Stay, Scrap, or Fix? What to keep...

…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.

Personally, I see this as the best solution

Ranked:
Choice of BR or Carbine in all playlists within it, except sniper or other niches etc.
1 Frag

Social:
Social Classic (ranked listings with no ranking)
Social advanced (working Title)
Loadouts include:
BR/AR
CC/SR
Molten Rifle (see my topic on it, page 1 right now), Suppressor*1

Secondaries:
Magnum/SMG
Needle Pistol/Plasma Rifle
Hardlight Repeater*2

1 Frag

*1 Revamped to be more accurate the less you hold the trigger in, but have a slower fire rate, and the further you hold it it, the faster it gets but less accurate, a more interesting way keep the weapon more accurate over range.

*2 It is a Fully Automatic Precision weapon with automag fire rate and similar recoil. you need to learn to handle the recoil to effectively use it. 12 magazine, 8 shot kill

NO INFINITY, NO AAs FROM START.

Use AAs to replace equipment from Halo 3, they can be multiple use pick ups, and the more powerful the pick-up, the less uses (but editable in forge). There would be 3 types. Power-ups, Deploy-able Equipment and Proximity Equipment. Ideas include:

Power-Ups would be your traditional Halo ones like Active Camo and Overshield. Some can be held and triggered on demand, such as Active Camo, some trigger on pick-up, like Overshield, once again, this is editable.
Active Camo (Trigger on Demand
Overshield (pick-up)
Damage Boost (pick-up)
Speed Boost (On-Demand)
Evade (2 uses on demand cooldown between uses)

Deploy-ables. These are deployed on the map and can be destroyed by the enemy team. Multi use ones will drop with the remaining uses when the player holding it is killed.
EMP Mine
Bubble Shield
Hardlight Wall (Creates a solid wall that will stop vehicles in their tracks)
Gravity Lift
anyone else’s ideas

Proximity Equipment work on a timer, and teammates (or enemies) within the items set proximity (changeable on forge). The player holding it will drop it with the remaining charge,
Advanced Radar (detect enemies that are moving slowly as well, non moving enemies remain hidden)
Radar Jammer
Proximity Regen (Regens teammates shields at double rate, but have to wait rgulare time between taking no damage before it triggers)

Also, for custom games, you can choose to spawn a player with these equipment, I would also like more than 5 loadouts.

> “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.

Sure, you can make them “more balanced,” but what’s wrong with actual balance? A broken mechanic held together by duct tape is still a broken mechanic.

> …and what to throw away.
>
> 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.

If you are making weapons pickups, what is the point of only having a select few, non-power weapons be pickups? Honestly, if you run out of PP ammo, then you shouldn’t be using it or you are over using it. You are mixing too many aspects together in my opinion and that creates inconsistency. New gamers won’t understand why they can’t have it in loadouts and complain. And you can’t tell me making the PP a power weapon would be justifiable because that would be stupid.

> Something about the H4 rank.

Also, Halo players love a good Ranking system. It gives replay value and a reason to come back to the game. Halo 4 and Reach had terrible systems, but 2 & 3 had it right where you got a higher rank as you got better. You can’t have a good Halo game without a Ranking System that adds replay value to the MM system. Yeah, people cheated, but so what. You knew they were bad because they had to cheat and then you just report them. Then dust off and go onto the next game. Simple as that. Plus there will most likely be a ton of dev support seeing as how this is 343s last chance to get something right before they lose a lot of Halo fans.

> > “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.
>
> Sure, you can make them “more balanced,” but what’s wrong with actual balance? A broken mechanic held together by duct tape is still a broken mechanic.

^Agreed. OP shouldn’t limit our opinions to only reflect his own.

Off Topic:
Why are you recreating a thread that you already had requested to be locked because people didn’t agree with your opinion? You should lock this one too because you are going to get the same responses from people. And to be fair, since you keep creating the same basic thread over and over, that in itself if a form of trolling on the whole forum site.

Either way this topic has been beaten into the floor like a dead horse. You can find 100 threads exactly like this one on the internet. Let alone here.

I think the majority of what you suggested is doable but I disliked discontinuing the plasma pistol and plasma grenade, as a part of the load outs. To actually stick an enemy vehicle that’s firing at you or passing by requires skill which I’ll even say most don’t have. As for the plasma pistol, you can keep it just make the emp aspect on vehicles a shorter duration.

Nonetheless, I think Halo 4 is currently (as of playing 6/3/14) quite vehicle friendly, (especially Banshee friendly). Allow the mobile rocket launcher to lock on to enemy vehicles (they did this in halo 2). A good vehicle user, (especially if they have the vehicle enhanced perks) can wreak all sorts of havoc in a game. Great vehicle players are almost unstoppable.

> I think the majority of what you suggested is doable but I disliked discontinuing the plasma pistol and plasma grenade, as a part of the load outs. To actually stick an enemy vehicle that’s firing at you or passing by requires skill which I’ll even say most don’t have. As for the plasma pistol, you can keep it just make the emp aspect on vehicles a shorter duration.
>
> Nonetheless, I think Halo 4 is currently (as of playing 6/3/14) quite vehicle friendly, (especially Banshee friendly). Allow the mobile rocket launcher to lock on to enemy vehicles (they did this in halo 2). A good vehicle user, (especially if they have the vehicle enhanced perks) can wreak all sorts of havoc in a game. Great vehicle players are almost unstoppable.

Are you serious? Vehicles don’t survive for more than a few seconds (especially the Warthog and Ghost) if most of the opposing team is carrying Plasma Pistols and Plasma Grenades. It’s not that hard to EMP a Warthog and toss a couple of stickies at it. The only way you get any use our of vehicles in Halo 4 is if the other team is too stupid to remember to equip Plasma weapons.

As for reducing the EMP duration of the Plasma Pistol… we already have that in Halo 4. It’s called the Wheelman perk, and it doesn’t help. At all.

On the rank system: THANK YOU!

seriously, I see ABSOLUTELY NO reason why we can’t have both a skill rank system (halo 2-3) AND a progressive rank system (reach-4). Heck, we technically have it now with 4 already, all they need to do is make Skill rank visable in game, and more… useful for lack of a better word, than CSR is.

Honestly, there is NO way you can convince me that doing it that way is bad, if you only care about skill rank, ignore the progressive rank, and vice versa, the two don’t directly connect in any way, so having one won’t make the other non-functional, and frankly, a progressive system offers more re-playability to me than a skill one, but thats just personal preference.

All of this is based on my opinion, and feedback oh by opinions over the past year or so.

Load Outs: Need to be changed and adjusted. Full customization load outs should be for PvE gamemodes like Fire Fight and Spartan Ops. Limited load outs (Reach style) should be in match making in certain gametypes. No load outs should be in certain gametypes and ranked matches. And in the gametype settings for Custom games, you should be able to change between No, Limited, and Player Defined. Also, there should be options to force remove weapons/grenades/AAs from player defined load outs, and by that if the player tries spawning with a load out with a Bolt Shot and plasma grenades, and those are banned as load out weapons in the gametype settings, those weapons/grenades will be replaced with defaults.

The main key to this is WE NEED GAMETYPE OPTIONS!

Armor Abilities: They need to be changed, they should be map pick up, and they need to be change to be similar to Halo 3’s equipment, in that they’re map pick up, and have limited number of uses before being used up.

This not only makes it so map designers can pick which AA is on the map, but also makes it so more players will like them because they’re not cheap easy panic buttons like they are now.

> On the rank system: THANK YOU!
>
> seriously, I see ABSOLUTELY NO reason why we can’t have both a skill rank system (halo 2-3) AND a progressive rank system (reach-4). Heck, we technically have it now with 4 already, all they need to do is make Skill rank visable in game, and more… useful for lack of a better word, than CSR is.
>
> Honestly, there is NO way you can convince me that doing it that way is bad, if you only care about skill rank, ignore the progressive rank, and vice versa, the two don’t directly connect in any way, so having one won’t make the other non-functional, and frankly, a progressive system offers more re-playability to me than a skill one, but thats just personal preference.

As for Ranking, this guy is correct, there’s zero reason why we can’t have a skill based ranking system AND a Progressive rank system. Skill based ranking system is meant to match players of similar skills together in a match. Progressive ranking system is meant to display how much you’ve actually played the game, not how skilled you are, which is great for unlocking armors and skins.

There is no rule or law saying a video game can’t have both ranking systems in place at the same time. I for what ever reason can not understand why people have the “it’s one or the other, can’t have both” mentality on some subjects, and most of the time, it’s their way or the highway.

> All of this is based on my opinion, and feedback oh by opinions over the past year or so.
>
> Load Outs: Need to be changed and adjusted. Full customization load outs should be for PvE gamemodes like Fire Fight and Spartan Ops. Limited load outs (Reach style) should be in match making in certain gametypes. No load outs should be in certain gametypes and ranked matches. And in the gametype settings for Custom games, you should be able to change between No, Limited, and Player Defined. Also, there should be options to force remove weapons/grenades/AAs from player defined load outs, and by that if the player tries spawning with a load out with a Bolt Shot and plasma grenades, and those are banned as load out weapons in the gametype settings, those weapons/grenades will be replaced with defaults.
>
> The main key to this is WE NEED GAMETYPE OPTIONS!
>
> Armor Abilities: They need to be changed, they should be map pick up, and they need to be change to be similar to Halo 3’s equipment, in that they’re map pick up, and have limited number of uses before being used up.
>
> This not only makes it so map designers can pick which AA is on the map, but also makes it so more players will like them because they’re not cheap easy panic buttons like they are now.
>
>
>
> > On the rank system: THANK YOU!
> >
> > seriously, I see ABSOLUTELY NO reason why we can’t have both a skill rank system (halo 2-3) AND a progressive rank system (reach-4). Heck, we technically have it now with 4 already, all they need to do is make Skill rank visable in game, and more… useful for lack of a better word, than CSR is.
> >
> > Honestly, there is NO way you can convince me that doing it that way is bad, if you only care about skill rank, ignore the progressive rank, and vice versa, the two don’t directly connect in any way, so having one won’t make the other non-functional, and frankly, a progressive system offers more re-playability to me than a skill one, but thats just personal preference.
>
> As for Ranking, this guy is correct, there’s zero reason why we can’t have a skill based ranking system AND a Progressive rank system. Skill based ranking system is meant to match players of similar skills together in a match. Progressive ranking system is meant to display how much you’ve actually played the game, not how skilled you are, which is great for unlocking armors and skins.
>
> There is no rule or law saying a video game can’t have both ranking systems in place at the same time. I for what ever reason can not understand why people have the “it’s one or the other, can’t have both” mentality on some subjects, and most of the time, it’s their way or the highway.

Pre-set loadouts for matchmaking and Custom Loadouts for Firefight & Spartan Ops… I could live with that. The ability to forcibly remove certain weapons/grenades/AAs from Player-Defined loadouts through game options also sounds like a great idea… and kind of something I wish we had right now, in Halo 4.

Thanks for the feedback and the ideas; it’s good to see some people are more open-minded than simply saying “remove everything”.

Custom Loadouts: Fix. Although it’s more redoing/moving weapons than fixing Loadouts.

The problem is specific weapons/items being available for use. Namely Boltshot, PP, Stickies and AAs like Camo and Jetpack. Revamp the Boltshot, replace the PP with the PR, replace stickies with something else (Needle Grenade?), and move Camo and Jetpack to map pickups.

Armor Mods/Perks: Fix.

I suggested that the effects be much more noticable but based around map based pickups.

Sprint: Fix.

I view it as a necessary ‘evil’ but at the very least keep it out of the more competitive gametype offerings.

Armor Abilities: Fix.

I’ve said it before and I’ll keep saying it. Move most of the AAs to map pickups and make their abilities really something.

Personal Ordnance: Scrap.

Getting random weapons effectively at random leads to too many problems.

Instant Respawn: Scrap.

Or at the very least leave it out of the small to mid scale maps. Far too many times I’ve spawned right behind someone else who spawned in front of me or had someone spawn right after I did.

Ranking: Fix.

Right now the progression system was far to easy to complete and the skill based system was absent at launch and a foot note at best on the website.

Vehicle Health: Fix.

Chip and permanent damage needs to stay. But vehicles need bigger health pools.

343’s spin on traditional gametypes: Fix.

Keep but as an alternative. Flagnum was a great idea. Auto and forced pickup was not.

Automatics: Fix.

Are too niched to be of much benefit and are still beat even in their own niche in raw dps fights. Give up the ghost in the design on these weapons. Make them headshot capable, extend their range, shrink the reticules and drop the aim assist.

SpOps: Fix.

Post Campaign story extenstions with Co-Op? Yes. Bottom of the barrel quality? No.

> Pre-set loadouts for matchmaking and Custom Loadouts for Firefight & Spartan Ops… I could live with that.

Which is also why I said at the start of my post “Based off of my opinion and feedback on my opinions”, every time I’ve suggested that set up in a thread, most people tend to love it, because it’s not random players with random weapon load outs that people can’t plan for in their matches.

> The ability to forcibly remove certain weapons/grenades/AAs from Player-Defined loadouts through game options also sounds like a great idea… and kind of something I wish we had right now, in Halo 4.

It’s something I came up with after playing a game that had something similar, and I know there’s a few PC RTS games out there that have options that limit in a similar fashion like “No nukes” (both my favorite and most loathed option).

> Thanks for the feedback and the ideas; it’s good to see some people are more open-minded than simply saying “remove everything”.

NP, I hate the idea that a lot of people have the “Remove it!” idea for everything new, and most of the time it’s “It’s broken, remove it!”. I much rather have a very open mind about things than being very ridged, being ridged has it’s merits, but you miss out on a lot of good things by being ridged.

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

Sorry, but after scanning and seeing that you don’t think Perks and Sprint should be scrapped, I stopped reading.
Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.

> > I think the majority of what you suggested is doable but I disliked discontinuing the plasma pistol and plasma grenade, as a part of the load outs. To actually stick an enemy vehicle that’s firing at you or passing by requires skill which I’ll even say most don’t have. As for the plasma pistol, you can keep it just make the emp aspect on vehicles a shorter duration.
> >
> > Nonetheless, I think Halo 4 is currently (as of playing 6/3/14) quite vehicle friendly, (especially Banshee friendly). Allow the mobile rocket launcher to lock on to enemy vehicles (they did this in halo 2). A good vehicle user, (especially if they have the vehicle enhanced perks) can wreak all sorts of havoc in a game. Great vehicle players are almost unstoppable.
>
> Are you serious? Vehicles don’t survive for more than a few seconds (especially the Warthog and Ghost) if most of the opposing team is carrying Plasma Pistols and Plasma Grenades. It’s not that hard to EMP a Warthog and toss a couple of stickies at it. The only way you get any use our of vehicles in Halo 4 is if the other team is too stupid to remember to equip Plasma weapons.
>
> As for reducing the EMP duration of the Plasma Pistol… we already have that in Halo 4. It’s called the Wheelman perk, and it doesn’t help. At all.

I’m dead serious. A competent, strategic, and intelligent vehicle operator can do a lot of damage in Halo 4 without dying. I have friends that if they get in a banshee unless the entire team is concentrating all its fire on them or if they are lucky to have a laser on hand, he will average no less than 10 kills in the banshee. My last 3 perfections were as result of me using the Mantis. At the same time I’ve been on the receiving end against coordinated teams that knew how to properly use vehicles in a tactical manner instead of using it as a “one man army”

A friend of mine is exceptionally good in the Banshee, and I’m pretty good in the Mantis. When both of us are on the same team and grab the banshee and the mantis we have a 9/10 chance of winning the match.

Lastly plasma weapons against tactically minded vehicle operators is minimal at best. The mantis is relatively easy to deal with just back up and always face your opponent, since you can only be hijacked from the rear. Most plasma projectiles launched at me for the most part I have ease dodging and evading. The only serious problems I have are against lasers, other vehicles, and very good fuel rod or rocket operators.

If you removed these load outs it would make it heck of a lot easier for players who know how to maximize the full potential of these vehicles to win games.

Loadouts
If we make a reskin for each faction we’re going to end up with tons of poorly designed and implemented weapons. I’d prefer loadouts be a small and unique pool of weapons, but that’s going to leave a ton of weapons out that people enjoy.

Instant Respawn
Depends on gametype / game settings. Since options let you customize respawn times, there’s no reason to remove this completely.

Automatics
Some say tap-firing makes you lose concentration on aiming and is thus inherently more difficult. Assuming that is true, automatics need more challenging mechanics to counter-act their automatic fire. The Plasma Gun in Quake for example requires constant leading of the enemy to do full damage.

One of the problems with the Halo 3 1-50 skill ranks is it created an economy outside the control of Microsoft and Bungie. The TrueSkill system was actually very easy to manipulate for new accounts which belonged to experienced players. You could easily start a new account for free or buy a one month and turn around and sell it in less than a week. This opened the door for scammers to take advantage of a not so skilled individual looking for an easy way to 50. While this may not bother you or I, it bothers Microsoft and that is the only reason why the 1-50 system from Halo 3 will not return.

I believe this is why Bungie transitioned the Halo: Reach system to make it time consuming (months) to hit max rank and make the arena ranks for those who wanted competitive.

That being said I think a slightly modified system may work fine. I will admit I don’t know what exactly needs to be changed to where it is challenging like Halo 3 but is not as easy as Halo 4.

>

Not to be rude or anything, but why did you stop reading just because OP thought perks and sprint shouldn’t be scrapped? Are you that blinded with Hate that someone stating that they want to keep a feature that you believe ruins Halo. Why bother even posting if all you’re going to say is “Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.”, that’s not constructive feedback what so ever. Why should we hold your opinion any more valid than his if you’re not willing to give actual feedback.

> Not to be rude or anything, but why did you stop reading just because OP thought perks and sprint shouldn’t be scrapped?

Those mechanics and features build the foundation of the gameplay. If the foundation is flawed, the entire structure that builds on it is flawed.

For example, what good do competitive ranks do in a noncompetitive gametype? (Just an example.)

> Why bother even posting if all you’re going to say is “Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.”, that’s not constructive feedback what so ever.

“It cannot become beneficial through any tweaks or modifications” is perfectly valid feedback.

> “It cannot become beneficial through any tweaks or modifications” is perfectly valid feedback.

“Ranks don’t work in social and never will. Ranked social sucks.”

“Ranked Matchmaking is designed to encourage tense, highly competitive gameplay by making sure both teams are of almost equal skill. This does not work for social because it runs contrary to what social is: a place for players to just practice and relax.”

“Perks aren’t Halo and promote randomness.”

“People have come to expect players to have the same base traits in Halo. This leads to more predictable and even gameplay and has been a staple of the franchise in every game prior. When players can edit their traits (extra grenade, more health, etc) without any indicator of those traits being edited, it just leads to people with the best traits for an encounter winning that encounter, with the enemy having absolutely no way to predict or counter enemy traits. Not to mention the traits are usually simple buffs with no thought put into how they relate to other traits. At least in a class-based shooter altering your traits changes your appearance, and traits are actually designed to support or counter other traits. A perk system lacks this thoughtful design.”

I know I want to read simplistic one-liners for advice when I become a developer.
*I’m not actually planning on becoming a developer.

> >
>
> Not to be rude or anything, but why did you stop reading just because OP thought perks and sprint shouldn’t be scrapped? Are you that blinded with Hate that someone stating that they want to keep a feature that you believe ruins Halo. Why bother even posting if all you’re going to say is “Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.”, that’s not constructive feedback what so ever. Why should we hold your opinion any more valid than his if you’re not willing to give actual feedback.

In all fairness, the OP said in the first line “…and what to throw away.”

So he said that that stuff should be thrown away. He could have kept reading and just said to throw everything else away also. Just because he picked those few things and then stopped reading isn’t something to be upset about or offended by. He gave valid feedback to what the forum post was about. I honestly agree with him and if you want more of my opinion, I posted above, but you don’t have to read it all

This post has been edited by a moderator. Please do not flame or attack other members.

*Original post. Click at your own discretion.

> > Sorry, but after scanning and seeing that you don’t think Perks and Sprint should be scrapped, I stopped reading.
> > Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.
>
> Not to be rude or anything, but why did you stop reading just because OP thought perks and sprint shouldn’t be scrapped? Are you that blinded with Hate that someone stating that they want to keep a feature that you believe ruins Halo. Why bother even posting if all you’re going to say is “Perks, sprint, and custom loadouts ruin Halo, no ifs ands or buts.”, that’s not constructive feedback what so ever. Why should we hold your opinion any more valid than his if you’re not willing to give actual feedback.

And in return, not to be rude, but I’ve read countless threads/posts and had countless discussions, and not ONE person has made an argument good enough to make me consider the opposing side. Sorry, but I feel that anybody in support of this stuff is either a noob, or they have zero understanding of what makes things fair and therefore more fun in the long run.
I don’t humour it anymore.
Halo was ruined because of this stuff and I won’t stand for it again.

Also, before you write me off as stubborn, keep in mind that I once said Reach AAs were fair because everybody could choose any of them.
A member replied with ‘but they create imbalanced situations.’
From that point forward, I changed sides because it was explained to me using logic and facts, and I was wrong.
Logic and facts… things that are never used in defense of the trash implemented into Halo 4. I’ve given you supporters a chance, and you’ve all failed to make valid points.