> 2533274836395701;5280:
> don’t take any of my criticism as hostility i’m just passionate, though you’ve seen me around so you’re fine.
No worries. Ditto. 
Re: Personal/global ordnance drops:
Although global drops could have been used strictly as in fiction static drops, they weren’t. As you said they were random. That’s why I don’t defend the drops at all. They weren’t good at all. They were bad.
My only complaint about people complaining about the drops is how they seemingly get blown out of proportion. Like sure, they exist, but I played a ton of Halo 4 back in the day. If the drops had been removed for TMCC I’m not sure how long it would take me to notice they were gone. I’m serious. They were just so inconsequential in my eyes. They were these little random bonuses that never amounted to anything in my playtime. They never decided a match for me, so when people get so caught up on them I just don’t get it, but they act like it’s some damning, fatal flaw that ruins the entire game and I’m like “Once every three games someone gets a SAW, which is cool but I still have a DMR so they’re still boned.” And then I just forget it exists again.
I mean compare the drops to the BR spread in Halo 3 that this entire community just hand waves away as if it’s nothing. And they’ll still claim it’s the best esports game and it drives me insane. At a certain mid range distance you could have both players stand completely still, have one player aim at another’s head and due to the BR spread, sometimes the player would die in 4 bursts, sometimes he will die in 5 bursts and sometimes he will die in 6 bursts. That’s with no one moving at all, aim not being adjusted, and just literally spraying. That’s a 50% burst difference! How can that ever be excused? This guy got two extra grenades from the sky and it’s the end of the world, but this guy by sheer luck has RNG decide his bursts will kill 33% faster and everybody just shrugs and screams “The most competitive Halo!” The insane double standards is patently absurd. I would gladly swap in random drops just to remove BR spread every single time. How can you cry about competitiveness of drops when you have a gun that makes every encounter a complete pull on the arm of a sot machine? I can adjust my play to my enemy getting two grenades or a SAW. I can’t adjust my play to account for the instant unpredictability of BR spread. Yet everyone loses their minds over one and just pretends the other doesn’t exist.
> 2533274836395701;5280:
> As for custom loadouts the issue came down to having 4 weapons doing the same thing with slightly different attributes with similar kill times,
Well, you’re definitely not wrong, but the problem is the DMR was a replacement for the BR minus the expectations people had so that Reach didn’t have to address them. So to bring them both in really just leaves players with player agency and they play very similar or piss off a huge chunk of the community. BR starts, DMR fans and AR weirdos are pissed. DMR starts and BR fans and AR weirdos are pissed. AR starts and the game is not even mildly competitively oriented.
> 2533274836395701;5280:
> if there is 1 default weapon the the role of the developer is to create more differentiation if that is the baseline.
This principle is true. However, in this case, that means for a BR start and no DMR (because, again, if it’s equal in power then half the pop will demand DMR starts), DMR becomes a power weapon and definitely becomes OP. If DMR starts and no BR (because, again, if it’s equal in power then half the pop will demand BR starts), BR becomes some pointless weapon and no one is happy with it. In either situation, you can’t have both in the same game without letting people start with either.
> 2533274836395701;5280:
> Also in BTB being able to spawn with a plasma pistol and sticky nades was disgusting, considering that like 70% of H4 population were playing the 2 or 3 BTB playlists that isn’t good.
I don’t feel bad for blowing up people who want to spend 100% of the game time in vehicles with an unlimited machine gun turret or gauss, or play in a walking tank or flying bomber. And everyone ran boltshot anyway, so it’s really only plasma nades or power weapons that would kill them.
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> The perks just made the game far more uncertain in any given encounter and made way for players to tech into cheese playstyles that didn’t add any benefit to the game or the players.
I’ll be honest with ya, in all my time playing I just don’t remember them being a problem at all. Some people could reload faster and some people could sprint indefinitely and others could rank up faster or carry a DMR and a BR for whatever reason. To me, it really didn’t make much of a difference at all.
> 2533274836395701;5280:
> Unfortunately automatic weapons in Halo games have always sucked, If there was no sprint and maps became more compact with less openness they would get more use.
But do we really want to dumb the game down enough so that automatics are viable? Then shotgun camping just becomes the entire meta to the point you’re an idiot if you’re not camping with the shotgun.
> 2533274836395701;5280:
> JiP is not ideal. If everyone had the choice of turning off JiP, JiP couldn’t work, i would also wager most would turn it off which is telling of the mechanic.
I’d wager the exact opposite. If they could only be put into games where no one can join or rejoin, they will wonder why the game is frustrating and it’s because you’re stuck not playing with anybody.
I can tell you with certainty that the amount of time wasted wasted in lopsided games in Halo 2 & 3 is far higher than it ever was in Halo 4. You’re just far less likely to end up in a cascade of quits in Halo 4 big team than you are in Halo 3 where it felt like you could only get one good match per half hour bc the rest of the time people quit as the game started.
> 2533274836395701;5280:
> I disagree Reach was great fun
I’m not saying Reach is bad. I think there was a skill involved in understanding the timing and risk/reward to reticle bloom, even if the concept was just a hare-brained attempt at recoil. It was however, a different strategy to the act of shooting in that game. In Halo CE, 2, 3 & 4 the act of shooting is strafe, bob, and just unload accurate shots as fast as possible. In Reach the act of shooting is strafe, bob, and find the right tempo to shoot accurate shots. It’s not bad, but it is different. In Reach and 4 your armor abilities might factor in, but the majority of gun fights are not directly impacted, unless you have shield or armor lock. Active camo & vision can help you get the jump on someone, but when it comes to actually shooting they don’t change the fight. In Halo 5, the act of shooting is boost dodge, air dodge, ground pound and then stand still and aim down sights so you can shoot.
> 2533274836395701;5280:
> Killcam and it’s application in Halo was very janky and not very useful. If there was an option between that and the old style of 3rd person camera over corpse i’d choose the 2nd option. At least give the choice.
I’m always fine with a choice like this. I’ll take the info so I know where they were hiding over staring at a corpse probably getting teabagged by some tweener shouting racial epithets.