So far all the suggestion for Halo 4 that I’ve seen leen toward making it more like H3. What is something new that can be introduce without ruining gameplay.
New weapons, destructable environment, new utilities basically
> New weapons, destructable environment, new utilities basically
But if MP is leaning more towards forerunner maps, how can they be destructable?
AA MM and No AA MM. Bring back equipment in campaign and no AA, but have AA in Custom games. Make it so that in MM you pick a playlist and it says AA or No AA.
> > New weapons, destructable environment, new utilities basically
>
> But if MP is leaning more towards forerunner maps, how can they be destructable?
How can they be indestructible?
> AA MM and No AA MM. Bring back equipment in campaign and no AA, but have AA in Custom games. Make it so that in MM you pick a playlist and it says AA or No AA.
I liked equipment in MP though…
IDk, wish they’d go back to basics, but the problem with the game industry today is because it’s not about what works, it’s about who has the newest gimmicks.
> IDk, wish they’d go back to basics, but the problem with the game industry today is because it’s not about what works, it’s about who has the newest gimmicks.
Exactly, the fact is. Halo doesn’t need anything new.
Who said anything about Forerunner maps? How would you know lol
I wouldn’t mind seeing a battlefield game taking place in the Halo universe.
Would be pretty epic.
They have a sandbox big enough to fit.
Much like Halo Wars.
> > IDk, wish they’d go back to basics, but the problem with the game industry today is because it’s not about what works, it’s about who has the newest gimmicks.
>
> Exactly, the fact is. Halo doesn’t need anything new.
It can’t be an exact copy of other Halo games either. Every game brings something new.
> AA MM and No AA MM. Bring back equipment in campaign and no AA, but have AA in Custom games. Make it so that in MM you pick a playlist and it says AA or No AA.
That sounds fair.
The story needs to expand quite a bit past current canon. I want a good replacement for the covenant that is more menacing.
It would be interesting to see some new mechanics, and a more interesting sandbox. I think the guns should actually be effective in the range they are made for.
I think it would be cool for the Halo 4 AR to have a stun and damage boost with headshots. This would promote using the AR, and help prevent melee rushing. A skilled player using the AR could prevent someone from AR rushing by aiming for the head. It would have other uses in the sandbox as well, such as slowing down objective carriers etc. The AR would take 8 shots for shields, and 6 body shots to kill. A headshot on an unshielded opponent would do double damage, to promote precise aiming. The assault rifle would need to have much higher accuracy (similar to an unscoped BR), lower aim assist and bullet magnetism than it does now. It would also need some sort of recoil system to prevent spraying at the head. As it is now, an AR kill with an unskilled player can take nearly a full clip, and that should be the case with the assault rife. But now, skilled players would actually use the AR. These changes would make the AR useful for kills, as well as giving it some unique advantages in some scenarios.
I think the Halo 4 magnum could work well with a 4 shot kill, high rate of fire, and no scope. The accuracy would be kept comparable to the magnum in Halo 3 to allow it to dominate up close to mid range, but the lack of accuracy would limit long range effectiveness. This would kill faster than the AR, but have less aim assist and lack the stun effect. This is so even though it out does the AR in kill time, the AR would have the benefit of stunning players rushing power weapons, objectives, vehicles, and cover. The AR would also be more accurate, so it would be a better choice at longer ranges.
A Halo 4 BR should have the same accuracy as the Halo 2 BR, be the same difficulty to use in terms of aim assist and mangetism, but the lower rate of fire (relative to the magnum) would keep it from ruling close quarters. At long range, it would have high accuracy, but travel time would call for players to lead.
A Halo 4 DMR could have a 12 shot clip, a three shot kill (2 shots for shields and a headshot/3 body shots) and aim assist equivalent to the Reach Sniper. The rate of fire would be same as the Reach DMR, but it would have bloom would be similar to the Reach Magnums: Spamming will make you reticule huge very fast. We could do this by making a shot expand quicker as the reticule gets bigger. The harder you spam, the harder you fall. The DMR would be the most effective non power weapon, but only in the right hands.
Their should be no “clones” of human weapons. Each weapon should have its on strengths/weaknesses. They could be similar in role, but not execution. Example, a forerunner long range weapon similar to a scoped sentinal beam. (They have something like it in Reach) It would have the advantage of not needing reload, but have the disadvantage of broadcasting your position. Also you would need to constantly keep your reticule on the enemy to get the minimum kill time.
Power Weapons:
With normal weapons killing much faster than in Halo Reach/Halo 3, the power weapons are now not as “Powerful” as they used to be. However, only the trully skilled players will be able to take advantage of the faster kill times and they can stay mostly unchanged. However, to keep up with the faster game play, they need some buffs.
Rockets: The rocket could actually send spartans flying/knock them down if it didn’t kill them. This could work against you if it sends an enemy crashing into cover, but the splash damage of a second rocket could easily finish him off. Same goes for FRG or foreruner clone.
Sniper Rifle: Keep it similar to the one in reach without anti-vehicle properties. The Halo Reach sniper is easier to use than halo 3’s, but it would stand a better chance against the new BR etc.
Sword: Now the sword is ineffective against assault rifles, since an AR can keep you pinned with the stun effect. To help it out, change it fundamentally a little. First off, sharply reduce the lock on effect the sword has. This means you have to aim at the person you are about slice up, not look in his general direction. Though this will make the sword harder to use, we will add a new primary attack. This primary attack will make you dive in the direction you aim. (Similar to evade) If you hit an enemy with the attack, you kill him, and recover from the dive. Otherwise, you have to recover while vulnarable. You could use this similar to evade, but it would be balanced by recovery time.
> It would be interesting to see some new mechanics, and a more interesting sandbox. I think the guns should actually be effective in the range they are made for.
>
> I think it would be cool for the Halo 4 AR to have a stun and damage boost with headshots. This would promote using the AR, and help prevent melee rushing. A skilled player using the AR could prevent someone from AR rushing by aiming for the head. It would have other uses in the sandbox as well, such as slowing down objective carriers etc. The AR would take 8 shots for shields, and 6 body shots to kill. A headshot on an unshielded opponent would do double damage, to promote precise aiming. The assault rifle would need to have much lower aim assist, higher accuracy (similar to an unscoped BR), and bullet magnetism than it does now. It would also need some sort of recoil system to prevent spraying at the head. As it is now, an AR kill with an unskilled player can take nearly a full clip, and that should be the case with the assault rife. But now, skilled players would actually use the AR. These changes would make the AR useful for kills, as well as giving it some unique advantages in some scenarios.
>
> I think the Halo 4 magnum could work well with a 4 shot kill, high rate of fire, and no scope. The accuracy would be kept comparable to the magnum in Halo 3 to allow it to dominate up close to mid range, but the lack of accuracy would limit long range effectiveness. This would kill faster than the AR, but have less aim assist and lack the stun effect. This is so even though it out does the AR in kill time, the AR would have the benefit of stunning players rushing power weapons, objectives, vehicles, and cover. The AR would also be more accurate, so it would be a better choice at longer ranges.
>
> A Halo 4 BR should have the same accuracy as the Halo 2 BR, be the same difficulty to use in terms of aim assist and mangetism, but the lower rate of fire (relative to the magnum) would keep it from ruling close quarters. At long range, it would have high accuracy, but travel time would call for players to lead.
>
> A Halo 4 DMR could have a 12 shot clip, a three shot kill (2 shots for shields and a headshot/3 body shots) and aim assist equivalent to the Reach Sniper. The rate of fire would be same as the Reach DMR, but it would have bloom would be similar to the Reach Magnums: Spamming will make you reticule huge very fast. We could do this by making a shot expand quicker as the reticule gets bigger. The harder you spam, the harder you fall. The DMR would be the most effective non power weapon, but only in the right hands.
> Their should be no “clones” of human weapons. Each weapon should have its on strengths/weaknesses. They could be similar in role, but not execution. Example, a forerunner long range weapon similar to a scoped sentinal beam. (They have something like it in Reach) It would have the advantage of not needing reload, but have the disadvantage of broadcasting your position. Also you would need to constantly keep your reticule on the enemy to get the minimum kill time.
>
> Power Weapons:
> With normal weapons killing much faster than in Halo Reach/Halo 3, the power weapons are now not as “Powerful” as they used to be. However, only the trully skilled players will be able to take advantage of the faster kill times and they can stay mostly unchanged. However, to keep up with the faster game play, they need some buffs.
> Rockets: The rocket could actually send spartans flying/knock them down if it didn’t kill them. This could work against you if it sends an enemy crashing into cover, but the splash damage of a second rocket could easily finish him off. Same goes for FRG or foreruner clone.
> Sniper Rifle: Keep it similar to the one in reach without anti. The Halo Reach sniper is easier to use than halo 3’s, but it would stand a better chance against the new BR etc.
> Sword: Now the sword is ineffective against assault rifles, since an AR can keep you pinned with the stun effect. To help it out, change it fundamentally a little. First off, sharply reduce the lock on effect the sword has. This means you have to aim at the person you are about slice up, not look in his general direction. Though this will make the sword harder to use, we will add a new primary attack. This primary attack will make you dive in the direction you aim. (Similar to evade) If you hit an enemy with the attack, you kill him, and recover from the dive. Otherwise, you have to recover while vulnarable. You could use this similar to evade, but it would be balanced by recovery time.
Best ideas that I’ve ever seen 
> So far all the suggestion for Halo 4 that I’ve seen leen toward making it more like H3. What is something new that can be introduce without ruining gameplay.
So far they’ve done a great job. despite what you may hear from what I’m guessing are new halo fans, every halo has played great. I really hope that game play keeps getting better halo after halo and becomes more badass. A lot of people have been pressuring bungie/343 to keep the game play exactly the same, which is a really really bad idea for any game. They’ve been making the game play look more and more like an awesome cut scene and letting you do more things a spartan/elite can do. From the teaser trailer I can only guess they plan to keep doing that. Something they really need to start doing though is add more standard weapons. I think people have gotten far too obsessed with the BR (its seriously creepy). Plus it would just be really cool to see more futuristic weapons. Hoping the smg and the pistol from odst make a reappearance those were pretty cool. The new assassination are absolutely awesome and I hope they add more like given an execution to every weapon maybe even team assassinations. Something new they could try adding is ledge grabbing…Think about it
> > So far all the suggestion for Halo 4 that I’ve seen leen toward making it more like H3. What is something new that can be introduce without ruining gameplay.
>
> So far they’ve done a great job. despite what you may hear from what I’m guessing are new halo fans, every halo has played great. I really hope that game play keeps getting better halo after halo and becomes more badass. A lot of people have been pressuring bungie/343 to keep the game play exactly the same, which is a really really bad idea for any game. They’ve been making the game play look more and more like an awesome cut scene and letting you do more things a spartan/elite can do. From the teaser trailer I can only guess they plan to keep doing that. Something they really need to start doing though is add more standard weapons. I think people have gotten far too obsessed with the BR (its seriously creepy). Plus it would just be really cool to see more futuristic weapons. Hoping the smg and the pistol from odst make a reappearance those were pretty cool. The new assassination are absolutely awesome and I hope they add more like given an execution to every weapon maybe even team assassinations. Something new they could try adding is ledge grabbing…Think about it
Yes, all I’m saying is that so far all suggestions for H4 are to make it pretty much exactly like H3 and that isn’t how Halo games work. As for the BR thing, I agree completely. People get so attached to things like that and it closes their minds to new possibilities.
> > AA MM and No AA MM. Bring back equipment in campaign and no AA, but have AA in Custom games. Make it so that in MM you pick a playlist and it says AA or No AA.
>
> I liked equipment in MP though…
And add equipment playlist in MM