> > > There are dozens of things that define what “Halo” is, gameplay mechanics are on the bottom of the list. What makes Halo “Halo” is the universe, the story, the settings, and the characters that inhabit it, not something as petty and insignificant as gameplay mechanics.
> > >
> > > If 343 or someone else decided to make a 3rd-person cover-based shooter starring UNSC Marines on the frontlines vs. the Covenant, it would still be a Halo game, just like how Halo Wars is still a “Halo” game.
> > >
> > > I’m not the one drawing a line in the sand dividing the Halo franchise and it’s community. Those who deny that Halo: Reach is a “Halo” game are and are a detriment on the community and the franchise.
> >
> > Oh, Ok. For the sake of this thread, we’re talking about gameplay.
> >
> > As far as gameplay was concerned. Reach wasn’t Halo.
>
> Nope, still was.
>
> Were we playing as Spartans? Yes
> > “But they’re Spartan-III’s and not Spartan-II’s so it doesn’t count!”
> /> Is just a freaking number. We were still super-soldiers, we could still move faster and jump higher than the regular troop.
>
> Were we fighting against the Covenant? Yes
>
> “But there wasn’t dual wielding!”
> > Halo: C.E. didn’t have dual wielding either, in fact, it didn’t have equipment or the BR, some of the elements that some people define as being core “Halo” mechanics. So I guess Halo: C.E. wasn’t “Halo”, either.
>
> Armor Abilities are the logical next-step from Equipment, Halo 4 will have a logical evolution of these concepts.
> > Jetpacks have been in Halo since Jetpack Brutes, we just haven’t been able to use them. Sprinting isn’t exclusive to Call of Duty, Spartans are allowed to sprint, and the inclusion of Spring as a gameplay mechanic allows for a infantry compliment to vehicles on larger maps. The Drop Shield was basically a prototype Bubble Shield and from a balance perspective, was more balanced than the Bubble Shield. Armor Lock… that’s a whole 'nother topic. Halo: Reach’s Armor Abilities allowed the player to chose what they wanted to use and use it when they wanted to, while Equipment was a chance thing, you either use it in the right moment, or you die and you don’t get to use it.
You’re right. The III is just a number. The reduced strafe acceleration, non floaty jumps and everything else that I seriously don’t have the time or patience to list here are what made it feel nothing like Halo.
Why you’re talking about dual wielding is beyond me.
Calling armour abilities the logical next step from equipment is very debatable. Why you are mentioning that brutes have always used jetpacks is, again, beyond me. That was always in campaign, if you really need me to establish the differences between campaign and multiplayer I can’t help you. Why you mention call of duty is beyond me. The fact that sprint is in other FPS games is not a reason for it bieng in Halo. I don’t see what you mean by “infantry compliment to vehicles”, this is a very vague statement. Derp shield was just completely useless.
All this time you’ve been talking about the abilities themelves, when it’s actually the concepts of AAs and loadouts in general which were bad. The reason they are bad as loadouts is simple: They are not, and cannot be balanced. Yet putting them in loadouts would suggest they are equal. Equipment was not a chance thing, you should know where the equipment is, rush for it if you want it, and if you’re more skilled than the other player you should get the reward of the equipment. At that point, you adapt your playstyle to the equipment, if you have a bubble shield or regenerator, you play more aggressivley.