Before we begin I’d like to say a few things. I’ll be quick and please do not get stuck on this prologue.
It’s what comes after it that you should comment and take a stand to. Hopefully you’ll support it.
I have faith in 343 studios. They seem to be a wicked and passionate crew.
And I hope they listen. I know Bungie did, and they did what they thought was the right thing to do.
Halo reach flopped but it wasn’t their fault. It was nobody’s fault, they listen to their fans and made a good game.
The game just wasn’t “Haloish” enough one might say. And it clearly was something different. Especially multiplayer wise.
I personally think there were 4 major changes that didn’t fit into a Halo game, multiplayer wise at least. And it’s about
multiplayer I’m going to speak of. I’m not worried about the campaign.
The changes are what follows:
*The weak slow character that you play.
*I’m not sure about some weapons but some are clearly boring. DMR and Focus Rife is clearly boring weapons.
Along with Bloom and the removal of the BR. (YES! I think this one is getting fixed. (not surprised) Yeah I began writing on this before the video release.)
*The ranking system was a Great idea but it just didn’t work. I was for individual rank ups before Halo reach but it had sick
impact on gameplay. Camping among other lame gameplay impacts.
*And lastly armor abilities and everything about them. (No no no don’t bring sprint and jetpack and other AA’s back :< …)
And then there’s stuff like melee system and nades and how you throw them and stuff… It’s like nobody can miss hitting a target with a nade.
So yeah, there you have your don’ts.
Alright, now we got that out of the way, let’s begin.
Regarding Multiplayer
I hope it takes up multiplayer from where Halo 3 multiplayer ended.
And not from where Halo reach’s multiplayer ended. Hope you catch the drift.
I hope everyone learned from Halo reach. Learned what works and doesn’t work in Halo (multiplayer).
I hope armor abilities don’t return.
I hope armor abilities don’t return in any shape or form.
Big DO here —> If jetpack have to be in it make it -blam- available for bumper jumper users…
Make is so that you have your jetpack usage on jump button (LB) once your Spartan is in the air.
(Because you can’t aim while holding X… and no I’m not going to hold X with my -blam- trigger finger.)
Then I’d say it’s alright to have jetpack in social and campaign and then it would actually be fun. But not in ranked!! (Map control remember?)
I hope the battle rifle returns (yay confirmed!). Far more enjoyable weapon than the DMR.
Big DO here → I hope the auto aim is taken off the rocket launcher because it -blam- up half of the rockets when opponents jump or it aim assist on another target. You aren’t supposed to shoot a rocket on your target, you’re supposed to shoot it at his feet.
Also, I remember back when I first played Halo 3 multiplayer. Going from Halo 2 LANs to Halo 3 was a great deal. Wooosh I enjoyed it (of course) but what really surprised me and annoyed me a lot (like my first 1000 games at the least) was the melee system.
How is it, that a weapons bullets can get absorbed by the MJOLNIR armor but not melee hits?? It annoyed me.
(What really annoyed me is what it comes down to/leads to, the ability to beat somebody down after shooting them with say, one simple brutshot round.)
But now I never even think of it anymore.
However, when we look at the changes made regarding the melee system in Halo reach we can clearly say that having even the tiniest bit of shield left makes you absorb a full melee hit, was a bad decision.
And I’ve always thought to myself, since the very day I got online on Halo 3 for the first time. “Make it take two hits to break the shield!!”
And of course make it hit-through able like in Halo 3.
And I have an idea of how it should work.
Your shield answer for 4/5th of the total damage you can take before you die.
Health without shield 1/5th. 5/5 is 100%, a fully healthy Spartan. My idea is that a melee hit should cause damage equal to two fifths of a Spartans health + shield.
Scenario 1.
(Target start on 5/5) Melee hit > 3/5 > Melee hit > 1/5 (no shield left) > Final melee hit > 0/5 > dead.
So instead of two lame melee hits right after each other to kill one another there will be 3. Sounds stupid … but I believe it will change gameplay in a very positive way.
Scenario 2.
(Target start on 4/5) Melee hit > 2/5 > Final hit > hits through shield and target dies.
If the target is however already damaged two melee hits will be enough to kill them.
I hope there will be a beta to test this out!! And of course everything else in it!!
And I couldn’t help to notice the massive hit boxes in the trailer. Just look at when he uses the BR to kill somebody at 1:55
(Full video is 4 min so almost half way in it). It doesn’t show very clear on youtube when you play and pause it and play and pause it during that second.
But here → http://halo.xbox.com/en-us/Universe/detail/making-halo-4-first-look/9a9548bc-a4bf-4112-b4a9-ff935afecb5e you can play and pause during that second far better and it clearly shows that he didn’t even hit his target. Yet his target died.
Which reminded me. The hit boxes in Halo reach are very odd. I’ve read that your armor actually attracts bullets in a way such that a bullet that where close to you and that would otherwise have missed actually hits you.
Or maybe it’s just super large hit boxes in Halo reach :S
I want none of that bull crap in Halo 4… (Aim assist is a whole different matter and shouldn’t be touched.)
In my opinion the hit boxes where perfect in Halo 3.
If bullet magnetism and large hit boxes going to be in Halo 4 there won’t be any skill distribution and without a skill distribution there’s no fun for me.
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