Okay, maybe this would be a good thing in order to mitigate some of the “randomness” some people complain about. Lets say you are playing, and you get enough points to earn an ordinance drop and the initial choices are lower level power weapons; if you choose to wait to call it down further points accumulated will “improve” your ordinance choices. Example:
Initial ordinance choice pool usually after 5 kills
Shotgun, scatter shot, needler, concussion rifle etc…
wait and at 7 kills choices become
rail gun, sword, hammer, Spartan laser, SAW, Sticky det, etc…
then if you wait till 10 kills choices become
Sniper rifles, Incen cannon, rocket launcher, fuel rod cannon
get rid of stupid grenade choices as these should be allowed to be picked up by default (in my opinion)
What does everyone think? This would reward better players anyway and prevent someone from just getting lucky and getting an incineration cannon right off. Weapons could be rearranged a bit more this was just a quick list as they came to mind in terms of how useful they are to me.
The problem with doing a tier system comes with two major issues.
The first of which is the more similar it seems to be like Call of Duty, which a lot of players don’t like already and has a chance of further alienating players.
The second of which becomes make a skill gap in a game into a skill canyon. Let me elaborate. If player A is more skilled then Player B let’s say Player A has a 3:1 KD. So for every 3 kills they get against player B, player B gets 1 against them. by the time Player B gets their first ordnance, Player A is already at tier 2 or 3 making it more and more difficult to beat Player A.
Well, since PODs are pretty much here to stay…this would be an improvement over current system. As far as skill gap being widened? This is exactly the point, the better you play the more rewarded you should be. I usually average around 3 POD when I play, when I am on a rampage it SUCKS that my choices are usually plasma grenades, needler, or speed boost. This would not alienate players, it would actually give them goals to look forward to and some assurance of what type of weapons to expect. Halo is not CoD garbage… the kill streaks on that game are plain limited and Over powered.
> The second of which becomes make a skill gap in a game into a skill canyon. Let me elaborate. If player A is more skilled then Player B let’s say Player A has a 3:1 KD. So for every 3 kills they get against player B, player B gets 1 against them. by the time Player B gets their first ordnance, Player A is already at tier 2 or 3 making it more and more difficult to beat Player A.
Perhaps a death counted as a kill down in the Ordnance system?
Or as the Ordnance tier gets higher, the gaps between them become larger, like in the current progression system.
> As far as skill gap being widened? This is exactly the point, the better you play the more rewarded you should be.
Yeah, but you have to at least give the other team a chance to come back otherwise the game will be decided half-way through it.
> Well, since PODs are pretty much here to stay…this would be an improvement over current system. As far as skill gap being widened? This is exactly the point, the better you play the more rewarded you should be. I usually average around 3 POD when I play, when I am on a rampage it SUCKS that my choices are usually plasma grenades, needler, or speed boost. This would not alienate players, it would actually give them goals to look forward to and some assurance of what type of weapons to expect. Halo is not CoD garbage… the kill streaks on that game are plain limited and Over powered.
A player should be rewarded via victory. A system that you are proposing creates not only a larger skill gap but, a higher learning curve, and frustration to new players. Both of which are the exact opposite of what 343i is trying to do.
If you want to make adjustments to PoD, the removal of many power weapons would be best. IE have low tier power weapons drop from POD like Scattershot, and sticky detonator. While having more powerful weapons and power ups drop in a static spawn location.
> As far as skill gap being widened? This is exactly the point, the better you play the more rewarded you should be.
Yeah, but you have to at least give the other team a chance to come back otherwise the game will be decided half-way through it.
[/quote]
Well this is where the matchmaking systems would need to pair teams more evenly, after all not all the players would be getting these more powerful weapons, and it would actually help “noobs” not kill themselves with a rocket or incineration cannon (seen this plenty of times) most of the time these noobs end up handing the power weapons over to the enemy anyway. I think this would greatly reduce the number of power weapons present at any given time and would gravitate teams more towards strategy and cooperation.
> Well this is where the matchmaking systems would need to pair teams more evenly, after all not all the players would be getting these more powerful weapons, and it would actually help “noobs” not kill themselves with a rocket or incineration cannon (seen this plenty of times) most of the time these noobs end up handing the power weapons over to the enemy anyway. I think this would greatly reduce the number of power weapons present at any given time and would gravitate teams more towards strategy and cooperation.
What happens if the CSR 45 split screens with their 12 year old little brother? Or if an CSR 50 decides to make a new account and smurf for giggles? Or if a CSR 4 split screens and his buddy comes over and plays as a guest who is actually a CSR 49?
It sounds like you haven’t really thought this through entirely.
> > Well this is where the matchmaking systems would need to pair teams more evenly, after all not all the players would be getting these more powerful weapons, and it would actually help “noobs” not kill themselves with a rocket or incineration cannon (seen this plenty of times) most of the time these noobs end up handing the power weapons over to the enemy anyway. I think this would greatly reduce the number of power weapons present at any given time and would gravitate teams more towards strategy and cooperation.
>
> What happens if the CSR 45 split screens with their 12 year old little brother? Or if an CSR 50 decides to make a new account and smurf for giggles? Or if a CSR 4 split screens and his buddy comes over and plays as a guest who is actually a CSR 49?
>
> It sounds like you haven’t really thought this through entirely.
This post has been edited by a moderator. Please refrain from making non-constructive posts.
*Original post. Click at your own discretion.
What is to stop these people from doing this now? You are getting into semantics here. These higher level CSR players would have an advantage either way, I am not the greatest of player, yet I have been able to bead someone that had a rocket launcher using my dmr because they could not aim, I picked up their weapon and proceeded to get a kill streak. So how is this not good for the loosing team? Have power weapons be at the hands of better players and reduce the amount of power weapons available to the team that is already winning anyway… You have your own view on things that is fine and all, this is my opinion so don’t try to say that I didn’t think things through, that is just disrespectful on your part.
Further, why are you even concerned? Looking at your service record, I can clearly see you don’t even play halo much, says you have have not played in over a month! Before that you play a few games spread over months, talk about casual player, I suggest you play more often and actually get to know the game mechanics before you shoot down an opinion from someone who actually cares about this game and would like to improve things for all those who actually play and enjoy Halo games.
>
Well if you back to my initial post:
> A player should be rewarded via victory. A system that you are proposing creates not only a larger skill gap but, a higher learning curve, and frustration to new players. Both of which are the exact opposite of what 343i is trying to do.
You first see that it goes against the design philosophy that 343i is trying to implement. Secondly, the system you suggested only amplifies the issues I brought up, even if they are already exist in current Halo 4 MM.
Lastly, never bring someone’s experience into an argument, it’s called an Ad hominem attack. A logical fallacy that is strictly enforced here on the waypoint forums.
As for my experience which is question I have easily logged over 200 hours playing Halo 4, on various guest accounts at my friend’s homes and I prefer to leave my account on my box. But if you wish to question my knowledge of Halo 4, feel free to, just know that you shall be reported for doing so.
This post has been edited by a moderator. Please refrain from making non-constructive posts.
*Original post. Click at your own discretion.
Troll, you shall get no more food here…away with you!
>
Did you just call Zexu a troll? ._.
> > What is to stop these people from doing this now? You are getting into semantics here. These higher level CSR players would have an advantage either way, I am not the greatest of player, yet I have been able to bead someone that had a rocket launcher using my dmr because they could not aim, I picked up their weapon and proceeded to get a kill streak. So how is this not good for the loosing team? Have power weapons be at the hands of better players and reduce the amount of power weapons available to the team that is already winning anyway… You have your own view on things that is fine and all, this is my opinion so don’t try to say that I didn’t think things through, that is just disrespectful on your part.
> > Further, why are you even concerned? Looking at your service record, I can clearly see you don’t even play halo much, says you have have not played in over a month! Before that you play a few games spread over months, talk about casual player, I suggest you play more often and actually get to know the game mechanics before you shoot down an opinion from someone who actually cares about this game and would like to improve things for all those who actually play and enjoy Halo games.
>
> Well if you back to my initial post:
>
>
>
> > A player should be rewarded via victory. A system that you are proposing creates not only a larger skill gap but, a higher learning curve, and frustration to new players. Both of which are the exact opposite of what 343i is trying to do.
>
> You first see that it goes against the design philosophy that 343i is trying to implement. Secondly, the system you suggested only amplifies the issues I brought up, even if they are already exist in current Halo 4 MM.
>
> Lastly, never bring someone’s experience into an argument, it’s called an Ad hominem attack. A logical fallacy that is strictly enforced here on the waypoint forums.
>
> As for my experience which is question I have easily logged over 200 hours playing Halo 4, on various guest accounts at my friend’s homes and I prefer to leave my account on my box. But if you wish to question my knowledge of Halo 4, feel free to, just know that you shall be reported for doing so.
This post has been edited by a moderator. Please do not flame or attack other members.
*Original post. Click at your own discretion.
Goes against what 343 and what they are trying to implement with their policies? Good, because clearly they need to change in order to have a more successful multi player experience. This is the only Halo game I have played where the online community died down so darn quickly, not more than 3 months in the population declined so much, past games it was year or more until the population dwindled down as much as it did with Halo 4. For this I am truly sad since I love Halo, I stick with the series through thick and thin.
Lastly, your perception of this being a a fallacy on the basis of Ad hominem is incorrect, I addressed the “substance” of your argument. You can claim to play on other “guest” accounts all you like, you can not prove it and I will form my opinion based on facts that can be verified. Now if you are done trolling, please move on. Seems from your recent posts, that arguing or trying to belittle the opinion of others is what you enjoy doing. This suggests, to me that you have no life.
> >
>
> Did you just call Zexu a troll? ._.
Yes, yes I did 
> Did you just call Zexu a troll? ._.
I believe he just did… XD
>
Everyone knows change is needed for Halo 4 and Halo 5 to be more successful, but their ideas behind lowering the learning curve and making the game more accessible to new players is something to be admired for.
Actually, you have attacking someone’s “experience” is considered an ad hominem attack. You attempt to invalidate my argument by attacking me instead of addressing it. While you’re right i cannot prove my play time with actual numbers, I can prove it with a great deal of knowledge Halo 4’s multiplayer experience.
Troll I am not. Loser I am not. Bored at work I am.
Well, shouldn’t you be like…working? GET BACK TO WORK!!! lol
> Well, shouldn’t you be like…working? GET BACK TO WORK!!! lol
The cool part about compiling programs is there is a lot of down time.
My vote is no to any tiered personal ordnance system.
I would rather see personal ordnance limited to powerups, grenades / ammo, and possibly a few minor power weapons (needlers, scattershot, sticky det, hammer). Nothing more. Leave the big ones as map items to provide people an objective to fight over. It’s my personal opinion that doing so makes for a better and more enjoyable game.
I have three separate scenarios or suggestions for improving Personal Ordinance Drops. I’ll list them per how likely or realistic I think these changes could be implemented into Halo 4.
1. Restrict PODs to only the lower and mid tier power weapons. No upper or top tier power weapons offered through PODs as they would be map pick-ups only.
The probability factors should alter based on the map, but in general I believe this is a good starting point:
- SAW (least common)
- Railgun (2nd least common)
- Hammer (3rd least common)
- Sticky Detonator (4th least common)
- Shotgun (middle)
- Sword (4th most common)
- Scattershot (3rd most common)
- Needler (2nd most common)
- Concussion (most common)
2. Restrict PODs to only power-ups. Sometimes on a tier basis and sometimes not - playlist dependent. The playlist should also dictate the personal requirement levels.
Tiered basis:
1st: 3 Speed Boost options
2nd: 2 Speed Boost & 1 Damage Boost option
3rd: All 3 power-up options
3. Allow players to select 3 of their 5 custom class loadouts to be part of their POD options. This would allow players to effectively switch tactics within the game and/or fully replenish their arsenal on the fly without having to incur a death.
> 2. Restrict PODs to only power-ups, but on a tier basis.
>
> 1st: 3 Speed Boost options
> 2nd: 2 Speed Boost & 1 Damage Boost option
> 3rd: All 3 power-up options
>
> 3. Allow players to select 3 of their 5 custom class loadouts to be part of their POD options. This would allow players to effectively switch tactics within the game and/or fully replenish their arsenal on the fly without having to incur a death, which would mean being respawned.
If you were to go with that system, I’d say tier 2 should be Overshield, as it is not as strong as previous iterations of Overshield, while damage boost is huge. Also with power ups they’d be an issue in infinity CTF, as I personally feel power ups are far better than weapons, especially speed boost.
> If you were to go with that system, I’d say tier 2 should be Overshield, as it is not as strong as previous iterations of Overshield, while damage boost is huge. Also with power ups they’d be an issue in infinity CTF, as I personally feel power ups are far better than weapons, especially speed boost.
The only reason I put the Overshield above the Damage Boost is because of the red filtration that occurs through a player’s HUD/screen which I personally find annoying, I don’t know about you? Anyways, I believe the Damage Boost is balanced equally against the advantage provided to someone with the Overshield therefore the fact that the Overshield user receives no color filtration to their HUD/screen makes the Overshield a bit more useful IMO for most situations.
Yeah I’m aware that the Speed Boost could be more useful in CTF game types and potentially the Ricochet game type too, so I would suggest that the tiering aspect be done away with in those game types and a higher requirement be given for earning them, or that the power-up tiering be reorganized accordingly, or that those game types don’t make use of that particular POD solution – perhaps solution 1 is more conductive to those particular game types.