THE OFFICIAL HALO FEEDBACK THREAD

Knee Guards in the Armory to be fixed, to be specific two of them… Gungnir and Grenadier. What’s wrong with them? They don’t “fit” or even adjust in any way to the actual Knee Cap of the Spartan (males).

The FJ/Para Knee Guards have a “black gel” layer in the inner cup of the Knee Guard that apparently glues it to the knee cap properly. Out of the 3 KG’s these are the only ones with it. Gungnir and Grenadier basically float above the actual Knee. And for some reason both those KG’s fit better to the Female body then the Males? (And Grenadier are the biggest KG’s in the game? What?)

Male: (stationary)

FJ/Para (This is what I mean by “black gel layer”)
Gungnir
Grenadier

Riding in a Falcon:

FJ/Para
Gungnir
Grenadier

Female: (stationary)

FJ/Para
Gungnir
Grenadier

Riding in a Falcon:

FJ/Para
Gungnir
Grenadier

As you can clearly see since both the Gungnir and Grenadier KG’s do NOT have this “Black Gel Layer” they seem to idly float on the knee, not connecting with the knee cap at all. And the Gungnir and Grenadier KG’s fit better on a Female Body. I can understand Gungnir cause they’re the smallest ones, but Grenadier? Orly?

My solution: Place this “Black Gel Layer” inside the inner cuffings of the Knee Guards to “form” them to the Knee Cap as they’re supposed to. THAT, or make the Knee Guards cuff to the bottom/top of your boot. As seen in this image of Jorge sitting in a Falcon.

Really it’s Grenadier that’s my biggest worry. I remember the day I finally got the cR to buy it just to find out how ugly it looked. Been wearing only FJ/Para ever since because of this…

So I beg you 343 PLEASE fix these Knee Guards with the TU! It’s literally the ONLY thing I want from you guys/gals hard at work. I don’t care about Bloom, AL, all that crap. Just fix these, PLEASE! =)

First of, I enjoy Halo Reach, I don’t love it but it still feels somewhat like a Halo game. What bugged me the most about it was the speed of the game. What’s critical in any game is its pace, well in Reach it’s just too slow, plain and simple. Not just the gameplay but even general progression.

Movement is 25% slower in Reach then it was in Halo 3 and for some reasons, all weapons have been generally nerfed, notice how quickly you emtpy an entire round. Not only does this make gameplay sluggish, but it also makes it more difficult to acquire multiple kills without the use of power weapons. I’m sure many will remember in Halo 3 that getting a double kill with an assault riffle came much more often.

The other thing i wanted to discuss was the leveling up system. It aswell is a little sluggish. But there is a really easy fix to that. More levels, less experience/work needed per level. In the end it will still take you the same amount of experience/work to get from Point A to Point B, but now players can finally feel and see the progress. This type of feeling is definetly neccesary when reaching the higher ranks, sometimes, it just feels like your going absolutely no where.

To be completly honest, it is hard for me to believe that someone associated with 343 Industries will actually read this and consider it. But as a community I speak on behalf of my opinion and the opinions of many others in this community.

coming late into this thread, its prolly clear that i wont know if this has been mentioned yet and most likely wont go through 49 pages to find out, but this is regarding either halo reach multiplayer or future halo titles multiplayer

big team, if at all possible, when taking the helm from bungie for its matchmaking, please and i do mean PLEASE! change big team into 2 separate options, Big Team Slayer and Big Team Objective (similar to 4v4 team slayer and team objective)
i hate having to go into matchmaking versing a group of 8 and having them choose the gametype and 99.9% of the time its ends up being an objective gametype (most of the time to pad stats), its becoming real hard for me to even remember that slayer IS a choice in big team matchmaking

Big Team Slayer
-Slayer
-Bro Slayer (is this even still around?)
-Pro Slayer (sprint only)
-Snipers

Big Team Objective
-CTF
-Territories
-assault
-neutral assault
-neutral flag

theres clearly enough gametypes to separate it into 2 and enough maps to have it varied, and really, there are times where i would only prefer slayer and other times where i wouldnt mind a team based objective game. If this isnt possible to do in halo reach anymore, for whatever reason, i strongly suggest you put it in future halo titles matchmaking

,Some things I would like to see addressed in Halo: Reach.

  1. Banshee Nerf - The banshee in Reach is a powerhouse. The Banshee’s bomb has a blast radius that in my opinion is a bit to large . Also, the banshee tricks need a cooldown. Maybe a good three tricks and your boost meter is depleted. This would force the player to chose between elaborate dodging or boosting to cover. If you were to consider this, I would consider how many shots it takes to destroy, as not to unintentionally nerf it too much.

  2. Big Team Slayer - Just increase its likeliness in the playlist.

  3. Saving map data in theatre - Saved Films are actually in game data that is saved and “reenacted” by the game engine itself. This also means the map data is present. So, say you want an older rendition of your map back. If you could somehow implement a “Save Map Data from Film” button, one could use it to get older map data back from an old forge film they had. Also great for if you get the forge glitch where map data is saved over a different map. Making backups would be easy and more organized through saved films.

343, I really hope that you include elites as playable characters in Halo 4 multiplayer. Please don’t forget about us elite fans. Halo just wouldn’t be the same for me If i couldn’t play as my favorite video game species . Also the Arbiter’s (Thel 'Vadam) story isn’t complete yet. Don’t forget to include him in future Halo titles.

> According to Frankie’s interview, he indirectly announced that there would be no sangheili (elites) in Halo 4, or the rest of this new trilogy for that matter. He made the statement that there will be “no purple in Halo 4”, which we all can associate with Covenant/Sangheili technology. Now one might argue that no purple means no Covenant, and sangheili are no longer apart of the Covenant. I had hoped so too, but when Frankie revealed that the fans would not have even had to play the first trilogy to understand what happens in Halo 4-6, he sealed the fact that elites would not be making an appearance canon wise. Someone who never played Halo CE-3 would not understand why a bunch of dinosaurs would come to the aid of the main protagonist.
>
> But, this does not mean that elites should not make an appearance in Matchmaking. We have been allowed to play as sangheili since Halo 2, and admittedly their popularity started off extremely low, but it has risen so much throughout the years. Now in Halo Reach, the community does not reject those who prefer to play as sangheili. I still have yet to be called a split-lip or a dinosaur in matchmaking in Halo Reach. The sheer amount of players choosing the elite model has risen significantly since Halo 2, Halo 3 and Halo Reach. Not only would allowing elite models in Matchmaking comfort the rising population of elite players, but it would also be a nod to those players who have been around for the first trilogy.
>
> Regardless of how 343i would choose to incorporate elites into Matchmaking, like a downloadable add on to the game to make money (Microsoft would approve) or allowing it to be a standard option like it has been for the past 3 Halo titles, I feel matchmaking is not the same without the variety of models, especially not the same without your friendly neighborhood dinosaur.

Make DLC required for all playlists except: Team Slayer, Rumble Pit, Team SWAT, Multi-Team, Double Team, Community playlists and Firefight playlists.

I can see why Bungie made the choice not to make DLC required with the exception of the DLC playlists but most people have bought the DLC. Players rarely see DLC maps outside of the DLC playlists, why? Well, there are some who can’t afford the DLC, a fair few people are cheap skates and don’t want to pay $20 for 6 maps, the rest and I reckon the majority are people who bought the DLC, didn’t like 1 or 2 maps and then deleted the DLC. This ruins it for the rest of us who actually want to play the DLC in the regular playlists. Some playlists are in need of more maps such as Living Dead, Team Snipers and Big Team Battle.

The population shouldn’t be affected, when Halo 3 reintroduced DLC restrictions the population barely changed. Plus, there would still be 12 playlists which wouldn’t have DLC restrictions for those who actually cannot afford it. This is a must!

Also, one question. When is the next playlist update planned?

Halo was always a great game due to its multiplayer.That thing that made the multiplayer epic was in fact the ability of changing species.Halo Fans are interested in this and that is why people who did not like the Elites in previews games commented that the elites are awesume and that it is fun to play as them.In addition most true Halo fans comment that the Arbiter and the Shipmaster’s story if far from ending.That is why there are multiple requests asking to add the elites in the campaign, if not on Halon 4’s then in the one of future Halo titles.It will not be HALO without elites.If you completely remove them then the first trilogy will be pointless and besides Halo is not only the Master Chief.It has been mentioned that if older Characters return then newer fans will be confused.This however is not an excuse as there are three main sources of Halo information: Halo waypoint,Halopedia and Halo nation.A fourth one could be an in game article named the “History of Halo”, like in resident Evil.If you truly care for your fans and if you do love HALO then please add what we do ask:The Elites.We will not be embarassed if you could even add them as an add-on to HALO 4.Please check this article as well as as many as possible other articles related to this subject.We would also appreciate it if you could if you could add some of their weapons and if possible vehicles.Thanks for reading this article and please take everything into consideration.

Fix vehicles so they are not underpowered and overpowered at the same time.

So, since this thread seems to be the most important for feedback, I thought I drop my thougths here. I buy games for the multiplayer part mostly, because competing against human beings makes games long lasting, keeps them interesting. Halo is my first choice in FPS in that regard because of the shielding system for the ragdolls. It makes the battles last longer - it is not just quick aim - and it adds strategy and tactics also for taking down the shields, not just for maneuvering the maps. For the weapons I prefer single wield, so there is always a grenade for use. I like the two types of grenades: fragmentation and sticky. The frag is classic overall and the sticky IS HALO! Only two options for cycling makes it also easier to keep track of what is available. I like the weapon type split into ballistic and plasma with the idea that plasma rapidly depletes the shields. From the past games I would prefer shotgun, assault rifle, magnum, sniper rifle, grenade launcher, rocket launcher, plasma pistol, plasma rifle, needler, energy sword. This setup is pretty much enough for me for the basics but most importantly: I need a BATTLE RIFLE. A weapon right from the start that is good enough to compete against any other/heavy weapon. Weapons such as shotgun, rockets, grenade launcher are like point-and-shoot weapons, steady use … if maneuvered greatly across the terrain I like to be able to out-maneuver these point-and-shoot weapons with a three-bullet-each 4-shot weapon without bloom! Halo for me is maneuvering the map (in all three spatial axes) and having a simple but destructive weapon right at hand makes me feel safe and with that feel great! Any kind of equipment or abilities brakes the game for me, it may increase variety but it also destroys predictions. Predicting correctly is skill, luck as a basis is unsatisfying … last but not even close to least: I use the 360 controller with a finger on any of the shoulder buttons (bumpers and triggers) … so I would like to see the Bumper Jumper return with swapping whatever on XYAB - these controls are HALO controls. Without Bumper Jumper Halo multiplayer is senseless. BTW Reachs menu navigation, matchmaking and animations ingame are awesome!

Have fun in creating Halo 4,5,6 and whatever will be in between.

A couple of [gametype- and forge-related] suggestions and requests for the TU:

Bring back VIP.
Add an option to have a “ball” object in Insane score zero points.
Allow the Juggernaut to carry other weapons than the Hammer.
Make it so that if the “Team” of an object is set to Red [example], then that object only applies to that team. For example a “Red Team” Mongoose can only be driven by the Reds, and a Red Soft Kill Zone only kills the Reds.
Make trait hills; anyone inside it will have traits pre-defined by custom game options.
Separate Elite and Spartan Base Traits to balance out Invasion Slayer.
Bring back increase damage for headshots as an option.

And now some suggestions to improve the Sandbox for the TU:

Weapon Sandbox:
MELEE WEAPONS
ENERGY SWORD: Remove Sword Block or add an on/off toggle for Custom Games that is always off in MM
GRAVITY HAMMER: Decrease lunge range and the time between trigger pulled and shockwave released (by shortening the animation).
AUTOMATIC WEAPONS
ASSAULT RIFLE: Increase clip size to 60 and make it 22 bullets, not 24, to kill a fully shielded target
PLASMA RIFLE: Increase health damage by 10% and overheat time by a quarter.
PLASMA REPEATER: Increase plasma bolt movement speed and increase shield damage by 20%.
PLASMA PISTOL: Decrease the tracking of an overcharged bolt of plasma, but only on players and not vehicles.
NEEDLER: Decrease tracking slightly to counteract slower movement speeds.
SPIKER: Massively increase both shield and health damage to the power of dual-wielded duos from Halo 3, but decrease RoF to counteract this. This is not so much of a fix as just making it unique from other weapons.
PRECISION WEAPONS
DESIGNATED MARKSMAN RIFLE: Give it a 2x Scope so that it is not so overpowering over long distances but counteract this with a faster reset and growth for bloom. Decrease it’s damage to vehicles to the point that it takes 135 bullets to destroy a Banshee, and complete remove it and the Magnum’s abilities to significant alter the direction of, or flip, a vehicle.
NEEDLE RIFLE: Make it a 7-shot.
MAGNUM: Increase bloom reset speed by 40%.
DEMOLITION WEAPONS
ROCKET LAUNCHER: Decrease splash-damage slightly.
FUEL ROD GUN: Decrease the angle at which a fuel rod will bounce off of the floor at and decrease RoF slightly.
SHOTGUN: Increase clip size to 12 and slightly increase effective range.
CONCUSSION RIFLE: Slightly increase damage.
GRENADE LAUNCHER: Absolutely fine, keep it exactly as it is.
PLASMA GRENADE LAUNCHER: Increase tracking to about halfway between now and the Halo: Reach Beta.
LONG-DISTANCE WEAPONS
SNIPER RIFLE: Decrease RoF 10% and decrease damage to vehicles so that it takes 12 bullets, not 5, to destroy a Banshee
FOCUS RIFLE: Make damage inflicted per second be increased the further the beam has travelled.
SPARTAN LAZER: Increase to 5 shots per battery and make it a 1-shot kill even on tanks.
GRENADES
FRAGMENTATION GRENADES: Increase fuse length by three quarters of a second.
PLASMA GRENADES: Absolutely fine.

Vehicle Sandbox
Mongoose: Increase speed, but also increase weight massively so that it doesn’t always flip.
Warthog: Make the Warthog much more “ground-hugging” and definitely heavier. EG, if it lands on its nose it will not overturn.
REGULAR: Slightly increase turret damage.
GAUSS: Decrease RoF and remove the shooting-through-forge-objects glitch.
ROCKET: Slightly increase splash damage.
Ghost: Increase Plasma Cannon damage to its Halo 3 level and make the fuel tank doubly resistant to damage than it is now.
Banshee: Make it exactly how it was damage-wise in Halo 3, and make flips consume one fifth of the boost meter.
Revenant: Remove the auto-aim and random-fly-through-air-really-fast-into-wall glitches.
Falcon: Increase height gained per second when LT is pressed.
Scorpion: Decrease overall damage by 20%, but increase RoF to Halo 2 level.
Wraith: Increase rate of fire 1.5x and acceleration during boost and deceleration after 2x.

Armor Ability Sandbox
AL: Remove EMP except for after a full charge, remove the Ghost 'splodin abilities it possesses or possibly add a toggle and decrease length to 3 seconds. Also remove the stun received from punching someone in AL.
Hologram: Remove any flicker apart from just before the Hologram deactivates, and make sure it always shows up red on the enemy radar.
Sprint: Remove that panting noise for the user and teammates of the user.
Evade: Fix Spartan Evade hitboxes.
Jetpack: Increase duration by a quarter but decrease upwards lift slightly.
Active Camo: Make it so that you can walk slowly (without crouching) and still be almost see-through. Maintain the radar-jamming capabilities, but have the user show up as grey so as to alert enemies.
Drop Shield: Make it able to withstand 3 direct Scorpion blasts and last 25 seconds, but have it only one use per minute and a half to counteract this.

Melee: Add an on/off toggle for bleedthrough, and make it so that when “on” the Melee depletes the equivalent of all shields and one fifth of health.

Add a bloom on/off toggle.

Thanks for your time BS Angel : )

I would like to see the return of 1-50 ranking system, in my opinion Arena in Reach promotes selfish gameplay, because it doesn’t reward the entire team evenly for a win in a team based game. Everyone shifts focus away from teamwork and worries more about their K/D ratio’s and how they are doing individually…

could you please have a custome/fan email adress available on view

> > According to Frankie’s interview, he indirectly announced that there would be no sangheili (elites) in Halo 4, or the rest of this new trilogy for that matter. He made the statement that there will be “no purple in Halo 4”, which we all can associate with Covenant/Sangheili technology. Now one might argue that no purple means no Covenant, and sangheili are no longer apart of the Covenant. I had hoped so too, but when Frankie revealed that the fans would not have even had to play the first trilogy to understand what happens in Halo 4-6, he sealed the fact that elites would not be making an appearance canon wise. Someone who never played Halo CE-3 would not understand why a bunch of dinosaurs would come to the aid of the main protagonist.
> >
> > But, this does not mean that elites should not make an appearance in Matchmaking. We have been allowed to play as sangheili since Halo 2, and admittedly their popularity started off extremely low, but it has risen so much throughout the years. Now in Halo Reach, the community does not reject those who prefer to play as sangheili. I still have yet to be called a split-lip or a dinosaur in matchmaking in Halo Reach. The sheer amount of players choosing the elite model has risen significantly since Halo 2, Halo 3 and Halo Reach. Not only would allowing elite models in Matchmaking comfort the rising population of elite players, but it would also be a nod to those players who have been around for the first trilogy.
> >
> > Regardless of how 343i would choose to incorporate elites into Matchmaking, like a downloadable add on to the game to make money (Microsoft would approve) or allowing it to be a standard option like it has been for the past 3 Halo titles, I feel matchmaking is not the same without the variety of models, especially not the same without your friendly neighborhood dinosaur.
>
> As compelling as the quoted argument is, I think that there still might be a slight chance that we will see a return of the Sangheili, simply due to their apparent presence in the upcoming ‘Halo: Glasslands’ novel by Karen Traviss.

Glasslands does take place post- War era, but with the almost certain confirmation from Frankie, and whether you believe the speculated rumors being tossed around, Sangheili most certainly do not have a spot in Campaign. I personally feel Halo is not the same without fighting the Covenant, using the classic Needler, Energy Sword, Ghost or Banshee, but that all can be put into Matchmaking thankfully, if 343i would listen to the fans. Halo without Covenant weapons & vehicles (And in most people’s opinion Elites) just simply isn’t Halo.

1 more quick (Edit: ha ha ha) suggestion as to the campaign of Halo 4-

I heard that you altered the lighting in the Library to make it easier to navigate. Which is fine. But remember that getting lost in a campaign level is not just a downside of lack of ease of navigation - it also makes the campaign level seem 1000x bigger and longer.

For example, think of Reach’s campaign levels. Were they large? Yes. Did they give you ANY reason to go and explore your surroundings? No. Your progress was completely orchestrated by a series of waypoints, and all you had to do, really, is walk straight.

Being lost, and having difficulty navigating, forces players to explore their surroundings, bringing back that original feel of exploration we all associate with Halo CE. It’s not just the look of the maps and levels that encourages that - Forge World was a bit of a throwback to the Halo CE E3 look - it’s the incentive to wander. Reach and Halo 3 both gave you little incentive to wander, in contrast to Halo CE and ODST’s Mombasa Streets. The only levels that I managed to get lost in in Halo 3, ODST and Reach is Mombasa Streets (without the map, I would have been SCREWED) and Cortana (a little).

In conclusion, if you allow people to get lost, they take their focus off of completing the level and start to look at what a nice campaign space you have provided for them. If they don’t get lost and every waypoint is simply laid out for them, they focus more on completing objectives and notice much less around them. Thinking of walking/driving to work in the morning - do you look around? Now imagine you get lost - how much more do you notice your surroundings?

Get my point? This stands for multiplayer, firefight, and campaign maps. Think of Infinity. Although it might not actually have been bigger than Reach maps, it looked huge because navigating it wasn’t easy. Now think of Spire. Think of all the unexplored areas on that map that people just DON’T NEED to go to, and therefore never appreciate. Think of Mombasa Streets, with its emphasis on wandering; now think of the Reach mission Pillar of Autumn, with absolutely NONE of that. Bring wandering back. Make us get lost.

Aside from less-than-spot-on navigation, there are a couple of other ways to induce that feeling of exploration, given an already completed campaign space. One is skulls and black boxes; I hope Halo 4 features both, and lots of 'em. Hiding units like Engineers in ODST (with a motive for finding them, like an Achievement) might also accomplish the same effect, except you’d have to make them Proto-Graveminds, Flood Dens, Stalks, or Juggernauts (please please please) because there won’t be any Covenant.

Another way to enhance this feeling of exploration might be to introduce a new mechanic into the Halo campaign, something I don’t remember ever seeing: Flanking and Ambush by hostiles. In Halo, generally you fight your way straight across a level. It would be more interesting if there was less of a “wall” of enemies like Reach/H3, and more of a system for roaming “groups” of enemies, like what is partially implemented in Mombasa Streets. This approach requires strategy, forces you to wander, and instills fear. Especially if the “groups” of enemies are made up of new Flood types - I’m imagining combat forms, Stalker forms, infected marines, infection forms, Juggernauts, thrashers, and those bird things in Halo Wars. Imagine seeing them wandering around, and you of course have to hide. Interesting, right?

I would like to see the time between melee attacks increased and for the damage that light vehicles (most importantly the Warthog & Ghost) take from small arms to be reduced significantly. As it stands they’re almost not worth using in some games.

I’d also like to see bloom have more consistently predictable results after the title update. The spread caused by loom currently is too random in that it gives kills just often enough to encourage players to try their luck by firing at a faster rate than should be optimum.

A few more custom options such as a grenade damage modifier would also be nice.

I will do my best to keep this as short as possible, as i try and express my hopes for Halo 4. I am a huge fan of halo have been for a long time and I enjoy reach however I have to say I believe halo 3 was better. (not going to go into Halo CE or Halo 2 as they were on a different counsel and are to far outdated to really request anything) Yes reach had far superior graphics and animations, as well as how smoothly the game play ran in comparison to 3. But I can’t help but feel that Halo 3’s multiplayer and campaign were better. Campaign was better simply because it had the chief making the story far more interesting, to me anyway. The multiplayer problems are far more complicated however, in the interest of keeping this short I will just talk about thing elements that I think bungie got wrong. First of all, the armour abilities, I do believe sprint was a long time coming but outside of that it they were awful. They made the game frustrating and annoying, you could do everything right in trying to kill a person then with a click of the button it was all for not as they jetpack or armour lock their way out of it. Please leave the armour abilities out of the game not just because they were incredibly annoying but they would break Halo canon as the chief did not have armour abilities and for a lot of us who really enjoy the Halo Universe storyline it is pretty upsetting when canon is broken. Maybe one time usage for armour abilities could be a good way to bridge the gap between people that hate them and people that like them. Make it so you can pick up the different abilities the things as equipment use it once and its gone, I personally would rather see them disappear completely and just bring back the old equipment(powerdrain, regen, bubble shield etc) but that’s just me.
Furthermore, the reach beat down system, completely broken no need for explanation just revert back to previous Halo’s where the beat down went through shield and into health. I have no problem with assassinations but the double beat down in reach is just abysmal.
I’d like to see a return of the real true skill, at least in ranked slayer, the 1-50 made you feel like you were really trying to accomplish something and made it so winning every game was important. with the current rating system i could care less if I win or lose as long as I have a good rating. Then you get put in a division whoopte doo, it means literally nothing to me I could honestly care less what happens. The 1-50 just made me want to continue to play and have better games, it also made so you were playing people around the same level. Yes their were people who broke it and it was not a perfect system but I enjoyed it more. Which brings me to my next point, the bloom, I don’t hate the concept of recoil, I just hate how it was done in this reach. Made it all too random, if I’m playing against people around the same level as me I prefer a game that promotes the person who is better or is playing better to win. With the bloom again you could do everything right and then randomly even though your target is perfectly align with your opponents head you still lose.
Shields in reach take way to long to recharge and grenades are beachballs, they both need some work.
The multiplayer maps took a serious step back in reach as well, forge world was a great idea it just fell short due to the fact the color scheme is always the same and it becomes mundane to look at.
The outside the bloom weapons in reach I have no problems with at all, although I miss dual wielding and the smg than the sword block, doesnt make any logical sense to me but I digress. The weapons playing their different roles as far as distances was a serious positive.
Firefight is cool and all but ODST firefight was still better I can’t put my finger on why I just loved how every wave round and set got harder with the skulls. I would like to see a flood firefight but its not a make or break.
I think that summarizes all my thoughts on Halo 4, I am really looking forward to Halo anniversary, love the fact that its the same game play with updated graphics, could not of asked for anything different, 343i hit it on the nose with how to approach anniversary. So if 343 really reads this please consider what I say, oh and bsangel you are killing it on the halo bulletins, keep up the great work. I have been enjoying reading the bulletins far more than I ever enjoy reading the bungie updates.

I honestly have no Idea if this has been said or not but, there are some match making playlists that only let you have 2 people on one console. It would be fantastic if we could play 4 player split screen in community playlists like action sack, team classic and griffball and non community playlist like big team.

After all Halo is such a great game that when I have 4 people over it tends to be what we want to play.

As a member of the Mythic community, I would kindly suggest incorporating skulls into the campaign for both Halo CEA and 4. To that end, I personally enjoyed searching for them (in the Halo 2 and 3 fashion) while still being able to enable found skulls through the campaign lobby (like Halo 3 and unlike Halo 2). And as a rep. for the Mythic community, I would also request an easy method of proving mythic difficulty (legendary, ALL skulls on, no deaths, scoring enabled). For ODST and Halo 3, this was easily seen through a carnage report. But with Reach and the ability to save and quit mid-game then starting at that quit point, not only was the carnage report needed but so was a film. If Halo CEA and subsequent games actually use a built-in difficulty (such as easy, normal, heroic, etc.) of mythic, this would be greatly appreciated. Or, if a level is completed on mythic difficulty, then the carnage report states that “X level was beaten on mythic difficulty” would work too. Thank you for your consideration.

Sangheili MUST be in the game somewhere. If not in campaign due to canon reasons than at least in multiplayer where canon issues will not affect. 343i please do not get rid of Sangheili, as one of my colleagues have said “it would be like taking the reapers out of mass effect.” And I have to agree