I can’t be the only one who wants a more classic Halo game be released

Though also how would you explain that lore wise. I mean you have a completely functional thruster system built into the system in 5 then you just randomly remove it.

I think you might of miss understood
what im saying is make the Thruster compulsory with the armor core and actualy make it upgradable through spree system and in terms of lore multiplayer should have its own time set in the present future with new advanced tech

Hope this helped :slight_smile:

Now I wan’t really disagreeing with you. I totally agree with you. Really I was just thinking out loud about how could they explain the downgrade of thruster use in the campaign and MP.

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@LITTLEFATMONKEY
Ill try to articulate but bear with me. Also ill cite Jamie hardy and max as figure heads but I do not think they are solely responsible.
Jamies core design.
Melee, guns, grenades.

Simple movement mechanics that encourage fluid Movement.
Slower pacing than an arena shooter.
Large reticles, 3 tiers of aim assist.
Less pinpoint accuracy on reticle controll than contemporaries with a greater consideration on micro adjustments to reticles and macro aiming via player movement that uses the dual stick control as a feature instead of a hurdle.

A rejection of conventional wisdom call of duty control and return to Jamie leadership era focus of iteration to provide maximum player agency and control ability at all times. We saw a clear progression of this from ce to 2 to 3 where the amount of control we had and the amount of imputs we could access without loss of maneuverability was expanded as they iterated.
By 3 we had much more player choice than prior but it did not feel as if the system had become anymore complex. Genius design imo.

A focus on the sandbox interactivity over increas in base traits or one way abilities.
Power ups are fun, however equipment as an interactive map element that changes the rules of an engagement is to me far more rewarding and interesting.
Grapple is fun but its an armour ability in design not an equipment a distinction i think is note worthy and happens to allign with jamie going to sony for the infamous project and the change in leadership at bungie in the gameplay division.

The focus on what are seemingly non functional additions needs to go.
Sprint only elongated maps and is now so slow its almost pointless but takes up controller space.
Ramps, rails, speed boost, momentum conservation via hopping and sliding, conveyorbelts etc. All provide the effect in more varied or rewarding ways and can provide a greater variation in how we play or interact map to map. This is of note to me when the homogeneous 3 lane map system becomes ubiquitous in a space once prided from insanely vaired be it simple intricate or silly spaces for play.
Also the speed boost power up is one that is under utilised as its perceived as boring but without sprint to simulate it SB becomes a much more appealing power up.
Clamber punishes the player for making a mistake and locks them into an animation but falling is a much more rewarding punishment. It puts you in unplanned positions and it leads to more interesting moments be it frustrating, or empowering when you land that tricky jump. And again without sacrificing manoeuvrability.

Also halo has always and even under 343i had weapons with unique utility traits. So a light rifle with stabalise and promethean vision that has a unique interationwith hard light for example makes for a much more interesting addition that just another carbine/dmr/br.

All these mechanics can be present as situational additions not core changes.
As such new and old fans can edit the game to suit their preferences.
The simple base line is accessible but the additional elements provide depth for deeper exploration and player learning.
The hardy and max approach of simple, easy to intuit, party game that has the tools for competitive play but not focused on providing said competitive play over fun was at the core of halos strength.
It was a highly situational and modular experience that anyone could have fun with ehile the ceiling for master was based so high.
Said cieling also focused less on twitchy play than other titles on the market.
It wasnt as slow as say RB6 but not as fast as quake.
It also used its resource management differently as it focused on creating a variety by cycling through items and a health mechanics that served to balance the unpredictability of pick ups with a predicatable and consistent ttk. Not totally absent in 343i games but relevant in my answer to what classic means.

I would be pro dual wield but that is another topic.
I wiuld also like to see the heavy suppot weapons be used to greater effect but again not quite on topic.

I feel said flow can be achived via more interesting and skill based avenues than just holding a button. Also the change in ledge hieghts and extended corridors from me undermine the flow as it effectively makes the game slower. No more 360 jumps backwards while peppering an enemy. Its guns down sprint to A, guns up shoot, turn, clamber, turn, gums up, shoot.

Exactly the dance was lost the flow of movement and combat was sacrificed to create more imputs on the controller that dont really serve the core gameplay loop but rather obscure or interrupt it instead.

And as for the grapple. Imagine a brute style gun that had a unique grapple melee mechanic instead? Another cool gun on the map that had its own ability. Its only available on some maps and it feels like halo because its another one of halos main characters like the needler/br/hammer/sword/shotty/sniper/grenade launcher.

(Edit: and new power ups provide less incentive or cohesion for naturally encouraging team play instead focus on making each individual individually powerful. Regen and bubbles protected the team, new drop shields let the player set up an ambush, less reactionary less team spirited, breaks the flow of combat rather than alters it in real time.)

Hope this is clear.
Forums never die!

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