In the live stream of the new majestic maps, he stated that they’re looking at the feasibility of more weapon balances.
So what do you all think on this? What needs balances for you?
For me:
*No shooting while using jetpack.
*Timed static weapon drops. No random crap.
*No spawning with stickies.
*Some tweaks to the true skill system. It often throws me against people way too good in doubles.
*Reduced aim assist and magnetism on most of the guns.
I think it is a dangerous game trying to please some by taking away from others.
> In the live stream of the new majestic maps, he stated that they’re looking at the feasibility of more weapon balances.
>
> So what do you all think on this? What needs balances for you?
>
> For me:
> *No shooting while using jetpack.
> *Timed static weapon drops. No random crap.
> *No spawning with stickies.
> *Some tweaks to the true skill system. It often throws me against people way too good in doubles.
> *Reduced aim assist and magnetism on most of the guns.
*jet pack can still shoot but has more recoil (shoots less accurately) while engaged
*jet pack, when being shot while engaged… Receives more flinch (doesnt have feet on ground so getting knocked around more makes sense
*Stickies… Needed against reckless drivers but lower stickies magnetism and speed the stickie flies through the air are acceptable nerfs
*true skill is good, matchmaking just needs search options so you can tell it if you want tighter skill restrictions or tighter connection restrictions or if you just want to be thrown in a match as soon as possible.
For me:
*No shooting while using Jetpack, or added spread on all weapons when shooting while using Jetpack. This should help alleviate issues where a notable combat advantage is afforded by what was intended to be only a movement ability.
*Slight reduction of the DMR’s magnetism.
*Slight increase of the BR’s aim assist distance.
*Add a Custom Game option that skews the Personal Ordnance selection for one team based on the weighting of the drops most recently afforded to the other, ignoring drops that were made a certain time ago (i.e. a Red drop from six minutes ago wouldn’t affect a new Blue drop). This will help to prevent situations where one team gets good drops and the other team gets bad drops, but it should be an option so that game variants that really need random weighted selection still work as expected.
*Boltshot charge should consume a full clip and require a full clip’s worth of ammo. That full clip need not be loaded and at-the-ready; half a clip loaded and half a clip to spare should still allow a charge shot, but half a clip loaded with no ammo to spare should not. This will make the Boltshot’s charge shot cost more intuitive, and bring them in line with those of the Plasma Pistol.
*If a Grifball carrier and a sword user melee each other at the same time, the carrier should always die.
> I think it is a dangerous game trying to please some by taking away from others.
I agree. But we are at the same place now as we were in Reach with the DMR and Armour Lock.
But something has to change because everyone I know has way less fun playing this game. It’s due to multiple factors.
I’ll explain my reasoning behind the Jet Pack nerf I want.
The jetpack has historically broken map flow, negates cover in situations you have every right to survive and allows for using cheap tactics such as flighing straight up in the air in a 1v1 fight. It allows you to get unfair height advantage in 1v1 combat. There are some risks being caught in the air against teams, but abilities like that in the hands of decent players allows for unfair gameplay.
At Halo’s roots has always been about arena play-style. Weapon spawns were predictable, you could generally guess where everyone was and there wouldn’t be someone flying 30 feet in the air getting shots on you.
I think if 343i sidlined the infinity playlists a bit, turned the focus on a more classic BTB and 4v4 slayer, and by that I mean: for BTB bring back the veto but maybe keep it at 3 maps selection. We either vote for one of the 3 maps or veto for a new selection. We should have a slayer variant and objective variants.
For 4v4, preset loadouts, have it focused on a classic social slayer feel. And maybe have a 5v5 or 6v6 infinity playlist.
Add descope/Remove flinch
At least add a toggle or something how there was no bloom in Reach even though a majority want to get descope back without flinch
> For me:
>
> *<mark>No shooting while using Jetpack</mark>, or added spread on all weapons when shooting while using Jetpack. This should help alleviate issues where a notable combat advantage is afforded by what was intended to be only a movement ability.
>
> *Slight reduction of the DMR’s magnetism.
>
> *Slight increase of the BR’s aim assist distance.
>
> *Add a Custom Game option that skews the Personal Ordnance selection for one team based on the weighting of the drops most recently afforded to the other, ignoring drops that were made a certain time ago (i.e. a Red drop from six minutes ago wouldn’t affect a new Blue drop). This will help to prevent situations where one team gets good drops and the other team gets bad drops, but it should be an option so that game variants that really need random weighted selection still work as expected.
>
> *<mark>Boltshot charge should consume a full clip and require a full clip’s worth of ammo</mark>. That full clip need not be loaded and at-the-ready; half a clip loaded and half a clip to spare should still allow a charge shot, but half a clip loaded with no ammo to spare should not. This will make the Boltshot’s charge shot cost more intuitive, and bring them in line with those of the Plasma Pistol.
>
> *If a Grifball carrier and a sword user melee each other at the same time, the carrier should always die.
I’m glad someone else agrees on the Jet Pack! And totally agree on the boltshot. I never really understood the reasoning behind that it takes 11 shots or close to it to kill someone with single fire but only takes 5 charged rounds to kill O,o.
> * Maybe NO Randomness in PODS- tiered or structure in a way that works
>
>
> * <mark>Camo</mark> and Jetpack tweaks-
>
> * more power weapons spawning in neutral locations - With indicators over them they both teams can see clearly
>
>
> It’s a start
I forgot about camo… And that reminds me! Last few nights, I noticed people instantly shooting me when I’m using camo, and I noticed in the kill cam, I’m not fully camo’d even though I’m not moving at all and crouched. Has anyone else noticed this?
But yes Camo needs to be a power up, not an ability.
> * Maybe NO Randomness in PODS- tiered or structure in a way that works
I previously though that this would be impractical, but I just had an idea for how they could do it, without having to completely gut the Personal Ordnance system. They can just add a toggle that changes the function of the weighting values.
Currently, the PO settings allow you to apply different “weights” to a drop, to affect its probability. What I think they could do is use a TU to add a new setting, “Weights as Tiers”, that makes these values instead function as a grouping system. So here’s an example of how that could work:
“LEFT”, “RIGHT”, AND “UP” SLOTS
WEIGHT - WEAPON
1 - Plasma Pistol
1 - Magnum
2 - Boltshot
2 - Needler
3 - Scattershot
3 - Shotgun
4 - Rocket Launcher
5 - Incineration Cannon
There, the first tier would be PP/Magnum. The second tier, Boltshot/Needler. So on and so forth, with the fourth tier always giving Rockets and the fifth always giving Incin.
> Last few nights, I noticed people instantly shooting me when I’m using camo, and I noticed in the kill cam, I’m not fully camo’d even though I’m not moving at all and crouched. Has anyone else noticed this?
All the time. The first-person arms are often invisible when your third-person body clearly is not.
> In the live stream of the new majestic maps, he stated that they’re looking at the feasibility of more weapon balances.
>
> So what do you all think on this? What needs balances for you?
>
> For me:
> *No shooting while using jetpack.
> *Timed static weapon drops. No random crap.
> *No spawning with stickies.
> *Some tweaks to the true skill system. It often throws me against people way too good in doubles.
> *Reduced aim assist and magnetism on most of the guns.
I would say this to your choices
-
Just remove the jetpack or make it a map only pick up. The thing breaks too many maps.
-
110% agreed.
-
I would add no spawning with with plasma pistols, or Boltshots either.
-
Agreed. Same with Team Throwdown.
-
Agreed with aim assist especially the DMR.
Camo and DMR tweak. I like how the Boltshot turned out now.
TU fixes
*Reduce maximum aim assist range of the DMR to that of the Light Rifle
*Buff the Carbine by 1 shot
*Remove BR spread(recoil can stay)
*Remove the OHK from the Boltshot completely + buff the single shots to compensate.
Gameplay tweaks that don’t require a TU.
*Remove heavy weapons (rockets, fuel rod, laser, iCannon) and snipers(human, beam, binary) from BTB personal ordinance.
*Remove all OHK weapons + damage boost from 4v4 personal ordinance.
*Place power weapons in fixed, contestable positions(obviously ignoring team weapons such as snipers on Ragnarok). Looking at Ragnarok, Laser should always be spawning hill and rockets should always be spawning near the turret. No team should be randomly gifted binaries while others need to make do with a railgun.
> TU fixes
> *Reduce maximum aim assist range of the DMR to that of the Light Rifle
> *Buff the Carbine by 1 shot
> *Remove BR spread(recoil can stay)
> *Remove the OHK from the Boltshot completely + buff the single shots to compensate.
>
> Gameplay tweaks that don’t require a TU.
> *Remove heavy weapons (rockets, fuel rod, laser, iCannon) and snipers(human, beam, binary) from BTB personal ordinance.
> *Remove all OHK weapons + damage boost from 4v4 personal ordinance.
> *Place power weapons in fixed, contestable positions(obviously ignoring team weapons such as snipers on Ragnarok). Looking at Ragnarok, Laser should always be spawning hill and rockets should always be spawning near the turret. No team should be randomly gifted binaries while others need to make do with a railgun.
I must say that all power weapons spawns should be neutral. I can’t tell you how many times the rockets have spawned in top hallway on the opposing teams side on adrift while they were in the lead. Really grinds my gears.
I like most of your suggestions too!
You lost me with the no shooting with Jetpacks… You’re FIRED!!!
> You lost me with the no shooting with Jetpacks… You’re FIRED!!!
It doesn’t have to be no shooting, as David said, reduction in accuracy would suffice as well.
> > TU fixes
> > *Reduce maximum aim assist range of the DMR to that of the Light Rifle
> > *Buff the Carbine by 1 shot
> > *Remove BR spread(recoil can stay)
> > *Remove the OHK from the Boltshot completely + buff the single shots to compensate.
> >
> > Gameplay tweaks that don’t require a TU.
> > *Remove heavy weapons (rockets, fuel rod, laser, iCannon) and snipers(human, beam, binary) from BTB personal ordinance.
> > *Remove all OHK weapons + damage boost from 4v4 personal ordinance.
> > *Place power weapons in fixed, contestable positions(obviously ignoring team weapons such as snipers on Ragnarok). Looking at Ragnarok, Laser should always be spawning hill and rockets should always be spawning near the turret. No team should be randomly gifted binaries while others need to make do with a railgun.
>
> I must say that all power weapons spawns should be neutral. I can’t tell you how many times the rockets have spawned in top hallway on the opposing teams side on adrift while they were in the lead. Really grinds my gears.
>
> I like most of your suggestions too!
That is essentially what I was getting at, anything that isn’t neutral should be mirrored on symmetrical/mostly symmetrical maps. These to me are the biggest problem with Halo 4 and what holds back many maps from playing as well as they could. The thing is that it could all be done with custom options and Forge.
Doubles has a template all modes should follow.
> > * Maybe NO Randomness in PODS- tiered or structure in a way that works
> >
> >
> > * <mark>Camo</mark> and Jetpack tweaks-
> >
> > * more power weapons spawning in neutral locations - With indicators over them they both teams can see clearly
> >
> >
> > It’s a start
>
> I forgot about camo… And that reminds me! Last few nights, I noticed people instantly shooting me when I’m using camo, and I noticed in the kill cam9, I’m not fully camo’d even though I’m not moving at all and crouched. Has anyone else noticed this?
>
> But yes Camo needs to be a power up, not an ability.
Yes, I used to use camp all the time but my shields would always flare off even though I would not move and they were fully charged.
It was extremely frustrating, because it happens all the time. Eventually switched to hologram and now my goto ability.
For me:
*Add descoping/remove flinch. Except for the Rogue perk. Let this continue to allow the player to remain in scope if shot.
*Remove stickies from Load-Outs selection.
*Remove Bolt-Shot from Load-Outs selections
*Set the DMR to a slower set ROF. Remove bloom.
*Make the Carbine more accurate.
*Allow the flag to be dropped.
Playlists
*Add Assault back into the game.
*Add Big Team Battle Objective. No Infinity rules.
*Team Objective playlist for Ctf, Assault, Kill of the Hill, and Oddball.
*Add Multi Team.
*Less weighting on power weapon ordinance drops like the Binary Rifle, Rockets, Incineration Cannon, and Sniper Rifles. Make these rare drops.
Vehicles
*Decrease the effect of Stickies to the Warthog so it takes 4 grenades like previous games.(currently both the Mongoose and Hog can be destroyed by two stickies)
*Decrease Mantis damage to vehicles.