Alright, after some thought and hearing other’s opinions, here’s yet another compromise I’ve thought of.
Campaign:
Removed:
-
Spoortan charge + Grund pund - Thrust - Clamber - Sprint (and AT&T, though they’ve really removed themselves due to a chronic lack of cell service) - ADS (see multiplayer, 6 for full details)These can all be turned back on as skulls, similar to the cowbell skull or the grunt confetti skull. The campaign will be balanced around Halo CE to 3’s BMS, with Legendary having AI similar to that of Reach, where it’s not unfair per se, but is quite advanced and punishing (ex: high rank elites basically won’t take a plasma pistol charge shot; they’ll dodge it). The goal of this is to A. Design the campaign for classic players and bring back a strategic nature of the campaign while B. Giving newer player the option to play with spartan abilities on a legendary campaign that’s still challenging and rewarding to beat, but also appropriately adjusting their score due to enhancements being used.
Multiplayer:
Removed: -
Ground Pound - Spartan Charge - Thrust - Slide - Either: clamber is removed and jump height is restored to H3 values, or jump height remains current and clamber stays current. - Hit scan is gone, and bullet magnetism is significantly lower (especially on sniper weapons). - ADS is overhauled; on any unsighted weapons (AR, Magnum, SMG, Plasma anything) there is no zooming in, but zoom exists on sighted weapons (BR, DMR, Carbine, Lightrifle, any sniper). ADS no longer tightens spread or reduces bloom.Sprint would be tweaked in such a way that 1. You cannot sprint with low/no shields 2. You can aim when sprinting (your reticule appears), but firing “breaks” sprint. 3. Sprint is not unlimited, it will break after a set, short-ish distance (similar to Halo 4). 4. You do not go “0-100” when sprinting, rather you slowly accelerate into a sprint automatically, much like a normal human being does. This “accelerated sprint” would break with sharp turns in direction or collisions with objects. 5. Full sprint is decreased slightly in speed from the H4 variant. 6. Base movement is increased from the HCE-H3 value marginally by 5-10%.
The goal of this is to A. Fully eliminate sprint in any combat scenario while B. Allowing a movement mechanic that no longer feels like you’re knee deep in water and -Yoink!- in traveling over large maps.
Furthermore, some new mechanics would have to be added to make Halo unique. Here are some ideas, not full proposals:
- Dual wield returns - Sprint overcharge- the ability to sprint even faster than currently possible (for a very short time) by clicking left stick in, allowing you to catch up to some vehicles like warthogs and ghosts. The penalty would be stiff; your spartan would move at moderately reduced speeds for a significant amount of time (the entire cool down time of the ability). This, I believe, would help nerf the impact of some vehicles like ghosts that can be so annoying in BTB and Warzone - Lock position: By double clicking right stick, you would lock your position on to whatever surface you’re standing on. This would disable movement, but would stabilize your aim slightly and allow for vehicles to be more easily ridden upon (ahem scout warthog). - Block mele- by hitting and holding the mele button, a block animation would occur; this prevents use of weapons (but not grenades) while rendering all mele damage moot. I always wanted to have a real fistfight with a spartan ever since I saw the Chief cutscene and I hate mele spam. Now, if you have a sticky grenade, you can force your opponent to finish you with a gun and stay back, or risk being stuck.This might’ve gotten off topic at the end, but I always hear how “we” want to devolve Halo. I wanted to propose some new abilities to replace the old ones. Of course, tilt and peek would also go a long way to