PLAYLIST FEEDBACK: Anniversary Classic

Please discuss the Anniversary Classic playlist here.

Looking for a different Anniversary Feedback Thread?

Anniversary BTB
Anniversary FFA
Anniversary Firefight
Anniversary Squad

Suggestions
-Lower weight on Team Snipers
-Flag Carrier cooldown disabled
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These proposed settings enhance the Classic experience. Feel free to download the test gametype and see for yourself. Any feedback will be appreciated and will help to make the changes effect those matchmaking.

Anniversary Slayer*(Test)
Anniversary Slayer Pro*(Test)

Movement 110: fast but not too fast
Jump 110: 125 is not necessary
Melee 75: 3 hits to kill or 2 hits if they have any damage to shields
Damage Resistance 110: Grenades and sniper only pop shields which balance the long distance dominance and easy of aiming of the sniper and the OP grenades. DMR becomes 8 body shots to kill while still being 5 head shots. This makes it so that the DMR is superior at long range only if the user has good accuracy allowing the pistol wielder to stand a chance at range.
Grenades 2x: Grenades are nerfed a bit so now we can carry 2.

It would have been ideal if the pistol was not set to a fixed damage output b/c the 110 damage resistance would have no effect on the 3HSK ability of the magnum but make the body shots 6 instead of 5 adding a skill gap to the weapon and promote accuracy since the hit boxes are larger and the crosshair is smaller than in CE making the current pistol too powerful due to the ease of use.

> Discuss the Anniversary Classic playlist only in this thread.
>
> Know problems:
> -Jump height is too low.
> -Pistol’s body shot damage is too high.
>
> Suggestions
> -Lower weight on Team Snipers
> -Increase melee from 50 to 75

all of this.

i’d also prefer they increased the kill time on the pistol a little bit, and paired this change with a 100% removal of bloom on the pistol. 1.4 second kill time on this weapon would be ideal, especially if it was a 4 shot kill (OH JEEZ, NOT A 3 SHOT ZOMGZ). the fastest kill time the pistol should have is 1.3 seconds, in my opinion. any faster than this makes host matter a LOT. netcode is something halo reach actually does strictly / unarguably better than COD does, but when the kill time is too fast it makes it not matter / about the same as lagga-duty.

even if its to remain a 3 shot, i’d still massively prefer a longer kill time by ~.3 or .4 seconds.

i’d also like it if it was 2 pistol shots and 1 melee for a kill. whatever melee damage achieves this end-result, please implement it.

I’m going to be killed for this, but I actually love the settings as they are. I get the real classic vibe, whist still thinking I’m playing Reach. This is good. Switching the gravity and jump height would be closer to Halo CE, but I feel the game play would be more ‘floaty’, when it is already nice.

I agree with your suggestions to lower snipers weight and increase the melee damage though. 50% just feels weak.

I believe that the settings can be tweaked to make the pistol a 6 shot to the body while still retaining 3 head shots as well as making only the grenades a little weaker so that we can have 2.

I haven’t played the playlist yet, and probably won’t until the weekend due to sports and whatnot, but I wish to know how the rest of the weapons fare in comparison to the Pistol.

I aggree with increasing jump height just a tad wee, and making 2 shot beatdown a kill (it isnt already, guess I didnt notice it last night). Decrease Team Snipers weighting.

However what I would like to see most is to have the reticle remain static while shooting, although I hear people claim bloom is gone and now its just the natural bullet spread, removing the reticle part that expands during shots would allow for easier judgement in leading your shots with the bullet spread and would help to retain more of that classic pistol feel.

What Im most suprised at is that 343i didnt make any attempt to tweak the grenades. Now some will say the fuse time in H1 was too long and the change plays better how it is now, but imo i feel that the fuse times are just a tad wee too fast and increasing the time just a little would better the sandbox and allow you to escape gernade spam more easily, if this were changed then it would be more viable to carry two grenades off spawn.

> I aggree with increasing jump height just a tad wee, and making 2 shot beatdown a kill (it isnt already, guess I didnt notice it last night). Decrease Team Snipers weighting.
>
> However what I would like to see most is to have the reticle remain static while shooting, although I hear people claim bloom is gone and now its just the natural bullet spread, removing the reticle part that expands during shots would allow for easier judgement in leading your shots with the bullet spread and would help to retain more of that classic pistol feel.
>
> What Im most suprised at is that 343i didnt make any attempt to tweak the grenades. Now some will say the fuse time in H1 was too long and the change plays better how it is now, but imo i feel that the fuse times are just a tad wee too fast and increasing the time just a little would better the sandbox and allow you to escape gernade spam more easily, if this were changed then it would be more viable to carry two grenades off spawn.

While I agree with your suggestions the last two are easily explained.

There is no way to patch the weapon to have a different rate of fire so the bloom is there to enable this in a passive manner. Since the pistol is so unbelievably powerful now, having the weapon with no bloom would make it game breaking. Many have learned of this in the Zero Bloom settings, specifically the Classic MLG settings where the DMR and Pistol are a 4 shot. The pistol would win every time b/c it has a greater rate of fire and it was possible to spam 8 shots and land most of them before the other player could shoot 5 with the DMR which wouldn’t get them the kill even if they landed all their shots.

As for the grenades, there is most likely also no way to change the fuse on them. The grenades in this game have the lethality of HCE but with the fuse of Halo 2/3 which makes them overpowered and this was done consciously in order for AL to be effective. The biggest gripe, though, is that grenades are placed on the map in sets of 4 which is too much given their effectiveness. As mentioned in another post it is possible to make the grenades weaker while retaining the Headshot effectiveness of weapons and lessening their overall body damage thus promoting skill.

What are the playlist populations around?

Still deciding if I should pick this up…

> I’m going to be killed for this, but I actually love the settings as they are. I get the real classic vibe, whist still thinking I’m playing Reach. This is good. Switching the gravity and jump height would be closer to Halo CE, but I feel the game play would be more ‘floaty’, when it is already nice.
>
> I agree with your suggestions to lower snipers weight and increase the melee damage though. 50% just feels weak.

I disagree. I actually find it disturbingly rough to snipe now with people running faster, jumping LOWER, and falling faster all at the same time. Jump height needs to stay how it is, but Gravity needs reduced to 110% instead of 125%. The pistol is ok the way it is, though if you’re going to have bloom, I highly prefer a 50% as 85% still makes some encounters too luck based. Times when I should’ve killed somebody, bloom screws me and I get killed by someone who I easily got the jump on.

Best time I’ve had on Halo Reach and best time since Halo 2. These new Anniversary playlists are the best ever. I love the maps and I love the new settings, perfect mix of slayer and objective. I actually enjoy playing Big Team Battle again.

Please, please 343 keep this up and release more maps, especially from Halo 2. You should be really proud of this release I know I am.

Jump height too low.

Movement speed too fast.

Pistol clip too small.

Everything else seems pretty good.

> Jump height too low.
>
> Movement speed too fast.
>
> Pistol clip too small.
>
> Everything else seems pretty good.

this + the assault rifle is useless and the magnum should be map pick only with AR starts.

> > this + the assault rifle is useless and the magnum should be map pick only with AR starts.
>
> The AR + Melee is okay up close, because of the bleed through. But with the movement at 120% I find melees/up close combat frustrating and more difficult than it should be.
>
> The AR is more or less how it was in CE though, it was never that powerful compared with the pistol.

I also agree with lowering the pistols body shot damage, you should always have to aim for the head, not just the last 1-2 shots.

> > > this + the assault rifle is useless and the magnum should be map pick only with AR starts.
> >
> > The AR + Melee is okay up close, because of the bleed through. But with the movement at 120% I find melees/up close combat frustrating and more difficult than it should be.
> >
> > The AR is more or less how it was in CE though, it was never that powerful compared with the pistol.
>
> the pistol dominates the AR at every range, there is no reason to switch to the AR unless you need to reload your magnum but even then, waiting to reload your magnum is better then switching to the AR
>
> AR starts with no secoundary with all the DMR’s on the maps replaced with magnums should be pretty good.

> > > > this + the assault rifle is useless and the magnum should be map pick only with AR starts.
> > >
> > > The AR + Melee is okay up close, because of the bleed through. But with the movement at 120% I find melees/up close combat frustrating and more difficult than it should be.
> > >
> > > The AR is more or less how it was in CE though, it was never that powerful compared with the pistol.
> >
> > the pistol dominates the AR at every range, there is no reason to switch to the AR unless you need to reload your magnum but even then, waiting to reload your magnum is better then switching to the AR
> >
> > AR starts with no secoundary with all the DMR’s on the maps replaced with magnums should be pretty good.
>
> That is a viable alternative but the AR has always been outmatched by the Pistol in HCE.

> > > > > this + the assault rifle is useless and the magnum should be map pick only with AR starts.
> > > >
> > > > The AR + Melee is okay up close, because of the bleed through. But with the movement at 120% I find melees/up close combat frustrating and more difficult than it should be.
> > > >
> > > > The AR is more or less how it was in CE though, it was never that powerful compared with the pistol.
> > >
> > > the pistol dominates the AR at every range, there is no reason to switch to the AR unless you need to reload your magnum but even then, waiting to reload your magnum is better then switching to the AR
> > >
> > > AR starts with no secoundary with all the DMR’s on the maps replaced with magnums should be pretty good.
> >
> > That is a viable alternative but the AR has always been outmatched by the Pistol in HCE.
>
> but, at-least from what i heard because my memory of CE multiplayer from my childhood is horrible, the magnum was pick up only and we spawned with assault rifles and no secondary.
>
> though, i could always put in my mint condition combat evolved disc and check…

> I haven’t played the playlist yet, and probably won’t until the weekend due to sports and whatnot, but I wish to know how the rest of the weapons fare in comparison to the Pistol.

Useless.

> but, at-least from what i heard because my memory of CE multiplayer from my childhood is horrible, the magnum was pick up only and we spawned with assault rifles and no secondary.
>
> though, i could always put in my mint condition combat evolved disc and check…

Not really. Default Slayer had some AR starts but it also had PP starts and general silliness. CE Slayer Pro is considered the baseline, and it was always AR/Pistol.

I believe that the settings below are PERFECT and appeal to all of us. These settings are better than the old classic could ever provide and an enhanced version of the current Throwback settings.

Movement 110: fast but not too fast
Jump 110: 125 is not necessary
Melee 75: 3 hits to kill or 2 hits if they have any damage to shields
Damage Resistance 110: Grenades and sniper only pop shields which balance the long distance dominance and easy of aiming of the sniper and the OP grenades. DMR becomes 8 body shots to kill while still being 5 head shots. This makes it so that the DMR is superior at long range only if the user has good accuracy allowing the pistol wielder to stand a chance at range.
Grenades 2x: Grenades are nerfed a bit so now we can carry 2.

It would have been ideal if the pistol was not set to a fixed damage output b/c the 110 damage resistance would have no effect on the 3HSK ability of the magnum but make the body shots 6 instead of 5 adding a skill gap to the weapon and promote accuracy.