would be just fine unaltered as it’s faster firing rate and accuracy would provide good team support by keeping the enemy players out of scope easier. However if we are to stick with scope knockback then a slight increase in fire speed would allow the Carbines weaker damage to compete with other weapons in it’s class while keeping a different play style. I know i sounds crazy as the Carbine fires fast already but, it also has weaker damage that puts it at a disadvantage against other guns.

  1. Promethean
  • Scattershot - AS it functions right now, the Scattershot seems to only be a less effective shotgun. Making the light pellets bounce farther and do more damage after they bounce would add an interesting mechanic to the weapon. If used properly it could be used to shoot people around corners in a meaningful way.

  • Suppressor - Making the rate of fire increase at a faster rate would make this gun a bit more viable if only in close combat situations. I believe the AR and Storm Rifle should beat the Suppressor at medium to longer ranges but, the Suppressor should have a clear advantage at close combat where it’s lack of accuracy is not hindering it.

  • Pulse Grenade - There are a number of interesting ways to make this grenade more effective. First would be to add a gravitational pull in the center of the grenade that would slightly pull enemies players into it’s radius as they get close to it. The gravitational pull would be just strong enough to slow you down slightly as you try and move away from it, This could allow it to be used as a distraction or hindrance to the enemy team or force them own different areas. Another way would be to increase the Damage over time effect of the grenade to the point where staying in it for only a short period would remove one’s shields, making the explosion at the end actually lethal. MY last and final suggestion for this grenade would be to greatly magnify the damage of the explosion at the end. Rarely does one end up in a pulse grenade’s radius as it collapses however, if a person or vehicle should be so unlucky as to be in it’s radius when that happens they should be ionized.

  • Binary Rifle - Greater scope knockback or scope knockout combined with the aiming laser would help reduce the dominance of this rifle, which hopefully means we would see it more often. Having played since midnight release i have only seen this weapon once in War Games and it wasn’t even me who acquired it.

–MAPS–

  • Similar to the ‘Player Traits’ section this section while be a single paragraph not a list for the same reasons as before. I will not be commenting on the map balance of the current maps as I am not qualified to provide suggestions to any issues i am having with such. I would however like to see more action near the cliff side of Abandoned, half the map doesn’t feel used at all. Lastly i would like to see variants of Ravine, Impact and Erosion appear in the hopper to add more variety to the play lists. I can imagine some people don’t even know these maps exist.

–VEHICLES–

1.UNSC

  • Warthog - Throughout all the other Halo games I have always been the driver for my team, mainly because i was the best at it and i loved it. The warthog has always been my favorite vehicle in any Halo game. Halo 4’s version of the Warthog is not fairing to well in my eyes. I can get over the sound change which wasn’t needed and it actually handles great like all the vehicles in Halo 4 but, it’s turret is under powered. When it is faster to get out and kill an enemy with a DMR then the turret there is a problem. I try and stay away from simple fixes like slight damage increase if i can but, that’s all the Warthog really needs.

–GAME TYPES–

  • Infinity Slayer - The addition of more maps with light vehicles placement, such as Warthogs, Ghosts and Mongooses would add a little more variety to this play list.

  • Big Team Slayer - The addition of objective based game types is needed. Either that or a new Big Team Objective play list should be made.

  • Assault - Many people would like to see Assault return to Halo, my self included. If Assault can not be added to the game then a few tweaks to Griffball could turn it into a Neutral Bomb game. That being said, being able to throw and catch the bomb like an oddball/Griffball would add some interesting game play.

  • VIP- The implementation of this game type would be appreciated.

  • Griffball - Add a Griffball hopper please :D.

  • FFA - Would like to see the addition of a normal free for all hopper. Regicide is a lot of fun but, sometimes people just want normal FFA

  • Halo: Reach - A playlists that pays homage to Halo: Reach would be a nice addition. The playlist would only use vehicles, maps(player created), weapons and game types that appeared in Halo:Reach. Loudouts would be map specific, and in Slayer the game would be first to 50 kills. I realize this a huge ambition and would require a lot of work but, i feel it would be a nice addition.

  • Classic Halo - A playlist dedicated to recreating the Halo CE, 2 and 3 multiplayer. No loudouts, weapons only featured in the previously mentioned titles, no Mantis and again maps recreated by the community. Every player would start with the same weapon and weapons/power-ups would be on the maps in set locations. Again this would be another huge project for 343 but, again i feel it would be worth it.

  • Community Playlist - A hopper featuring new player created gametypes and maps every week or month. This hopper would be a lot of work to maintain but, could be a large amount of fun.

–ARMOUR ABILITIES–

  • Hardlight Shield - When used the player will occasionally move faster than normal for a few seconds. This does not happen every time so i do not know if it is intended.

  • Jetpack - I feel as though a lot of maps do not have verticality that can not be achieved easily without the jetpack. This is not a bad thing as if maps were designed with a specific armour ability in mind i would be worried. However the jetpack does feel a bit lackluster because of it. If the jetpack were to get a boost in vertical speed increase, it would make it more viable for reaching higher places much faster than others and even skyjacking banshees.

  • Thruster - No debate this ability needs an increase in the distance it Travels. It shouldn’t be increased drastically, just enough to dodge a vehicle or quickly close a gap at close range.

  • Auto Turret - I feel as this is the most lackluster armor ability in Halo 4. It does poor damage, it’s weak and it doesn’t make a big enough difference in a fight. There are a few ways 343 could go about re-balancing this armor ability. If scope knock out returns then increasing the turrets rate of fire could help keep enemies at bay. One could even sneak into the enemy base place a turret and use it to knock enemy players out of scope for a short time. Another way would be to drastically slow the rate of fire but, have the turret do a fair amount of damage. This would force enemy players to choose to shoot the turret or continue shooting the player, both ways have repercussions. Continue shooting the player and the turret hits you for a good chunk which helps the player you were shooting finish you off quicker. Shoot the turret and the other player gets a free shot on you as you’re focused on the turret.

  • Active Camo - As of now Active Camo supports campy game play. I say this because the radar decoys do not appear as enemies to the other team making it easy to pick out the players movement. By assigning the decoys foe tags on the radar it would allow more mobile use of the armor ability and even confuse the other team. Of course this would work the other way as well with the decoys appearing as enemies on your radar as well which could confuse you or your team also, preventing it from having no downside.

That is the end of my rant for now, i will update as people post, things change and i do more play testing. Thanks for reading.