Cutting to the chase… If said features carry over from Reach/Previous Halo games into Halo 4, or are newly implemented.
Armor Lock - I want to see it go. If it does carry over, the TU nerf should be applied. There is no reason an entire engagement should be held up for 10 seconds while someone decides to prolong their death or cheat you out of a kill. In TU, grenade damage knocks people out of armor lock, making it more acceptable in terms of game play. Although, I think most people will agree that it’s not really fair. As terrible as it seems, I will use it when my friends decide to play Vanilla Slayer instead of Super Slayer.
Bloom - In the TU, the constriction of the reticle seems much faster. DMR engagements are much faster paced, and don’t rely on sheer 60% luck in DMR spam. Pacing your shots is acceptable, but when I encounter an opponent who spams rather than pacing his shots, I come up short 3/5 times. I honestly see some spread as okay, but in Vanilla REACH the bloom is ridiculously too much.
Jet Pack - My biggest problem with Reach. I spent many hours perfecting jumps in previous halo games, to make myself a diverse opponent in matchmaking. I’m not claiming this makes you the essential -Yoink–kicker, but it definitely makes for thrilling escapes that, after hours of practice, speak for themselves. The “acrobatics” aspect of Halo in REACH was rendered pointless by jetpack. Sure, I can still make some awesome jumps, but when some scrub approaches me from behind with a jetpack, jumping to an above platform most other might otherwise consider accessible by means of walking is rendered pointless. I love feeling like a pro (Though, I’m not) when making sweet jumps. Please do away with it.
Hit Scan - I fully support Hit Scan, by means of successful bandwidth allocation. The only thing that disappoints me, is the false visual. While all 3 shots from my BR’s burst may “hit” my target, I’m sad to know that one or two bullets may visually miss my spartan when going over videos of previous games. As for functionality though, I consider it more important than visuals any day.
More Vibrant/Colored Worlds - In Reach, the palette is considerably grey/faded. Forge world looks extremely boring, and other than the DLC maps, the original maps are very vague in terms of color diversity. This isn’t game-breaking, but it definitely adds to the feel of a map. If forge carries over, I would like to see more variation in place-able objects. Color and diversity should really be considered.
Sword Block - I hate sword block ability with anything other than another sword. I don’t give a damn about realism in terms of this feature, but the sword is a power weapon and sword blocking with any weapon kills some of it’s functionality as a power weapon. In terms of comparison, I relate the sword hand in hand with the shotgun. Each power weapon has a counter-weapon by some means of use. As far as I see it, the shotgun is/has always been the tool to counter the sword. After all, you can’t counter a shotgun to the face by punching. It’s a cool concept, I guess…
Sniper Trails - I really enjoy the sniper rifle trails from Halo 2. There was something cool about hearing 5-10 shots go off and seeing a spider web of smoke scattered across the map. It’s small in terms of affecting game play. Other than the fact that a lone strand of smoke may lead to otherwise non-looking-at-the-time-of-your-shot enemies right to your point of fire. So make your shots count?
Ranking System - I would very much like to see the matchmaking system optimized for more, even, across-the-boards balance. I pair up quite often with people who are new to the game (Or so, it may seem.) and find myself trying to carry a bunch of dead weight into victory. I see a lot of talk on the Halo 2 ranking system being brought back, and I’d be okay with that. Just keep a visual open to people skill like in Halo 3, and not a tag of time like in Reach. An inheritor should be amazing in terms of how long he/she’s played, but more often than not I don’t find them very intimidating. When I ran into a General on Halo 3, I knew I had a fight on my hands.
Credit System - I enjoy the credit system in Reach quite a bit. I believe this is a successful way to show how long someone has been playing, and it rewards people appropriately. If I see someone wearing a skulled-in pilot helmet, I would know they have been around for a while. I feel that this feature also gives some (Not a lot) motivation to level up. However, if it does carry over, more end-rank content should be provided. Too often, I hear of people Halfway through the Eclipse rank saying there’s pretty much nothing left to buy. Implement more armor, and pair it up correctly with “rank” or as I call it “your time badge.”
Vehicles in General - Vehicle combat in Halo is extremely enjoyable. BTB Heavies introduced some crazy maps that I really enjoy. Spawn times should be shortened, and sniper rifles should not “wreck” vehicles. Vehicle damage should still exist, I believe (Despite how much fun grenade launching use to be.) Revenants should have more frontal or rear exposure. Banshee flip/rotate should be limited and not unlimited. Add weight to the mongoose. That is, if these vehicles and features carry over. I actually enjoyed the Spectre much more than the Revenant. If it goes, I won’t be sad. I promise.
The Pistol - I would like to see either the TU pistol in Reach carry over. The pistol in my mind functions as utility weapon that packs a small punch, but should not be as reliant as a BR or DMR as a tool of destruction. CE’s pistol was too powerful, so I’d be cool if they brought it back, but tempered down the damage from it slightly.
Plasma Weapons - Plasma weapons need a physical damage increase. I understand they eat shields alive, but I don’t know if I’ve ever honestly killed someone with a plasma rifle or Repeater. In fact, I only pick them up for giggles. Either take them out, or buff them up?
There’s so much more, but I don’t want to provide more of a book than I already have. These are my opinions, and I am open minded. Let me know what you think.
