First off, I would like to say that everything in this thread is my opinion and I do not care if you hate my ideas. So don’t post a ton of hateful replies lol.
Basic Mechanics:
H2 Movement/Jump height
No AAs (jetpack, sprint, etc.) and No Loadouts.
Bleedthrough melee system with minimal lunge.
Nades that assist you in kills and are not total nukes.
Very low aim assist.
No health. Only Shields like H3/H2.
The return of powerups (camo, OS).
Weapons:
Utility: H2 Style BR, no spread/hitscan.
Basic Weapon: The AR or something similar, but would be balanced. It wouldn’t be a weapon that players can use easily to get kills. It would require some skill. Wouldn’t be OP.
Sniper: Would not be easy to use. Sniper is a skillful weapon and should take many hours of practice to master.
Rockets: Would not be OP! Would function more like the H3 Rockets.
Others: I don’t really want to touch on other weapons too much because it would take me hours to describe each one. Basically I would take out weapons that didn’t work and maybe add in some new weapons to balance the sandbox.
Maps:
There would be a mixture of small, medium, and large scale maps.
Would include some good remakes (such as: lockout, pit, headlong).
Maps would be balanced.
Playlists:
Hardcore/Ranked:
Difficult 1-50 Style Ranking System.
Party Chat would be disabled. (Except in Lone Wolves.)
Playlists could include: Ranked Slayer (AR starts, BR secondaries), Lone Wolves (BR starts, AR secondaries), Swat(BR starts), MLG, Snipers, Ranked BTB (BR starts, AR secondaries), etc.
Maps would be the smaller arena style maps (besides in Ranked BTB).
Bigger consequences for quitting games.
Button Glitches/Combos (BXR, BXB, RRXYYRRX) would be enabled. I think they just add to the skill of the game (as long as the double shot is still hard to preform.)
Social/Casual:
Playlists could include: Social Slayer, Rumble Pit, Social BTB, Action Sack, Team Obj, Multi Team, etc.
Button Combos/Glitches would be Disabled.
Maps would be Medium to Large Sized.
Smaller consequences for quitting.
Obviously these playlist would be designed for the more casual side of the Halo community.
?Custom Games Finder?:
Players could browse and join open custom games.
Would NOT effect players MM stats.
Forge:
Would be a Halo Reach style forge but you can add color/skins.
Less screen lag.
Bigger Budget, More pieces.
Undo Tool.
Conclusion:
This is just an outline of what I think would make an amazing Halo 4 matchmaking experience. I think it pleases the casual and hardcore audience. I’m sorry if Some of you do not agree with this outline but remember, it is just my opinion.
Agreed with everything except button glitches. Most of them couldn’t be done unless you had a full clip which put players who were coming out of a fight at a disadvantage. I don’t think 343i would put them in anyway.
> Agreed with everything except button glitches. Most of them couldn’t be done unless you had a full clip which put players who were coming out of a fight at a disadvantage. I don’t think 343i would put them in anyway.
The only combo that had to be done with a full clip was BXR. But, you could do a form of it with an empty/bullets shot clip (BYYR). Besides the combos would only be in ranked. I do agree that 343i would probably never add them in though.
All this is, is a carbon copy of halo 2. As much as I liked halo 2 this is not a great idea. I agree with some of what was said here but not all of it. H2 button glitches are gone, learn to live with that. However I do agree with the ranking system and split playlist. H2 FTW, but let H4 come into its own.
> Basic Mechanics:
>
> - <mark>H2 Movement/Jump height</mark>
> - No AAs (jetpack, sprint, etc.) and No Loadouts.
> - Bleedthrough melee system with minimal lunge.
> - Nades that assist you in kills and are not total nukes.
> - Very low aim assist.
> - <mark>No health. Only Shields like H3/H2.</mark>
> - The return of powerups (camo, OS).
>
> Weapons:
>
> - Utility: H2 Style BR, no spread/hitscan.
> - Basic Weapon: The AR or something similar, but would be balanced. It wouldn’t be a weapon that players can use easily to get kills. It would require some skill. Wouldn’t be OP.
> - Sniper: Would not be easy to use. Sniper is a skillful weapon and should take many hours of practice to master.
> - <mark>Rockets: Would not be OP! Would function more like the H3 Rockets.</mark>
> - Others: I don’t really want to touch on other weapons too much because it would take me hours to describe each one. Basically I would take out weapons that didn’t work and maybe add in some new weapons to balance the sandbox.
I dont exactly agree on these. halo 2s jump and run looked fake I really liked halo reaches movement it seemed a bit more balance like you couldnt jump on top of a building ad escape gun fire.
Reaches health ssystem was truly the best telling you when you were exactly going to die and could provide some last second options for you.
Halo 3s rokets were too fast butdidnt do enough splash damage. but reaches were balanced they were mid speed and did just the right amount of splash damage
> All this is, is a carbon copy of halo 2. As much as I liked halo 2 this is not a great idea. I agree with some of what was said here but not all of it. H2 button glitches are gone, learn to live with that. However I do agree with the ranking system and split playlist. H2 FTW, but let H4 come into its own.
I guess my inner fanboyism for H2 came out a little too much but I do think I took the best of all games. I want H4 to have a classic feel yet be it’s own game.
> I dont exactly agree on these. halo 2s jump and run looked fake I really liked halo reaches movement it seemed a bit more balance like you couldnt jump on top of a building ad escape gun fire.
>
> Reaches health ssystem was truly the best telling you when you were exactly going to die and could provide some last second options for you.
>
> Halo 3s rokets were too fast butdidnt do enough splash damage. but reaches were balanced they were mid speed and did just the right amount of splash damage
That’s because Halo 2 is an old game. He is not referring to the movement animation just the speed/strafe acceleration. The rockets in Reach are inescapable, I understand they’re a power weapon but it should be balanced with the sandbox. nothing in Reach’s sandbox came close to being able to compete with them.
> Basic Mechanics:
>
> I dont exactly agree on these. halo 2s jump and run looked fake I really liked halo reaches movement it seemed a bit more balance like you couldnt jump on top of a building ad escape gun fire.
>
> Reaches health ssystem was truly the best telling you when you were exactly going to die and could provide some last second options for you.
>
> Halo 3s rokets were too fast but didnt do enough splash damage. but reaches were balanced they were mid speed and did just the right amount of splash damage
Well, I really think HR’s movement/jump felt sluggish and slow. I want more of a faster paced halo game. And I think the HR rockets are a little OP. Maybe a mix between the HR and H3 Rockets would be a perfect balance.
> > All this is, is a carbon copy of halo 2. As much as I liked halo 2 this is not a great idea. I agree with some of what was said here but not all of it. H2 button glitches are gone, learn to live with that. However I do agree with the ranking system and split playlist. H2 FTW, but let H4 come into its own.
>
> I guess my inner fanboyism for H2 came out a little too much but I do think I took the best of all games. I want H4 to have a classic feel yet be it’s own game.
Yeah H2 was the good old times. And I do believe that halo should return to a more classic style of MM, but some changes wouldn’t be all bad. No bloom, 1-50 lvls and for the love of God can we get some good maps.
Just let me be able to see my health. I like being able to see it, to be honest. Not know if when in a gunfight I even stand a chance was kinda annoying. I prefer it, is all.
> > I dont exactly agree on these. halo 2s jump and run looked fake I really liked halo reaches movement it seemed a bit more balance like you couldnt jump on top of a building ad escape gun fire.
> >
> > Reaches health ssystem was truly the best telling you when you were exactly going to die and could provide some last second options for you.
> >
> > Halo 3s rokets were too fast butdidnt do enough splash damage. but reaches were balanced they were mid speed and did just the right amount of splash damage
>
> That’s because Halo 2 is an old game. He is not referring to the movement animation just the speed/strafe acceleration. The rockets in Reach are inescapable, I understand they’re a power weapon but it should be balanced with the sandbox. nothing in Reach’s sandbox came close to being able to compete with them.
> > > All this is, is a carbon copy of halo 2. As much as I liked halo 2 this is not a great idea. I agree with some of what was said here but not all of it. H2 button glitches are gone, learn to live with that. However I do agree with the ranking system and split playlist. H2 FTW, but let H4 come into its own.
> >
> > I guess my inner fanboyism for H2 came out a little too much but I do think I took the best of all games. I want H4 to have a classic feel yet be it’s own game.
>
> Yeah H2 was the good old times. And I do believe that halo should return to a more classic style of MM, but some changes wouldn’t be all bad. No bloom, 1-50 lvls and for the love of God can we get some good maps.
> > I dont exactly agree on these. halo 2s jump and run looked fake I really liked halo reaches movement it seemed a bit more balance like you couldnt jump on top of a building ad escape gun fire.
> >
> > Reaches health ssystem was truly the best telling you when you were exactly going to die and could provide some last second options for you.
> >
> > Halo 3s rokets were too fast butdidnt do enough splash damage. but reaches were balanced they were mid speed and did just the right amount of splash damage
>
> That’s because Halo 2 is an old game. He is not referring to the movement animation just the speed/strafe acceleration. The rockets in Reach are inescapable, I understand they’re a power weapon but it should be balanced with the sandbox. nothing in Reach’s sandbox came close to being able to compete with them.
the rockets are only designed for the game they cant change and balance them for every single map they were way better engineered for reach. and the way you said they were inescapable they actually were but you have to know how to.
Soo… basically Halo 2 with forge? Yeah, that’s not going to happen. Also, the rocket in Halo 3 was very much OP. Anyone else remember raging when kids would blast them at shotgun range and somehow survive? I do agree with you about the health system, and power ups though. AA’s could be fun, if they had been implemented correctly. There are lots of games out there with AA type abilities that are totally balanced and fun. I think Reach sorta just tainted them for many players by being poorly designed (derplock, anyone?)I do feel that they could function very well together with the more traditional powerups. I’m a customs guy, so have seem dozens of maps pull it off.
> the rockets are only designed for the game they cant change and balance them for every single map they were way better engineered for reach. and the way you said they were inescapable they actually were but you have to know how to.
I’m not talking about the maps at all, just the weapons. None of the weapons were able to compete with Reach’s rockets. If the player with the rockets somehow manages to miss then you can escape but if it’s anywhere near you there’s no escape. Maybe it’s only noticeable at a higher level of skill, but anyone with decent aim can get a kill with one rocket.
> SAlso, the rocket in Halo 3 was very much OP. Anyone else remember raging when kids would blast them at shotgun range and somehow survive?
That’s because there was skill to the rockets in Halo 3. If you aimed the rockets behind the enemy at close range it would kill them but not you. Their damage is anything but OP though, most rockets only left players 1 shot.
The most important thing that needs to be implemented is to unify player settings. Every playlist has the same settings so that if someone wanted to try their hand at MLG there would not be this “drastic” difference between the settings. No more should there be playlists that your character can move faster or jump higher. The only thing I think should be kept is the non use of radar in MLG.
Unify Player Settings!
It further strengthen the community and fix the gap that is shortening between the skill levels.