My thoughts on Halo 4 Matchmaking

Yep, another thread full of opinions you don’t agree with. But, I felt compelled to put all of my thoughts about the game so far into a single post (actually 2 posts since it couldn’t fit in 1) for all to read and reply “QQ” with. So, I’ll start off with the things I like about Halo 4 matchmaking.

Loadouts
I actually like that they took it a step further than Reach and allowed you to customize and change every aspect of your loadouts. It’s obviously a big ripoff from CoD (a lot of things in this game are) but I think it’s fine in this game.

Perks (Tac Packages, Support Upgrades, Specializations)
Another CoD ripoff but again, I don’t mind it in Halo. None of them give a big enough advantage to feel overpowered and it allows you to further accentuate your playstyle. I was a bit disappointed that Specializations weren’t a 3rd perk but instead an added Tac Package/Support Upgrade, but oh well.

Dominion
I think Dominion is a great successor to Territories/Land Grab. I always hated those gametypes in previous games because the areas you had to occupy were always in plain view with little to no cover, so 3-4 grenades was all that was needed to clear it out. Dominion takes a bit more strategy and a lot more teamwork IMO. Now, I don’t like EVERYTHING in Dominion, but I’ll save that for when I start talking about my dislikes.

Challenges
I’m happy there are challenges specific to war games/spartan ops/campaign and that there are more of them. Some of the XP values don’t make sense to me but it gives me incentive to play more and play differently.

Spartan Ops
I’m pretty indifferent about the removal of Firefight for Spartan Ops. Firefight was always extremely laggy for me so I didn’t play it much, but if it weren’t than I probably would have played it more. Anyway, I like Spartan Ops because they feel like weekly miniature campaign add-ons that I get for free. They give you some back story and a purely cooperative experience outside of campaign.

Now, for the things I dislike about Halo 4. There are gonna be a lot more dislikes than likes and I’ll explain my reasoning for them.

Bodyshots dealing the same damage as Headshots with active shields.
This is something I haven’t seen any complaints about, but yet I feel it is a huge issue with the game. Obviously this isn’t true with the Sniper/Beam rifle, but 4 shots to the body with a BR/DMR do the same exact amount of damage as 4 headshots. The reason I feel this is an issue is because it promotes trigger spamming instead of good aim. Now, since this applies to everyone and thus makes it an even playing field, you might be wondering why it matters. Well, it shortens the skill gap of players and overall makes the game easier to casual players. Back in H2/H3, the skill gap was much larger since if Player A and Player B were BR’ing each other and one of them got more headshots because they had better aim, they would win out on that duel. Since Reach though, it takes 4 bodyshots and only 1 headshot for a kill. Players should be rewarded for their better aim instead of who got the last headshot off first.

Weapon Balance
Oh man, the most controversial topic in competitive shooters. Everyone has an opinion and they think everyone else is wrong. I’m just going to go through the weapons that I think need readjusting and move on.

Battle Rifle
I feel the BR needs a buff. As of right now, the BR is inferior to the DMR in every way. Less range, Slower fire rate, smaller magazine size, and smaller total ammo capacity. In no situation is the BR better (if all shots hit at the same time). I still prefer the BR for small maps since the slower fire rate helps me pace my shots and miss less, but even if the BR user gets first shot on a DMR user and both players hit every shot, the DMR user will win. Since it’s a mid-range weapon, I think it should be a 4 shot kill.

DMR
The thing I don’t like about the DMR is it’s range. Currently, it has the longest unzoomed/zoomed range than any other starting weapon, and still has auto-aim from the back of pelican on Ragnarok to someone on the human turret (same as middle to the front of one of the bases). The reason I don’t like this is because it turns large maps into campfests. With a starting weapon that can cover a third of any large map (and almost half of Ragnarok), it makes getting out of areas with little cover way harder than it should be. If I spawn in the open, immediately sprint towards the nearest form of cover and still die to someone shooting me with a DMR halfway across the map, something is wrong. I think the range should be nerfed to match that of the Light Rifle.

Boltshot
Yep, you guessed it, I think the Boltshot should be nerfed. Why? Because it has a longer insta-kill range than the shotgun, which is a power weapon. Think about that. A starting secondary weapon not only CAN insta-kill an enemy, but it’s insta-kill range is LONGER than that of a power weapon that you can not spawn with. And before you tell me I’m wrong, go test it out for yourself. I actually tested it with a friend of mine earlier using the DMR’s range indicator. It’s fact. And because you can spawn with this weapon, it largely encourages people to camp behind corners. I would personally make it either unable to insta-kill enemies (from full shields of course) in return for faster reload/less charge time, or severely decrease the insta-kill range to near melee distance.

Those are the 3 major weapon balance issues to me. I’ll quickly go through some less important ones.

Assault Rifle: Feels a bit too powerful at mid-range. If the AR user surprises a BR/Carbine user even at mid-range (which is the latters specialty) then 4/5 times the AR wins.
Scattershot/Shotgun: Scatter has a faster fire rate and longer overall/insta-kill range (although the insta-kill range is very random due to spread). Would maybe reduce damage.
Railgun: I think the Railgun could use a boost in splash damage.
Sniper/Beam/Binary Rifle: All 3 of these should have reduced ammo, ESPECIALLY the Binary.
Even in the average player’s hands, the Binary is a near guaranteed 2-3 kills.

Continues on next post.

Continued from previous post.

Ordnance
I actually like the concept of Ordnance. Rewarding players during a match for helping the team (this is btw, another ripoff from CoD). But I think it was handled badly. Luck plays too big a role in ordnance drops and can unfairly give a player/team a huge advantage. And then when they have that advantage, they’re able to use it and get another ordnance drop to keep that advantage, which quickly snowballs into players having deadly power weapons for most of the match. All while the other team is slowly working toward their ordnance drops only to be rewarded with needlers/grenades/speed boost (especially effective on large maps obviously). BTB matches turn into power weapon fests, which might sound fun at first but if you’re on the receiving end of multiple snipers/rockets/damage boosts/lasers, it is not fun at all because there’s little you can do about it. Most vehicles in BTB have an incredibly short average lifespan due to the sheer number of weapons on the map that can destroy them (Machine Gun Warthogs/Banshees/Ghosts feel practically worthless once a game is 4-5 minutes in). In order to fix this without completely removing it, I thought a tiered system would work out better. I think those most Ordnance Drops I’ve seen someone get in a game is 3 (dunno if that’s the max or something). At tier 1 (your first drop), make some of the less effective drops appear more often (needler, overshield, concussion rifle, etc) than the more effective ones. At tier 2, start making the stronger drops appear more often (sticky detonator, shotgun/scattershot, saw). And then on your 3rd drop, make stuff like snipers/rockets show up more. If you’re able to get more than 3 ordnance drops, just use the weight settings from tier 3. I think this would make Infinity matches less power weapon-y while still keeping the Ordnance system in place. I also think that ordnance that spawns at the start of a match should be removed too but meh, both teams are atleast on equal footing with those.

Playlists
I don’t have too much to say about this, but I’m disappointed with the variety of playlists. Doubles, Multi-Team, Snipers, and Grifball have been staples in the Halo series (most since H2, some since H3), yet only Snipers has even made it to the rotational playlists (and Grifball even has a built-in gametype!). I’d also love to see a BTB Objective along with variations of the different objective gametypes that Halo has (1-Flag CTF, 3-Ball Oddball, etc).

Join In Progress
Another CoD idea that I like but so far hasn’t faired too well. Too many a game have I spent the entire match playing a 4v2/8v4 or joined a game where one team is seconds away from victory while the other team has half the score. Sometimes it does work though, so it’s not a total failure.

Ranked Playlists
Ranked Playlists were a huge thing in H2/H3. They gave people a reason to play competitively and were a measuring tool for skill. The only measuring tool we have now is our K/D Ratios which can easily be skewed when playing with large groups of friends in BTB. Would love to see ranked playlists based on win/loss ratio come back.

Levels
This is a pretty minor complaint, but there are a total of 130 levels to attain in matchmaking. Which sounds like a lot, but once you hit 50, each specializations 1-10 start at around 10k and end at about 65k (seems like this increases with each new specialization, not sure. If so, it’s not much). I’ve already seen multiple people at level 130. A month after release. Now, challenges are completely worthless to them and so is the XP gained from playing games/commendations. I played Reach the entire time it was out before Halo 4 and wasn’t even close to hitting the level cap. People did, but it was a very low amount. At this rate, 10+ times the amount of people will hit the level cap than in Reach. And once they do, there’s not much more incentive to play other than commendation progress (and also for fun, but y’know =P).

Instant Respawns
Yet another CoD feature, but this one I fully disagree with. You should not be able to get killed, press X, then instantly kill the person who just killed you within 3 seconds, before they get their shields back. With this feature comes a flood of people who do nothing but rush the enemy over and over, instantly respawning every time without ever thinking about how to approach the situation. There are also instant respawns in Oddball, which is insane. You can be protecting your ball carrier, die, instantly respawn and be right next to your ball carrier again within seconds, without ever giving the enemy team a chance to go for the ball carrier while his defenses are down.

EDIT: Grenades
Forgot about this. Grenades themselves are fine, I don’t feel like they do too much/too little damage or have too big an area of effect. What I don’t like is the amount you’re able to spawn with. Small maps are plagued by constant grenade spam since everyone spawns with 2-3 grenades. It’s been like this since atleast Halo 3 but to me, it still feels like an issue. I think a single grenade per spawn with Grenadier still adding 1 grenade would be cool.

Well, these are my thoughts on the game so far. I actually enjoyed campaign quite a bit and still have some fun playing war games, but I think a lot needs to be reconsidered. As of right now, I have no plans to buy any DLC for this game, which is surprising since I’ve gotten every piece of DLC this series has offered so far. But new maps won’t do me any good when, IMO, the core of the matchmaking gameplay has severely been hurt.

TL;DR Some scrub offering constructive criticism to a company who has taken the mantle of his favorite FPS series.

Flame away!

I have yet to see anyone else suggest that in the ordinance drops there should be an option for ammo crate. I guess it’s just me, but I seem to run out of ammo all the time and can’t get more since there is no static weapon spawns for starting primary weapons.

Give feedback about the game here. (I assume you prefer a more competitive style of gameplay and want more ranked and MLG playlists)

You should just wait a couple months. Remember, Halo 4 just came out. If 343 is listening to the community (critical-thinkers, and more intelligent posts (not OMG NERF BOLTSHOT)) This game will improve in the new year.

> Bodyshots dealing the same damage as Headshots with active shields.

Not sure why you are complaining about this. It isn’t that bad. Considering most experienced players aim at the top of the chest/bottom neck anyways. It still takes skill to get that last headshot.

> Battle Rifle

Meh. I somewhat agree with this. It would be interesting to see if they made it a 4-shot kill mid range. This would add a different element to the game and actually putting thought into your loadouts(depends on how big the map is). But at longer range, the DMR should win.

Honestly, for any of the weapons you complain about, you should just use them.

> Ordnance

Not a fan of playing call of Halo, but i’ll deal with it.

> Join In Progress

Agreed.

That’s the first thing I noticed when playing 4. WTF I have no ammo. I guess I’ll run around the map aimlessly till somebody dies, then I can pick up their weapon. “Oh look a DMR from my fallen comrade!” POW! POW! CLICK! CLICK! “Oh darn, no ammo as well, time to face the firing squad.”