Things That Worry Me in Halo 4

1. Enemy movement.

In Halo Combat Evolved and in Halo Reach we had fast moving Elites that seemed smarter because of the speed in which they maneuvered. In Halo 2 we had slower Elites, and in Halo 3 we had very slow Brutes. This affected the way in which players viewed the enemies in both of these games. In the Halo 4 campaign demo, the new enemies moved slowly or stood still while shooting. The only glimpse of intelligent movement was through teleportation and slow strafing. The game would probably be better if the slow strafing was balanced out better with faster strafing and dodging options.

2. Enemy types.

Throughout Halo 1-Reach we had a total of seventeen enemy types. The Grunts, Jackals, Drones, Skirmishers, Elites, Brutes, Hunters, Prophet of Regret, Engineers, Infection forms, Combat Forms, Carrier Forms, Tank Form, Stalker Form, Ranged Form, Sentinel, and Guardian Sentinel.

There is a possibility the flood can return since they are an extragalactic threat, and are possibly dormant on other forerunner locations, but that may be out of the question for this story arc to make the previous games seem more complete.

The Covenant seen are also a rogue group of dissidents, so many enemies like the Engineers (not really enemies), opposing Brutes, and the extinct skirmishers may not return. Currently we only know of three new enemy types, but many missing roles have yet to be filled.

3. Original Weapons

Halo 4 seems to introduce new weapons that fill already filled roles. The Scattershot is basically the flak cannon from Unreal Tournament 3, and looks like a shotgun substitute. The light rifle plays very similar to the covenant carbine. Even the reload animation is reminiscent. The DMR and BR are in the same game. While these weapons are original in design, they are similar in function. Hopefully, we will receive a few more weapons that are original in both design and function like the sword in Halo 2.

4. Call of Halo?

While the killstreaks, perks, and other additions that seem like Call of Duty are not enough to create total chaos. They do force the game out of Halo’s likeable balance. Perhaps they should separate playlists further by adding a Classic Mode with its own separate big team battle, MLG, and other playlists to keep both new and old fans interested in the game long-term.

I agree with you. Classic shouldn’t be it’s own playlist, it needs to be it’s own SECTION.

TL;DR

> 1. Enemy movement.
>
> In Halo Combat Evolved and in Halo Reach we had fast moving Elites that seemed smarter because of the speed in which they maneuvered. In Halo 2 we had slower Elites, and in Halo 3 we had very slow Brutes. This affected the way in which players viewed the enemies in both of these games. In the Halo 4 campaign demo, the new enemies moved slowly or stood still while shooting. The only glimpse of intelligent movement was through teleportation and slow strafing. The game would probably be better if the slow strafing was balanced out better with faster strafing and dodging options.

bear in mind that the campaign demo shown was probably set to easy

> 2. Enemy types.
>
> Throughout Halo 1-Reach we had a total of seventeen enemy types. The Grunts, Jackals, Drones, Skirmishers, Elites, Brutes, Hunters, Prophet of Regret, Engineers, Infection forms, Combat Forms, Carrier Forms, Tank Form, Stalker Form, Ranged Form, Sentinel, and Guardian Sentinel.
>
> There is a possibility the flood can return since they are an extragalactic threat, and are possibly dormant on other forerunner locations, but that may be out of the question for this story arc to make the previous games seem more complete.
>
> The Covenant seen are also a rogue group of dissidents, so many enemies like the Engineers (not really enemies), opposing Brutes, and the extinct skirmishers may not return. Currently we only know of three new enemy types, but many missing roles have yet to be filled.

343i is intentionally keeping us in the dark to keep us in suspense for what is to come, plus they need stuff to talk about in halo fest this year

> 3. Original Weapons
>
> Halo 4 seems to introduce new weapons that fill already filled roles. The Scattershot is basically the flak cannon from Unreal Tournament 3, and looks like a shotgun substitute. The light rifle plays very similar to the covenant carbine. Even the reload animation is reminiscent. The DMR and BR are in the same game. While these weapons are original in design, they are similar in function. Hopefully, we will receive a few more weapons that are original in both design and function like the sword in Halo 2.

not all of the weapons have been announced, and while some weapons are similar in function, there are subtle differences in which the fans have preferences.

> 4. Call of Halo?
>
> While the killstreaks, perks, and other additions that seem like Call of Duty are not enough to create total chaos. They do force the game out of Halo’s likeable balance. Perhaps they should separate playlists further by adding a Classic Mode with its own separate big team battle, MLG, and other playlists to keep both new and old fans interested in the game long-term.

just because there are similarities doesnt make it the same. 343i is taking a way different approach on ORDNANCE (not killstreaks), tactical packages & support packages (not perks, and AA’s (not gonna be same as reach’s).

EDIT: and if you dont like the new additions to the new gametypes YOU DONT HAVE TO PLAY THE GAMETYPE!

YOU SIR, ARE DISMISSED!

> TL;DR

I think it’s more like you can’t read.

> > TL;DR
>
> I think it’s more like you can’t read.

What is TL;DR?

> > > TL;DR
> >
> > I think it’s more like you can’t read.
>
> What is TL;DR?

Too Long; Didn’t Read.

> > TL;DR
>
> I think it’s more like you can’t read.

Ironic coming from you…

Theres no killstreaks,stop getting bs off of fourm rumors and spreading it.So far we have 7 types of enemy Promethean watcher,Promethean Crawler,Promethean Knight,Promethean Lancer,Grunt,Jackal and elite.They could pull a CE reveal of precursor enemy types,or actual prometheans,not the machines we have now.

> Theres no killstreaks,stop getting bs off of fourm rumors and spreading it.So far we have 7 types of enemy Promethean watcher,Promethean Crawler,Promethean Knight,Promethean Lancer,Grunt,Jackal and elite.They could pull a CE reveal of precursor enemy types,or actual prometheans,not the machines we have now.

THIS!

people need to stop over reacting to rumors. and besides infinity gametypes is what has all the new additions to it, regular gametypes and objective gametypes is gonna be more like what people want to call “true halo”. But i think the infinity stuff will be cool :smiley: definitely an evolution of combat! <----- lol see what i did there? XD

> 1. Enemy movement.
>
> In Halo Combat Evolved and in Halo Reach we had fast moving Elites that seemed smarter because of the speed in which they maneuvered. In Halo 2 we had slower Elites, and in Halo 3 we had very slow Brutes. This affected the way in which players viewed the enemies in both of these games. In the Halo 4 campaign demo, the new enemies moved slowly or stood still while shooting. The only glimpse of intelligent movement was through teleportation and slow strafing. The game would probably be better if the slow strafing was balanced out better with faster strafing and dodging options.

Enemy movement in Reach was vulgar to me. Elites stood there firing and taking damage and their strafes were grievous. They rarely took cover and constantly berserked/charged.

In CE, Elite majors were actually a threat and Zealots weren’t degraded to being Spec Ops (further supported by the Zealot on TotS possessing active camo).

But I agree, the enemies should be moving more. Just not so much that it’s difficult to stealth them:

Elites in Reach move so much. It’s like trying to assassinate -Yoink!-, a pain in the -Yoink- since they’re so unpredictable. Unpredictable within predictability is better than all-the-time unpredictability. That’s why I like CE Elites. They surprise me and they aren’t behaving cheap when doing so.

I’ve come across Reach Elites several times with their backs turned being slow in responding to me. When I moved in for the assassination, I merely damaged them with a melee (meaning they were onto me) but it took a while for them to turn around to engage me. And guess what they did next? They berserked. Easy bs assassination.

> 2. Enemy types.
>
> Throughout Halo 1-Reach we had a total of seventeen enemy types. The Grunts, Jackals, Drones, Skirmishers, Elites, Brutes, Hunters, Prophet of Regret, Engineers, Infection forms, Combat Forms, Carrier Forms, Tank Form, Stalker Form, Ranged Form, Sentinel, and Guardian Sentinel.
>
> There is a possibility the flood can return since they are an extragalactic threat, and are possibly dormant on other forerunner locations, but that may be out of the question for this story arc to make the previous games seem more complete.
>
> The Covenant seen are also a rogue group of dissidents, so many enemies like the Engineers (not really enemies), opposing Brutes, and the extinct skirmishers may not return. Currently we only know of three new enemy types, but many missing roles have yet to be filled.

Cannon fodder, moving shields (as of Reach), main aerial troops, pressure, main ground troops, secondary/fill-in ground troops (and they’re pathetic), tanks/beserkers, damage sponge, provides shields and doesn’t defend itself (as of Reach), raises dead bodies and watches battles (as of H3), push overs, push overs, damage sponge, damage sponge, damage sponge/grenade eater/strength in numbers gone horribly wrong, annoying, don’t you mean Enforcer?

The types aren’t that distinct as you make them out to be. Only 6 of them were tactical/interesting to fight (Grunts, Elites, Drones, Skirmishers, Hunters, Enforcer).

These new enemies are much more distinct imo.

> Theres no killstreaks,stop getting bs off of fourm rumors and spreading it.So far we have 7 types of enemy Promethean watcher,Promethean Crawler,Promethean Knight,Promethean Lancer,Grunt,Jackal and elite.They could pull a CE reveal of precursor enemy types,or actual prometheans,not the machines we have now.

Ordinance sounds a ton like killstreaks. Get more points and weapons drop. It may not be like calling in an overpowered nuke or helicopter, but it’s still based on the idea of “hey this guy got more points by killing us better, lets make that gap bigger by giving him better weapons.”

I know there are probably going to be more enemies, but Halo 2 probably added the most new enemy types since the series began. I’m not very confident every role will be replaced or fulfilled right away. Especially since there are two more games in the new trilogy to add weapons and enemies. It just might seem light compared to other games in the series to some people. Also, how is this “freaking out?”

@Slider

I agree about some of the enemy types being redundant and uninteresting in the previous Halos, and that the Elites were too cheap at times in Reach.

I felt Brutes played very similarly to Elites in Halo 3, but were just slower bullet sponges. I don’t completely agree with your take on all the enemies, but I feel that way about some of them.

I also really didn’t like that programming trick they used for enemies dodging headshots in Reach. I would point my headshot weapon at a skirmisher or Elite that was looking the complete opposite direction, and they would automatically detect my presence and dodge roll on Legendary. It was a really cheap programming trick, and removed the stealth aspect of Halo to a degree. Not to mention it took me out of the game because it was an obvious programming trick.

> @Slider
>
> I agree about some of the enemy types being redundant and uninteresting in the previous Halos, and that the Elites were too cheap at times in Reach.
>
> I felt Brutes played very similarly to Elites in Halo 3, but were just slower bullet sponges. I don’t completely agree with your take on all the enemies, but I feel that way about some of them.

Alright.

> I also really didn’t like that programming trick they used for enemies dodging headshots in Reach. I would point my headshot weapon at a skirmisher or Elite that was looking the complete opposite direction, and they would automatically detect my presence and dodge roll on Legendary. It was a really cheap programming trick, and removed the stealth aspect of Halo to a degree. Not to mention it took me out of the game because it was an obvious programming trick.

It is truly a grievance. Stealth is indeed possible in Reach but it’s severely limited or difficult.

Often you need a distraction or Hologram. Otherwise, it has to be scripted (Nightfall, beginning of PoA) though the beginning of Nightfall is blemished thanks to Jun who doesn’t understand stealth unlike the troopers that follow you into the ship’s control room.

This is probably the only non-scripted location in Reach where a distraction or glitching out of the map is not needed. There’s also Exodus, where it’s possible to jetpack around to assassinate a Chieftain. And of course, getting to the top of the MAC gun and jumping down from there on unsuspecting Covies.