If I were MM operator for Halo 4

I would implement the following things, most of which are highly important.

Community Suggestions:

  1. Instant Respawn removal across the board.

My Suggestions:

  1. Lower Shield Recharge Wait across the board to 4 seconds.

  2. Up shield recharge time to 125%.

  3. Implement “Pro” Variants in ALL playlists. (Excluding Throwdown, Grifball, Action Sack, SWAT, and Snipers)

  4. I would rename “Infinity Slayer” “Team Slayer” and add Team BRs, Team ARs, and Slayer (custom loadouts, no ordnance).

  5. I would change Team Objective to a 4v4.

  6. I would implement objectives into BTIS, as well as the above Infinity Slayer changes, including “Pro” Objective types, CTF variants and Dominion variants.

  7. I would recreate Infinity Slayer as 6v6 “Infinity Slayer”. This playlist would only contain Infinity Slayer.

  8. I would add various Dominion variants to Dominion.

  9. I would add objectives to SWAT.

  10. I would add “BackFlag” to CTF (variant of Lighting CTF).

  11. Finally, I would remove Camo from loadouts entirely, and nerf Jetpack. I would increase the amount of time Regen Field exists to 45% the default recharge timer.

What do you think? Would you appoint me? What else would you like to see?

The shield recharge rate and speed is fine. The problem is instant spawn. People spawn way too quickly, never giving people a chance to get their shields back. There was a reason why no other halo game implemented instant repawn and it was because it doesn’t work in a game where their is a rechargeable shield over the player.

If they speed up the recharge time It would just dumb down the game. Players wouldn’t have to play as smart and bad positioning wouldn’t be punished as hard because you would get you shields back too quickly. Over commit? Just duck down real quick, get your shields back and jump back into the battle. Long range battles would almost be pointless. Unless you can absolutely kill the person there would be no point in shooting them over range since you cant back them down to help you team push because once they duck into cover their shields are back up, the advantage or window you gained to push is almost instantly lost.

Every thing else I agree with except though except the infinity playlist. Just keep it in Team slayer and have the gametypes go Slayer Pro, Classic slayer(AR starts) and Infinity slayer.

If you were appointed and did this I would come back and play Halo 4 again. This doesn’t cover all the issues but it would help to such a degree that the game might be fun for me again.

I cast my vote as yes.

Why team BR’s? What about Team Carbines, Team DMRs and Team LRs?

> Why team BR’s? What about Team Carbines, Team DMRs and Team LRs?

“Team Precision” :stuck_out_tongue: Where you can pick whichever one you want to start with

> > Why team BR’s? What about Team Carbines, Team DMRs and Team LRs?
>
> “Team Precision” :stuck_out_tongue: Where you can pick whichever one you want to start with

Pretty much slayer pro lol

The reason I chose Team BRs and Team ARs is they are nigh on classic gametypes. Slayer Pro still offers the CC, DMR, and LR.

Part of the shield recharge issue(s) now, is the increased movement speed. Add that with instant re-spawn and you get what we have now, insanely fast encounter times. It was bad enough with instant respawn without the movement speed increase and long shield recharge times. Positioning means next to nothing. First thing to add to your list… removal of instant respawn across the board. Then map control becomes relevant again… well, after removing camo and jetpack too.

If you worked for 343, I would tell you to take the hornet from skyline, code it to be flyable, and put it into forge. :slight_smile:

Yea. Like a one person can do all of these things. No need for a whole team to work on the Multiplayer, play test it so that it works and over all fix every problem that pops up.
One person can do that.

No, but seriously, there already was a thread like this few months ago and it was the most imberrasing thing i have ever seen on this forum.

I dont mind it, but your suggestions for the shield recharge is not good. 6-7 seconds would be fine. Not 4.

Lol at #3. I can only imagine how Action Sack Pro Fiesta would play.

> If you were appointed and did this I would come back and play Halo 4 again. This doesn’t cover all the issues but it would help to such a degree that the game might be fun for me again.
>
> I cast my vote as yes.

I don’t agree with all of them, but some would help. I think the current optiosn offered by Slayer pro come close to what your asking - except for the shield recharge rates.

The number one issue that needs to be address the LAG, which is due to poor host selection methodology (it should be the best connection for that game - not your history), tossing players from all over the globe into the game and adding connection filters so the user has some options to try. H4 is currently broken for MP and is likely the cause why 270,000 players have stopped playing it on XBL (300,000+ at start, down to 80,000 after the first month and 30,000 on a good day now).

I quit playing multiplayer H4 (after ~1400 war games) and switched back to Reach on June 2. Of the ~40 BTB games I have played since then in Reach, I have normal “H4 Type Lag” for maybe 30 seconds in those games (in H4 70% of my games are lagged by 0.5 to 5 second range). Other mp games I play also don’t lag - it’s just H4. If I want to have a good lag free Halo game, I go Halo Reach. In the reach BTB Lobby, there are usually 1,500 players and I get into a BTB Game just as fast as I do on H4 when there are 9,000 players in the BTIS Lobby - so it’s not a number of players thing - it’s not my connection - it’s not the phase of the moon - it’s H4.

If 343 really wants to bring back the players, make Halo 4 fun to play and show that 343 is listening then fix the lag. And lest 343 forgets, failure to fix the basic issues is proportional to the chances of me and others buying H5 and an Xbox One.

> The shield recharge rate and speed is fine. The problem is instant spawn. People spawn way too quickly, never giving people a chance to get their shields back. There was a reason why no other halo game implemented instant repawn and it was because it doesn’t work in a game where their is a rechargeable shield over the player.
>
> If they speed up the recharge time It would just dumb down the game. Players wouldn’t have to play as smart and bad positioning wouldn’t be punished as hard because you would get you shields back too quickly. Over commit? Just duck down real quick, get your shields back and jump back into the battle. Long range battles would almost be pointless. Unless you can absolutely kill the person there would be no point in shooting them over range since you cant back them down to help you team push because once they duck into cover their shields are back up, the advantage or window you gained to push is almost instantly lost.
>
> Every thing else I agree with except though except the infinity playlist. Just keep it in Team slayer and have the gametypes go Slayer Pro, Classic slayer(AR starts) and Infinity slayer.

Because of the instant respawn it is very hard to recharge your shield and that is why it should be a little bit faster but 4 sec is a little bit low

But on the other hand you are right too :stuck_out_tongue:

Maybe reduce it with 30 sec or something like that?

> Yea. Like a one person can do all of these things. No need for a whole team to work on the Multiplayer, play test it so that it works and over all fix every problem that pops up.
> One person can do that.
>
> No, but seriously, there already was a thread like this few months ago and it was the most embarassing thing i have ever seen on this forum.
>
> I dont mind it, but your suggestions for the shield recharge is not good. 6-7 seconds would be fine. Not 4.

I think the shield recharge delay is currently at 7.5 seconds. This is the longest shield recharge delay we’ve ever had in a Halo game. You may be fine with 6-7 seconds but I think most Halo players would prefer 4-5 seconds.