I think we’d all agree Halo 3 has a distinct mechanical identity, and I think a big part of that identity is the way weapons function in Halo 3. There’s a lot of nuance to the way weapons work in Halo 3, and that is due to the lack of hitscan. When I was a kid playing Halo 3, the BR was like a friggin’ mystery to me. I didn’t understand that thing! I was pretty squirrel-y in one-on-one engagements, but I really couldn’t consistently win BR fights in a way that made me seriously competitive. I didn’t understand until recently how to use it well, and it has changed the way I play.
So, what’s the point? I feel like Halo 3’s precision-weapon mechanics actually did a lot to round out what is essentially fairly simple gameplay. They, in very subtle ways, did a lot for the skill-gap and for the “Hidden complexity” of Halo (3) that anyone who’s put a significant amount of time into the game can speak to. People are saying 343i is reluctant to return to the bare-bones (pre-reach) bungie era of Halo, and I think many understand that from a developer’s side of things releasing a game like Halo 2 in today’s shooter market would feel like a half-baked effort–like the game was “under-featured” or something. But to me, Halo 3 has a lot more flavor than Halo 2, even though essentially they’re the same game in terms of–you have grenades, you have these movement options (i.e. crouch and jump, cardinal directions etc.), you have melee, you have your gun–and that is in large part due to the lack of hitscan.
Short story shorter: there’s a lot to be said for digging into the features that are there and digging into them to add complexity, rather than adding new features altogether. I would argue that Halo 3 was the most complex, shooting-mechanics wise, of any game in the franchise, and it was also the most successful. I would not go so far as to say that’s the reason, but I wouldn’t be reluctant to say that that was one of many factors of its success. In a Halo community context in which all the arguments about Halo multiplayer’s decline pretty much revolve around sprint or no sprint (or abilities in general), I’m curious where the arguments for or against hitscan fall into place, and if they have one at all.
Disclaimer: I am not an avowed abilities or no-abilities guy. I loved Halo 3 and still believe it’s the most fun game in the franchise. I also, from an imaginative standpoint, appreciate the capacity to, as a spartan, just -Yoinking!- “sprint” places. I have at times been a fairly competitive Halo 5 guy. I have fun with that. I hear the arguments against sprint and how they break Halo’s identity (/gameplay in a fundamental way) and I go, “Yeah, that makes sense.”
Side note: Hitscan and its relevance may actually have a larger role in arguments about big team/vehicular combat. Vehicles, in my opinion, haven’t been fun since Halo 3, and I think that is largely due to the huge increase in weapon accuracy in following Halo games. Never in Halo 3 could you so easily grab the standard mid-to-long-range weapon and snipe a guy out of the back of a warthog or ghost as you could in Reach, 4, and 5. This coupled with the new mobility options that have also been introduced since three, and you have your answers as to why big team just doesn’t feel like big team anymore. I’m not saying that a lack of hitscan would fix this, but I am saying that a huge increase in weapon functionality/accuracy has led to a broadening of mapspace that has been one of the factors that has led to a dissolution of Halo’s multiplayer identity. Removing hitscan could be one way to address this.
2nd disclaimer: This taken with the grain of salt that (I’m sure) many other subtle adjustments would have to be made to make the removal of hitscan functional and logical to the gameplay.