Should Halo 5 be modeled to resemble H2 & H3?

I just want to get everyone’s opinion on this and hopefully 343 sees this thread and acts accordingly.

Halo 4 and Halo Reach both obviously were built up to be revolutionary games that catered more to the “casual gamer”. Well here we are a year after launch and Halo 4 is dead, as is Reach. Halo 3 which came out six years ago has an online population that is usually close to what Halo 4’s is. The problem is that all of the casual gamers that 343 chose to cater to tend to not really care what shooter they are playing and jump from generic CODish shooter to shooter every few months. They also alienated their core fan base and have killed the competitive halo community, resulting in the extremely low populations everyone gets to enjoy now.

The question is what needs to be done to get Halo back to the glory days of several hundreds of thousands of excited players online all of the time, a presence on the pro circuit, and get back to outstanding balanced map design, and good competitive game play, without also sacrificing the ability to play casually?

My personal opinion is to go back and take a very close look at what Halo 2 and Halo 3 did well and build from there. The question is what made everyone want to play these games and what made them so great. I have my opinions but I want to hear yours!

Also check out the document below for a good read on what the community as a whole feels needs to be fixed to get back to that competitive atmosphere form Halo 2 and 3.

Halo 5 needs to evolve from Halo 3. Not from Halo Reach. But I will admit I enjoyed Reach more than I did Halo 4.

To the truly competitive minded player Halo 4 is far above and beyond halo 2/3. He will carefully choose optimal gear with loadouts, constantly be playing as hard as possible to obtain personal ordnance, and always (even in the middle of a fight) be on the lookout and ready to react instantly to an unpredictable global ordnance.

Halo 4 brought so many new skills and strategies the competitive player must learn. I hope halo continues to evolve into a more and more competitive game with halo xb1.

I can deal with the Infinity gametypes as long as they are in a SOCIAL playlist section. Things that DON’T involve custom loadouts, armor abilities (Maybe to an extent), perks, ordnance, and random global ordnance are things that SHOULD NOT BE IN THE COMPETITIVE PLAYLISTS.

> <mark>To the truly competitive minded player Halo 4 is far above and beyond halo 2/3</mark>. <mark>He will carefully choose optimal gear with loadouts</mark>, <mark>constantly be playing as hard as possible to obtain personal ordnance</mark>, <mark>and always (even in the middle of a fight) be on the lookout and ready to react instantly to an unpredictable global ordnance</mark>.
>
> Halo 4 brought so many new skills and strategies the competitive player must learn. I hope halo continues to evolve into a more and more competitive game with halo xb1.

-You say that Halo 4 is more competitive than Halo 2/3 and yet if I ask almost every competitive player, they’ll say that Halo 4 is not competitive compared to Halo 2/3. Tell me 10 people who believe (Besides you) that Halo 4 is the most competitive.

-And yet people decide to be lemmings and follow the same loadout as everyone else, it’s that hard to find the best in fact.

-Oh sure, I get a freaking Needler and then I get roflstomped by some lucky person/team who gets Incineration Cannons, or hell, even Beam Rifles and get a bunch of snapshots without even trying. And don’t say you get kills with Needler’s easily, it is VERY EASY to dodge them if you’re competent enough.

-We should not have to be losing the game and suddenly win because we got the best global ordnance weapons rather than trying to get better at the game.

There’s a reason Halo 4 is practically as good as dead now in the competitive department, considering how Throwdown has the tiniest population and is the only playlist left that’s geared towards competitive players who want skill based action and not random crap. And yet Legendary Slayer offered what may have been the most competitive thing seen in Halo 4’s matchmaking and it go taken away even though Throwdown would have been a better candidate with a smaller population. But NOOOOOOOO, Throwdown gets all the updates while Legendary Slayer is taken away long before it’s even updated to provide a better competitive experience.

The competitive aspect of Halo has ALWAYS been based off of the player’s skill, not this random loadouts, ordnance, and perks crap that doesn’t properly show the player’s skill.

> Halo 5 needs to evolve from Halo 3. Not from Halo Reach. But I will admit I enjoyed Reach more than I did Halo 4.

I agree 100% with this entire statement. Halo 3 is the crown jewel of the franchise. I lasted for 3 months on Halo 4, and maybe 6 on reach. The only game I still play is Halo 3.

> To the truly competitive minded player Halo 4 is far above and beyond halo 2/3. He will carefully choose optimal gear with loadouts, constantly be playing as hard as possible to obtain personal ordnance, and always (even in the middle of a fight) be on the lookout and ready to react instantly to an unpredictable global ordnance.
>
> Halo 4 brought so many new skills and strategies the competitive player must learn. I hope halo continues to evolve into a more and more competitive game with halo xb1.

I am a truly competitively minded player and Halo 4 is anything but a competitively geared game:

  1. Aim assist/magnetism is by far the highest it has been in any Halo game. This reduces the skill gap and makes anyone with two thumbs able to consistently get head shots within 5 minutes of picking up the game. Strafing is also completely ineffective, which was a key tactic in previous Halo’s.

  2. Random weapon drops create chaos and can swing a game in the losing teams favor out of the blue, even when they cannot even come close to matching the gun skill of the other team. Personal ordinance compounds this effect, and makes the matches snowball out of control.

  3. Weapon way points show all players were power weapons are at all times. There is no knowledge necessary, and on top of it no need to carefully time weapon re spawns and work as a team to acquire power weapons as they come up.

  4. The Personal ordinance system encourages selfish play, camping, and picking off the weakest links on the other team, in order to get a power weapon. This allows absolutely awful players to hang with the skilled ones. Again punishing the skilled players, and rewarding those that neglect their team and hide, steal weapons, and are generally zero fun to play with.

  5. The map design in Halo 4 was mediocre at best. Not one of the maps would be considered to be included with the all time greats of the franchise. There were almost no arena style, or symmetrical competitively geared maps.

  6. Perks or whatever you want to call them such as camo, regen, autosentry encourage camping.

  7. Due to random power weapon ordinance drops there is zero emphasis on map control and therefore next to no teamwork present in Halo 4.

I could go on forever but does anyone else have anything to add to this?

Halo 2 was one of the first console shooters to have online matchmaking.
Halo 3 rode off that hype and cemented its place with new features like forge.

Naturally, both games were guaranteed to succeed regardless of their quality.

If we were to look at the competitive merit of Halo 2 and Halo 3 in a vacuum, it’s lacking. Neither are as competitive as they potentially could be.

> 1) Aim assist/magnetism is by far the highest it has been in any Halo game.

Not even. See Halo 2.

> 3) Weapon way points show all players were power weapons are at all times. There is no knowledge necessary

You should obtain a weapon based on skill, not based on “I know where it is while you don’t so ngheeeh!” Weapon Indicators do nothing but remove an unnecessary aspect of the game. I mean -Yoinks!- sake I could just buy a stop watch, print off a list of weapon locations and their spawn times, and have the same end result.

If your enemy knows exactly when a weapon spawns, it doesn’t remove the need for skill or teamwork, it enforces that need, as you are always guaranteed to be fighting someone else for the weapon.

Anyways, Halo 5 should be Halo 5. Not modeled after any specific title.

  1. The core gameplay needs to be skillful and balanced.
  2. The matchmaking needs to ensure casuals don’t get steamrolled and scared off, pour tons of resources into fixing this aspect up.
  3. Forge and Customs need to be improved so users can shape their own experience.
  4. New features like loadouts and AA’s need to be tweaked, not necessarily outright removed for the ‘sake of tradition’.
  5. Settings should be as universal as possible, no splitting the game into four parts, and no having ten different weapon layouts for a single map based on gametype, Legendary BR’s on Haven and Team Slayer on Haven should use the same layout.

More in-depth
Sprint disabled in 4v4.
Sprint enabled in BTB.
Maps designed with specific gametypes in mind instead of trying to accomodate them all.
Armor Abilities as equipment.
Loadouts limited to primary rifles, better balance these rifles.

> I can deal with the Infinity gametypes as long as they are in a SOCIAL playlist section. Things that DON’T involve custom loadouts, armor abilities (Maybe to an extent), perks, ordnance, and random global ordnance are things that SHOULD NOT BE IN THE COMPETITIVE PLAYLISTS.

I could not agree more. Custom loadouts, personal ordinance drops, perks, armor abilities, and extreme auto aim have zero place in a competitive game.

I can only hope we go back to set weapon starts, equipment that can be picked up (bubble shield, power drain, and regen are all a must) overshield and camo come back as set orbs, power weapons go back to traditional timers (which could be dropped in for aesthetic appeal and continuity with the whole ordinance and UNSC infinity thing), and a visible skill based ranking system. Also magnetism/auto aim needs to be reduced, and quality map design and weapon placement needs to be heavily considered.

A blend of the two would be nice. I like Halo 4 but i get bored rather easily compared to when i used to play Halo Ce/2/3.

> I can deal with the Infinity gametypes as long as they are in a SOCIAL playlist section. Things that DON’T involve custom loadouts, armor abilities (Maybe to an extent), perks, ordnance, and random global ordnance are things that SHOULD NOT BE IN THE COMPETITIVE PLAYLISTS.
>
>
>
> > <mark>To the truly competitive minded player Halo 4 is far above and beyond halo 2/3</mark>. <mark>He will carefully choose optimal gear with loadouts</mark>, <mark>constantly be playing as hard as possible to obtain personal ordnance</mark>, <mark>and always (even in the middle of a fight) be on the lookout and ready to react instantly to an unpredictable global ordnance</mark>.
> >
> > Halo 4 brought so many new skills and strategies the competitive player must learn. I hope halo continues to evolve into a more and more competitive game with halo xb1.
>
> -You say that Halo 4 is more competitive than Halo 2/3 and yet if I ask almost every competitive player, they’ll say that Halo 4 is not competitive compared to Halo 2/3. Tell me 10 people who believe (Besides you) that Halo 4 is the most competitive.
>
> -And yet people decide to be lemmings and follow the same loadout as everyone else, it’s that hard to find the best in fact.
>
> -Oh sure, I get a freaking Needler and then I get roflstomped by some lucky person/team who gets Incineration Cannons, or hell, even Beam Rifles and get a bunch of snapshots without even trying. And don’t say you get kills with Needler’s easily, it is VERY EASY to dodge them if you’re competent enough.
>
> -We should not have to be losing the game and suddenly win because we got the best global ordnance weapons rather than trying to get better at the game.
>
> There’s a reason Halo 4 is practically as good as dead now in the competitive department, considering how Throwdown has the tiniest population and is the only playlist left that’s geared towards competitive players who want skill based action and not random crap. And yet Legendary Slayer offered what may have been the most competitive thing seen in Halo 4’s matchmaking and it go taken away even though Throwdown would have been a better candidate with a smaller population. But NOOOOOOOO, Throwdown gets all the updates while Legendary Slayer is taken away long before it’s even updated to provide a better competitive experience.
>
> The competitive aspect of Halo has ALWAYS been based off of the player’s skill, not this random loadouts, ordnance, and perks crap that doesn’t properly show the player’s skill.

Ok ok so let’s look at if one team gets a rocket launcher and another gets a needler, well the rocket launcher has two drawbacks competitive players immediately recognize; it has short effective range and is easy to recognize.

So the needler team member promethean scans, recognizes the rocket launcher slung over an enemies shoulder and swiftly alerts his team and keeps tabs on him. Now they deploy the needler user and jocky for a favorable engagement in order to quickly take down the rocket launcher opponent.

Just a small example of the incredible depth and competitiveness of infinity slayer.

> Halo 2 was one of the first console shooters to have online matchmaking.
> Halo 3 rode off that hype and cemented its place with new features like forge.
>
> Naturally, both games were guaranteed to succeed regardless of their quality.
>
> If we were to look at the competitive merit of Halo 2 and Halo 3 in a vacuum, it’s lacking. Neither are as competitive as they potentially could be.
>
> 1) Aim assist/magnetism is by far the highest it has been in any Halo game.
>
> Not even. See Halo 2.
>
> ) Weapon way points show all players were power weapons are at all times. There is no knowledge necessary
>
> You should obtain a weapon based on skill, not based on “I know where it is while you don’t so ngheeeh!” Weapon Indicators do nothing but remove an unnecessary aspect of the game. I mean -Yoinks!- sake I could just buy a stop watch, print off a list of weapon locations and their spawn times, and have the same end result.
>
> If your enemy knows exactly when a weapon spawns, it doesn’t remove the need for skill or teamwork, it enforces that need, as you are always guaranteed to be fighting someone else for the weapon.
>
> Anyways, Halo 5 should be Halo 5. Not modeled after any specific title.
>
> 1. The core gameplay needs to be skillful and balanced.
> 2. The matchmaking needs to ensure casuals don’t get steamrolled and scared off, pour tons of resources into fixing this aspect up.
> 3. Forge and Customs need to be improved so users can shape their own experience.
> 4. New features like loadouts and AA’s need to be tweaked, not necessarily outright removed for the ‘sake of tradition’.

I agree there needs to be a place for casuals. The problem is that in Halo 4 there was no place for the semi competitive, and ultra competitive crowds, which based on the populations in current Halo games looks like comprised about 90% of the fans. Like I said all of the stuff that I dislike has no place in ranked or competitive settings but could work great in social/casual settings.

Another great point you make is the emphasis on forge and customs. Halo 3 had a great customs system. Everything was customizable and I know many of us spent nearly as much time playing fun customs as we did matchmaking. Halo 4 was just too constrained. There need to be more options and parameters that can be added, and less static traits going forward. I would also love to see continued improvement of the forge, and the ability to watch theater with your entire party and do minor editing.

> > I can deal with the Infinity gametypes as long as they are in a SOCIAL playlist section. Things that DON’T involve custom loadouts, armor abilities (Maybe to an extent), perks, ordnance, and random global ordnance are things that SHOULD NOT BE IN THE COMPETITIVE PLAYLISTS.
> >
> >
> >
> > > <mark>To the truly competitive minded player Halo 4 is far above and beyond halo 2/3</mark>. <mark>He will carefully choose optimal gear with loadouts</mark>, <mark>constantly be playing as hard as possible to obtain personal ordnance</mark>, <mark>and always (even in the middle of a fight) be on the lookout and ready to react instantly to an unpredictable global ordnance</mark>.
> > >
> > > Halo 4 brought so many new skills and strategies the competitive player must learn. I hope halo continues to evolve into a more and more competitive game with halo xb1.
> >
> > -You say that Halo 4 is more competitive than Halo 2/3 and yet if I ask almost every competitive player, they’ll say that Halo 4 is not competitive compared to Halo 2/3. Tell me 10 people who believe (Besides you) that Halo 4 is the most competitive.
> >
> > -And yet people decide to be lemmings and follow the same loadout as everyone else, it’s that hard to find the best in fact.
> >
> > -Oh sure, I get a freaking Needler and then I get roflstomped by some lucky person/team who gets Incineration Cannons, or hell, even Beam Rifles and get a bunch of snapshots without even trying. And don’t say you get kills with Needler’s easily, it is VERY EASY to dodge them if you’re competent enough.
> >
> > -We should not have to be losing the game and suddenly win because we got the best global ordnance weapons rather than trying to get better at the game.
> >
> > There’s a reason Halo 4 is practically as good as dead now in the competitive department, considering how Throwdown has the tiniest population and is the only playlist left that’s geared towards competitive players who want skill based action and not random crap. And yet Legendary Slayer offered what may have been the most competitive thing seen in Halo 4’s matchmaking and it go taken away even though Throwdown would have been a better candidate with a smaller population. But NOOOOOOOO, Throwdown gets all the updates while Legendary Slayer is taken away long before it’s even updated to provide a better competitive experience.
> >
> > The competitive aspect of Halo has ALWAYS been based off of the player’s skill, not this random loadouts, ordnance, and perks crap that doesn’t properly show the player’s skill.
>
> Ok ok so let’s look at if one team gets a rocket launcher and another gets a needler, well the rocket launcher has two drawbacks competitive players immediately recognize; it has short effective range and is easy to recognize.
>
> So the needler team member promethean scans, recognizes the rocket launcher slung over an enemies shoulder and swiftly alerts his team and keeps tabs on him. Now they deploy the needler user and jocky for a favorable engagement in order to quickly take down the rocket launcher opponent.
>
> Just a small example of the incredible depth and competitiveness of infinity slayer.

what you just explained is far, far away from competitive.
Since using wallhack 2.0 isn’t competitive in the slightest, and what makes you think that if an enemy has a rocket launcher, that your team can control him that long that a person with a needler can just come and kill him? Dude its a rocket launcher, if the enemy is any good, he can take down the whole enemy team with it.

And what about that rocket launcher persons team?
And what about the armor abilities they have?

No matter how you put it, Infinity slayer is random and nowhere near competitive, since personal ordanance is luck based and armor abilities are 2.0 versions of cheats people used to use in videogames.
No skill involved anywhere when it comes to using cheats.

Halo CE and 2 are more competitive than Halo 3, so model it after those 2.

> Ok ok so let’s look at if one team gets a rocket launcher and another gets a needler, well the rocket launcher has two drawbacks competitive players immediately recognize; it has short effective range and is easy to recognize.
>
> So the needler team member promethean scans, recognizes the rocket launcher slung over an enemies shoulder and swiftly alerts his team and keeps tabs on him. Now they deploy the needler user and jocky for a favorable engagement in order to quickly take down the rocket launcher opponent.
>
> Just a small example of the incredible depth and competitiveness of infinity slayer.

Wonderful in theory, doesn’t work in reality. Promethean vision encourages players to run and hide from anyone with a power weapon, eliminates any ability to surprise someone and turns halo into a run away and don’t take a fight unless I have a power weapon and a numbers advantage, and a height advantage, and so on and so forth.

Winning in halo 4 boils down to who gets the better weapon drops, or better unbalanced spawn, who camps better, and who runs away from power weapons the best. How good you are with a BR, AR, or DMR, or Carbine doesn’t really matter because the guns basically aim themselves.

Halo 2 and 3 came down to gun skill, quality of strafe, communication, teamwork, timing of power weapons, map control, pushing as a team, and awareness of surroundings without x-ray vision. These are all lacking from Halo 4. The statistics don’t lie: Halo 2 and Halo 3 were much more heavily played online one year after launch, because they were far superior games.

> > 3) Weapon way points show all players were power weapons are at all times. There is no knowledge necessary
>
> You should obtain a weapon based on skill, not based on “I know where it is while you don’t so ngheeeh!” Weapon Indicators do nothing but remove an unnecessary aspect of the game. I mean -Yoinks!- sake I could just buy a stop watch, print off a list of weapon locations and their spawn times, and have the same end result.

I see the problem with weapon waypoints differently. The problem I have with weapon waypoints is that when the waypoint disappears, everyone in the match immediately knows someone is there. There have been a few times where I’ve picked up the Sniper Rifle and started to run, only to be immediately ambushed at my destination.

However, I agree that not knowing where power weapons spawn is jarring and frustrating. Having to go to Forge or watch replay files to find the spawns isn’t fun at all. So I think that at the beginning of every game, a waypoint could show over every power weapon available, but not for subsequent spawns. Newer players get to know the spawns after only a few games, and spawn timing remains.

> I agree there needs to be a place for casuals. The problem is that in Halo 4 there was no place for the semi competitive, and ultra competitive crowds

Legendary BR’s.
Throwdown.
Slayer Pro.

How do we define semi-competitive? These gametypes still have sprint and flinch, but surely that’s not enough to ruin the game completely for the semi-competitive crowd?

Don’t get me wrong, I’m probably the most vocal person here when it comes to hating on sprint.

> The problem I have with weapon waypoints is that when the waypoint disappears, everyone in the match immediately knows someone is there. There have been a few times where I’ve picked up the Sniper Rifle and started to run, only to be immediately ambushed.

Yes, but is this inherently worse?

Should you be able to take weapons without any risk? The main purpose of them being on the map to begin with is to promote conflict.

And is it possible to time weapons if someone takes them and you don’t know the exact moment the weapon was taken? I asked someone else this and never got a straight answer.

Basically, a weapon spawns at 10:00. I take it at 9:53. It has a one minute timer. Will it respawn at 9:00 or 8:53? If the latter, it adds unpredictability for anyone else that isn’t me or the teammates that I disclose this information to. If the former, just disregard this statement.

> > > 3) Weapon way points show all players were power weapons are at all times. There is no knowledge necessary
> >
> > You should obtain a weapon based on skill, not based on “I know where it is while you don’t so ngheeeh!” Weapon Indicators do nothing but remove an unnecessary aspect of the game. I mean -Yoinks!- sake I could just buy a stop watch, print off a list of weapon locations and their spawn times, and have the same end result.
>
> I see the problem with weapon waypoints differently. The problem I have with weapon waypoints is that when the waypoint disappears, everyone in the match immediately knows someone is there. There have been a few times where I’ve picked up the Sniper Rifle and started to run, only to be immediately ambushed at my destination.
>
> However, I agree that not knowing where power weapons spawn is jarring and frustrating. Having to go to Forge or watch replay files to find the spawns isn’t fun at all. So I think that at the beginning of every game, a waypoint could show over every power weapon available, but not for subsequent spawns. Newer players get to know the spawns after only a few games, and spawn timing remains.

This an idea I saw on another thread but an outstanding fix. During the loading screen for maybe 10 seconds a map should be shown with the locations of all power weapons, and power ups, re spawn times, and vehicle locations. Easy but effective.

> More in-depth
> Sprint disabled in 4v4.
> Sprint enabled in BTB.
> Maps designed with specific gametypes in mind instead of trying to accomodate them all.
> Armor Abilities as equipment.
> Loadouts limited to primary rifles, better balance these rifles.

I missed this before. Dude you hit the nail on the head with this. I could not agree more. Sprint just doesn’t function well in 4v4 arena and competitive style maps, but is perfect for BTB when you have to contend with vehicles and wide open spaces. Equipment was a great add in H3.

Map design is something that needs much more care and attention to the game types being developed for them. I think 343 did a great job with big team maps, while smaller maps left much to be desired. They have a great back catalog of small arena (midship, citadel, guardian, assembly, sanctuary, and lockout come to mind) to pull inspiration from, and also great midsized maps like the pit (best map ever IMO), narrows, construct, isolation, etc.

> > I agree there needs to be a place for casuals. The problem is that in Halo 4 there was no place for the semi competitive, and ultra competitive crowds
>
> Legendary BR’s.
> Throwdown.
> Slayer Pro.
>
> How do we define semi-competitive? These gametypes still have sprint and flinch, but surely that’s not enough to ruin the game completely for the semi-competitive crowd?
>
> Don’t get me wrong, I’m probably the most vocal person here when it comes to hating on sprint.

The biggest problem was map design. If the maps don’t suit a competitive style of play no matter how you change the settings it is not going to work. The entire catalog of H4 maps appears to really have been created for the casual player, with the exception of Haven.

Pitfall the remake of the pit didn’t function well because of the inclusion of sprint, and some of the site lines and angles were not kept from the original.

While I am not completely opposed to sprint, I think it belongs in large scale maps only as it damages the flow of game play on small to medium more classic halo maps.

> > The problem I have with weapon waypoints is that when the waypoint disappears, everyone in the match immediately knows someone is there. There have been a few times where I’ve picked up the Sniper Rifle and started to run, only to be immediately ambushed.
>
> Yes, but is this inherently worse?
>
> Should you be able to take weapons without any risk? The main purpose of them being on the map to begin with is to promote conflict.
>
> And is it possible to time weapons if someone takes them and you don’t know the exact moment the weapon was taken? I asked someone else this and never got a straight answer.
>
> Basically, a weapon spawns at 10:00. I take it at 9:53. It has a one minute timer. Will it respawn at 9:00 or 8:53? If the latter, it adds unpredictability for anyone else that isn’t me or the teammates that I disclose this information to. If the former, just disregard this statement.

If everyone is clearly shown the default respawn times and locations on a overview map in the pregame lobby and it becomes a static timer (like every 90 seconds) versus a timer from the time it was picked up it would be a little more fair.

I personally enjoyed the Halo 3 system. All weapons had default times but the timer started from when the weapon was picked up by a player and the player either dropped it, or stopped moving for a few seconds. The spawn could easily be manipulated by the intelligent player, and made for some interesting strategies in competitive play.

> > > > 3) Weapon way points show all players were power weapons are at all times. There is no knowledge necessary
> > >
> > > You should obtain a weapon based on skill, not based on “I know where it is while you don’t so ngheeeh!” Weapon Indicators do nothing but remove an unnecessary aspect of the game. I mean -Yoinks!- sake I could just buy a stop watch, print off a list of weapon locations and their spawn times, and have the same end result.
> >
> > I see the problem with weapon waypoints differently. The problem I have with weapon waypoints is that when the waypoint disappears, everyone in the match immediately knows someone is there. There have been a few times where I’ve picked up the Sniper Rifle and started to run, only to be immediately ambushed at my destination.
> >
> > However, I agree that not knowing where power weapons spawn is jarring and frustrating. Having to go to Forge or watch replay files to find the spawns isn’t fun at all. So I think that at the beginning of every game, a waypoint could show over every power weapon available, but not for subsequent spawns. Newer players get to know the spawns after only a few games, and spawn timing remains.
>
> T<mark>his an idea I saw on another thread but an outstanding fix. During the loading screen for maybe 10 seconds a map should be shown with the locations of all power weapons,</mark> and power ups, re spawn times, and vehicle locations. Easy but effective.

How about we return an aspect of Halo that should’ve never left and return to punishing NOOBS for not knowing weapon spawns, or the time that it spawned. I mean heck I remember when you would first play a map in MP and if you didn’t know Yoink about the map like weapon spawns, and when they spawned you would find out quick. Finally, weapon indicators baby the NOOBS way to much, and also the indicators give away surprising the enemy team which I found rather ridiculous because if I saw that the indicator vanished and my teammates weren’t around the power weapon spawn I would know instantly that the other team had the weapon.

I almost forgot. The idea you saw sounds practically like the loading screen for GoW. Skip to 1:34 if doesn’t do it for you