Overall Positives:
- AAs:
While I have been a big supporter of limited AAs in Halo, and by that I mean to have them treated more like H3 equipment, I however do believe that H4 has done some amazing things in regards to implementing AAs in a fairly balanced manner for game start loadouts. In fact, H4 has changed my position on AAs; I’m no longer a firm believer that they’re terrible loadout inclusions for the gameplay.
The key to arena shooters is even starts. Even starts does not necessarily mean the same exact loadout - it means weapons/AAs/perks that are reasonably equivalent to each other such that none significantly stand out or dominate. - credit Maximus IL
IMO, the H4 AAs are for the most part reasonably equivalent. The only one that I believe an argument can actually be made about is the Active Camouflage, but even if it borderlines that reasonable equivalency I personally think it still manages (even if barely) to fall within it.
- Loadouts:
My opinion has changed quite a bit on loadouts. I hated them in Reach, but I’ve come to appreciate them in H4 especially after the balance patch. As I see it the only minor problem with them surrounds the Plasma Pistol and Boltshot, which IMO belong as lower level power weapons (w/ slight buffs). Also, the design of the automatic rifles along with the magnum make for excellent secondary weapons, but the automatics might need a slight lethality reduction from their current buffed state if they’re to be considered secondaries (better balanced in regards to the magnum).
- Ordinance Drops:
There are separate ordinance drops to consider.
First, let me just say that I’m a big proponent/advocate of having static initial ordinance drops that reoccur based on appropriate timers, which gives added value to map control and time tracking. Thankfully, H4 has improved drastically in this regard since its release; nevertheless, I also think there is a place in Halo for some random pattern drops and semi-random weapons. Heck, I can even envision the personal ordinance drop system having a very appropriate role in Halo given different scenarios.
Again, I really like the tweaks 343i have incorporated with most, if not all, of the gametypes which have seen more static initial weapon drops; however, on top of this I believe a semi-randomization drop system could be incorporated for the bigger maps/team based games & FFAs. I say this because most maps can be sectioned off into 3 distinct areas: team base 1 (red), team base 2 (blue), and the neutral middle ground. While I believe the static weapon drops work really well when they occur within the team base sections, I think the neutral middle ground section of maps is a good area for some slight randomization. Whether that randomization comes by specific location or specific weapon. To clarify, the smaller map/team arena-based games work better with a completely static weapon drop system.
Lastly, the Personal Ordinance Drop system is a very interesting concept. As it’s been implemented thus far I can honestly say it’s more of a negative, but I can see the potential and promise with it. IMO, the current POD system should not be awarding players a Sniper, Rocket, Beam Rifle, Fuel Rod, Laser, iCannon, or Binary Rifle which are potentially major game changing weapons. Also, the probability factor for obtaining the remaining power weapons should alter based on the map.
- Sprint:
I love how the sprint feature in H4 is well balanced and adds to the authenticity, plausibility, and realism within the gameplay w/o dramatically altering the combat feel. I like that it’s a player trait that gets bogged down when a player is fired on, it prevents players from returning fire, makes them audibly louder, and incapable of strafing. As I see it, it only adds to the experience by simply giving players an extra risk/reward aspect to their gameplay decisions. Risk trying to reach an area/person quicker in order to flank them or engage them first you could also get caught unable to return fire immediately which then puts you at the disadvantage. Try running away from an engagement and you might not make it since you are slowed by the incoming damage, but you’re also unable to cover your retreat with return fire, plus given the longer shield recharge rates aggressive followers are usually rewarded with the kill anyways if they pursue. Not to mention, sprinting players audibly alert people in their vicinity and can’t strafe.
- Flinch:
I liked the addition of flinch within Halo. Just like sprint I like how it adds to the authenticity, plausibility and realism, but unlike the sprint feature I think improvement could be made to it. The major change I’d make is that I’d have flinch be the effect incurred during a zoomed-in aim while shielded, yet once a player lost his/her shielding then any incoming damage would simply descope them if they were zoomed-in. Plus, a minor amount of flinch should still play a slight role when shields are lost and a player isn’t zoomed or scoped-in; just like in the scoped state the amount of flinch should be based on the incoming projectile types or damage amount received, but given that there isn’t any zoom multiplier to the non-scoped state the amount of flinch would overall appear to be quite minor in comparison, likely negligible.
- JiP
Quite possibly the best addition to Halo. There is no cure to quitting, because its root cause is behavioral, therefore it must be compensated for with the best possible system. A non-optional JiP system is the ideal method to compensate for the quitting; it’s the best system for the majority’s enjoyment, but it requires an acceptance of the consequences that go along with it.
- War Games Playlist
While per my opinion it’s not a perfect offering, but 343i have come a long ways from the game’s initial released offering. Overall, I think the playlist offering and new game modes are a pretty big positive; plus, it’s not incredibly far off from what I envisioned would be ideal - PLAYLIST OFFERING
Overall Negatives:
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Better prepared for release (Balance, Playlist, Map quantity & quality, CSR, File Sharing, etc)
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Match-starts should be delayed until an even number of players are ensured.
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Because of the shield system, I suggest taking out Instant Respawn from most, if not all, the playlists. Switch them to an appropriately timed respawns.
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Give players an option to prioritize their search parameters based on their preference for closer skill pairing, a better connection, or quick searches (default).
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In general, require all Flags to be picked-up through an action, like press “X”. The exception would be games that specifically involve the auto pick-up where you’re not physically holding the flag in your hand.
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Implement Final Killcams only, for all playlists.
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Add overall experience ranks (a la Reach) to provide time investment purpose, tweak CSR to be more of a fluid diagnostic tool and put more emphasis on using -Yoink!-'s TrueSkill for MMing.
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Improve Custom Game options/offerings & Forge capabilities. Need race & precision forge; refine part snapping.
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Unlocking should only coincide w/ decorative customization, not combat items.