How 343i messed up

Okay so we all know that 4 is widely hated, and 5 just as much let’s look at what happened here:

Halo Reach: A nice blend between competitve and casual play styles, not too much of either, but not too little.

Here’s where things went wrong:

Halo 4: A laregely Causal play style but still had classic and competitive game play styles.

Yes Halo 4 was as casual as Halo gets, but it could still be played competitively in MM by the competitve players, not really shunning them.

Halo 5: Extremely Competitve Play styles leaving little room for Casual play styles.

This is the worst example, competitve players can enjoy this game to their hearts content, while the Casuals were just swept under the rug left with a confusing Forge, and severe lack of custom game options.

This is where the hate comes from, the community has been almost destroyed because of this drastic change in play styles.

Stopped reading at Reach was a nice blend of competitive and casual play… hahaha good one. Reach had about as much competitiveness as H4.

Ok so I did read the rest… to me where 343 is messing up multiplayer wise is they can’t seem to find the middle ground and appeal to both casual and competitive. H3 did it by having two separate playlist which kept different stats and ranks… 343 has failed to appeal to two different play styles. They seem to operate on extremes of one or the other.

Reach? I remember people saying it kiled MLG and Halo 4 killing it even further with 343i desperately trying to revive it and then there’s Halo 5 reviving competitive gaming in Halo with eSports.

Maybe Halo 5 and 6 can have a real social playlist by having no stat track with k/d and w/l ratio and no filter system with your skill like Reach to social playlists to satisfy both competitive and casual gamers.

I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.

> 2533274985084926;5:
> I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.

Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.

> 2535434457651384;1:
> Okay so we all know that 4 is widely hated, and 5 just as much let’s look at what happened here:
>
> Halo Reach: A nice blend between competitve and casual play styles, not too much of either, but not too little.
>
> Here’s where things went wrong:
>
> Halo 4: A laregely Causal play style but still had classic and competitive game play styles.
>
> Yes Halo 4 was as casual as Halo gets, but it could still be played competitively in MM by the competitve players, not really shunning them.
>
> Halo 5: Extremely Competitve Play styles leaving little room for Casual play styles.
>
> This is the worst example, competitve players can enjoy this game to their hearts content, while the Casuals were just swept under the rug left with a confusing Forge, and severe lack of custom game options.
>
> This is where the hate comes from, the community has been almost destroyed because of this drastic change in play styles.

No they weren’t.

Halo Reach had one ranked playlist, and that was The Arena, which never held a high population. The competitive crowd was basically isolated to one area.

Halo 4 didn’t have ranks period. The game was based around loadouts, and had too many random elements to it that would ever hold competitively, despite that, 343i still tried to hold tournaments for Halo 4. The competitive players were pushed away completely. The game tanked for a reason.

Now in Halo 5, they responded to the extreme backlash of Halo 4 by going too far in the other direction. We went from a game based entirely around casual play to a game based entirely around competitive play. Now the gameplay is solid, but people couldn’t have as much fun anymore.

> 2535434457651384;1:
> confusing Forge,

Forge really isn’t that confusing you put a bit of time into it. People have been begging for this level of Forge since Halo Reach, if not Halo 3.

> 2535434457651384;6:
> > 2533274985084926;5:
> > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
>
>
> Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.

Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.

There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.

Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.

> 2533274967369999;8:
> > 2535434457651384;6:
> > > 2533274985084926;5:
> > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> >
> >
> > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
>
>
> Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
>
> There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
>
> Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.

Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.

> 2533275008181400;4:
> Reach? I remember people saying it kiled MLG and Halo 4 killing it even further with 343i desperately trying to revive it and then there’s Halo 5 reviving competitive gaming in Halo with eSports.
>
> Maybe Halo 5 and 6 can have a real social playlist by having no stat track with k/d and w/l ratio and no filter system with your skill like Reach to social playlists to satisfy both competitive and casual gamers.

You took the words right out of my mouth.

> 2533274808210415;9:
> > 2533274967369999;8:
> > > 2535434457651384;6:
> > > > 2533274985084926;5:
> > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > >
> > >
> > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> >
> >
> > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> >
> > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> >
> > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
>
>
> Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.

I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
You know if you want to quote me on something and say that I’m wrong at least get your facts right.

How was Reach competitive with stuff like armor lock which could make you invincible at the touch of a button? Or the bullet spread nonsense that made headshots more luck than skill?

> 2533274967369999;11:
> > 2533274808210415;9:
> > > 2533274967369999;8:
> > > > 2535434457651384;6:
> > > > > 2533274985084926;5:
> > > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > > >
> > > >
> > > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> > >
> > >
> > > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> > >
> > > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> > >
> > > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
> >
> >
> > Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.
>
>
> I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
> Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
> Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
> You know if you want to quote me on something and say that I’m wrong at least get your facts right.

If that’s your definition of “Loadout”, then even Unreal has Loadouts. And that’s definitely not the case.

And the ordinance drops in H2 are just an animation. They serve no gameplay purpose compared to if the weapons were just sitting there. That’s why they don’t count.

Reach tried competitive, but didn’t really work out.

4 had absolutely no competitive ranking.

5 started with all competitive, and sacrificed a large number of the population, and creative map design for it. I say sacrificed creative maps because all the maps are just a bunch of arenas. perfect for competitive, but bad for people who look for unique ideas put into the levels. the maps are just to static, nothing goes on besides what the players are doing.

One good example is the map in h2a with the spinny middle radio thinggy, and the shield in the center of the map that you can turn on for a bit. I like how that map has something to it that makes it diffrent and creative.

Arena style maps are fine for competitive, but 343 needs to make more dev maps like that one in h2a with creative ideas that make a map a little more alive and interactive.

> 2533274808210415;13:
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> > > > 2533274967369999;8:
> > > > > 2535434457651384;6:
> > > > > > 2533274985084926;5:
> > > > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > > > >
> > > > >
> > > > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> > > >
> > > >
> > > > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> > > >
> > > > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > > > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > > > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> > > >
> > > > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
> > >
> > >
> > > Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.
> >
> >
> > I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
> > Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
> > Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
> > You know if you want to quote me on something and say that I’m wrong at least get your facts right.
>
>
> If that’s your definition of “Loadout”, then even Unreal has Loadouts. And that’s definitely not the case.
>
> And the ordinance drops in H2 are just an animation. They serve no gameplay purpose compared to if the weapons were just sitting there. That’s why they don’t count.

I’m saying loadouts existed in the first game, that doesn’t mean I said preset set loadouts and customisable loadouts are the same thing. I never played Unreal nor do I need to know what a loadout is so I don’t see what this case is. A loadout is a set of equipment that you start off/ spawn/ given with, and its irrelevant if it has player input or not.
And isn’t ordnance drop in Halo 4 the same deal, just an animation and then the weapons just sit there waiting for someone to pick up. It doesn’t need player input for it to count it exists in the game ordnance drop or weapon drop is what its called.
What you saying doesn’t make sense, why does something need to have player input for it to count?

> 2533274967369999;15:
> > 2533274808210415;13:
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> > > > > 2533274967369999;8:
> > > > > > 2535434457651384;6:
> > > > > > > 2533274985084926;5:
> > > > > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > > > > >
> > > > > >
> > > > > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> > > > >
> > > > >
> > > > > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> > > > >
> > > > > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > > > > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > > > > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> > > > >
> > > > > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
> > > >
> > > >
> > > > Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.
> > >
> > >
> > > I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
> > > Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
> > > Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
> > > You know if you want to quote me on something and say that I’m wrong at least get your facts right.
> >
> >
> > If that’s your definition of “Loadout”, then even Unreal has Loadouts. And that’s definitely not the case.
> >
> > And the ordinance drops in H2 are just an animation. They serve no gameplay purpose compared to if the weapons were just sitting there. That’s why they don’t count.
>
>
> I’m saying loadouts existed in the first game, that doesn’t mean I said preset set loadouts and customisable loadouts are the same thing. I never played Unreal nor do I need to know what a loadout is so I don’t see what this case is. A loadout is a set of equipment that you start off/ spawn/ given with, and its irrelevant if it has player input or not.
> And isn’t ordnance drop in Halo 4 the same deal, just an animation and then the weapons just sit there waiting for someone to pick up. It doesn’t need player input for it to count it exists in the game ordnance drop or weapon drop is what its called.
> What you saying doesn’t make sense, why does something need to have player input for it to count?

The SCRIPTED ordnance drops in H2 are not a player-controlled input that affects the way the game plays. They’re a preset animation for weapon spawns. Yes, they are an “ordnance drop” in the most basic sense, but to say “Halo 2 had ordnance drops before Halo 4!” as if the two are comparable is ridiculous.

And literally every game would have “loadouts” under that canopy of a definition. Loadouts that everyone refers to are the selectable weapon sets that you can choose to start with between lives/rounds. You can’t say Halo CE has loadouts and expect to be taken seriously.

> 2533274808210415;16:
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> > > > > > > 2535434457651384;6:
> > > > > > > > 2533274985084926;5:
> > > > > > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > > > > > >
> > > > > > >
> > > > > > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> > > > > >
> > > > > >
> > > > > > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> > > > > >
> > > > > > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > > > > > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > > > > > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> > > > > >
> > > > > > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
> > > > >
> > > > >
> > > > > Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.
> > > >
> > > >
> > > > I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
> > > > Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
> > > > Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
> > > > You know if you want to quote me on something and say that I’m wrong at least get your facts right.
> > >
> > >
> > > If that’s your definition of “Loadout”, then even Unreal has Loadouts. And that’s definitely not the case.
> > >
> > > And the ordinance drops in H2 are just an animation. They serve no gameplay purpose compared to if the weapons were just sitting there. That’s why they don’t count.
> >
> >
> > I’m saying loadouts existed in the first game, that doesn’t mean I said preset set loadouts and customisable loadouts are the same thing. I never played Unreal nor do I need to know what a loadout is so I don’t see what this case is. A loadout is a set of equipment that you start off/ spawn/ given with, and its irrelevant if it has player input or not.
> > And isn’t ordnance drop in Halo 4 the same deal, just an animation and then the weapons just sit there waiting for someone to pick up. It doesn’t need player input for it to count it exists in the game ordnance drop or weapon drop is what its called.
> > What you saying doesn’t make sense, why does something need to have player input for it to count?
>
>
> The SCRIPTED ordnance drops in H2 are not a player-controlled input that affects the way the game plays. They’re a preset animation for weapon spawns. Yes, they are an “ordnance drop” in the most basic sense, but to say “Halo 2 had ordnance drops before Halo 4!” as if the two are comparable is ridiculous.
>
> And literally every game would have “loadouts” under that canopy of a definition. Loadouts that everyone refers to are the selectable weapon sets that you can choose to start with between lives/rounds. You can’t say Halo CE has loadouts and expect to be taken seriously.

Yes I can say all this because its true, how can something be ridiculous if it carries truth. I can say loadouts and ordnance drops existed in earliar Halo’s, however I didn’t say anything that they are one and same, I acknowledge that Halo 4’s loadouts and ordnance dropped are just modified versions of pre-existing mechanics of Halo games.
My first post on this thread was in response to someone saying Halo 4 copied mechanics from Call of Duty and all I did was provide evidence that it wasn’t the case, because those mechanics mentioned were already in Halo and existed in other games.
I expect to be taken seriously because what I say is both logical and meritable.

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> > > > > > > > 2535434457651384;6:
> > > > > > > > > 2533274985084926;5:
> > > > > > > > > I thought this was just gonna be another 343 rant. But I agree generally with what you said. I loved all three games. I only hate Halo 4’s multiplayer now.
> > > > > > > >
> > > > > > > >
> > > > > > > > Well I do enjoy custom Super Fiesta, H5 Forge, and on occassion WZFF despite it’s many flaws, but I did enjoy Halo 4’s multiplayer more than 5’s, mainly for the fact it really only took Loadouts and Killstreaks from CoD, everything else was at least decent.
> > > > > > >
> > > > > > >
> > > > > > > Loadouts isn’t a call of duty thing, it even existed in the first Halo game, if anything its one of the gaming mechanics to exist. In Halo you had loadouts for A.I and for players in campaign and making it available and customisable is an easy thing to do.
> > > > > > >
> > > > > > > There weren’t killstreaks in Halo 4. Ordnance drops functions similar to random weapon common in warzone, but with the addition of grenades and power ups, and like the req exp meter the ordnance drop meter increased based on medal acquisition.
> > > > > > > You could get assists and complete objectives and not kill anyone, or only get kill streaks of 1 and get ordnance drops.
> > > > > > > Ordnance drops themselves have been a feature of Halo since Halo 2, and one could even argue that it was a copy of ODST drop pods but this for weapons, or more technically just a custom option of how a weapon spawns.
> > > > > > >
> > > > > > > Based on your points I wouldn’t say Halo copied Call of Duty, you have to remember many of the well known mechanics of Call of Duty did not originate from Call of Duty but from other FPS, and other types of games liker RPG and RTS.
> > > > > >
> > > > > >
> > > > > > Loadouts were not in CE, and Halo 2 didn’t have ordnance drops. Unless you’re talking about the scripted drops in Campaign…which doesn’t really count because it wasn’t player-controlled nor was it in MP.
> > > > >
> > > > >
> > > > > I clearly said loadouts in Combat Evolved weren’t customisable, but A.I did have loadouts for themselves, and the Master Chief had a load out for starting a mission which was usually an assault rifle and magnum, or a respawn loadout which was assault rifle and plasma pistol.
> > > > > Regarding ordnance drops in Halo 2, thanks for repeating what I said about it. Even if players can’t control it doesn’t change the fact that power and standard weapons dropped for you along with grenades, and did so in co-op play, which is also considered multiplayer.
> > > > > Halo Reach firefight was the first instance in Halo when there were ordnance drops in a PvP setting.
> > > > > You know if you want to quote me on something and say that I’m wrong at least get your facts right.
> > > >
> > > >
> > > > If that’s your definition of “Loadout”, then even Unreal has Loadouts. And that’s definitely not the case.
> > > >
> > > > And the ordinance drops in H2 are just an animation. They serve no gameplay purpose compared to if the weapons were just sitting there. That’s why they don’t count.
> > >
> > >
> > > I’m saying loadouts existed in the first game, that doesn’t mean I said preset set loadouts and customisable loadouts are the same thing. I never played Unreal nor do I need to know what a loadout is so I don’t see what this case is. A loadout is a set of equipment that you start off/ spawn/ given with, and its irrelevant if it has player input or not.
> > > And isn’t ordnance drop in Halo 4 the same deal, just an animation and then the weapons just sit there waiting for someone to pick up. It doesn’t need player input for it to count it exists in the game ordnance drop or weapon drop is what its called.
> > > What you saying doesn’t make sense, why does something need to have player input for it to count?
> >
> >
> > The SCRIPTED ordnance drops in H2 are not a player-controlled input that affects the way the game plays. They’re a preset animation for weapon spawns. Yes, they are an “ordnance drop” in the most basic sense, but to say “Halo 2 had ordnance drops before Halo 4!” as if the two are comparable is ridiculous.
> >
> > And literally every game would have “loadouts” under that canopy of a definition. Loadouts that everyone refers to are the selectable weapon sets that you can choose to start with between lives/rounds. You can’t say Halo CE has loadouts and expect to be taken seriously.
>
>
> Yes I can say all this because its true, how can something be ridiculous if it carries truth. I can say loadouts and ordnance drops existed in earliar Halo’s, however I didn’t say anything that they are one and same, I acknowledge that Halo 4’s loadouts and ordnance dropped are just modified versions of pre-existing mechanics of Halo games.
> My first post on this thread was in response to someone saying Halo 4 copied mechanics from Call of Duty and all I did was provide evidence that it wasn’t the case, because those mechanics mentioned were already in Halo and existed in other games.
> I expect to be taken seriously because what I say is both logical and meritable.

Because it’s basically semantics and a non-standard definition of what others define and asociate these words with.

As mechanics and what people refer to:

Ordnance: Getting points which fill a meter, that when full the player will be given three options of varying gear to choose from and call down anywhere at anytime.

Loadouts: Ability to modify starting gear independant of other players, having your own personal starting gear options.

People argue these and a few other things were taken from CoD due to CoD popularising these mecahnics. Halo 4 is the prime example of “CoD-Copying”. No matter where these originally came from.

So yeah, you’re not likely to be taken seriously because you don’t adhere to the commonly used definitions of what you’re now arguing about.

Xylitol is an alcohol, an Alcohol Sugar, however the more common use of the word Alcohol is used in an entirely different meaning than when talking chemistry. Would you expect the average everyday person to take you seriously when you start talking about alcohol in chewinggums? As opposed to talking about an alternative sweetner to regular sugar?

Halo 5 multiplayer (for all it’s faults) is head and shoulders above halo 4’s pathetic attempt.

I think all h5 needs is some social playlists like permanent fiesta and sniper/shotty snipers where people can “chillax” without worrying about dropping out of onyx or whatever