as above I dont want red team advantages in halo 4 its been in all the games so far and its quite annoying it makes me want to be the team color I hate most
for example beaver creak has its strong points for red that leave blue little cover and little options and you cant connect to arch flowing off of the ramp
and the halo 2 map that was attempted in reach that yall know as asylum it was heavy cover for red
just even the little things that add onto it like visual pleasures to blue’s barren excuse was a uncool subject.
even if you consider some other maps its always leaning on red
the only acception is
ARENA ZEALOT
and
Countdown
thats about it
you may think some other maps are even like valhalla but thats not even legit either
you got more cover by dropping into the river than the other side and to top that off on the same side by jumping at the end of the lift you launch up to the hill while blue side can jump but wind up coming short and even if they could go farther they have the abnormality of a min cliff wall to stop them
and im not sure if you know this but if you ever cleared the map off in forge there are more weapons layed out on valhalla that are in favor to red
like extra P pistols or Br and an extra grenade of each type excluding flame its unfair if the players know about them
hint: look in tall grass by the sand in a nook of a rock there will be one of them there
but again the only fair one I can think of is A-zealot
I really do hope that H4 is fair it doesnt have to look the same or play layout but it should be based on time and height to obtain it thats the problem
Please be aware if you consider bloodgulch or Coagulation even its a matter of teleporter distance and optional cover that red can acess caves and a massive hill while blue gets a small few rocks and an open feild
> > But then again, there’re advantages for the blue team on ALL forged maps. They blend in with the grey objects.
>
> <mark>anyone can make something in forge</mark> we need pre shipped or dlc maps to be made legit
> That’s A-symmetrical maps for ya.
>
> If you’re really asking for all of the maps in Halo 4 to be fully symmetrical arena-style maps… you’re going to be disappointed.
>
> You just need to learn to compensate for the disadvantage.
> I think it really just depends on the skill of the players as to whether there is an advantage or disadvantage. I have never had that problem.
You’re right, it depends on the skill of the players: the less skill the players have, the less the difference will be noticeable.
Conversely, the more-skilled players will take advantage of this more and make it much more apparent.
You can take just about any two single-digit Onyx teams, put them on sword base, and the red team will come out on top 9/10 times. This is probably the most extreme example of the advantage, especially now without jetpack.
However, take two teams of noobs on that same gametype and it will be an even 50/50.
> > Well blue team gets the advantage on Pinnacle. They have instant accessto Rockets and Shotgun right off spawn.
>
> and sniper, and lifts/teleports to send them halfway across the map.
ummm. did either of you play swat on pinnacle before they fixed the spawn…a guy got a killtastrophe on me and my friends because of it…
The really funny thing about this is that with a little bit of thought from people placing the starting positions this could be avoided.
Reflection - Both teams spawn on either side of back wood. Or one on Shotgun (move shotty) and the other on Dragon. FIXED
Sword Base - Both teams spawn on ground not on any of the upper levels. FIXED
Those are the two worst ones in my opinion. The others are negligible and good teams can deal with small unbalances. Why the starting spawns were never fixed is beyond me really. Any of us could have done this in 5 mins given the oppurtunity.
There will always be a little bit of an advantage when it comes to an A-symmetrical map however these can be minimized.