The lack of Risk=Reward is what is ruining H4

Lets make an example of Risk=Reward on Halo 3.

Lets imagine you are playing a game of FFA Slayer on Snowbound and there’s someone in the ghost. You have no way to kill him from spawn, since frags aren’t very effective against ghosts and your AR & Pistol don’t even scratch vehicles.

You now have several choices:
A) Get the Spartan Laser(this is the riskiest approach, but has the biggest payoff)
B) Get Sticky Grenades(this is less risky, but it will be harder to deal with the ghost than it would be with the laser)
C) Get a Plasma Pistol(this is even less risky, but it will be harder to hit the ghost and board it than it would be to stick it or laser it)
D) Stay in the bases and the tunnels to avoid the ghost(this carries no risk, but confines you to interior spaces, there’s no risk so there’s no reward)

Less Risk=Less Reward and More Risk=More Reward

The risks are that another player or the guy in the ghost will kill you. The risk increases with the amount of time you would be exposed, as you are further away from the laser than you are the stickies and further away from the stickies than you are the Plasma Pistol.

Now lets make an example of the same scenario on Halo 4.

While there is currently no FFA playlist (Regicide doesn’t count) lets just imagine there is.

So you are in a game of FFA Slayer on Complex and there’s someone in one of the ghosts. You can easily retaliate from spawn, and have a fairly good chance of killing him, since you can start with a Plasma Pistol and stickies and your primary weapon can do a fair bit of damage to him, you could try to earn an ordnance drop, but that doesn’t include much risk either.

The only risk you are taking is confronting the ghost and him killing you, this is already present in Halo 3, but there is further risk because you have to earn the tools to destroy the ghost in Halo 3.

This could also be applied to BTB, in Halo 3, the BR couldn’t kill someone from half-way across the map on Valhalla, if you wanted a kill you had to move in and risk being killed. In Halo 4, you can just fire at him with the DMR, if you start to lose, just pop into cover, no risk.

I get what you’re saying and all, except the fact that picking a weapon up on the map is suddenly earning it, you just happened to get there first or the closest enemy died or something, could of been other people who killed them, so it could be you NOT earning it, but still getting rewarded for no risk.

I pose you a simple question, why should a guy who gets on a ghost be almost unkillable unless you happen to find a certain gun/grenade?

I will answer you as to why he shouldn’t be unkillable, since all he did was “hold X” to get in the vehicle, its called balance.

People are already talking about how vehicles are too powerful (despite other people claiming they are too easy to take out with plasma pistol/stickies in a loadout.

In H3 vehicles were abused to no end, certain maps simply not having any good ways of taking them down, which lead to many games where you just run around looking for stickies or plasma pistol or something to stand a chance, all the while getting spawn killed by a warthog.

To me, this is balanced much better than previous games.

> I get what you’re saying and all, except the fact that picking a weapon up on the map is suddenly earning it, you just happened to get there first or the closest enemy died or something, could of been other people who killed them, so it could be you NOT earning it, but still getting rewarded for no risk.
>
> I pose you a simple question, why should a guy who gets on a ghost be almost unkillable unless you happen to find a certain gun/grenade?
>
> I will answer you as to why he shouldn’t be unkillable, since all he did was “hold X” to get in the vehicle, its called balance.
>
> People are already talking about how vehicles are too powerful (despite other people claiming they are too easy to take out with plasma pistol/stickies in a loadout.
>
> In H3 vehicles were abused to no end, certain maps simply not having any good ways of taking them down, which lead to many games where you just run around looking for stickies or plasma pistol or something to stand a chance, all the while getting spawn killed by a warthog.
>
> To me, this is balanced much better than previous games.

Yes, but there are only 2 ghosts on the maps, and it’s a vehicle, like a power weapon a vehicle is supposed to give the one who holds it an advantage, since 1 person can easily wreck a ghost now, why even use it, I frequently play games of Slayer on Conquest and no one even touches the ghost because they only get 2-3 kills before it gets EMPd, stuck or wrecked by gunfire.

In Halo 3 on Snowbound there is always an initial rush for the Ghost.

No. The lack of any incentive to win is the real problem.