Halo 4's lingering issues (343 please read)

For the most part, Halo 4 looks phenomenal and the improvements over the last games are welcomed ones. There are some things I’m really excited for about the game, and I’m largely optimistic…

Or so I was. As I’m trying to formulate a conclusive, yet cautiously skeptical opinion about Halo 4, I’m finding myself alternating between 'This game looks phenomenal" and “This game doesn’t look like Halo”. My mind is between this rock and a hard place, and I just can’t shake some thoughts in the back of my head in regards to the Multiplayer.

*First I see these awesome new weapons, but then I hear these generic sounds that are not only replacing the iconic Halo audio, but are also too alike in tone and pitch to be distinguishable on the battlefield.
*I see balanced precision weapons and a working custom loadout system to remove the ‘AR starts vs BR starts’ dilemma of past games, but then I see things like Perks being added, which throws off the potential balancing effect this class system would have had. Halo has always been about starting on an even playing field, but things like faster reload, faster shield recharge, resistance to EMP, etc. will all create random rock-paper-scissors encounters and add too much ‘guess work’ and ‘situational advantages’ to the gameplay. We may be in a duel and we wont know if somebody’s shield recharges faster, so we’ll turn the corner and lose the battle when they spring back full shield. Or somebody might have to reload a rocket launcher, so we challenge them only to encounter their quicker reload and then get rocketed. Or worse–we’ll try to ping a sniper or sneak up on him, but he’ll be able to see us while scoped and stay in scope while we’re shooting him. This just isn’t Halo gameplay.
*I see waypoints for weapons and grenades on the maps, which I feel are a good addition, but then I learn that weapon drops will be random. Consistency is usually better than randomness and unpredictability, and I feel that even though the locations for these maps are determinant, the fact that you wont know what will spawn is the true concern. Teams used to bank on rushing those Rockets that were coming up in order to make a good flag pull or defend their flag. Now instead of Rockets being in a predictable location, a Shotgun (which serves a completely different purpose) might spawn there or somewhere out of reach. I do see how this is good to change up the staleness, but I also don’t see the point when the old system worked perfectly. Team Fiesta belongs in Action Sack.
*I see the new improved radar, but then promethean vision allows me to see through walls, negating not only the need for radar, but also any stealthy tactics.
*I see balanced Sprint and balanced AAs (other than PV), but then I see them replacing Crouch [controls] as a key component of Halo multiplayer. Halo has always had this dynamic of crouching to drop off of radar and crouching during a jump to trick jump. The majority of the new controls do not simultaneously support crouching and AA/Sprint usage, and they instead place crouching on the sidelines while Sprint takes the forefront. I’d like to see a layout with Crouch on LS, Sprint on LB, Melee on RB (or AA) and AA on X (or Reload on X and Melee on B with AA on RB). It wont matter how awesome the game is if the player input feels clunky and uncomfortable.
*I hear epic announcements from Jeff, but then I hear him narrating everything I do in the game and I imagine this will distract me from callouts. But even when he talks more, some of his iconic phrases such as ‘flag captured’ ‘game over’ and ‘gained the lead’ have been removed, and this bothers me.
*I see awesome flag assassinations, but then I learn that I’m forced to hold onto the flag until I score it and everybody will know where I am at all times, thus eliminating any stealthy plays. As a viewer and player of competitive and pseudo competitive objective games (respectively), I can say that in my experiences the flag must be dropped by the carrier in a 4v4/5v5 setting in order for the capture to succeed. This was apparent in Reach with Sprint allowing you to catch up to a carrier so fast, and it’s going to be even easier in Halo 4 now that it’s default AND he has a waypoint over him.
*I see balanced vehicles with new designs and better health system, but now we can spawn with EMPs and Plasma Pistols, which may make vehicles an even greater death trap than in Reach. This supports griefing, because people will be using EMP charges on their teammate’s vehicles
*I see the return of hitscan, reduction of bloom, nerfing of grenades, increasing of base player traits, bleedthrough melees, and less aim assist–all of which make the game more competitive and skill-based. But then the ranking system (if any at all) will be invisible to others and probably only be featured in a couple of playlists. And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.

These are some of the things that bother me the most. I have no doubt that Campaign, Spartan Ops, and Forge will be amazing, which is why I’m really looking forward to the game for them. But the multiplayer is what most players will be playing 2 years from now, and I’m quite frankly worried about it.

My excitement and enthusiasm is definitely diminishing as the significance of these issues continue to weigh down on me. I just don’t want to see a game with such massive potential fall short…

Anyone understand my thoughts, or am I grabbing straws here?

Yeah, I could kind of understand what you mean by the flag capturing and stuff which is the thing I’m currently concerned about since the Waypoint type of thing kind of sucks…

Well, I think it does.

I played halo 4.

It feels so gooooood!

> I played halo 4.
>
> It feels so gooooood!

This is how I felt on April 29th 2010 when I played Reach for the first time. And then all the issues started to pop up…

> <mark>*First I see these awesome new weapons, but then I hear these generic sounds that are not only replacing the iconic Halo audio, but are also too alike in tone and pitch to be distinguishable on the battlefield.</mark>
> <mark>*I see waypoints for weapons and grenades on the maps, which I feel are a good addition, but then I learn that weapon drops will be random. Honestly, I don’t see one good reason for changing something that worked perfectly fine in the past.</mark>
> <mark>*I see balanced Sprint and balanced AAs (other than PV), but then I see them replacing Crouch [controls] as a key component of Halo multiplayer. Halo has always had this dynamic of crouching to drop off of radar and crouching during a jump to trick jump. The majority of the new controls do not simultaneously support crouching and AA/Sprint usage. It wont matter how awesome the game is if the player input feels clunky and uncomfortable.</mark>
> <mark>*I hear epic announcements from Jeff, but then I hear him narrating everything I do in the game and I imagine this will distract me from callouts. But even when he talks more, some of his iconic phrases such as ‘flag captured’ ‘game over’ and ‘gained the lead’ have been removed, and this bothers me.</mark>
> <mark>*I see awesome flag assassinations, but then I learn that I’m forced to hold onto the flag until I score it and everybody will know where I am at all times, thus eliminating any stealthy plays. As a viewer and player of competitive and pseudo competitive objective games (respectively), I can say that in my experiences the flag must be dropped by the carrier in a 4v4/5v5 setting in order for the capture to succeed.</mark>

I understand. Those are the issues that bother me.

> > I played halo 4.
> >
> > It feels so gooooood!
>
> This is how I felt on April 29th 2010 when I played Reach for the first time. And then all the issues started to pop up…

In the beta I had noticed some issues myself. Although they did nerf unnecessary things from the beta, like the plasma pistol.

Crouching could also be used to lower bloom rate and increase accuracy. Oh wait no, we took a step back and now we have one thing less to think about.

I’m starting to lose interested when I discovered that they’re planning on making automatic weapons only usable in close range. I also dislike the addition of bleedthrough, lack of health and the HUD for the shield going backwards.

I totally aggree…but most of your mentioned points are gametype specific. for sure there will be gametypes we know and love :slight_smile:

…but lets hope that these gametypes will be better than the ones from reach that were craftet by a horde of monkeys…

<mark>And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.</mark>

Already been announced that there WILL BE a classic playlist at launch. See you there buddy. :slight_smile:

> Crouching could also be used to lower bloom rate and increase accuracy. Oh wait no, we took a step back and now we have one thing less to think about.
>
> I’m starting to lose interested when I discovered that they’re planning on making automatic weapons only usable in close range. I also dislike the addition of bleedthrough, lack of health and the HUD for the shield going backwards.

Sometimes you have to take two steps back in order to move forward again. Reach is a prime example of this.

EDIT: Oh and also. If you don’t like it, don’t play it. :slight_smile:

> <mark>And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.</mark>
>
>
>
> Already been announced that there WILL BE a classic playlist at launch. See you there buddy. :slight_smile:

A, as in ONE? One singular playlist without AAs and Perks just simply isn’t enough, nor is it fair in my opinion to shoehorn the fans who prefer traditional Halo into one place.

Though I’d be content with classic Slayer, Objective, BTB, and FFA, I’d rather see a game that launches with good, playable settings across the board.

> *I see balanced vehicles with new designs and better health system, but now we can spawn with EMPs and Plasma Pistols, which may make vehicles an even greater death trap than in Reach.

Actually, I think it might work out. The plasma pistol overcharge tracking looks severely nerfed.

It seems that a little leading might be necessary.

> > *I see balanced vehicles with new designs and better health system, but now we can spawn with EMPs and Plasma Pistols, which may make vehicles an even greater death trap than in Reach.
>
> Actually, I think it might work out. The plasma pistol overcharge tracking looks severely nerfed.
>
> It seems that a little leading might be necessary.

I think 343 also forgot about people griefing by spawning with plasma pistols and stunning their teammate’s vehicles right off of spawn. There is no way to boot a player who does this on purpose.

i agree with most but i do like the new sounds.

Only thing im worried about is the specializations having balance issues.

i mean what if i through a grenade but the person im throwing the grenade at has
a spec that allows him to takes less damage from grenades. Does this mean that
im going to have moments when someone should have been killed but wasnt because
of a spec?

> > <mark>And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.</mark>
> >
> >
> >
> > Already been announced that there WILL BE a classic playlist at launch. See you there buddy. :slight_smile:
>
> A, as in ONE? One singular playlist without AAs and Perks just simply isn’t enough, nor is it fair in my opinion to shoehorn the fans who prefer traditional Halo into one place.
>
> Though I’d be content with classic Slayer, Objective, BTB, and FFA, I’d rather see a game that launches with good, playable settings across the board.

This post has been edited by a moderator. Please do not post inappropriate content.

*Original post. Click at your own discretion.

Yeah but Reachtards want to force us to play their childish garbage and if we don’t we’re stuck in team classic. If you want to help 343 craft this playlist, please post your feedback HERE to make the best experience for us old dogs.

Let’s try not to blame a certain crowd of gamers in that way. We all just want to enjoy Halo.

But I will be doing what I can to help shape the playlists, just as I did in the Optimatch for Reach back in 2010.

>

…So MLG and its players are always wondering why people hate them and their gametypes…

> *I see balanced vehicles with new designs and better health system, but now we can spawn with EMPs and Plasma Pistols, which may make vehicles an even greater death trap than in Reach. This supports griefing, because people will be using EMP charges on their teammate’s vehicles

the plasma pistol has been nerfed, there isn’t as much lock on and it wont be a death trap to vehicles because there’s a perk that allows vehicles not to fully stop due to the overcharge. see it balanced.

and
343i are trying their best to balance the game as much as possible this is hard to do you know. and this isn’t even the final build, yes i bet its very close to the final build but doesnt mean they cant improve.

> > <mark>And of course, I doubt that there are going to be playable playlists without perks and AAs on launch.</mark>
> >
> >
> >
> > Already been announced that there WILL BE a classic playlist at launch. See you there buddy. :slight_smile:
>
> A, as in ONE? One singular playlist without AAs and Perks just simply isn’t enough, nor is it fair in my opinion to shoehorn the fans who prefer traditional Halo into one place.
>
> Though I’d be content with classic Slayer, Objective, BTB, and FFA, I’d rather see a game that launches with good, playable settings across the board.

One is more than enough. 343 is being generous enough as is with just 1 “classic” playlist.
There doesn’t need to be a “classic” equivalent to every standard playlist in the game. And IMO, there shouldn’t even be one but that’s 343’s decision.
If you want to play “classic” Halo, either go play what 343 gives you, play customs, or go play the original games. Otherwise, either play the game as it should be played or don’t. I certainly won’t miss you.

Thank you for posting this, and I agree with you on everything.

These are major issues that people who having been playing Halo competitively and pseudo competitively for years will notice before the game even drops. Most players will not even acknowledge these problems for a month or two into the game because their excitement for a new Halo disrupts any type rational thinking, and by the time they realize it, its already too late. Were stuck with a broken game right out of the box, a game broken at its core.

Yet, if we predict and try to discuss these problems ahead of time were haters, and we dont know what were talking about, and were clueless because we havent touch the game yet. So the issues never really get addressed, and in the end we all lose.