Halo3 + 4 = H5 multiplayer

First off I would just like to say that before I say anything I would like to say I am impressed with the changes that 343 has made to improve H4. It’s to little to late at this point to maintain it’s multiplayer at a high level going foward but they are good changes for the most part. Let’s just say these comparisons may make up my version of Halo 5.

  1. Sprint. Totally against it from the start, now I feel it is needed. After jumping back into 3 I feel it should be a given for H5.

  2. JIP. Yes the dreaded JIP. Hated it at first, still needs revised but it is needed. Unless there are stiffer penalties for quitting or afk’ing.

  3. Ranked playlists/Real ranks. Sorry if anyone feels left out but they are needed. Some may say that they’re not but Team Slayer alone in H3 would have a peak population of 30k+ 2 years into the game.

  4. Custom load outs/AA’s/Support tech, etc. These are uneeded and only unbalance games. It’s just to much randomness. People used to say H3 was complicated but compared to 4 it’s very simple. I could deal with a few simple AA’s like jet pack and hard light but in the interest of balance the rest must go. Resupply is not a “perk” also, it should be a given. Less is more. Maybe keep a couple of AA’s and bring back equipment.

  5. Vehicles. They needed to be returned to H3 standards in terms of damage dealt and damage absorbed. Having sprint alone would decrease their effectivness and make them more balanced.

  6. The DMR. It needs to be removed or placed on map only (as a power weapon). Spawning with a mini sniper rifle kills map movement.

  7. The Boltshot. See the DMR^.

  8. Random drops/Infinity settings. These also must go. Still just to much randomness involved. Power weapon markers I am ok with though if it makes the game easier for some.

  9. Hitscan/auto-aim. These must be decreased, maybe not to H3 levels but H4’s are way to high.

  10. Controls. H4 really got these right. Having melee on RB without using bumper jumper is great. Don’t change a thing here.

Discuss.

Oh and if a MOD feels the need to move this to the H5 thread please do so. Thank you.

Sprint, god no

skilled based ranking, god yes

returning to weapons on map only please

go back to gear like bubble shield and stuff like that too

The hitscan/auto-aim does need to be decreased from Halo 4’s amount…BUT it should not get anywhere close to the low levels that it is in Halo 3. A nice balance between the two would be great.

Sprint - no thank you

you can’t “decrease” hitscan; you either have it or you don’t. i’d like to see the same auto-aim/ bullet magnetism as H3 but with Hitscan. closer to Halo 2 than anything

and to 343 - either design some good maps or continue bring back fan favourites - pit plays extremely well, a rehash of onslaught or even amplified would also be welcomed, oh and heretic/midship as well

> First off I would just like to say that before I say anything I would like to say I am impressed with the changes that 343 has made to improve H4. It’s to little to late at this point to maintain it’s multiplayer at a high level going foward but they are good changes for the most part. Let’s just say these comparisons may make up my version of Halo 5.
>
> 1. <mark>Sprint. Totally against it from the start, now I feel it is needed. After jumping back into 3 I feel it should be a given for H5.</mark>
>
> 2. JIP. Yes the dreaded JIP. Hated it at first, still needs revised but it is needed. Unless there are stiffer penalties for quitting or afk’ing.
>
> 3. Ranked playlists/Real ranks. Sorry if anyone feels left out but they are needed. Some may say that they’re not but Team Slayer alone in H3 would have a peak population of 30k+ 2 years into the game.
>
> 4. Custom load outs/AA’s/Support tech, etc. These are uneeded and only unbalance games. It’s just to much randomness. People used to say H3 was complicated but compared to 4 it’s very simple. I could deal with a few simple AA’s like jet pack and hard light but in the interest of balance the rest must go. Resupply is not a “perk” also, it should be a given. Less is more. Maybe keep a couple of AA’s and bring back equipment.
>
> 5. Vehicles. They needed to be returned to H3 standards in terms of damage dealt and damage absorbed. Having sprint alone would decrease their effectivness and make them more balanced.
>
> 6. The DMR. It needs to be removed or placed on map only (as a power weapon). Spawning with a mini sniper rifle kills map movement.
>
> 7. The Boltshot. See the DMR^.
>
> 8. Random drops/Infinity settings. These also must go. Still just to much randomness involved. Power weapon markers I am ok with though if it makes the game easier for some.
>
> 9. Hitscan/auto-aim. These must be decreased, maybe not to H3 levels but H4’s are way to high.
>
> 10. Controls. H4 really got these right. Having melee on RB without using bumper jumper is great. Don’t change a thing here.
>
> Discuss.
>
> Oh and if a MOD feels the need to move this to the H5 thread please do so. Thank you.

No way. Sprint is one of the worst things added into Halo.

I simplify your equation:

H3 = H5 multiplayer

No Sprint. There is no reason for it to be “needed” if base movement speed is made nice and fast like it was in Halo CE/2. The game should be fast paced, but we should not be sacrificing our ability to shoot and strafe to get around the map faster. Just make players nice and quick as a general rule, and don’t be -Yoinked!- with Sprint.

Hitscan/No Hitscan? Well, I’d rather they have both, use Hitscan on specific weapons, such as the Sniper, and DMR, and use Projectiles on others, such as the BR and the Carbine. These Projectiles should move faster than they did in Halo 3 however, for better control but without sacrificing leading shots. Projectiles should be more consistent with Halo 5’s stronger net code and dedicated servers, and the BR/Carbine should have LESS SPREAD than they did in Halo 3, preferably almost no spread for consistencies’ sake.

Aim Assist: Aim Assist needs to be low, VERY low. Halo Reach’s DMR, or Halo 3’s BR are a prime example of low aim assist, and we need that back. The less work the game does for us the better. When it comes to Bullet Magnetism we should have zero magnetism outside of a weapon’s “Inner” reticle (This includes the blooming reticle on the AR, and the INNER circle of the BR/DMR). And we should have zero reticle slow outside of a weapon’s “Outer” reticle (for one reticle weapons like the Shotgun, both apply to the single reticle). Reticle Sizes across the board should be smaller, closer to Halo Reach’s reticle sizes, except the Sniper which should be even smaller than that. The Sniper and equivalent weapons should have ZERO aim assist.

Join in Progress/Ranks: Competitive in-game Ranks are a necessity and in those playlists they should be the #1 search. A level 10 should always get a range of 5-15 when the game shifts. This number should be adjustable based on the player base’s rise or decline in population to keep MM times quick. When it comes to Join in Progress, keep it for Social playlists, do NOT use it in Ranked ones.

Custom Loadouts/AAs/Perks: Keep Loadouts but more greatly limit the possibilities of variation between one player’s choices and another’s. For instance, as opposed to precision AND automatic weapons as primaries, give us a choice of just Precision Weapon primaries. Take the PP and Boltshot out of sidearms, and throw in the automatics, or even the mini-automatics, SMGs, Spikers, Plasma Rifles etc. And limit grenades per spawn to ONE, no matter which you choose, so the advantages and disadvantages of each distinct grenade are less apparent, as one Stick won’t mess up a hog as easily, and one frag isn’t the most flexible killing tool in the game nearly as often, also only competing with one Frag or one Plasma could get Pulse some more love. On the topic of AAs/Perks? Take them out completely. Well, at least out of Loadouts for AAs. We want players to spawn relatively similar to one another, not with their own distinct super-power that makes a heavy impact on the outcome of each fight.

Vehicles: Halo 3’s vehicles were a little too buff. Maybe along the lines of Halo 2’s, small arms fire still had almost no effect, and Snipers didn’t hurt them much, but they definitely got brought down by Rockets, and they were nowhere near “invincible” as some players would describe a Hog or Hornet in H3 without a Spartan Laser to help you out.

The DMR: Hasn’t been overpowered since the TU, it’s perfectly fine in Loadouts, just needs an aim assist nerf like literally everything else at this point.

The Boltshot: Yeah just remove it, it has no place in Loadouts as a PW and it has no place in PWs next to the Shotgun.

Random Drops/Infinity Settings: I agree that the word Random needs to never set foot in Halo again. However I do not think that weapons should be on a single set spawn location throughout the course of the map. It would be nice if weapons could be set to spawn ONE TIME through the match, and that was it. That way off the bat, for instance, Rockets would spawn mid with a Shotgun in each base. then 2 minutes later, something completely different would spawn, but it would be on a rail following the EXACT same pattern every single game. This way we get increased map-movement, increased weapon-variety, and none of the random bs in Halo 4’s weapon system.

Controls: Just give us the option to hotkey any buttons we want this time please :slight_smile:

Why does everyone care so much about competitive rank? Can’t people just play to have fun? Are you really so insecure with yourselves that you need to see a small number to feel better?

> First off I would just like to say that before I say anything I would like to say I am impressed with the changes that 343 has made to improve H4. It’s to little to late at this point to maintain it’s multiplayer at a high level going foward but they are good changes for the most part. Let’s just say these comparisons may make up my version of Halo 5.

I still prefer Halo 3 to Halo 4. I will only play H4 because it is a new game, but H3 just feels so much better than H4.

> 1. Sprint. Totally against it from the start, now I feel it is needed. After jumping back into 3 I feel it should be a given for H5.

I don’t really care about sprint. It doesn’t matter to me. I transition fine between Halo 3 and 4. The only thing sprint makes a difference for me is that sprint makes sword and hammer users more dangerous, and sprint ruins some map tactics. Sprint makes games much faster paced though.

> 2. JIP. Yes the dreaded JIP. Hated it at first, still needs revised but it is needed. Unless there are stiffer penalties for quitting or afk’ing.

No JIP. Worst idea in the world.

> 3. Ranked playlists/Real ranks. Sorry if anyone feels left out but they are needed. Some may say that they’re not but Team Slayer alone in H3 would have a peak population of 30k+ 2 years into the game.

Needs ranks like H2/H3. The number means a lot more than people think it does. It was one of my main motivating factors to play Ranked games in H3. I don’t care what other people think but seeing a RANK actually motivates people to play and get better.

> 4. Custom load outs/AA’s/Support tech, etc. These are uneeded and only unbalance games. It’s just to much randomness. People used to say H3 was complicated but compared to 4 it’s very simple. I could deal with a few simple AA’s like jet pack and hard light but in the interest of balance the rest must go. Resupply is not a “perk” also, it should be a given. Less is more. Maybe keep a couple of AA’s and bring back equipment.

Not really needed. An interesting addition, but not needed. At the very least, they don’t need the special “perks”. Have main weapon, secondary, grenade, and armor ability is GOOD enough.

> 5. Vehicles. They needed to be returned to H3 standards in terms of damage dealt and damage absorbed. Having sprint alone would decrease their effectivness and make them more balanced.

Vehicles are paper in this game. Make them stronger, like they were in H3, BUT give them the weak points the used to have (gas tank on Ghost, the vent on the back of the tank). It would be more balanced, and take more tactics then just shooting at it to destroy it.

> 6. The DMR. It needs to be removed or placed on map only (as a power weapon). Spawning with a mini sniper rifle kills map movement.

The DMR is fine now. I have no problems with it, except that this game is in hit scan and I prefer projectiles like they had in H3.

> 7. The Boltshot. See the DMR^.

Bolt shot is similar to the mauler from H3. Yes it should be a map drop, not a start out weapon.

> 8. Random drops/Infinity settings. These also must go. Still just to much randomness involved. Power weapon markers I am ok with though if it makes the game easier for some.

Just have normal map drops. Normal map drops = map tactics.

> 9. Hitscan/auto-aim. These must be decreased, maybe not to H3 levels but H4’s are way to high.

I don’t like hitscan. Also the auto aim is a lot higher than H3, but remember that bullets had travel time in H3 so having auto aim would be bad because you’d be more than likely to miss a far away target that was moving. I think they should make H5 with bullet travel time again… It requires leading your shots and thus the game takes more skill. There is the question of if the servers can handle it but it did for H3 and now we will have a new Xbox One. If they have to keep hitscan then deceases auto aim by a lot.

> 10. Controls. H4 really got these right. Having melee on RB without using bumper jumper is great. Don’t change a thing here.

Control are fine but its becoming cluttered with too many new additions.

H4 is a good game. Not as good as H3. They should make H5 like H3 and H4, although more on H3’s side. With better graphics and engine of course, since the Xbox One will be able to handle more than the 360.

> Why does everyone care so much about competitive rank? Can’t people just play to have fun? Are you really so insecure with yourselves that you need to see a small number to feel better?

Humans want to be better than others, it’s not insecurity. If you are working one day, you will naturally “feel better” if you have a higher position than others, and you will work harder to achieve higher positions.

Maybe not consciously, but in your subconscious you will feel “satisfied” with the visible rank. It’s a psychological thing. No need to attack people for feeling insecure, it is a natural desire to want to be better and see you are better. This is why so many people stuck with H2 and H3… You could see your ranks and improve.

A lot of good responses. Thanks guys. I would like to clarify my opinion on sprint though. I’m going to say it should stay if and only if the maps continue to be made as large as they are. It’s really a 3 part issue between the (huge) maps, dmr (cross mapping), and (paper mache) vehicles. If there are changes to those three things I have no problem if sprint goes.

343i needs to take note of halo 2 and 3

Halo 3 need a team plz help send me friend request

> First off I would just like to say that before I say anything I would like to say I am impressed with the changes that 343 has made to improve H4. It’s to little to late at this point to maintain it’s multiplayer at a high level going foward but they are good changes for the most part. Let’s just say these comparisons may make up my version of Halo 5.
>
> 1. Sprint. Totally against it from the start, now I feel it is needed. After jumping back into 3 I feel it should be a given for H5.
>
> 2. JIP. Yes the dreaded JIP. Hated it at first, still needs revised but it is needed. Unless there are stiffer penalties for quitting or afk’ing.
>
> 3. Ranked playlists/Real ranks. Sorry if anyone feels left out but they are needed. Some may say that they’re not but Team Slayer alone in H3 would have a peak population of 30k+ 2 years into the game.
>
> 4. Custom load outs/AA’s/Support tech, etc. These are uneeded and only unbalance games. It’s just to much randomness. People used to say H3 was complicated but compared to 4 it’s very simple. I could deal with a few simple AA’s like jet pack and hard light but in the interest of balance the rest must go. Resupply is not a “perk” also, it should be a given. Less is more. Maybe keep a couple of AA’s and bring back equipment.
>
> 5. Vehicles. They needed to be returned to H3 standards in terms of damage dealt and damage absorbed. Having sprint alone would decrease their effectivness and make them more balanced.
>
> 6. The DMR. It needs to be removed or placed on map only (as a power weapon). Spawning with a mini sniper rifle kills map movement.
>
> 7. The Boltshot. See the DMR^.
>
> 8. Random drops/Infinity settings. These also must go. Still just to much randomness involved. Power weapon markers I am ok with though if it makes the game easier for some.
>
> 9. Hitscan/auto-aim. These must be decreased, maybe not to H3 levels but H4’s are way to high.
>
> 10. Controls. H4 really got these right. Having melee on RB without using bumper jumper is great. Don’t change a thing here.
>
> Discuss.
>
> Oh and if a MOD feels the need to move this to the H5 thread please do so. Thank you.

  1. Sprint is acceptable, so long as it is limited with a set cool-down, as it is in Reach. It’d also be nice to see it as an AA again.

  2. Agreed. Custom loadouts are game breaking is a title such as Halo. A few options with identical weapon loadouts and different (but limited) option of AA would be better off.

  3. This is tricky. Faster player movement would (and does) add balance to more powerful vehicles. But there this should be tested thoroughly to make them powerful but not invincible.

  4. Yes, the DMR should be a map based weapon for larger maps. That said, the battle rifle and all other precision weapons should also be map pick-ups based on map size. A DMR and battle rifle should never exist on the same map, nor should they be starting weapons except in specific game modes. There is just too much complication and confrontation between these two guns.

  5. Honestly, I could care less if this makes an appearance in the next game or not. I would prefer it to be swept under the rug or limited to a few close-quarters maps in the place of a plasma pistol.

  6. Drops in my mind are equivalent to killstreaks, which have no place here.

  7. Honestly, I’d prefer no aim assist with very little hitscan, but that’s just personal preference.

  8. The controls are the same as Reach, which were good to me.

Great ideas, thanks for sharing. My thoughts inline!

  1. Sprint. Totally against it from the start, now I feel it is needed. After jumping back into 3 I feel it should be a given for H5.
    Agreed. H3 feels slow now. Don’t import wholesale, but tweak to make it less frequent maybe.

  2. JIP. Yes the dreaded JIP. Hated it at first, still needs revised but it is needed. Unless there are stiffer penalties for quitting or afk’ing.
    Agreed. Just make it optional for the buzzkills, and definitely improve it so it doesn’t ruin the MP expeirence.

  3. Ranked playlists/Real ranks. Sorry if anyone feels left out but they are needed. Some may say that they’re not but Team Slayer alone in H3 would have a peak population of 30k+ 2 years into the game.
    Agreed. I’d like Halo 3’s Ranks and Reach’s XP based for the social.

  4. Custom load outs/AA’s/Support tech, etc. These are uneeded and only unbalance games. It’s just to much randomness. People used to say H3 was complicated but compared to 4 it’s very simple. I could deal with a few simple AA’s like jet pack and hard light but in the interest of balance the rest must go. Resupply is not a “perk” also, it should be a given. Less is more. Maybe keep a couple of AA’s and bring back equipment.
    I like my armor abilities. Bring 'em back, just make them less powerful (and less buggy). DO NOT import wholesale from Halo 4. Bring back equipment, too, and give each of these a specific role (such as offense, defense, etc) .

  5. Vehicles. They needed to be returned to H3 standards in terms of damage dealt and damage absorbed. Having sprint alone would decrease their effectivness and make them more balanced.
    Agreed, Halo 4 vehicles were the worst. I’d settle for a combo of H3 and Reach, but only because I consider Reach’s the best vehicle sandbox.

  6. The DMR. It needs to be removed or placed on map only (as a power weapon). Spawning with a mini sniper rifle kills map movement.
    Disagree, but I say combine the two weapons into one.

  7. The Boltshot. See the DMR^.
    I never minded the original, and thought the updated version in June was a thousand times better. I wouldn’t mind it returning, but not as-is, and never as a 1SK weapon.

  8. Random drops/Infinity settings. These also must go. Still just to much randomness involved. Power weapon markers I am ok with though if it makes the game easier for some.
    Agreed!

  9. Hitscan/auto-aim. These must be decreased, maybe not to H3 levels but H4’s are way to high.
    Agreed!

  10. Controls. H4 really got these right. Having melee on RB without using bumper jumper is great. Don’t change a thing here.

[/quote]

> Why does everyone care so much about competitive rank? Can’t people just play to have fun? Are you really so insecure with yourselves that you need to see a small number to feel better?

Consider that it’s much less fun to play without a something to strive for.

Do you play Grifbal exclusively or something?

Also the notion that being competitive = insecure is absurd and abstract, at best.