Halo Reach is a good game but, in my opinion, not the best Halo game released.
I feel these things make Halo Reach more of an unpredictable and more frustrating game: armor abilities, over-powered grenades with shortened delay of explosions, the over-use of forgeworld maps, the lack of variety with the built in multi-player maps, and the lack of a skill based ranking system.
Armor abilities should not be given to players at the start of the game. They would be more balanced if you had to pick them up on the map as they do with jetpack in the MLG playlist.
Giving the player armor lock in the beginning of the game is just as bad as giving the player over-shield except that you have no idea when someone will have that ability where as when you have over-shield, you glow the moment it’s picked up. Also, with armor lock you shouldn’t be able to go straight back into it after using it.
Giving players the ability to cloak and jam radars from the start of the game as well as anytime they wish adds to the frustration of gameplay.
Jetpacks allow players to get to power weapons from the start, they allow players to mess up spawning, and they allow players to camp in hiding spots.
Spinting adds to the unpredictability of Halo Reach. It allows players to run away from battles when their shields are down. It allows players to get around the map quicker which sounds like a good idea but in reality it causes players to quickly get closer to the opposite team before they have a chance to spawn.
Halo Reach’s grenades have the power of Halo 1’s grenades without the added delay time it took for explosions not to mention grenades do not bounce as smoothly and as static as they used to. When you throw a grenade at your feet it takes you down to red bar with no shield which is very over-powered. The added delay with grenades in Halo 1 allowed you to dodge the grenade’s damage radius. Throwing a grenade at your feet to kill your enemy is not as predictable as it used to be.
Forgeworld maps add a considerable amount of framerate lag to gameplay because of how huge forgeworld is as well as how much time it takes to render every forgeworld piece. If you try playing KOTH or try sniping down the hallway of Asylum, you’ll notice huge framerate drops.
The built-in multiplayer maps were copied into single player which is a very bad idea. Halo 2 is a good example of why this is a bad idea. Halo 2 survived years because of its diverse multiplayer maps. Considering the campaign copies all of the multiplayer maps, the replay value of Reach dies very fast.
The lack of a skill based ranking system adds to why Reach can be a frustration. The regular ranking system adds up experience of how much you play which is fine. Arena is the only other ranking system Reach offers in which it adds your average of your top 3 games and then keeps increasing your average with the more games you play. This only gives an illusion of a competitive ranking system but in reality it’s just another way of telling you to play more and more. I believe there should be a ranking system based on kill/death/assist ratio as well as the addition of objective based contributions to level.
Feel free to share your arguments/opinions. Either way, I am looking forward to seeing what 343 Industries does with Halo 4. I have high hopes that they will take what they learned from Halo Reach, look at what made older Halo games so successful, and bring back a more enjoyable and consistent experience.
