THE OFFICIAL HALO FEEDBACK THREAD

Just a few things for me for an update to Reach:

1.) Please allow the jump button to be used for activating the Jet Pack when air-born. (I use Bumper Jumper so this would be an amazing addition to folks like me!)

2.) Change the location of the Plasma Launcher on Hemorrhage to make it more even for both teams to get their hands on it instead of giving blue team an advantage in symmetrical games at least. Add more Plasma Pistols or a Grenade Launcher in the bases.

3.) Have the Warthogs take longer to respawn on Hemorrhage

4.) Please speed up the rate at which the weapon bloom recovers on all but the sniper to speed up play. At least sped up for the DMR & Human Pistol.

5.) Add an option to have Spartans Health fully regenerate similar to Elites.

6.) Fix the Radar on the Falcon so it works.

7.) Fix the bug where Vehicles go shooting off a map in a random direction.

8.) Have an option that will allow someone to capture a territory while in a vehicle.

9.) Add an option that allows someone to decide whether a captured territory will give traits to a player or not.

10.) Add the custom game options that Halo 3 had for all gametypes including different ways to score points in gametypes such as KoTH, etc.

11.) Have the the rocket launcher more aggressively track the Banshee or have the acrobatics of the Banshee be nerfed a bit.

12.) Give the Human Pistol another spare round or two. Also a slightly steeper clip in the AR would be nice. Not much, just enough to make a difference.

13.) Add the Elephant back into the game & possibly the Brute Chopper.

14.) Allow weapons to be lowered in Online play. At least in custom games for machinima folks.

If you’re like me and plays alot of campaign then you have to had noticed that when you have gotten a commendation up to the silver state, you stop getting CR. This is what made me stop playing Reach as much as I did before, Because I prefer to play the campaign over anything else. But when you stop earning CR it’s just not as fun. I know this is probably to prevent people from farming or boosting, but for us who plays alot of campaign this gets really annoying.I posted that yesterday but it got merged with another post, making mine disappear ( people stop noticing it). My brother only has a silver membership, and his commendations are all silver so he can’t make any more CR. He’s stuck on Warrant officer grade 2. Could you plz make the campaign commendations award you CR even after it’s silver state

> If you’re like me and plays alot of campaign then you have to had noticed that when you have gotten a commendation up to the silver state, you stop getting CR. This is what made me stop playing Reach as much as I did before, Because I prefer to play the campaign over anything else. But when you stop earning CR it’s just not as fun. I know this is probably to prevent people from farming or boosting, but for us who plays alot of campaign this gets really annoying.I posted that yesterday but it got merged with another post, making mine disappear ( people stop noticing it). My brother only has a silver membership, and his commendations are all silver so he can’t make any more CR. He’s stuck on Warrant officer grade 2. Could you plz make the campaign commendations award you CR even after it’s silver state

YES! I have the exact same problem, I have next to no access to Xbox Live and play campaign and forge and now im stuck on sergeant grade 2, only able to earn 100 credits at a time. I don’t see how it’s fair to stop some people from credit farming at the expense of others.

Halo the legends not told (sequal to halo legends). The kids love halo legends, more please.

Halo Megabloks the game. Again the kids in my house love the campiness of the lego video games, a halo megabloks game that was similar would be played to death at my house.

More halo games of other types, a flight simulator, a side scroller etc.

Taken from my thread on the same subject, but slightly edited to make more sense.

(btw, this is gonna be in several posts)

Assault Rifle -> MA7D - Featuring an 80-round clip, a 2x zoom (unreliable on faster firing speeds), and can empty the entire clip in under ten seconds. The MA7C is a more lightweight build and doesn’t have a scope.
Used by: All UNSC classes

Battle Rifle/DMR -> HK9 Combat Rifle - Holds 30 rounds with single- and automatic firing. 2 and 8x zooms. HK9D is silenced at the cost of some bullet power and penetration.
Used by: All UNSC classes

Magnum -> M7A - Holds 12 shots and can fire five every two seconds. The stopping power of each shot is almost equivalent to the firing power of the infamous M6D, and the accuracy is much more reliable. No zoom, however.
Used by: All UNSC classes

Shotgun -> TR80 - With an 8 shell capacity and optional dispersion mode, which fires all shells rapidly into one target. Stopping power has increased from the past version.
Used by: All UNSC classes

Sniper Rifle -> S4AP - Shoots either in single fire or quick succession and holds 6 slugs. 2x, 10x, and 20x zooms. Rounds are always armour piercing.
Used by: Sniper Marines, ODSTs, SPARTANs

Grenade Launcher -> TK427 - Holds a single grenade and can switch between incendiary, EMP, and explosive modes. The explosive mode includes a fragmentation function.
Used by: Demolition Marines, ODSTs, SPARTANs

Rocket Launcher -> SPNKR/IAARL - The Individual Anti-Armour Rocket Launcher shows its stuff with three rocket pods loaded at a time for single-fire or quick succession. 2 and 5x zooms. Vehicular lock-on abilities.
Used by: ODSTs, SPARTANs

SPARTAN Laser -> ICLWS - The Individual Combat Laser Weapon System can cycle between single, double, and triple charge (the more discharges, the longer the cooldown) and holds a pack large enough for 15 blasts, and the laser can punch through any armour at a long range. UNSC cruisers have been upgraded with beefed-up versions as frontal weapons for space combat, known as “Credence Beams”.
Used by: SPARTANs

Fragmentation Grenade - The new frag boasts a larger blast radius by a single metre, but not much else has changed from the original design - a testament to its effectiveness.
Used by: All UNSC classes

Incendiary Grenade - While the original brute manufacturer still occasionally use these, the “firebomb” grenade has largely shifted over to human use. The flames from this grenade last longer and burn hotter with additional napalm included, and spread like wildfire along flammable surfaces (and skin).
Used by: ODSTs, SPARTANs

Warthog -> R/APV “Raptor”, SAAV “Groundhog”, SATV “Frontman”, AMTV “Shuttle”
R/APV - The Recon/All-Purpose Vehicle, or “Raptor Warthog”, is a re-do of the standard LAAG model. It comes with a high-powered machine gun turret and has less plating than most other 'hogs, making it an apt replacement for the LAAG and the Mongoose.
SAAV - The Specialised Anti-Air Vehicle, or “Groundhog”, earned it’s nickname from it’s ability to ground enemy aircraft. It’s armed with a quad-missile launcher and can fire up to sixteen consecutive shots before reloading (four from each launcher). It has reflective plating for defense against fuel rods.
SATV - The Specialised Anti-Tank Vehicle, or “Frontman”, is armed with a T6-2A Railcannon that rips through most human tanks in two shells (Talons, Scarabs, and Celestials are another story). The Frontman’s armour is thick enough to require more than one Rail shot to breach, in most cases.
AMTV - The Armoured Military Transport Vehicle, or the “Shuttle” (also called the “Long Warthog” due to it’s 6 wheels and long length), holds up to 8 passengers and is almost twice the length as the four-wheeler 'hogs. It’s used as a fast-delivery system for reinforcements and supplies. The armour on it is equivalent to that of an older Scorpion tank.
Lastly, all Warthog turrets and plating is interchangeable. You can have a heavily-armoured machine gun 'hog, and you can have a lightly-armoured rocket hog. The one exception is the Shuttle’s elongated form, which doesn’t allow for turrets.

Scorpion -> APT “Mastadon”, ST “Loki”
APT - The All-Purpose Tank, or “Mastadon”, is equipped with twin all-purpose cannons much like the original iteration of the UNSC’s Scorpion tank (or more closely related to the Grizzly). The turret that was originally manned by a separate gunner during the days of the Earth invasion has returned to the main cannons as an autonomous “autoturret” that picks off infantry units based on proximity to the tank’s cabin (to prevent jackers). The armour has been made stronger without being too much thicker, keeping the Scorpion’s surprising mobility while increasing the overall resilience of the vehicle.
ST - The Specialised Tank, or “Loki”, gets its nickname for it’s uncanny - and often unexpected - ability to switch weapon servos in battle. It can select from dual railguns (anti-armour), tracked missiles (anti-air), and dual cannons à la the Mastadon (with an extra autoturret for anti-infantry purposes). The Loki suffers from less armour to prevent a loss of mobility, what with all the servos being stored within the tank.

HMAWP - The “Talon” Heavy Mobile Assault Weapons Platform is a marvel in size, damage output, and most especially, cost. The Talon is three Mastadons long, three tall, and six thick. It uses massive thrusters to hover around a hundred feet over the battlefield (about as tall as the newer Scarabs) and provides extensive fire support via rocket pods, railcannons, autoturrets, and a MAC gun. When damaged, a large section of the Talon will eject from the whole platform and attempt repairs before rejoining with the main body. Talons are completely autonomous.

Hornet -> AA “Crane”, RC “Eagle”
AA - The Assault Aircraft “Crane” is armed with quad-rocket pods, a flare pod, and two autoturrets. Its crew is one pilot, and may contain two turret operators if the autoturrets have been swapped for conventional machine gun or grenade launcher turrets (à la Falcon).
RC - The Recon Craft “Eagle” is an autonomous drone that is armed with four autoturrets and a scanning system for reconnaissance. It has less armour than a Crane and can be remotely piloted if the need arises.

Pelican - MTC “Pelican”, MT/AC “Majesty”
MTC - The Military Transport Craft “Pelican” is the new and improved iteration of everyone’s favourite troop transport. With expanded armour, two extra thrusters, three autoturrets, and twin missile pods, the new Pelican is a strong addition to the ground-based UNSC forces.
MT/AC - The “Majesty” is a Military Transport/Assault Craft that forgoes larger troop space for more armaments. Numbering six autoturrets and twin railcannons, the Majesty packs a serious punch, but moves slow and is harder to maneuvre due to its heavier frame.

Shortsword/Longsword -> ASF “Scimitar” - The Assault Space Craft, known amongst pilots and soldiers alike as the “Scimitar”, replaces both the Shortsword bomber and the Longsword space fighter, and outdoes both. Roughly the same size as the Longsword and equipped with a dual-Fujikawa engines, the Scimitar is a highly-mobile craft, keeping in line with its predecessors. The expanded firepower - consisting of four frigate-quality railcannons and a mini-MAC like that found on the outdated Halcyon-class frigates - make it a force to be reckoned with, and the bombing payloads it makes use of closely resemble the unguided bombs of the Carpet Bomb, but explode in a much larger radius.

Spiker -> Plasma Ripper - the new Spiker’s heft is almost double that of the original model, so if you aren’t a brute, you can forget about dual-wielding them. The Plasma Ripper fires superheated plasma spikes double the length and width of traditional Needler rounds, often resulting in decapitation, crucifixion (being nailed to a wall or such), or complete shredding of the target. They move at roughly 50% the speed of a bullet, making them almost instant, and even more deadly. The clip holds thirty rounds and empties at twenty rounds per second.
Used by: Brutes

Needler/Needle Rifle -> Supercombine Launcher - The SCL is a complete overhaul of the initial Needler design, replacing both its predecessor and the once-popular Needle Rifle. The launcher fires two shots per cartridge. Each shot phases through anything non-organic until it finds an acceptable target (friendly or otherwise). The projectiles launched by each shot are millions of tiny blamite fragments that adhere to organic tissue, causing millions of supercombine explosions that basically results in disintegration of the target. However, the blamite cloud moves at a speed for most attentive soldiers to evade the pink mist, and does not lock on to heat signatures.
Used by: Ultra Brutes (or higher), Heavy Grunts

Plasma Pistol -> Plasma Bolter - Make no mistake; the Plasma Bolter is NOT the Plasma Pistol. The newest upgrade to the Plasma Pistol model results in overcharged shots completely melting half of most human targets. The plasma launched from the weapon can melt through almost any human armour, be it tank plating, SPARTAN shielding and armour, or otherwise. Talon and UNSC cruiser hulls can withstand the impact. Overcharged shots have a large chance to leak into the entire weapon’s surface, causing it to blow up. Many Jackals (and brutes) have died due to careless use.
Used by: All Covenant classes

Plasma Rifle/Plasma Repeater -> Plasma Shredder - The brute upgrade to the Plasma Rifle is now more than a damage boost and a new coat of paint; it’s a complete overhaul of the original weapon system, allowing for faster projectile speed and more shots per second. It holds up to brute standards so rigidly that waiting for the weapon to cool off after prolonged use is only recommended - not required. Of course, your Ripper will explode after too much use without cooldown. The Assault Rifle trumps it in speed, but more power makes the Ripper a roughly even match.
Used by: Brutes, Jackals

Mauler -> Impaler - The newest version of the Mauler has a deadly body-shredding close-combat attack, but also transitions to ranged combat in the form of launching the spearhead-length projectiles (at near-bullet speeds) into more distant enemies, making the Impaler a deadly weapon across all fronts. The blades atop the system don’t do much to lower its threat level, either.
Used by: Brutes, Jackals

Brute Shot -> PPL - The Plasma Projectile Launcher is a smaller cousin of the vehicle-mounted weapon on Telos tanks. It’s more commonly known amongst UNSC Marines as the “Laser Grenade Launcher” because fires explosive projectiles at bullet speed and leaves what appears to be a laser trail (it’s actually an explosive smoke trail, but so constant due to the projectile speed). The explosion is enough to knock down Marines (not ODSTs or SPARTANs) at ten metres, incapacitate and possibly deafen at five, and kill at three. The weapon holds four rounds per magazine, but the weapon can overheat if it launches two grenades before being allowed to cool off.
Used by: Major Brutes (or higher), Spec Ops Grunts, Heavy Grunts

Beam Rifle/Laser Rifle -> Type 53 Special Applications System - The 53SAS, more commonly referred to as the “Beam Laser”, combines the firing power of the Laser Rifle with the precision of the Beam Rifle, making it one hell of a sniper rifle. With four self-charging plasma cores, the Beam Laser promises a steady recharge rate for prolonged, active use, and its precision makes Jackal snipers (and the occasional brute sniper) a serious threat.
Used by: Spec Ops Brutes, Jackals

Energy Sword -> “Reaper” Plasma Scythe - The Energy Sword saw a general lack of use by Covenant forces during HALO 3, with Sangheili no longer a part of the main ground operations. The new Reaper model replaces the Sangheili “precise kill” weapon with the more violent and brutal style of the Jiralhanae. The Plasma Scythe cuts through matter much quicker and at a far greater range than the Energy Sword. It’s extended reach and bulkier build makes for awkward untrained handling, so much that even SPARTANs have largely been unable to use the things. Brutes and Elites remain the only possible wielders, at large, and even then, Sangheili prefer their swords. With the updates in plasma weapons, the Covenant have been able to enable slow regeneration (about 2 energy per 3 seconds) for the weapon.
Used by: Spec Ops Brutes, Brute Chieftains

Fuel Rod Gun -> Plasma Condenser - Misconceptions the UNSC field troops have about the Plasma Launcher lead them to believe that the Covenant are creating plasma at the weapon’s targeted location. In fact, it’s condensing the air around the target with use of plasma. The molecules of air are crushed, leading to spectacularly gorey deaths akin to implosion. Because the cooldown on the weapon allows for around two shots every minute, you can expect the chieftains using the weapons to have added spikes à la the Plasma Ripper for entertainment while the weapon is cooling off.
Used by: Brute Chieftains, Heavy Grunts

Gravity Hammer -> Propulsion Hammer - The Brute Chieftains lusted for a more powerful model of their weapon of choice - the Gravity Hammer. Thus, Covenant Engineers set to work crafting the Propulsion Hammer - a larger version of the Gravity Hammer that pulls enemies to the wielded, allowing for brutally efficient methods to deal with bunkered-down troops. The weakness in the ability to pull enemies away is that it uses up two strikes’ worth of energy, not counting the energy one would use to actually strike and kill the enemy. The gravitational lashes are now almost twice as large as they were in previous models. Lastly, the Propulsion Hammer, as with the Reaper Scythe, slowly regenerates energy when not in use.
Used by: Brute Chieftains

Plasma Grenade - The new iteration of the Plasma Grenades has seen a more popular inclusion in Covenant ground forces. For once, the Jiralhanae’s version of an existing weapon system is more lightweight than before, giving even the frail Yanme’e Drones the ability to hurl them into the fray from above. The blast radius has remained much the same as past versions.
Used by: All Covenant classes

Spike Grenade -> Slicer Grenade - The Slicer shows more contempt for any living creature than any past brute invention with its ridiculously-lethal design. It explodes on contact after being armed, but its wrath doesn’t end there; rather than covering the area in superheated spikes like its predecessor, it covers the area in superheated spikes that also spray a smaller radius with their own superheated fragments. This results in the utter shredding of the insides of stuck targets, as well as anyone in the immediate vicinity. There’s little explosive residue or damage, though, making the Slicer primarily an anti-personnel weapon.
Used by: Brutes

Ghost -> Skimmer - The Skimmer is a fast-response attack vehicle and scout, much like the Ghost. The Skimmer, however, has a sealed cockpit, and for a good reason - the Skimmer also has the unique ability amongst vehicles of both races to make short slipspace jumps for around five seconds. Pilots can use this ability to avoid obstacles, sidestep enemy forces, and even evade locked-on rockets. Because slipspace travel can irradiate organic exposure, the cockpit must be sealed to activate the slipspace function. Add that to the fast-attack cannons and the elongated boost time and you have one of the most efficient ground vehicles in on the fields.

Chopper -> Carnivore - The Carnivore, piloted exclusively by brutes, sets out to become what the Chopper thought it was - a vicious, vehicular deathtrap. Between the copious amounts of flesh-dissolving spikes and the powerful anti-armour (and anti-personnel) cannons that fire their projectiles twice as fast as the Chopper did, the Carnivore is a prime example of brute ingenuity. It’s a wonder the vehicle maintained its small boost time.

Wraith -> Telos - The Telos Battle Tank is an anti-ground hovercraft that looks to be slightly smaller than the Mastadon. Its armour is made out of thickened plates of mephite - a stronger metalloid derivative of the Hunter’s blast shield. The pumped-up PPL systems, coupled with a Plasma Mortar that recently saw a modulator upgrade, increasing damage and blast radius, and you have one hell of a tank. Railcannons from the Mastadon do their job in two or three hits, but the Mastadon can be killed in less time if all weapons are focused on it. The only reason the Telos isn’t usually the victor is that there are more Mastadons and Lokis than Teloses.

Banshee -> Nightmare CC/Terror SC - A good reason to fear the skies often came not from troop transports, but from Banshees. The Jiralhanae’s personal iteration of the popular Covenant aircraft is the Nightmare Combat Craft, made from stronger material and hued a blood-red, as if it were a warning. Its weapon systems include a fuel rod cannon system (the only fuel rod system still in use in the Covenant army) that is capable of firing two shots in quick succession before recharging. The plasma repeaters, other than being replaced by Plasma Shredders, have been improved to track vehicle targets, but the automated targeting system isn’t always reliable, particularly in high-mobility skirmishes. The iconic wail that earned its predecessor its name has only grown louder with the increased payload, as a larger engine was required to support the bulkier frame, but the mobility and flexibility of the Banshee has carried over quite well despite the Nightmare being larger. On the other hand, the spacefaring version of the Banshee has earned itself a new name, seeing as how it’s nearly the size of the old Seraphs, and has double the payload of the Nightmare. Complete with a slipspace drive, the Terror Space Craft, along with the Nightmare, make the Covenant air support no less scary.

Spirit/Drop Pod/Phantom -> Celestial - The Covenant have always had a need for reinforcing ground armies during assaults on UNSC planets and defenses of their own territories. In the past, the Spirits (replaced by Phantoms later on) and Drop Pods served as troop transports. Now, the Engineers have developed a faster, low-cost module that replaces all past forms of troop transporting; the Celestial Drop Pod. Failsafes in the design prevent troops inside from taking lethal injuries when the Celestial is shot down (though they may be incapacitated) unless the troop bay is destroyed. As a secondary function, empty Celestials can project extra overshields à la the Covenant Engineers, and provide links to Covenant ships in orbit - provided the angle is right - which lets reinforcements stream in rather quickly. This gives the UNSC even more reason to target them - and a Frontman’s Railcannons will make short work of the transport if the gunner aims for the thrusters in the back or the weakened plating on the bottom.

Seraph -> Kryll SF - The Kryll Space Fighter, bordering on twice the size of the Seraph, boasts an array of three twin-linked lasers that, ten years ago, would have only been possible to arm Covenant Cruisers (or ships of larger size). These are able to punch through most armour after numerous discharges, and pose a great threat to UNSC spacecraft. In such a time where the Covenant no longer have a sizable fleet, Kryll and Terrors comprise most of their spacefaring force, and encounters with cruisers are rare (although often result in a Covenant victory, as the power of a cruiser is formidable).The movement speed of a Kryll is only slightly slower than that of a Seraph, with a difference of maybe ten or twelve kilometres.

Scarab - The new Scarabs stand a hundred and ten feet tall and pack dual plasma repeater cannons for anti-air purposes. The main Scarab gun has gone through several upgrades and defective models before arriving at the current system; a repurposed triple-barreled rotating plasma drill based off of Forerunner technology. The drill cannot pass through atmosphere, but models of the weapon system have been adapted to the Covenant space armada. On the ground, a Mastadon will hold up for less than ten seconds after the rotation of the drill is at full speed. The key to fighting the Scarabs is avoiding their weapons long enough for the spin to slow, then going back for a strike. The core has been moved deeper into the heart of the vehicle, meaning the UNSC has to employ heavy anti-armour systems against the massive vehicles. A MAC round from a Talon or orbiting cruiser will do, and when those are absent, Railcannons to the drill will destroy the Scarab’s weapon systems after concentrated fire. The rest is just a matter of dealing enough damage to cripple the legs and topple the beast of a vehicle.

In Halo 4 make it in forge so as you can change different vehicles or possibly objects like this. Say if you placed a pelican on the map and you pressed ‘object properties’, you could edit the amount of passengers, the amount of turrets and other additions. Same with the falcon in reach for forge and custom games, if you could select the amount of seats and weather or not the pilot has a gun. This would be great and you wouldn’t have to limit vehicles just because of Matchmaking. Another great example is the warthog, if you spawn a warthog you could choose a different type (Eg, Transport, missile, guass, standard ect.)

For reach title update, floodfight would be great. If flood could start off slow with no weapons and then speed up and start to carry different weapons getting harder wave after wave.

Another great thing for reach TU would be dual wielding, if you already working on it make sure you get it in but you probably don’t have enough time if your not working on it now.

VIP and new gametypes need to be brought in. Loads more customisation if possible aswel.

do to lack of attention span to read this entire post, i would just like to drop that new visor colors would be amazing, specifically red, and also, it would have been nice to change up the elites like we were able to customize them in H3.

I would love to be able to to color code vehicles and building pieces in forge. Even more awesome would be to skin a warthog and other vehicles in forge like some nascar games let you do.

In game tagging would be great too, I remember playing counter strike and being able to spray paint your logo on almost anything.

> I would love to be able to to color code vehicles and building pieces in forge. Even more awesome would be to skin a warthog and other vehicles in forge like some nascar games let you do.
>
>
> In game tagging would be great too, I remember playing counter strike and being able to spray paint your logo on almost anything.

im pretty sure you can change the colours if vehicle and building pieces in forge. I think you press B to bring up the menu

The multiplayer experience in Halo Reach falls well short of expectations. Rather than flame, rant, and argue, I’ve decided to use these forums as an outlet for my ideas. Before I begin however, I would like to mention that I consider Halo to be, above anything else, a competition. I competed in local Halo 1 tournaments, Halo 2 MLG Events, Halo 2 MLG Online tournaments, one Halo 3 MLG Event, one TGN Halo 3 Event and my team won a reserved MLG Pass on Gamebattles for the first Halo 3 season. I played Halo 1 on XBC in 2004 and I’m still pretty good at that game. My favorite game was Halo 2 and my combined games from all my gamertags is well over 12,000. That being said, I absolutely hated Halo 3 and Halo Reach. No disrespect to anyone who enjoyed those games, but this thread will generally attack the innovations used during those two games.

  1. The basis of any competition is an equal playing field. In Halo, this specifically refers to Reach’s Armor Abilities and Halo 3’s equipment. These additions prevent the game from developing the way it is supposed to. They give players unnatural advantages. Some people compare AAs to the H1/H2 powerups of Camo and Overshield, but I believe there is an inherent difference. Powerups are given to only one player at a time (excluding the Halo 1 glitch) and last for a finite period of time. It is also important to note that powerups are generally located in a strategic area of the map where both teams have a fairly equal chance of obtaining them. AAs and Equipment also have a major impact on the second and third items in the list and more information can be found there.

  2. Faster kill times make for better games. I already have a thread dedicated to this section, so I will keep this short. The most popular shooters have very fast kill times with their primary guns (pistol in h1, br in h2/h3, dmr in reach). Armor Abilities extend the length of battles and generally impede kills from occurring. The growing trend of extended kill times with primary guns also creates an imbalance when compared to power weapons which are still generally instant-kills. Here is the link [http://halo.xbox.com/forums/games/f/7/t/19156.aspx

3](http://halo.xbox.com/forums/games/f/7/t/19156.aspx). Proper mechanics in video games are essential. By this I mean that a video game must flow without obstructions and work in the exact same manner for each player, in any situation, every time. In Halo this means a few a things. There should not be a bloom. The bloom is completely random and violates the mechanics principle by not working the same way for every player. In a larger sense, a highly skilled player should always defeat a player of average skill, and the bloom complicates this. I know this may sound somewhat odd, but Halo separates itself from other shooters by the science of player-health. In this I mean that a player always knows exactly how much damage they must inflict on their opponent to kill them. Halo 1, 3 pistol shots to the head or 4 if you miss the head once. Halo 2, 4 Br bursts as long as the last one is a head shot. Even Halo 3 had a similar Br burst mechanic. However, Reach does not follow this principle. With the bloom it is often extremely difficult to know how many more times you will need to fire in order to kill your opponent. A violation of this principle is also seen in Armor Abilities and H3’s equipment. These new inclusions muddy the water on knowing how much damage your opponent has taken, and how much health you have left.

  1. The skill of the individual and he/she’s ability to work with teammates must reign supreme. I don’t believe that anyone wants to see a beginner get absolutely destroyed by a skilled veteran, but this division of skill must exist. Rather than design aspects of the game to favor the beginning player, a 1-50 ranking system is necessary to allow top players to play other top players and beginners to play beginners. I have seen a good team beat a bad team in Halo CE, 50-8 and then when that good team plays an amazing team, get beat themselves 50-8 (Team Slayer). This is an essential part of competition. Dumb-ing the game down to allow casual players to compete is a flawed principle. Rather than create a game that is fun and hope it is competitive, follow the Halo 1 example and create a game that is competitive and IT WILL BE FUN.

  2. Button combinations can work in shooters. I know the idea of button combinations seems exclusive to fighting games, but Halo 1 and Halo 2 showed us that they can work in shooters as well. Button combos add depth to the game. I believe the double melee in Halo 1, as well as BxB and BxR in Halo 2 should be included in future Halo games. I realize these may not make physical sense in the game but if you compare this to Active Reloading in Gears of War (which essentially says that reloading your gun quicker makes the bullets stronger) it doesn’t have to. Button combinations also place more power in the hands of the individual and allow them to contribute more to the game.

I know there are more factors that make a video game great, but I believe these are as important as any. Any feedback would be appreciated.

TL;DR. 343i needs to look at what made Halo 1 and 2 successful before designing the multiplayer for Halo 4.

P.S. Sorry for any grammatical mistakes or typos. I’m not proof reading this.

"Halo 4 needs everyone balance like in previous titles and reward in game actions via picking up equipment or AA’s."

How about being able to choose avatars or titles, similar to modern warfare 2?
Not complete customization of avatars though like black ops, that’d just promote inappropriate content.

I want sea battles! Like an amphibious elephant that moves really slow on land but much faster in water. These boats will have heavy turrets (a variety of turrets) but no weapons the driver controls. I imagine it where you could play capture the flag on the water and each team has an elephant as their home base. Teams would try to board the other ship and steal the flag. Like a pirate battle! And the elephants would have weak points so you could at least hurt them. A short survival time in the water would be nice. Then you have a chance to live if you dont make it to the next ship. I just want some kind of water vehicle, like a jet ski! With guns!

On a different note, I dont see the point in strictly following the canon in firefight, custom games and forge. For example, I think that we should include tons of customization options, like the flood in firefight, even if they are not in the campaign. Same with weapons and vehicles. Lets see the target locator, along with all the other weapons from all the Halos, in custom games, ridiculous vehicles in forge, and a plethora of enemies in firefight. Just dont take it out if it can stay. If you give the community tons of toys to play with, the game will last longer as it will always have new material being produced.

I trust you 343 with the campaign. Halo is special because its story is one of the best in gaming. Keep it that way. Considering Master Chief’s position right now, You have a blank slate to work with. Make it new and exciting!

Oh and as a side note, i think that the system for finding and downloading custom maps, games, screen shots, and videos made by the community needs some work. Its kinda messy and not really organized. Just keep that in mind

> On a different note, I dont see the point in strictly following the canon in firefight, custom games and forge. For example, I think that we should include tons of customization options, like the flood in firefight, even if they are not in the campaign. Same with weapons and vehicles. Lets see the target locator, along with all the other weapons from all the Halos, in custom games, ridiculous vehicles in forge, and a plethora of enemies in firefight. Just dont take it out if it can stay. If you give the community tons of toys to play with, the game will last longer as it will always have new material being produced.
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> I trust you 343 with the campaign. Halo is special because its story is one of the best in gaming. Keep it that way. Considering Master Chief’s position right now, You have a blank slate to work with. Make it new and exciting!

I completely agree 100%. The Canon doesnt need to matter in firefight and multiplayer. I know that bungie (and probably 343i also) likes to give all the maps a place in the universe, but that doesnt mean you cant put in some classic weapons just for fun in forge and customs. I understand that it takes time to code things so you might not have the time to code them, but just think about it as a little extra thing if you have the time. Also Flood firefight would be the coolest thing ever and a new forge based map with a new environment would be nice. I love forge world so much but a new style would be nice.Lastly, keep up the great work, cant wait for Halofest!

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More mechanics like hijacking and dual weilding, that change the basic idea of gameplay but refresh it and make intresting. And more just one ore two thing, perhaps three or four. More than what we usualy see. Oh and pie is always nice, makes everything better :slight_smile: