…and what to throw away.
I’ve been with the Halo series since Halo 2; though I didn’t really get into the multiplayer until Halo 3. I actually liked some of the new features introduced in Halo:Reach and even Halo 4; but some of these new features upset the balance of gameplay.
IMPORTANT: Before I start, let me make this perfectly clear; DON’T post unless you have something really constructive to say. “Just get rid of Loadouts & AAs” is not constructive; that’s just trolling. The purpose of this thread is to suggest ways to IMPROVE these features so they’re more balanced, not remove them entirely.
No need to throw them all away; some of these new features can be fixed. Others were taking things too far, and should be scrapped all together. Here’s my opinion on what we should Keep, what we should Scrap, and what we should Fix.
1. Custom Loadouts (FIX)
Not a bad idea, just poorly executed. The biggest issues are with certain weapons and armor abilities; four in particular. I’m talking about the Boltshot, Plasma Pistol, Plasma Grenade, and Active Camo.
The Boltshot has me baffled; some people have suggested nerfing the hell out of it, making it so that a charged shot consumes an entire magazine and reducing the range of the secondary fire… while also buffing the primary fire, which is pretty much useless in Halo 4. I don’t know how far these suggestions would go to helping, though… I leave that to the rest of you.
The Plasma Pistol & Plasma Grenade should be removed from loadouts entirely, and made pick-up only. Together, they ruin vehicle gameplay by giving players the power to disable & destroy vehicles at spawn.
But if you remove them, then the Covenant need a new sidearm and a new grenade type for loadouts. I have some ideas on that:
The original Plasma Rifle would be the perfect replacement for the PP; we don’t have any automatic secondary weapons, anyway. It just needs a damage buff so that it can be a useful fallback weapon.
To replace the Plasma Grenade… I came up with the idea of the Needle Grenade; a grenade type that uses the same technology as the Needler. It explodes on contact and releases a hail of crystals which Supercombine if enough of them land in a target. Since the Needler’s brand of ammunition is useless against vehicles, it wouldn’t even pose a threat to a Mongoose.
Now, Active Camo… not too big of a problem on small maps, but downright overpowered on big, open maps like Ragnarok; especially if the player using it also has a Sniper Rifle.
To fix it, I suggest making it like the Arbiter’s camo in the Halo 2 campaign; very short duration (3-4 seconds, tops), but you can remain completely invisible even while running (though NOT while sprinting), and it deactivates the instant you fire a weapon or toss a grenade. Finally, it would have a recharge rate equal to or greater than the Regen Field. All this would encourage players to use it more… tactically, and make it useless for camping.
2. Armor Mods/Perks (KEEP/FIX)
Not terribly game-breaking in Halo 4, really. I barely noticed they were they there at all. The only one that needs fixing is the Resupply mod; we should be allowed to pick up whatever grenades are dropped by other players without the need of a perk. Also, the Mobility armor mod should probably be changed; instead of allowing the player to Sprint indefinitely, this perk should allow for faster Sprint recharge.
3. Sprint (KEEP)
343i did a pretty good job of balancing Sprint in Halo 4. Everybody may have Sprint now, but since gunshots slow you down thanks to the addition of stopping power, fewer players are able to simply run away from a fight as in Halo:Reach… but you still have the means to get around the map faster.
Only one thing; we need a Sprint meter on the HUD, like in Reach. Something to show us how much longer we can Sprint, and how much it has recharged. There’s also the matter of the Mobility armor mod, which I already addressed; see above ^.
4. Armor Abilities (KEEP)
Once again, 343i did a pretty good job with rebalancing Armor Abilities in Halo 4… with the exception of Active Camo, which I already addressed above. Even the Regeneration Field worked great, much to my surprise.
5. Personal Ordnance (SCRAP)
Okay, this was taking things way too far. Removing all the weapons from the map, and allowing players to call in Power Weapons, Overshields, and Damage Boosts whenever they like. No. Just… no. It makes the game far more random than AAs or Loadouts ever did, and there’s also that aspect of map control which is lost in Halo 4 because of Ordnance.
Bring back static weapon spawns (no Initial/Random Ordnance drops, either) and get rid of this crap. It makes the game more frustrating than fun.
On the other hand, I wouldn’t mind having this feature in single-player/co-op modes like Firefight; so long as it’s well balanced (which should bemore doable in Firefight than in Multiplayer), I wouldn’t have a problem with it. But Personal Ordnance and Competitive Multiplayer do not mix.
6. Instant Respawn (SCRAP)
A big game-breaker, especially in FFA or on smaller maps. Instant Respawn leads to a lot of players spawning right behind you for an easy kill, and leaves you with very little breathing room between fight. Those 5 seconds it normally takes for a defeated opponent to come back are precious, giving you time to recuperate and prepare for the next fight. Without Instant Respawn, the game becomes even more random and frustrating.
7. Ranking (SCRAP)
Okay, Halo 4’s ranking system was lousy.
For this, I’d suggest combining the ranking systems of Halo 3 and Halo:Reach. Separate Ranked and Social Playlists, just like Halo 3; you can earn your 1-50 rank in Ranked playlists, and earn Credits in any playlist; credits can be used to buy new armor items, weapon skins, armor mods, and armor abilities; no Custom Loadouts in Ranked so that everyone is on even footing in those playlists.
Credits should be rewarded based on performance, not just for finishing the game; Credits are earned for Kills and Assists, with much greater rewards coming from Sprees and Multi-Kills. Your Credit reward should be further multiplied by your K/D, Victories, and contributing to the team (medals like Wheelman Spree and Protector would be worth a lot). That way, if you try to AFK in any way, you get nothing. No more creds just for finishing the game; you either play, or you walk away empty-handed.