Shouldn’t the classic playlist have Zero Bloom on every weapon I mean its called CLASSIC.
Ann classic plays the most like previous halos, and I almost play it exclusively. I have not had an issue with bloom, as the pistol is excellent for map control. If you are decent af ann send me a friend request
The weapons that have bloom are to replicate bullet spread, that includes the pistol & assault rifle.
The DMR with 85% bloom matches the speed of a BR from H2 & H3 if you ask me.
The real issue with the settings are that the movement traits are worse than that of default Reach. 120 movement and 90 jump is not at all representative of traditional Halo, not even Halo CE. Simply play the single player campaign that came on the disk and you will see that the settings are WAY off. The correct settings are 110 movement and 110 jump.
On top of that there are 4 bundles of grenades found on the maps yet we can only carry 2. Also the grenades remain unchanged so they still have a fuse of half that of Halo CE making them overpowered. Having bundles of 4 grenades just enables players to abuse the grenade spawns to stock up on the overpowered grenades and spam them which is the last thing the game needs. This was also a problem on Team Classic where Jeremiah decided to limit the grenades on map to 1 while players still spawned with 2 which does not prevent the player from spamming grenades since they spawn with enough and it punishes players who go out of their way to get to the actual grenade spawns; to limit grenade spam it should have been the opposite.
As for the objective settings, they are in no way traditional. Flag juggling is disabled, oddball has the radar blocked and the other problems escape me at the moment and there is no excuse for the poor implementation since it can be controlled at a gametype setting level but 343 just chooses not to.
Reach is the least like halo of any entry in the series. Anniversary plays much closer to other halos than vanilla reach, or even TU, mainly because of the disclusion of AA. Any gametypE in classic is much closer to original halo, and grenades are not thay much of a factor
I just hope they remove Team Snipers from anniversary classic.
> I just hope they remove Team Snipers from anniversary classic.
Ugh, it’s horrible…
I definitely agree about Team Snipers in Classic, that’s super lame.
I’ve had fun in this playlist, but as said already, 120% speed and 90% jump is no bueno and not “classic”.
> The real issue with the settings are that the movement traits are worse than that of default Reach. 120 movement and 90 jump is not at all representative of traditional Halo, not even Halo CE. Simply play the single player campaign that came on the disk and you will see that the settings are WAY off. The correct settings are 110 movement and 110 jump.
>
> On top of that there are 4 bundles of grenades found on the maps yet we can only carry 2. Also the grenades remain unchanged so they still have a fuse of half that of Halo CE making them overpowered. Having bundles of 4 grenades just enables players to abuse the grenade spawns to stock up on the overpowered grenades and spam them which is the last thing the game needs. This was also a problem on Team Classic where Jeremiah decided to limit the grenades on map to 1 while players still spawned with 2 which does not prevent the player from spamming grenades since they spawn with enough and it punishes players who go out of their way to get to the actual grenade spawns; to limit grenade spam it should have been the opposite.
>
> As for the objective settings, they are in no way traditional. Flag juggling is disabled, oddball has the radar blocked and the other problems escape me at the moment and there is no excuse for the poor implementation since it can be controlled at a gametype setting level but 343 just chooses not to.
People have been asking for most of these changes for quite a long time, but it seems that 343i doesn’t care.
> Flag juggling is disabled,
Ya know, I just played Halo 1 again last night, and Flag Carriers actually moved at the same speed as everyone else. You could ‘throw’ flags in Halo 1, up floors and through windows, but ‘juggling’ didn’t happen - that was a Halo 2+ thing.
> > Flag juggling is disabled,
>
> Ya know, I just played Halo 1 again last night, and Flag Carriers actually moved at the same speed as everyone else. You could ‘throw’ flags in Halo 1, up floors and through windows, but ‘juggling’ didn’t happen - that was a Halo 2+ thing.
Flag juggling was so dependent in Halo 1 but it was still entirely possible and there are many circumstances and situations where it comes in handy which are otherwise unavailable with it disabled. Another example of removing the depth of the game, lowering the skill gap and limiting the potential of truly good players. But hey, if everyone feels that they are good at the game it keeps em playing and that is what makes money; prime example CoD.
Anniversary Classic is still probably the best playlist in Reach. As for the movement settings, it would be nice if they were changed for the sake of accuracy, but I don’t consider it a big deal.
And you would never guess that CTF and other Objective gametypes are in Anniversary at all, no one ever votes them up.
How about just fixing Prisoner?
OP, I wouldn’t mind having a separate DMR-starts ZB gametype with a more Halo 2/3-style movement to play on the Halo 2 maps like Beaver Creek and Headlong.
> The real issue with the settings are that the movement traits are worse than that of default Reach. 120 movement and 90 jump is not at all representative of traditional Halo, not even Halo CE. <mark>Simply play the single player campaign that came on the disk and you will see that the settings are WAY off. The correct settings are 110 movement and 110 jump.</mark>
Only seems that way b/c of the field of view. Anniv. settings aren’t right either though and I do believe they need an alteration. Seems to me like they just took the differences between Reach and Halo 1 and just exaggerated them so it “feels” more like Halo 1.
If you’ve got Halo PC with OpenSauce installed you can use it to give Halo CE the same FoV as Reach and you will see what I mean, but seeing as how Reach’s FoV can’t be changed to reflect Halo 1’s I can see why it would be easier to just make it 110% speed even though it isn’t accurate. As far as jump height goes, base it off of the original maps themselves compared to the remade maps instead of the campaign.
According to my (clumsy) measurements, player speed is almost exactly the same b/w both games. Jump height is a little lower in Reach, but the difference could be chalked up to measurement error. It takes ~10 seconds to go across the walkway next to shotty from the wall of Blue Team’s base to the rock wall near the sniper in both games (on default settings).