how halo 4 should be built

Okay, we understand what went wrong with Reach, right? A bunch of unceremoniously-added gimmicks that did nothing to enhance the experience, rather, impairs it. Armor Abilities weren’t well-thought out; it’s almost as if Bungie plastered them on in an attempt for ‘innovation’. Unfortunately, this rushed addition had terrible synergy with the maps, which were lazily made and only assisted the AA’s in breaking the game further. It doesn’t help that players regularly spawn with these abilities in loadouts, thus diminishing the importance of the sandbox.

Concepts relevant to the original trilogy were tampered with as well. Jumping almost serves no purpose, which limits a player’s leverage, especially against vehicles. Movement speed was dulled for Sprint to seem essential, though unfortunately, players have a little bit more room to breathe as they now can escape confrontations entirely, and adapt to the despised maneuver of Sprint-Melee. Repeat, and you’re guaranteed to win your fights. The worst of all, and supported by the vocal majority of the fanbase, bloom destroyed whatever was left of the competitive and fast-paced gameplay by basing aim off randomness and pure luck.

For Halo 4 to escape these travesties, first it must:

STEP 1) Retain the ‘core’ of Halo. Which should include:

Aiming(Static reticle, recoil and kickback)
- No bloom garbage.
- Spread and recoil should be present to prevent spamming.

Movement(Moderate default movement speeds, high jump heights)
- A bit faster than Halo 3 should work nicely.

Driving
- Vehicles should not be so vulnerable to DMR or Sniper.

Core game mechanic of a regenerating shield
- Bleed-through can go either way; doesn’t really matter.

Physics
- Case-in-point: The grenades in Reach are limited.

Golden Combat Triangle
- Melee should do a bit less damage (ala MLG), to prevent spammers.
- Grenade radius reduced, fuse time extended
- No Armor Abilities, they mess up the formula

Symmetrical starts(Earn your advantages everyone is on a even playing field)
- Better map design would help as well.
- No loadouts, or weapons near spawn, as they get rid of any incentive of moving through the map.

Power-ups
- Armor Abilities essentially made this redundant.
- Players need to earn kills and power-weapons.

Basic Sandbox guidelines(Everything is pick-up on the map)

STEP 2: Refine these concepts to perfection.

Movement:
- Far too slow in Halo 3; Halo 2’s was good.

STEP 3: Now that we have the general basics down and laid-out, this is where innovation steps in.

Halo 4 needs to remain a Halo game at heart, and keeping the aforementioned concepts untouched provides the old experience. Here, 343 must use creativity to think of new and quality features that will enhance the Halo experience, to make it feel not only an entry of the franchise, but also a completely new one, as well.

so you want no bloom, but you want spread?
all bloom is is spread you can see :stuck_out_tongue:

also OT i’d like it for weapons to feel powerful, the weapons need to knock people off their feet!

> so you want no bloom, but you want spread?
> all bloom is is spread you can see :stuck_out_tongue:
>
> also OT i’d like it for weapons to feel powerful, the weapons need to knock people off their feet!

Spread is a constant, and always shows the accuracy and where the bullet will head according to the reticle. The reticle doesn’t mislead the player’s aim.

Unlike bloom, which is completely random and doesn’t do the player justice.

I agree with most of this. However I think melee should have bleed through. It should be given a base amount of damage and do that damage regardless of shields. Vehicles being vunerable to DMRs and snipers doesn’t bother me. But I want to keep hitscan from H2 and Reach. Maps should be symetrical to ensure all those playing have equal oppurtunity to obtain power weapons and power ups. Also no bloom FTW.

> so you want no bloom, but you want spread?
> all bloom is is spread you can see :stuck_out_tongue:
>
> also OT i’d like it for weapons to feel powerful, the weapons need to knock people off their feet!

Nope, bloom =/= spread.
Though, people tend to get those two mixed up easily. I’d explain it in detail, but it’d be better to just bing it. :smiley:

Yes to everything and please no abilities that influence movement (ex. sprint, jetpack, evade)!