I understand that in the Halo community, as in any community, it’s cool to hate on the newest addition. I understand that as with any game, there are flaws, and these range from the minor to the needs-a-bit-of-tweaking to the this-is-kinda-annoying-now to the Armour Lock. I realise that a lot of nostalgia is attached to games you played and enjoyed when you were younger, and that there are some things those games got right which should be taken into account. But for crying out loud, this is getting ridiculous.
Loadouts. Armour Abilities. Bloom. These are things which, in themselves, can be great, atrocious or meh. Reach had some flaws, but it get some things right. With Halo 4, 343 have the potential to correct those faults and actually make an innovative game. Please stop irrationally jumping on the hate wagon every time they are mentioned and actually hear people out. Remember that if people had had your ultra-conservative viewpoints ten years ago, Combat Evolved would never have been made.
Basically, this thread is about defending the changes made to Halo, as it’s a subject many people clearly haven’t heard both sides of and it’s an issue that has the potential to sink Halo 4. I’ll be updating the OP to explain why your complaints are ill-grounded in logic as you present them.
Loadouts mean people aren’t equal
No, they don’t, because everybody gets to pick from the same Loadouts. You all do start equal, at the spawn screen, what you choose to do from there does not make thinks unequal any more than you being killed by a more skilled opponent makes the game unequal.
Obviously, there is a problem if one weapon/AA is overpowered compared to the other options. This is where balancing and playtesting comes in, hopefully with a beta where 343i listens to our comments and nerfs/buffs as appropriate. But hypothetically, if this balancing is achieved, then Loadouts are fine.
To put this in perspective, think of the Needlers on The Pit at the start of a game of Slayer in Halo 3. These are just as ‘free’ as the Loadout options. Either you complain about these - and all other non-central weapons - along with Loadouts, or you accept both. To distinguish between the two is to be two-faced, hypocritical and is ultimately a fallacy.
Bloom is random
Bloom is random in certain situations and depending on the mechanics. There are all sorts of factors which affect this, primarily how far the reticle expands and what range the weapon is being used at. Reach didn’t understand this and we had a weapon with relatively little expansion being used for mid-range battles. However, had the DMR had larger bloom (with faster reset to speed gameplay up), and most crucially, had the sandbox included a bloomless weapon which bested the DMR at mid-range and so made it obsolete outside of long range, it would have worked. Alas, this was not the case. One failure, however, does not mean the entire idea can never work. That’s like discovering fire and snuffing it out because you singed your finger.
But I don’t like Armour Abilities!
That’s okay. I’d imagine there will be classic as well as AA playlists. To use an analogy, think about MLG. There are lots of people who don’t like it and come up with all sorts of witty ways of suggesting MLG should be removed from the game. Now, think about the reasons why you think MLG should remain. Congratulations, you understand the base idea I’m putting across in this paragraph as to why AAs should remain.
My proposed system
For those who understand this thread, this is utterly pointless, but some don’t, so just bear with me.
- Sprint and Evade are given off-spawn, you switch between the two with the up and down buttons. This is the base setting, but you can set between 0 and 4 default AAs using custom game options.
- All the other, more powerful AAs are available on-map only.
- There is a Custom Game option whereby your Sprint/Evade AA meter is drained if you’re shot, which could be used in Ranked playlists if people running away is a problem.
- The DMR has larger bloom expansion; if an opponent occupies < X% of the reticle the shot automatically misses.
- Halo 4’s BR has a fixed spread, one central bullet and two at opposing horizontal edges of the reticle.
- One utility weapon combines the BR and DMR, so that at closer range, the DMR will never be used.
The overall point of this thread is to explain that new ideas being imperfectly implemented in Reach does not mean no version of aforementioned new ideas can work whatsoever. Please stop complaining about Reach’s flaws, because you’re doing nothing but (in general) agreeing with me and, more to the point, you’re completely failing to grasp the idea being presented in this thread.**
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