My top 5 things that shouldn't have changed

I have put a lot of time into Halo over the years. First playing Halo 2 at my friend’s house around Christmas of '04, it was a year before I actually had my own Xbox, and it came with Halo CE, and Halo 2. I played those games religiously for 2 years, playing both campaigns more times through than I can count, eventuall, soloing them on Legendary, playing customs with my brother and sister all the time, enjoying a couple of LAN parties, Playing Xbox Live and discovering that I’m actually not that bad, it was incredible. Then I got Halo 3 and I was treated to 3 more years of great Halo. Sure it had some flaws that were hard to ignore, but I didn’t care much it was still Halo.

Then Halo Reach came out… And everything changed. Suddenly there were blatant problems literally staring me in the face, and not the occasional problem that would pop up like in other games. I mean totally obvious things that should never have even been considered, much less actually made their way into the game. And Halo 4 has done little more than perpetuate these issues. And no, I’m not here to talk about additions like Armour Abilities, Perks, and Loadouts. I’m here to talk about changes to existing mechanics. Things that ACTUALLY frustrate you beyond reason despite the fact that they were done completely right in a previous game.

So here is my top 10 list of things that NEVER should have changed. This is my opinion and so yours may differ in some cases. Some of my points you may actually like better the way it is, some you may not care about, and others may be more important to you than they appear on my list. But I do think most of these issues can be agreed on by a lot of the community.

Also by the way this list is specifically about the state of competitive multiplayer in Halo 4, and most of all, the gameplay itself. I will not add anything that relates to Campaign, Firefight, Forge, Theatre or Spartan Ops.

5: Removing unique weapons, and adding cloned ones.

This isn’t an incredibly big deal, but it is something that really gets on my nerves sometimes. When I see a weapon removed from the caste I react one of two ways, I either react with “I’m glad they realized that weapon didn’t work”, or “I honestly can’t believe they got rid of that,I’ll miss having it around”. At the same time when they add a weapon from the sandbox, I react with either “This gun is awesome, I love it”, or “… Wow… It’s the EXACT SAME THING as this other gun.”

Here’s an example of what I’m talking about, when they removed the Beam Rifle, which had appeared in Halo 2, and 3, and they replaced it with the Focus Rifle. My reaction was generally positive because the Beam Rifle and the Sniper Rifle have very little variation to actually make them feel like two different weapons. The only real differences being that the Beam Rifle had a faster possible rate of fire, but overheated as opposed to reloading. They did the exact same damage (In multiplayer), and both had the same headshot mechanic, and aim assist statistics. This made two weapons where the playstyle was for all intents and purposes exactly the same. Pick up either one, and you got a Sniper. However, the Focus Rifle was on a level all of it’s own. It filled the same niche in the Covenant weapon sandbox as the Sniper Rifle did, it was a Covenant long range capable rifle that could kill in a single “shot”, however it applied a COMPLETELY different skill to use, as opposed to the main skill of the weapon being the headshot mechanic of the Sniper, the skill mechanic of the Focus Rifle was in maintaining constant contact with the beam, while also managing your heat.

As you can imagine, I’m pretty sad to see the Beam Rifle once again taking the place of the Focus Rifle in Halo 4. Because once again, we have the same gun in the game twice.

A few other examples I won’t go into too much detail about include replacing the Brute Shot with the Concussion Rifle, the Plasma Repeater with the Storm Rifle (And the Plasma Rifle’s replacement before it), The Grenade Launcher’s removal, the addition of the Incineration Cannon, removal of the Plasma Launcher etc. I hate to see weapons that actually play completely different from everything else removed, and I hate to see weapons that are nearly the same as something that already exists added.

4: Unnecessarily tweaking weapon behaviours

By this I mean taking a weapon that worked very well in one game, and changing it to be COMPLETELY unrecognizable, to where it’s barely even the same gun. This has happened to a few weapons in the Halo franchise thus far. And I can think of one very easy and shining example. The Plasma Rifle.

The Plasma Rifle in Halo CE was awesome, it was powerful, accurate, stunned enemies, heck it even did bonus damage if you scored a headshot against a shieldless enemy. It filled the role of a Covnenant Automatic Rifle, and it filled it well, it played almost nothing like the Assault Rifle while still filling the same niche. Then Halo 2 came around and… Well the Plasma Rifle was NEVER THE SAME AGAIN. It was downgraded to the state of being a Covenant Sidearm, as opposed to a Rifle as it’s named. It’s Accuracy was completely lost, along with it’s power, and stun. And it was effectively a Plasma Clone of the SMG. Doing almost the same thing, but with more shield damage, less health damage, and an overheat. And IT NEVER GOT BETTER. The absolutely terrible Plasma Rifle we got in Halo 2, was kept in Halo 3, and then AGAIN in Halo Reach despite the lack of Dual Wield.

Anyway, those weapons are some of the more well known ones that endured changes, but this is about Halo 4, the current state of Halo multiplayer, so which weapons are a problem in it? Well, for starters the Plasma Pistol. The Plasma Pistol in Halo Reach was perfect, everything about it. It could kill people, it wasn’t the best but it was good. That was important to it, since it could be used for more than vehicles emp’s and noob combos. Now it’s semi-auto fire is almost USELESS. The gun is practically guaranteed to overheat before you finish someone off. Another weapon that was tweaked in a way I severely dislike is the DMR. Mainly I’m referring to it’s Rate of Fire, and Aim Assist. It shoots too fast, it hits FAR too easily, I can’t even count the times I’ve headshotted someone with a blue reticle. When a gun is perfect, don’t change it. The Sniper Rifle as well. For some reason it’s easier to no scope than it is to scope shot at almost any range… And when I say easier, I mean VERY easy. Whatever happened to Halo 3’s tiny reticle, and almost no aim assist sniper? It was so good.

You want an example of a weapon tweak that was done for the better? The Weapons Tuning AR. That thing is perfect the way it is. Same goes for the Carbine. Weapon tuning proved you guys can definitely make a good set of guns.

3: Melee

Melee, Melee, Melee. Oh how you have a nasty habit of being the bane of my existence. Melee has been the cause of many-a-rage in the last 5-6 years. And it all started with Halo 3, and still happens today.

Melee has gone through a change in every single Halo game. Halo CE’s Melee didn’t lunge. Halo 2’s Melee was arguably perfect, 3 hit kill, and the introduction of lunge, it was an all around good advancement on the function. Then Halo 3 came out, and some things were made better, while others were made worse. Here’s a brief changelog on things that happened to Melee since 2007:

Halo 3’s release:

  • Melee buffed to a 2 hit kill (Bad move, Melee was now much too powerful)
  • Melee fight winner determined by who had more damage with a “time window” for both players to melee, resulting in a “clash”, as opposed to first come first served. Winner does take some damage from attack. (This was a good change, though flawed until the first Halo 3 TU due to too wide a damage gap for a bungie beatdown where both players die, in the end it helped Melee work around host advantage and netcode)

Halo Reach’s release:

  • Melee bleedthrough removed (again bad move, this resulted in the worst Melee in the ENTIRE FRANCHISE).

Halo 4’s release:

  • Melee bleedthrough added again (Obviously a good thing).

Now, Halo 4’s Melee is better than Reach’s hands down. But it’s still not good enough. The damage increase between 2 and 3, which is still in place to this day at 70 damage, is just TOO MUCH. Melee should kill in 3 hits, not two. It should better promote a dance of bullets and punches, not just fists of fury. Where combining your gun, and your melee attacks in the right combinations will ALWAYS result in a faster kill, than just mashing the punch button over and over. It promotes skill and learning, which is something every little part of Halo should always have.

2: Aim Assist

Now, there’s a reason I’m not counting Aim Assist as weapon tweaks. And that’s because as opposed to specific weapons being adjusted, Aim Assist appears to be a global standard that changes across all weapons game for game. And the transition between Halo Reach’s very low aim assist, and Halo 4’s unbelievably high aim assist. Was about as drastic as the same transition that occured between Halo CE and Halo 2. The only difference is that Halo 2’s limited netcode actually counterbalanced the insane aim assist, and on Xbox Live skill was actually still a pretty big factor. But in Halo 4 we have no such luxury.

I’ve noticed a running theme on this forum that Automatics are too powerful/nooby, and that the BR, DMR, Beam Rifle, Railgun etc. Are all far too easy to kill with. Well there’s a reason for that, the aim assist in Halo for is too damn high. There’s no reason a DMR’s bullet should hit outside of the small inner reticle. Or for the BR to 4 shot in the hands of a chimpanzee. Aim Assist was at perfect levels for Xbox Live in Halo Reach, it’s one of few things that game actually did right. And it’s one of the most important (and easiest to explain) things that should not have changed.

Finally #1:
Grenade Count/Blast Radius

Grenades. Grenades. Grenades. Have you ever heard anyone rage more about anything in a Halo game than Grenades? I haven’t. I rarely hear whining about the Jetpack, or the Camo, it’s almost ALWAYS the grenades. The reason for that? Because Halo 2 did grenades friggin perfect and no Halo game since is getting the hint.

In Halo 2, you only spawned with one nade. Just one. And you know what? It was MUCH better that way. In Halo 2 (and 3), grenade blast radius was significantly lower as well, and guess what else? It was much better that way too.

When you spawn with one grenade, no matter what type in what game, your grenade becomes precious if you don’t get to pick up extras. You cherish it, you use it wisely, and you certainly don’t spam the left trigger at that blip on your motion tracker just around the bend. Grenade spam is one of the biggest problems Halo has, and spawning with 2 grenades feeds fuel to that fire. On top of it, in Halo Reach the blast radius of those nades went up significantly, and they haven’t gone down. So not only do we have the ammunition needed to barage some poor soul with high explosives, we also have a better chance to do damage to him than no, WITHOUT EVEN AIMING. Even in Halo 3, which spawned you with two nades that a lot of players still spammed, you wouldn’t hit anything if you didn’t actually AIM it.

God I hate Frags. I hate HATE them. And don’t play coy, because I know you’ve all felt the pain too. Heck, in Halo 4 it’s even worse because we can spawn with THREE.

Grenades need to be tweaked so that hitting with them consistently is a practiced art, not a given. And the count needs to go back down so that players actually think before they throw, and like with Melee, so that they have to actually combine grenades with guns in most situations to win, instead of just killing people with the Left Trigger. This is one of those rare cases where being more like Halo CE is a bad thing.

And on top of that, thing of how many things in Halo 4 would be fixed just by spawning you with one grenade by default? Sticks wouldn’t be nearly as bad for vehicles to deal with, as each enemy only spawns with one stick, not two (two being plenty to take down most vehicles in the game. YOU SPAWN WITH A VEHICLE KILL.). Frags wouldn’t be so damn spammable. Because we all just love hearing constant grenade clicks and explosions 4-5-6 times in a 5 second window right? And Pulse Grenades would actually be worth taking, because you know, you wouldn’t be putting yourself at a huge disadvantage for taking them.

This is one thing that actually HAS to change back. Everything else on this list is something that isn’t quite as good as previous games, but is still ok. Grenades NEED TO CHANGE BACK. They actually make the game worse just being the way they are.

Annnyway. Now that I’m done ranting about nades and how god awful they are… Here was my list of top 5 things I believe shouldn’t have been changed from past games. I would love to read up on some of your thoughts and things you wanted to change. To be honest these aren’t the only things I could put on a list, some other considerations were Elites changing from Halo 2/3 to Reach, then being removed in 4. As well as movement speed mechanics (though I cut that because I actually like Halo 4’s fast movement speed, it was more a problem I had with Halo 3 and Reach).

I will start the standing ovation.

> I will start the standing ovation.

Lol and ill be joining you, this is a really good post OP. My favorite weapon was the CE plasma rifle until it was butchered. I do hope these posts are being read by 343, the original halo fans know how important these details are.

Good list Fos Kuvol, but I must ask: Where’s De-scope?

Two other things that add to the problem of grenade spamming in Halo 4:

1.) The Explosives perk

2.) Instant respawn

> Two other things that add to the problem of grenade spamming in Halo 4:
>
> 1.) The Explosives perk
>
> 2.) Instant respawn

By definition, grenade spamming is “throwing multiple grenades into an area.” Since explosives doesn’t give any more grenades to the player, then it is at the same level of spam potential as not having the perk active is.

I believe you mean grenadier is an encourager of grenade spamming.

> Good list Fos Kuvol, but I must ask: Where’s De-scope?

It actually totally slipped my mind lol. I don’t think it’s one of those really big issues though, not on the level of Grenades, or Melee. Especially since I find I hardly notice the difference. But it would be nice for the skill gap of the game for it to go back do descoping. Especially to balance maps like Ragnarok.

I agree with most of what you’ve said but the Focus Rifle was just a Sentinel Beam with a scope.

It wasn’t that great.

> > Good list Fos Kuvol, but I must ask: Where’s De-scope?
>
> It actually totally slipped my mind lol. I don’t think it’s one of those really big issues though, not on the level of Grenades, or Melee. Especially since I find I hardly notice the difference. But it would be nice for the skill gap of the game for it to go back do descoping. Especially to balance maps like Ragnarok.

I actually think its the opposite, I have herd of melee problems but have not been affected by them, and yes it is true that grenades can get kinda ridiculous but they have always been that way (and actually were they not pretty much instant kill in Halo CE) while descoping is part of how Halo plays and it makes a huge impact on gameplay, especially from a far.

.

I agree with most of what you’ve said but the Focus Rifle was just a Sentinel Beam with a scope.

It wasn’t that great.

actually it wasn’t too bad though either, especially in the beta. although I’m glad they toned it down, it made it difficult to use.

> I agree with most of what you’ve said but the Focus Rifle was just a Sentinel Beam with a scope.
>
> It wasn’t that great.
>
> actually it wasn’t too bad though either, especially in the beta. although I’m glad they toned it down, it made it difficult to use.

I enjoyed having the different flavors.

Three weapons that i loved because they were unique but i hated because they were the bane of Halo to me.

Sentinel Beam- Normally after i was hit with this i was dead in a second but before that happened i would simply …it is better you listen to this.

Focus Rifle-Everytime it was simply PAIN!

Needler-This explains me seeing someone with the needler, them attacking me and death screen.

> I agree with most of what you’ve said but the Focus Rifle was just a Sentinel Beam with a scope.
>
> It wasn’t that great.

There are a few important differences significantly in the application of actually using the weapon.

The Focus Rifle did a much higher dps than the Sentinel Beam, but overheated significantly faster, and it had a scope, and it actually appeared in Multiplayer matchmaking for the first time ever. (Outside of ONE Halo 2 DLC map released in the last year, One other H2 map released a little earlier but removed entirely from Matchmaking, and B.U.N.G.L.E., which was only a weeklong event)

It’s really hard to count the Sentinel Beam when it was so scarce it might has well have never existed.

There was also one really good plot related reason the Sentinel Beam couldn’t be in Reach on top of that: There was never any forerunner presence at all in Halo Reach, much less Sentinels. The only mission with any relatively Forerunner influence was The Package, and all it included was a giant Forerunner structure in the cavern that you only saw from a distance.

> > > Good list Fos Kuvol, but I must ask: Where’s De-scope?
> >
> > It actually totally slipped my mind lol. I don’t think it’s one of those really big issues though, not on the level of Grenades, or Melee. Especially since I find I hardly notice the difference. But it would be nice for the skill gap of the game for it to go back do descoping. Especially to balance maps like Ragnarok.
>
> I actually think its the opposite, I have herd of melee problems but have not been affected by them, and yes it is true that grenades can get kinda ridiculous but they have always been that way (and actually were they not pretty much instant kill in Halo CE) while descoping is part of how Halo plays and it makes a huge impact on gameplay, especially from a far.

Grenades were in no way ridiculous in Halo 2, or 3 (aside from spawning with 2 in H3). They had a very small blast radius, and in Halo 2 you only got one that you had to use wisely.

As well, when it comes to descoping, I can barely go a game in IS without someone spaming sprinting melees, it’s really annoying, and a pathetic way to get cheap kills when you know you can’t win a gunfight. But it’s pretty much never that I go “that guy wouldn’t have killed me if I descoped him”. The very rare occasion I do feel like descope would have saved my life is when I’m flinched in a medium range fight so bad that I lose. And that’s extremely rare especially since I, to be honest, don’t even scope at medium range anymore because of how accurate all the guns are.