Let's Build A Classic Gameplay Mode

I want to try something, Halo Community. The Halo 5 beta is over and I still see that there are players who desire a Halo gameplay experience closer to the original trilogy. Perfectly understandable and while I enjoyed Halo 5’s new additions such as the Spartan Abilities, I do admit that I am interested to see how a traditional experience would pan out in Halo 5. True, the MCC should serve as a game to appeal to a more traditional audience, but until that game is in full working order I do not see that as a valid rebuttal. Besides, nobody wants to truly play the same thing forever, no matter how good it is. So, since we have a good amount of time before Halo 5 releases, I figure why don’t we try as a community to come up with some criteria to build a classic playlist in Halo 5? I figure the best bet to create an overall consensus among ourselves without the use of a poll is to use a guideline that asks questions over what you believe the ideal players traits and such should be based on your experience with other games. For example: How fast should a Spartan move? To answer that, you could state the game in which you believe Spartans (and Elites [shout out to the Dinos]) moved most ideally. If you believe that was Halo 2, you would put Halo 2. To further refine that answer, you could put in the base speed you think would be ideal, like 110% or more. This way, instead of being vague about making things like Halo 1-3, we’ll actually have a good reference to what those traits would feel like based on the games chosen.

I only have three ground rules that I hope we can keep in mind.

  • Refrain from posting non-constructively. By this I mean refrain from saying bad 343 Industries sucks or any such statements. I understand frustration is a serious problem and to an extent I understand, but the goal here is to do something productive for ourselves. I think most of us no matter where we align get tired of the same thing over and over again.- Refrain from flaming each other over competitive and casual titles. While I expect a more competitive, rank-loving crowd to be the majority of posts, I think everyone has a voice. Who knows, some of you may be divided now but could share some common ground. - If you see any of the above break said ground rules, report them as you would anyone breaking the Halo Waypoint rules. Let the Monitors handle that, ignore the troublemakers and let us come together to do something great.Criteria (Subject To Change)

Movement Speed
Base Game:
Base Speed:

Jump Height
Base Game:
Base Height:

Bullet Magnetism
Ideal Game To Serve As Model:

Auto-Aim
Ideal Game To Serve As Model:

Weapon Damage
Ideal Game To Serve As Model:
Specific Percentages (If Possible To Include):

Grenade Damage
Ideal Game To Serve As Model:

Starting Weapons
Primary:
Secondary (If Any):
Grenades (Type/Amount):

Shield Recharge Rate
Ideal Game To Serve As Model:
Specific Percentages

Additional Comments:

Frankly I don’t know what to expect from this. Could go to the bottom of the forums in a few minutes, could become a hot topic. Either way, I want us as a community to give this our best shot. I don’t know how long if this actually works I’ll wait before compiling all the feedback, but feel free to suggest a time frame. Any additional criteria to add to the list would also be greatly appreciated, I put up the most relevant options I could, but don’t be afraid to use the additional feedback to add on your post.

Movement Speed:
Determining which is numerically faster is difficult, as even our points of reference might be skewed due to FoV differences.
What I believe is that movement speed goes Halo Ce, Halo 2, Halo 3 in descending order.
Thus I would go with Halo Ce.

Jump Height:
Same problem as above.
From what I have observed, I believe the jump height goes Halo 2, Halo 3, Halo Ce in descending order.
I would have to go with Halo 3’s jump height. It’s a good compromise, not too much nor too little.

Magnetism and Auto-Aim:
I don’t like the feel of Halo 5’s aiming. It has almost non-existent auto-aim (which isn’t really a good idea for console shooters), while having very significant magnetism. Aiming feels very strange and inconsistent as a result.
Conceptually the trilogy is almost the exact opposite: significant cursor drag with low magnetism (Ce), or moderate amounts of both (2, 3).
I would personally just take Halo Ce, and tone down the auto-aim a tad.

Starting Weapon and Damage:
Not touching that debate.
The only thing it absolutely needs to be is a precision utility.
I’ll let other people decide on the details.

Shields:
Depends on the above, there’s also two variables here, which are Delay until Recharge, and Recharge Rate itself.
Personally I’d go with a long delay but a fast rate (as opposed to Ce, which was slow in both aspects).
Again, I’ll let someone else iron out the details.

Grenades:
They should do low self-damage with significant self propulsion. In Halo 3 you could “grenade jump” with only losing less than half of your shield.
In Halo Ce, you will lose your entire shield as well as a TON of health, and you won’t get much of a boost either.

I would prefer they had more weight and didn’t bounce very far, in the way CE grenades do. Allows for more accuracy.

I’d say only let people have one or two.

Sandbox:
I felt it important to note classic gameplay doesn’t necessarily mean a classic sandbox.
Don’t be afraid to add new weapons and powerups if they fit.

Movement base: H2
Base movement speed: 100% (H2 got it right haha)

Jump base: H3
Jump height: 110%

Bullet magnetism: Halo 3

Auto aim: Halo 1

Weapon damage: Halo 1 (with difficult to use weapons like the HCE pistol)

Grenades: Halo 3 (require precision)

Starting weapons: Whatever is the primary mid range utility gun and 2 frags

Halo 2/3 shielding

Additional wants: trading weapons with teammates, picking up objects on map, dynamic maps, projectiles for the BR/dmr/pistol/whatever over hitscan, all weapons/vehicles introduced in the series, combat training mode against bots to hone aim and spawn knowledge (no stats are counted for matchmaking), hard to use precisions (H1 pistol-esque. Also, loosen up the BR burst, it almost seems single shot with how tight the shots are together), new innovative weapons and vehicles (original ideas pls, no more BR-Carbine-Needle Rifle-DMR-Lightrifle clone guns), MAYBE (not totally sure about this) armor abilities treated like powerups on map, better forge, firefight, and other things of that nature.

Good idea!

Movement Speed
Base Game: H3 (or H2 100%)
Base Speed: 110% (no slippery)

Jump Height
Base Game: H3
Base Height: 100% (gravity maybe a tad heavier, H3 was very floaty)

Bullet Magnetism: H3
Auto-Aim: H3
Weapon Damage: H3
Grenade Damage: H3

Starting Weapons (split between standard Slayer and BRs gametypes)
Primary: AR/BR
Secondary (If Any): Magnum/AR

Grenades (Type/Amount): 3 frag 3 plasma each max.
Shield Recharge Rate: H3, maybe a wee bit faster
Specific Percentages: Like 110%

Basically Halo 3 but a bit faster with slightly more balanced weapons. New additions to the sandbox are welcome, and vehicle combat can’t be forgotten. As for equipment, I don’t know.

> Bullet magnetism: Halo 3
> Auto aim: Halo 1

Halo 1 has very heavy auto aim, coupled with Halo 3’s magnetism and you’ve basically made Halo 4.

What makes Halo 1 work is that, although it has significant cursor drag, it has projectile bullets and magnetism isn’t noticeable except at very long ranges.

> Additional wants: trading weapons with teammates, picking up objects on map, dynamic maps, projectiles for the BR/dmr/pistol/whatever over hitscan, all weapons/vehicles introduced in the series, combat training mode against bots to hone aim and spawn knowledge (no stats are counted for matchmaking), hard to use precisions (H1 pistol-esque. Also, loosen up the BR burst, it almost seems single shot with how tight the shots are together), new innovative weapons and vehicles (original ideas pls, no more BR-Carbine-Needle Rifle-DMR-Lightrifle clone guns), MAYBE (not totally sure about this) armor abilities treated like powerups on map, better forge, firefight, and other things of that nature.

This is a thread about making a classic playlist.

If we were discussing how to make a classic game, I’d have a much more comprehensive list like that one there.

(Free Bump)

Oh sweet this thread popped up. I’ll bite now.

Movement Speed
Base Game: I would have to go with Halo 2’s, it was a good blend of the relatively speedy 1 and slow paced 3
Base Speed: Um, cannot think of the exact figure sorry.

Jump Height
Base Game: Halo 2’s
Base Height: IIRC, It was about a player and a half model jump in 2 (correct me if wrong).

Bullet Magnetism
Ideal Game To Serve As Model: Halo 3’s for certain.

Auto-Aim
Ideal Game To Serve As Model: Halo 3

Weapon Damage
Ideal Game To Serve As Model: Halo 3
Specific Percentages (If Possible To Include): I’d have to dig up information but 3 had the relatively best balance between all weapons, if speaking in a broad sense.

Grenade Damage
Ideal Game To Serve As Model: Halo 2’s and with 2’s system of four frags and 4 plasma grenades for capacity seemed to be the best.

Starting Weapons
Primary: Assault Rifle
Secondary (If Any): Pistol
Grenades (Type/Amount): 2 fragmentation

Shield Recharge Rate
Ideal Game To Serve As Model: Halo 2’s system was the greatest I believe.
Specific Percentages: Um, it was 75 points of shielding in 2 right? Sorry lol.

Aye, doing this little list reminded me how much I’ve forgotten the exact values but overall 2 and 3 can be mish mesh together to make probably the best classic Halo.

For a classic game:

Movement Speed
Base Game: Halo 2
Base Speed: 110%

Jump Height
Base Game: Halo 4 (felt it had the best jump)
Base Height: 100%

Bullet Magnetism
Halo 1

Auto-Aim
Halo 1

Weapon Damage
Halo 4

Grenade Damage
Halo 2 or 4

Starting Weapons
Primary: AR
Secondary: Magnum
Grenades: 2x Frag

Shield Recharge Rate
Halo 4
Specific Percentages
100%

Additional: Make a playlist like this for the people who want a ‘classic’ game which incorporates some maps with big team, objective and normal slayer focuses, and keep the other playlists for the rest of us.

Movement Speed
Base Game: probably CE, as it had the highest Base speed.
Base Speed: 120%/125%

Jump Height
Base Game: As long as it’s high enough to be effective at maneuvering. Maybe H3 or Reach or even 4.

Bullet Magnetism
As long as there’s a good balance between it and auto-aim, it should be fine. I, however, believe no Halo game succeed in nailing this on consoles, yet.

Auto-Aim
Refer to Bullet Magnetism

Weapon Damage
It’s fine the way it’s. I think weapon damage and kill times are very good, but the game’s fact pace is the problem.

Grenade Damage
Should be effective in both combat and grenade jumping. Maybe H3?

Starting Weapons
Primary: Any precision weapon.

Shield Recharge Rate
I think it’s fine the way it is. Kill times are excellent, imo, but as I stated above, the game’s pace is the problem.

Additional Comments:
I’m sick of people trying to silence us with empty promises and solutions everyday. If 343 are going to do this, the classic playlist should be the primary playlist, not the casual. Maps and game mechanics should be designed around it. We don’t want to be stuck with Forged maps.

> 2533274819302824;5:
> > Bullet magnetism: Halo 3
> > Auto aim: Halo 1
>
>
> Halo 1 has very heavy auto aim, coupled with Halo 3’s magnetism and you’ve basically made Halo 4.
>
> What makes Halo 1 work is that, although it has significant cursor drag, it has projectile bullets and magnetism isn’t noticeable except at very long ranges.
>
>
> > Additional wants: trading weapons with teammates, picking up objects on map, dynamic maps, projectiles for the BR/dmr/pistol/whatever over hitscan, all weapons/vehicles introduced in the series, combat training mode against bots to hone aim and spawn knowledge (no stats are counted for matchmaking), hard to use precisions (H1 pistol-esque. Also, loosen up the BR burst, it almost seems single shot with how tight the shots are together), new innovative weapons and vehicles (original ideas pls, no more BR-Carbine-Needle Rifle-DMR-Lightrifle clone guns), MAYBE (not totally sure about this) armor abilities treated like powerups on map, better forge, firefight, and other things of that nature.
>
>
> This is a thread about making a classic playlist.
>
> If we were discussing how to make a classic game, I’d have a much more comprehensive list like that one there.
>
> (Free Bump)

Umm Halo 1 had the lowest auto aim and Halo 3 had so little bullet magnetism that the cursor could be red and you would still miss…

> 2533274840212973;9:
> Umm Halo 1 had the lowest auto aim and Halo 3 had so little bullet magnetism that the cursor could be red and you would still miss…

Load up Halo 1 and just casually walk by someone. You’ll legit start turning on your own to face them.

Halo 1 has very high auto-aim. It just has almost no magnetism to compensate.

When people say “Halo 1 has low aim assist”, what they really mean is “Halo 1 is designed in a way that doesn’t hold your hand”.

> 2533274840212973;9:
> Umm Halo 1 had the lowest auto aim and Halo 3 had so little bullet magnetism that the cursor could be red and you would still miss…

That’s because Halo 3 used projectiles, like CE, not hit-scan like other Halo games.

I would suggest using Halo 3 as the foundation for movement and TTK; this game rewarded strategy and accuracy, auto aim was low and magnetism low as well.

Grenade’s should be similar to Halo 3 with a possible slight buff, but overall they were not OP while still being useful.

Base speed should be Halo 3 at 110%.

Honestly though, this “classic mode” ship has sailed, run aground and has sunk, forever lost. The maps are 30% too big to support a non-sprinting Spartan. These maps can easily support 6v6 slayer.