Making Halo 4 Matchmaking Experience Better

This thread is to be used as a guidance towards making the game better. Please comment below or add any suggestions to the post to if you wish to improve the game :slight_smile:

My personal issues are not in any specific order, I just started to write them down as I went. If something doesn’t make sense, please tell me to redefine a certain section of the thread. Thanks :slight_smile:

First Issue: Maps (Original Maps)
The graphics are good. Lag isn’t too bad. However, I see that one side has more tactical advantages in big team battle. In smaller maps, Haven has an issue with being too small. In haven when you spawn on one of the corners, you can look across the map and shoot the guy that just killed you. Each map has unique issues.

Fixing the first issue:
Each map has individual problems. I ask the community for input on all of the maps on Halo 4 to narrow out the issues.

Second Issue: Vehicle Layouts in Certain Maps
This is a major issue in Exile (Big Team Slayer). You probably have noticed that the blue team has a slight advantage. One person can run to the banshee, one person can hop on a mongoose and get to the scorpion tank and two others can hop in the gauss warthog. The blue team has all the “Main” that do tons of damage. The red team usually gets to the scorpion tank before the blue team does because people usually fight over who gets the gauss warthog. The banshee is a 50/50 win of whoever gets there first which is pretty fair. However, the blue team spawns right next to the gauss and flies over and ranges the tank from a distance or the blue teams flies over and traps the scorpion tank in the corner by firing plasma pistols and plasma grenades. (or something to this effect) Therefore the red team is playing from behind a good chunk of the match because the blue team usually stays back and picks off individual people. Some would say that red has the spartan laser spawn and that should even out the playing field. I disagree. The spartan laser is supposed to be used for the main vehicles. However, people have been getting smart and just sitting back towards the blue base and moving every second while the gunner picks everyone off. You would have to time it right to kill the gauss warthog and that is part luck. Getting back to the gameplay, once the first initial vehicles have spawned, its a pretty fair game because most people know when the vehicles are going to spawn. However, red is always playing from behind. I’m living proof that blue has a slight advantage because I went 39 and 2 (34 gauss kills) and I just had my driver drive around the blue base the entire game. (we won like 1000 to 3 hundred something)

Fixing the second issue:
Add more space to the red side and re-position the player spawns as well as the scorpion tank. Also have the tank spawn right next to the red base initial spawns.

Third Issue: Teammates blowing up other teammates vehicles
This happens alot in big team slayer. When i’m in any vehicle, once in every so often, a teammate will stick my vehicle with a sticky and blows it up.
Fixing the third issue:
Have it count as a betrayal and have the person who lost their vehicle give them the OPTION to boot them.

Ugh, you got my one big thing in there, betrayals for weapons/vehicles. If there isn’t anything more in this game that drives me nuts.

Surprisingly, though, even with accidental betrayals (and they are obvious), I do occasionally get a boot window and option. I have no idea why it comes up at certain times, but it is rare enough that I can’t pick up on a pattern.

As your thread indicates MM in general, I have a few to toss out. JIP needs some tweaking. I don’t mind it, but there needs to be a limit to the percentage og the game played to bring people in, i.e after the 10 minute mark (or halfway, 7:30), no more joins. I know others have examples, but for me I joined in one yesterday, spawned ran about 5 steps was ganged up by 2 opponents, killed and that ended the game.

I think power weapon spawns in objective stuff like Dominion needs to be reduced a little.

SquareRigged-

As your thread indicates MM in general, I have a few to toss out. JIP needs some tweaking. I don’t mind it, but there needs to be a limit to the percentage og the game played to bring people in, i.e after the 10 minute mark (or halfway, 7:30), no more joins. I know others have examples, but for me I joined in one yesterday, spawned ran about 5 steps was ganged up by 2 opponents, killed and that ended the game.

-How to fix this issue would be to put in ranked matches. Why they took out ranked and social to just one group I don’t know, but right now that is an issue that should be at least looked at.

I think power weapon spawns in objective stuff like Dominion needs to be reduced a little.

-How to fix this issue would have to be reviewed by each map, however, objective playlists like Dominion require you to think beyond the normal grab a gun/vehicle and shoot. It requires you to use what you have to your advantage to take other bases.

Weapon balancing i think is a major issue that needs to be addressed as well (mainly nerfing the DMR so it isn’t used by the majority on every map).

Dr D Day
Weapon balancing i think is a major issue that needs to be addressed as well (mainly nerfing the DMR so it isn’t used by the majority on every map).

-Personally I think the DMR’s power is on target. However, there are not enough weapons on the map and that is why the DMR is overused. In Big Team Slayer, vehicles and then DMR’s/your ordinance . In regular slayer, it is mostly DMR’s and your ordinance. They do need to include shotguns, etc. that spawn on map.

> Dr D Day
> Weapon balancing i think is a major issue that needs to be addressed as well (mainly nerfing the DMR so it isn’t used by the majority on every map).
>
> -Personally I think the DMR’s power is on target. However, there are not enough weapons on the map and that is why the DMR is overused. In Big Team Slayer, vehicles and then DMR’s/your ordinance . In regular slayer, it is mostly DMR’s and your ordinance. They do need to include shotguns, etc. that spawn on map.

The DMR compared to other precision loadout weapons is OP. I only suggest nerfing the DMR so it is balanced with the other primary loadout weapons, as it is now it dominates at all ranges except close range where the automatic users have a fair chance against the DMR user and at long range when against a skilled Light Rifle User.

If you have a loadout system but there’s an ordinance/weapon which is superior than all the rest, then the integrity of the loadout system is broken, as the loadout system is supposed to promote choice, but when there’s 1 combination to rule them almost people will choose that 1 combination in the loadout selection (typically atm DMR, BoltShot, AC/Jetpack, explosives, stealth.)

I don’t think there is anything mandatory that needs to be fixed. I guess the betrayal system wouldn’t be a bad thing to work on, but even that isn’t all that major.

> Dr D Day
> The DMR compared to other precision loadout weapons is OP. I only suggest nerfing the DMR so it is balanced with the other primary loadout weapons, as it is now it dominates at all ranges except close range where the automatic users have a fair chance against the DMR user and at long range when against a skilled Light Rifle User.
>
> If you have a loadout system but there’s an ordinance/weapon which is superior than all the rest, then the integrity of the loadout system is broken, as the loadout system is supposed to promote choice, but when there’s 1 combination to rule them almost people will choose that 1 combination in the loadout selection (typically atm DMR, BoltShot, AC/Jetpack, explosives, stealth.)

I agree with your statement. How about instead of nerfing just one gun, increase the power of all the others besides the assault rifle and maybe the light rifle?