A few changes that would keep Halo from turning into the noobfest that is COD, despite all of the apparent changes announced in the GI leak:
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Low / zero bullet magnetism
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Fast base movement speed - equivalent to 120% on Reach
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Responsive strafing, e.g. Halo CE and Halo 2
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Faster optimum kill times, e.g. 3sk Halo CE pistol. But slower or the same average kill times due to points 1-3 above
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Less or no aim acceleration. Make aiming more similar to CE and Halo 2, which had more consistent sensitivity, rather than in Halo 3 and Reach where aim sensitivity starts off low then accelerates as you move the stick further, making it harder to control the aim
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Beefed up non-utility weapons. Shotgun with more range. Plasma weapons with stun (as in Halo CE). AR and PR get headshot bonus damage, as PR did in CE. AR gets overall damage boost, balanced by much higher recoil to encourage burst fire at medium range
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Wider FOV. At least Reach (78 degrees), preferably Halo CE splitscreen 110 degrees. Standard FPS FOV is 90 degrees
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Sprint needs to be rebalanced. Sprinting players should have a delay before they can shoot or melee (preventing sprint + sword ridiculousness) and should get knocked out of sprint by taking fire. This way Sprint isn’t abused for double melee or used to run away, but rather just to move around the map more quickly
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Armor abilities as pickups, rather than loadouts
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Jetpack should be map-restricted so it doesn’t break certain maps (particularly smaller arena-style maps)
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Power weapon drops, if in random locations, need to be on set timer intervals and be spawned at a limited set of locations, with the location announced upon drop (similar to weapon drops in Reach firefight). That actually adds dynamic map control elements rather than killing map control
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Instant respawn limited to slayer games. Clearly this wouldn’t work in objective games. The spawn system would also have to be intelligent enough to place the newly spawn player well away from the action…this is a highly problematic change