Returning Helmets Redesigned Questionably?

Actually in this case no.
Halo Online featured both EOD and Rampart.
Similar designs which actually annoys me about Halo Online, as a lot of armor sets are actually just lightly altered armor sets of already existing ones.
Such as how Air Assault and Landing were pretty much the same, just slightly edited.

Rampart looks pretty much 1-to-1.

I actually prefer new Anubis but yeah new Anubis looks like more of a cat to me, however we got soldier for those who want to look like a dog.

They massacred Warrior in the online armor, so sad, however they did an amazing job with soldier, somehow simplified it dispite making other helmets look strange.

It was more than just looks.

The sound design was all different, and the gameplay was just all wrong.
I’m not just talking loadouts, even the PvE experience was bland compared to past Halos.
The following video describes it in MUCH better detail than I could type in in the next hour, so I figure this can really help get the information across pretty well.

  • https://www.youtube.com/watch?v=oBv8UVOSG8U&t=1699s

Going from game to game, Halo 4 was 343 literally trying way to hard and over-doing it.

It’s only what reach was trying to open the doors on.

PvE was weak but it’s MP is more important IMO

But that’s just the thing!

The multiplayer was weak compared to Reach as well!

Heck, let’s go by Armor Abilities!

  • SPRINT - Now a default action with a perk to make it unlimited. Sounds like a good thing on paper, but the whole reason Sprinting was an Armor Abiltiy was so you can get to your desired location faster. Who got to the flag, oddball, bomb, the hill, or the power weaopns first? The guy who could run faster than most of the other players.
    Now that everyone can run, and there is a perk that lets you do if forever; no one has a chance to get priority of the objective or power items; as there is pretty much an equal chance of everyone getting there at the same time.
    And if you encounter a situation you need to retreat from, good luck as EVERYONE can now sprint and if you don’t have the Mobility perk equipped but the enemy does, you just died because you are outnumbered and couldn’t retreat/regroup with your team.

  • JET PACK - Now you accelerate faster but you cannot climb as high as before, so now you cannot really maximize its effectiveness at getting to the high ground with ease. Which was especially useful if a power item was on the high point. While Sprinty-boi was running the long way, you just went up and got the shotgun to blow him away as he arrived to try to pick it up.

  • EVADE - Now instead of rolling out of the way at a long distance, you now just jump horizontally at about 1/3 the distance using the THRUSTER PACK. And what makes that bad is that it is also slow while it does this. You are about to be splattered? Well by the time the animation is half-done, you are flattened by the hog. Or better yet, in the campaign they have a character LITERALLY say it was designed to be used to optimally fight Hunters by flanking them . . . . only their spastic and quick melee attack will kill you as you try to slip around them.

  • HOLOGRAM - An actual upgrade as it now teabags opponents if you put it on their body’s head.

  • ACTIVE CAMO - Unchanged from Reach.

  • ARMOR LOCK - Replaced by HARD-LIGHT-SHIELD, which allows you to be mobile with the thing; but now you are vulnerable from the other five directions and can still be splattered by vehicles. Plus it hardly blocks splash-damage, so you cannot use it to fight Rocket Launchers like the AL could in Reach.

  • DROP SHIELD - Replaced by the REGENERATION FIELD. The Drop Shield of Reach was a combo of the Bubble-Shield and the Regen Field of Halo 3. Players inside were sheltered from bullets and grenades, but not splatters; while it also regenerated health and shields faster. And you could actually focus damage to destroy the shield quickly. BUT IN HALO 4 the shield aspect is gone and now you have just a Regen Field that doesn’t protect you from inbound shots whatsoever.

  • AUTO-SENTRY - Very much downgraded in terms of damage output when compared to the Halo 3 Auto-Sentry Sentinel you could deploy. This is a pea shooter while the other was a literal automated sentinel beam emplacement. Somewhere in-between would’ve been nice to have.

  • PROMETHAN VISION - Great. Now we cannot tell who is using wall-hacks because they can just say “I was using Promethean Vision bro. Chillax bro, I killed you fair and square bro. Square up bro.”

Halo 4 was problematic all around.
And the loadouts of the multiplayer did not help it whatsoever.
Halo fans wanted Halo.
Not Call of Duty.

It is why in Halo 5, even though they kept most of the other new problems they purposely put into Halo intact, they made it so matches are same-starts once again with ARs and Magnums.

Also, the bullet-magnetism as WAAAAAAY too high in Halo 4.
SWAT?
You mean Easy Mode PvP as I can LITERALLY just spam my magnum and because the reticle turns slightly red near your head at 50 feet away; it lands a shot EVEN THOUGH the bullet should’ve shot two feet over your head?

Halo 4 was 343’s purposeful problem child.
The catalyst of the storm.

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Always did

Let’s not mention how sprint ruined the spacing of maps in reach and nearly forced you to use it if you didn’t want to die out in the middle of an open field.

Evade was always flawed, it was used mainly for ninjas at this point.

This was the best for holo tricking, love it to this day.

Good

Drop shield was pretty busted in reach TBH, (but always my favorite) but because health regen capabilities combined with the regen field, it combined two different equipment from 3 which obviously is amazing for team play

The issue isn’t as simple as “reach good, 4 bad” because it wasn’t perfect in reach, and it’s still one of the most, if not the most powerful equipment in 4

Ever played Destiny 2? The arc souls in that are similar, sure the deploy time is horrendous, but if you’re familiar with how souls work in Destiny 2 you’ll know that slight bit of damage can make you consistently win gunfights.

Honestly Promethean Vision wasn’t that great, since it’s pretty easy to find and tunnel your enemies, and it has a pretty short timer.
Never had issues with it.

Don’t think most reach fans were fans of past halos actually, but maybe I’m wrong.

Good luck using that strat against good BR players lol. Not many of them, but still.

Halo 5 ultimately was their way of trying to say; “guys we’re halo again!” While only keeping true to like 3 principles.

343 changes art slightly so they can take the credit if it is more popular. Not understanding that we see it. I recently figured out that the Rakshasa helmet Artaius is a slight variation of an unused concept art from ODST that bungie designed but didn’t use.

Apparently Air Assault and Landing were the same set, and just had a name change between alpha and beta.

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What are you doing running out in the open field instead of driving in the open or walking along the areas where foot-traffic is prefferred? And better yet, why are you doing that without Armor Lock, Evade, Hologram, or Active Camo?

There is always an alternative and a strategy to getting from Point A to Point B.
Sprint was a speed strategy.
Active Camo and Hologram are Stealth.
Evade and Armor Lock are defensive-evasion.

What are you on about?
It was perfect at dodging splatters, rockets, messing with snipers that missed their first shot because you would make them miss the next two-to-three by being a slippery boi.
And it made it so that if you had a close-quarters weapon like the Shotgun or the Sword; you could EASILLY close the gap and get the kill.

Arguably good.
Because now you were mobile, but only had a partial shield rather than a full shield.
Armor Lock mostly existed to counter splatters or explosions.
HLS didn’t do either.

I’m not saying perfect. Just preferrable and done better.
Bungie noticed that a lot of teams in Halo 3 combined the Regen and Bubble to heal and make cover on-the-go.
So they made Drop Shield.
343 got rid of the shield and now you have to do an animation that forces you to stay still to deploy the Regen Field in Halo 4, rather than a simple drop of an item like in Halo 3. As a result, you often died while trying to deploy it in Halo 4.

This isn’t about Destiny, it is about Halo.
Halo 3’s Autosentry was superior to Halo 4’s. But it was PvE exclusive until MCC did the updates.
Had Halo 4s Auto Sentry been just something that applied 70% of the damage-per-second of Halo 3’s; this would be a non-issue as it would be more balanced for PvP matches.
I literally do not care about the Autosentry in Halo 4 when it is used against me, nor have I died to it because it is so weak. In fact, I don’t think I can recall dying to a player who uses it because by the time it is deployed, I have killed them because you stand still why deploying it; allowing for a few easy shots to be put in.

Most OG fans I have met sing praise to Reach and are only annoyed that it ret-cons some details of Eric Nylund’s novels of The Fall of Reach, First Strike, and Ghosts of Onyx.

I have.
And I have most of my SWAT Matches of 2013 showing off my proficiency with Magnums.\

100%

Air Assault -

  • https://halo.wiki.gallery/images/9/93/HTMCC_H3_AirAssault_Crop.png

Landing, which was being used by Spartan Jai-006 in Halo 2 Anniversary’s first terminal -

  • https://static.wikia.nocookie.net/halo/images/7/7f/H2A_Terminals_Jai.jpg/revision/latest?cb=20141116202157

VERY SIMILAR but ultimately not the same.

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Hm interesting…
The helmet looks like Airs Assault and Recruit at the same time.

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A lot of Halo Online’s armors were like this.
Some were literally the same Armor but with Hard Light holograms on them.
Infiltrator and Stealth were the same suit, but one had Hard Light armor on the regular armor.

  • https://halo.wiki.gallery/images/6/6e/HO_Stealth.png

Stealth Was Halo 4 Venator with holograms, Infiltrator was Halo 4 Infiltrator with lights.
https://halo.wiki.gallery/images/d/db/HO_Saboteur_PURPLE-GREEN.png

Indeed.
Sorry I mislabeled the original

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I play Arena, I mean arena, not btb, due to changes of BR to DMR and sprint being added they ended up compensating way too hard in sprint and having an easier marksman weapon that picks people off from a distance who dare enter the the space bungie gave us.

I mean, personally I loved it but they did take it out of many many game modes…

Explosions is a valid criticism, splatters? Just jump lol.

You still haven’t convinced me.

Just use it better, it shouldn’t be reactive, it should be proactively set up, it’s powerful, and in 3 it used to be used by both teams when one deployed, unfortunately armor abilities don’t do that.

So we care… why? I gave you a valid argument of why it’s fine and you brushed it off.

that’s their skill issue, halo 4 players aren’t really good in my experience.

Can’t say the same here.

I think the Br has stronger magnetism but I don’t really care to argue it, I’d rather have bullets that hit than don’t in comparison to reach’s magnum which you have to hope and spam or be very careful with your pacing.

The Reach Magnum turns me off of reach MP, I’m much more consistent with it after playing campaign but I can only replay campaign so much before it gets tiring.

Oh yeah, I’ve personally voiced my opinion on this topic several times.

There are lots of helmet attachments across all cores that fit perfectly onto helmets we’re currently not allowed to put them on. I think it’s such a shame, some combinations look super cool and I would really like 343 to loosen up restrictions a little. Like, we’ve all seen the Cavallino a million times already, but there are plenty of attachments that fit it which completely change the look of the helmet. It’s the perfect way to change up a look we’re all familiar with.

Loosening up these restrictions would even make it more enticing for us to purchase attachments since they could go onto more helmets, I figure everyone wins if this were changed.

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