How competitve play needs to be in Halo 4.

TTU Gunslinger made a very good point to me in a thread,

> 343 should tailor the loadouts to each map for various situations. Being able to change a perk or weapon or AA mid-game widens the skill-gap. It’s basically saying, “Ok you keep killing me so I’m gonna change my loadout to benefit me so I can’t be killed by you again”. That shouldn’t be how its played out. If you pick the wrong loadout from the wrong situation at the start, your screwed. If the best loadouts are there at the start of the game and you pick the right one. You should have no problem.

SassyGayPanda1 Also makes a good statement. AA’s in a competitve playlist will either make or break gameplay. Of course Sprint will be implemented into the compeitive playlists for faster gameplay. But AA’s like Promethian Vision and Hardlight Shield need to stay out. Promethian Vision can break competitive play because you are able to see your opponents through walls if in it’s tweaked version, the range is reduced, but you are still able to see your enemy through walls. Hardlight Shield will reduce the killtimes in competitive play. If an enemy is firing at you, and you throw up your shield to deflect the shots and fire back at him while hes reloading, that in turn will turn into a crutch for players who will be like “I’ll just throw up Hardlight Shield and then kill you while your reloading” which in turn = AL problem 2.0.

If theres going to be a competitive playlist in Halo 4, it need to only include Sprint and nothing else. The other AA’s will break competitive play because they provide an advantage to widen the skill gap and reduce kill times…

I’m not attacking Halo 4. But I do believe in fair competitive play and it needs to be catered to properly.

I only hope I worded that right…

I actually don’t care if you want to change mid game. My question is why would you?

They advertise perks as complements to your specific style of play, so why would you change that mid-game? To pick a “better” loadout? Why wouldn’t you just use the best loadout at the beginning of the match anyways?

All AAs break game flow including sprint. Hard light shield along with Hologram appear to be the only non-breaking abilities.

I wish H4 was targeted towards the competitive to begin with, then let the other party stuff be attached. Don’t attach AAs, revolve the game around them, and then try to figure out how to make a competitive balanced gametype. It doesn’t work that way.

Infection is a really popular playlist, but I don’t want Halo 5 to be built around the fun of infection. Let the new infection variant spring from the competitiveness of Halo 5. In H2 we got Zombies and SWAT. In H3 we got Grifball. In Reach we got . . . Meh?

HLS will never be a crutch. It may slow things down. but you can punch right through it and any explosions go through it. its very situational it will help advancing on flags or giving cover to a flag carrier.

as for PV it probably won’t be in MLG because they run without radar and thats when it would be the strongest. i could see thrusters being ok. maybe regen field.

> I actually don’t care if you want to change mid game. My question is why would you?
>
> They advertise perks as complements to your specific style of play, so why would you change that mid-game? To pick a “better” loadout? Why wouldn’t you just use the best loadout at the beginning of the match anyways?
>
> All AAs break game flow including sprint. Hard light shield along with Hologram appear to be the only non-breaking abilities.
>
> I wish H4 was targeted towards the competitive to begin with, then let the other party stuff be attached. Don’t attach AAs, revolve the game around them, and then try to figure out how to make a competitive balanced gametype. It doesn’t work that way.
>
> Infection is a really popular playlist, but I don’t want Halo 5 to be built around the fun of infection. Let the new infection variant spring from the competitiveness of Halo 5. In H2 we got Zombies and SWAT. In H3 we got Grifball. In Reach we got . . . Meh?

Ok so did I at least word that halfway correct?

> TTU Gunslinger made a very good point to me in a thread,
>
>
>
> > 343 should tailor the loadouts to each map for various situations. Being able to change a perk or weapon or AA mid-game widens the skill-gap. It’s basically saying, “Ok you keep killing me so I’m gonna change my loadout to benefit me so I can’t be killed by you again”. That shouldn’t be how its played out. If you pick the wrong loadout from the wrong situation at the start, your screwed. If the best loadouts are there at the start of the game and you pick the right one. You should have no problem.
>
> SassyGayPanda1 Also makes a good statement. AA’s in a competitve playlist will either make or break gameplay. Of course Sprint will be implemented into the compeitive playlists for faster gameplay. But AA’s like Promethian Vision and Hardlight Shield need to stay out. Promethian Vision can break competitive play because you are able to see your opponents through walls if in it’s tweaked version, the range is reduced, but you are still able to see your enemy through walls. Hardlight Shield will reduce the killtimes in competitive play. If an enemy is firing at you, and you throw up your shield to deflect the shots and fire back at him while hes reloading, that in turn will turn into a crutch for players who will be like <mark>“I’ll just throw up Hardlight Shield and then kill you while your reloading” which in turn = AL problem 2.0.</mark>
>
> If theres going to be a competitive playlist in Halo 4, it need to only include Sprint and nothing else. The other AA’s will break competitive play because they provide an advantage to widen the skill gap and reduce kill times…
>
> I’m not attacking Halo 4. But I do believe in fair competitive play and it needs to be catered to properly.
>
> I only hope I worded that right…

That is far from AL, is very easy to get a kill from that…

First, you will get at least 2 shots on the guy before he react fast enough to use the Hardlight Shield.
Two, you can do three things, throw a grenade, use your secondary weapon, or use the primary one to get the hardlight shield down fast.
Three, if you don’t have more ammo, all people know, is faster to change weapon to reaload one…
Four, the guy who use that “strategy” with the Hardlight shield, will most likely, lack ability, thus you can still get the kill with a secondary weapon that needs more shoots…

> > I actually don’t care if you want to change mid game. My question is why would you?
> >
> > They advertise perks as complements to your specific style of play, so why would you change that mid-game? To pick a “better” loadout? Why wouldn’t you just use the best loadout at the beginning of the match anyways?
> >
> > All AAs break game flow including sprint. Hard light shield along with Hologram appear to be the only non-breaking abilities.
> >
> > I wish H4 was targeted towards the competitive to begin with, then let the other party stuff be attached. Don’t attach AAs, revolve the game around them, and then try to figure out how to make a competitive balanced gametype. It doesn’t work that way.
> >
> > Infection is a really popular playlist, but I don’t want Halo 5 to be built around the fun of infection. Let the new infection variant spring from the competitiveness of Halo 5. In H2 we got Zombies and SWAT. In H3 we got Grifball. In Reach we got . . . Meh?
>
> Ok so did I at least word that halfway correct?

Idk. It’s not my opinion. There are far worse things I’m worried about than a guy switching from a DMR to a carbine or extra bullets to extra grenades . . .

Well actually that last part I guess, cause everyone’s argument on why perks are the greatest thing in the world is you can “counter it.” but how do you know that that guy can carry two more grenades than you, or his shield regenerates faster? The fact that you can change these mid game only adds to the confusion.

  1. H4 will offer different loadouts per map as “default”.

  2. Being able to choose a single loadout that best suits your style doesn’t mean you are restricted to only your preferred style.

  3. There is a difference between choosing your style and styles. There is also a difference between choosing the “best loadout” and your style.
    Because of these huge differences of thinking, your favourite style may not always be the best option to pick considering the ever evolving and organic game being played.
    Depending on the map and enemy teamwork capabilities, choosing a counter-strategy instead of sticking to one’s loosing guns is an option.
    If that means your loadouts very only in the primary weapon or AA, then so be it.
    If that means your loadouts very greatly as to have 3-4 truly specialised and unique setups, then so be it.
    If you feel that everyone must choose the same loadouts to be competitive, then I don’t think you understand what makes SCII so fun AND competitive.

> HLS will never be a crutch. It may slow things down. but you can punch right through it and any explosions go through it. its very situational it will help advancing on flags or giving cover to a flag carrier.

When I first started playing in Halo 2 my skill was so poor I found I was more usefull flingling myself into incoming fire that would have killed higher skilled players. That’s how episode 56 of Red vs. Blue inspired my name.

I’m a little better than average now but I still cover the flag and Hard Light Shield is going to be my new best friend. It should work perfectly since the flag carrier and I will both be slowed down. Can’t wait to give it a try. :slight_smile:

Sprint does not promote faster gameplay. Quality of gameplay determines it’s pace. The more thought out the game is, the faster it will be.

This depends on two key factors.

Mechanics
Map design

Sprint itself negativity effects map design because it must be compensated for sprint.

Maps have to be bigger.
Design causes too much distance between teams.

Where as a faster base player speed will promote good map design.

Let me give you an example. Which game seems to have a faster overall pace.

This

Or this

Well. Obviously the first one. It’s way faster and it had NO SPRINT! How can that be?
Well the map is designed around gameplay. It’s small and simple. You’re always getting shot, always dodging grenades, you can’t run away from fights and are forced to fight back. The size of the map promotes movement and forces you to keep on the move. That alone makes you encounter the enemy more often

With Halo 4 so far, not much is going on. It’s slow. Not because of movement speed, but because of the design. The map is huge because of sprint which promotes long distance engagements rather than up close and personal ones. So running away from engagements is very easy to do and you are not forced to fight back. Plus, 75% of the gameplay is mostly hiding and walking around. How is that fast?

Good game design = fast, fun, addicting gameplay. Not sprint or AA’s. They slow it down and have way more negatives than positives.

> > HLS will never be a crutch. It may slow things down. but you can punch right through it and any explosions go through it. its very situational it will help advancing on flags or giving cover to a flag carrier.
>
> When I first started playing in Halo 2 my skill was so poor I found I was more usefull flingling myself into incoming fire that would have killed higher skilled players. That’s how episode 56 of Red vs. Blue inspired my name.
>
> I’m a little better than average now but I still cover the flag and Hard Light Shield is going to be my new best friend. It should work perfectly since the flag carrier and I will both be slowed down. Can’t wait to give it a try. :slight_smile:

How about use smart teamwork, brains, and your gameplay skill? Bait and switch, strafe, ect. The HLS just seems so boring. I don’t get where the fun factor is at.

> > HLS will never be a crutch. It may slow things down. but you can punch right through it and any explosions go through it. its very situational it will help advancing on flags or giving cover to a flag carrier.
>
> When I first started playing in Halo 2 my skill was so poor I found I was more usefull flingling myself into incoming fire that would have killed higher skilled players. That’s how episode 56 of Red vs. Blue inspired my name.
>
> I’m a little better than average now but I still cover the flag and Hard Light Shield is going to be my new best friend. It should work perfectly since the flag carrier and I will both be slowed down. Can’t wait to give it a try. :slight_smile:

way to not add anything to the conversation. I wonder if it ever gets boring to be a troll.

> How about use smart teamwork, brains, and your gameplay skill? Bait and switch, strafe, ect. The HLS just seems so boring. I don’t get where the fun factor is at.

Most of my friends including myself don’t have a natualy high skill. In order to survive we need to improvise. That’s why I enjoy regular slayer (not MLG, Snipers, or SWAT) because I have a variety of weapons to deal with many different scenarios.

Imagination is a hated tool by MLG because the results are unreliable and inconsistent. But you get more of those “water cooler moments” 343 has been fond of mentioning. For example I used bubble shield as a means of killing opponents with rockets. Most experianced players jump to get a steeper angle at their target’s feet and put more distance between them and you. I used to toss the emitter at them and timed it well enough the wall would materialize infront of them before they knew it.

Lots of good moments. I wish I could stuff them all in my File Share.

Im all for 100% sprint ONLY FOR ALL RANKED PLAYLISTS.

IN reach each different season on arena has different settings and different AA’s

Although I play BTB a ton so I will have to adapt to all the new AA’s and how they work in the game…