Please acknowledge this 343

You may have ran across this befoe but i want to reheat this topic up to make sure future halo releases avoid these characteristics.

found that link in another forum.

TL;DR : The halo game has forgotten its original nature. I use this example like all the beings on this planet are unaware of their inherent stillness, halo reach onward has forgotten its own simplistic nature.

This video talks about things like Field of view, movement acceleration,Spring and what it did to map design

and finally SCALE

Wow only after watching that 4 min video did i consciously realize that the close view to the gun/small scale of the spartan actually make halo 4 so game-breakingly easy to place all 4 br shots.

Ive been playing Halo 2,3,reach and 4 back to back and was wondering how after halo 2 the slippery, bouncy, overall up close in your face feel tapered off so abruptly.

And as this video explains the fact that enemy players seem so big when you look at them in halo 2 hallways,scenery, etc. Them being so huge also allows them to move infront of your screen rather quickly. Resulting in awesome juking maneuvers.

Im sorry if my thread is not petitioning for something like “hey 343 add or subtract this or that feature” But since sprints adversely affects the strafing and mobility an arena shooter is supposed to have i think it has to go.

Please 343 idk how you would make the scale huge with next generation graphics combined with detailed scenery/backround, but even if it looks completely cartoonish the multiplayer replay value would be out of this world.

That video definitely brings up a great point that I would not have thought of before. It is very true that players look very small in Halo 4, and I think a large part of that has to do with the increased scale of maps due to Sprint. Alongside this, weapons’ ranges have been scaled up as well, even if ever so slightly, making the scale of the players seem so much smaller.

Hopefully 343i is able to look over all of these elements and start to truly understand what made Halo so special before.

Well it looks like that guy just solved the ‘puzzle’
I always wondered why it was much easier to aim(disregarding auto aim and magnetism)

It’s other factors as well. The player movement speed being lower that when you are strafing your player model is moving less distance on your opponents screen. The movement acceleration being lower that when you’re strafing full speed right and flick the thumbstick left your player model stops for a split second before moving left on your opponents screen, on top of the high aim assist and bullet magnetism.

Great post. I haven’t seen a thread that discusses the scale of the player models and that video was very interesting with a lot of good points. After thinking about it, everything in previous installments felt a lot bigger. Scale it back to H2/H3 days!

Exactly Its primarily because of

Slower acceleration/base movement speed(thank you sprint)

Smaller more detailed character creates a smaller scale. A small scaled enemy strafing on your screen Rofl. He aint doing nothing at all. Your huge br reticule swallows his entire body frame. And with the halo 4 3 story building like br spread, it makes gettin the 4th shot(headshot) kill easier than spreading butter on bread. This is Halo. An arena shooter. You are supposed to move around fast and shoot at the same time.

The aim assist and magnetism might be slightly higher Here me out. I know some people ran numbers and actually they are the same in most halos and for some cases better off in halo 4. But you can not tell me in halo 4 kill cams against you when the enemy roars out the corner and puts the first 3 shots on you, clearly his br reticule is even off to the side of your chest. I even do this myself from time to time.

Those first 3 shots should not be registered.

If these 3 things can be avoided for the next release i dont care what the hell 343 implements as far as features and loadouts n such. As long as at the core this game moves like halo 2