I made this thread hoping to come up with regards to the bloom/spread, AAs/equipment and xp/trueskill problems people have noticed with halo games and my solutions for Halo 4:
Firstly bloom and spread. Many people dislike these mechanics on precision weapons for valid reasons. They were designed to limit the range on weapons, however I’ve noticed the randomness of bloom and spread myself. Most people dislike them due to the randomness, so I thought of two possible solutions:
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Replace these mechanics with one which reduces the damage of a weapon based on range. Not by a lot. Just something to make the gun less powerfull when shooting from the other side of the map, some weapons would be affected by this more. For example the pistol would have reduced damage at much shorter range than the dmr, while the sniper wouldn’t be affected at all. This removes randomness as the damage lost is exact and specific to certain ranges. So players can learn these and adapt accordingly.
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Instead of bloom’s current system. Make it so that if you shoot to fast at a specific range, your shots will miss 100% of the time. While if you aim at the target and shoot at the correct pace or slower at a given range, your shots will always hit. This way bloom is not random and players will have to shot pace to hit their targets at long range.
Next, AAs and equipment. It seems many people have issues with AAs due to the way they break map control and flow and encourage spamming. While people dislike equipment as they’re “random”. I’ll start by saying I have no problem with equipment. However I and many others think AAs have no place in competitive gameplay. One thread I saw suggested that AAs return just for custom games with equipment also coming back, however I feel this would waste too much precious time pre-game release. Time which should be spent adding something which can benifit the majority of players (i.e 60-70% +). IMO a much better way to spend the time is to add both the AAs and equipment in both forms. When I say this I mean add the abilities (jetpack, bubble shield, power drain, radar jammer, grav lift, trip mine and so on) and then, through custom options allow the player to set these powerups as single use (i.e equipment), multiple use/ limited recharge, infinite recharge (i.e AAs) and infinite use. And bring back loadouts for custom games. That way you can set it up so they are pickups with single use like equipment, and loadouts with infinite recharge like AAs. This seems like a good way to satisfy both sets of players.
Although I will say I think camo should return to a powerup and stay invisible when you run. It did not work as an AA at all.
People also say they consider equipment random as you don’t know what eqipment the player is using until they use it. By which time it is too late to react. My solutions to this are:
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On a specific part of the players armour, show the equipment piece attatched to it. Players will know to look there to see what equipment they have and can prepare accordingly.
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Make equipment arm 2-4 seconds after deploying. Again giving the enemy time to prepare.
Thank you for reading and please leave a comment as to my ideas. I hope t=some of them are considered for Halo 4.
