THIS FEELS LIKE HALO.... except one thing...

Ok this halo does feel radically different, in fact most people will probably scoff at me for saying this feels like halo. I have a logic too it: lets track big changes from halo three to halo 4, and list a few grievances.

halo 3:
-forge introduced:
-new brute weapons introduced
-Zombies introduced as an official game type:infection.
-equipment added
-forge

Grievances: None personally, halo three was my favorite (though i like h2 anniversary more currently)

halo reach:
-Armor abilities introduce: only one can be used at a time.
-shields slightly weaker:fall damage
-vastly upgraded forge and flle share system.
-vehicles generally weaker from previous halo’s, particularly to small arms fire.
-New gamemode: invasion, with maps that felt designed around it.
-firefight added as an official game mode.

grievances
-some of us, i’d say most of use didn’t like the weaker shields
-Armor abilities had major balancing problem:
-----sprint just didn’t feel like it should be an armor ability, i need special armor to run? some people just don’t like the idea of sprint (i’m a fan).
-----amour lock: became the primary means for small vehicle destruction: with brutal effect. additionally, it awkwardly stalled firefights dead in there tracks, and gave a dying player a chance to equal out a loosing fight with the EMP effect, fighting someone with armor lock was not fun.
-----camouflage- useful, but typically not as much compared to sprint.
-----jetpack: useful for getting around the map yes, awkward to control, most of the time it just made you a flying target, so almost useless.
-----hologram:practically useless: a spartan just blindly walking into combat doesn’t really fool people often
-----evade- same as sprint mostly, not to many differences in combat use.
-----drop shield: almost useless in close close quarters combat, a surprise bubble shield can mess me up in H3, but if you expect it, you can play around it. almost game breaking in the invasion map spire.

halo 4
-armour abilities added/changed: evade(removed) sprint (removed) thruster pack, jet pack, regeneration field, hard light shield replaces bubble shield.
-Load outs introduced- along with major changes accompanying it:
—tactical packages introduced
—support packages
—even weaker shields.
—promethien weapons
—ordanance drops.

Grievances:
**-**armor abilities: generally improved i think. HOWEVER most people used one incredibly useful one, promethean vision. if your only using one, your broke the game.
-support packages-hmmm feels an awful lot like perks from COD
-tactical packages-perks anyone?
-ordnance drops- creates an uneven playing field, the more kills a place gets, the more ordanance drops the player gets, which means more power weapons…
-loadouts in general- created an unequal playing field. some loud outs might be better against a another load out, or better for a game type. Thats not necessarily bad thing, there is skill in creating load outs, but it is a major divergence to everyone starts equal style of halo 1-3.
-weaker shields? why!
-it felt like a confused game; am i call of duty, or am i halo? it felt like neither, and it didn’t feel good.

what reach and 4 did wrong but 5 did right.
The big difference between halo’s 1-3 and reach and halo 4 is obvious if you read what i stated above. It’s not a level playing field. in both games you will go up against a player that has something you don’t, typically an amor ability you don’t have equipped. this makes for some very asymmetric firefights across all game types. It’s not necessarily a bad thing, call of duty and battlefield have used this formula to great success. However halo has maintained a spawn with a clean slate, and all power ups, weapons, anyone can pick them up and use them, from noob to proI !

Thats what 343i has done with five: given games a clean slate. everyone has the same armor abilities, everyone can get the same weapons, as long as you get there first. Bungie changed that basic formula with reach: in a firefight you didn’t know if the person had evade, armor lock, etc. halo 4 made things worse by giving players slight advantage because they could buy more packages with time, giving people slight advantages with play time, plus it allowed particular load out to give greater advantage in certain situations.

the amor abilities added have made for new ways to move around the map, get the jump on enemies, evade enemies, and thats fun! and we all have these abilities, every last one of us. we start each game equally, it’s all skill.

The last big changed not rectified: health/shields. NOT SPRINT.
The last big change started in halo reach, made worse in halo 4, and continued in 5 is sprint. Halo has always been the odd duckling of the three big console FPS when it comes too how fire fights play out. they are slow, halo three takes an entire AR clip to take down someones shields. head shots don’t kill, just do more damage to shields. And no load outs. Compare that to COD and battlefield: one shot head shots (sometimes two because they count a helmet) three shot body kills with some weapons, never half a clip needed. Halo was the scify space shooter that was weird, slightly off-putting to some players, but felt totally different.

fast fire fights are fun: but i want halo the be the odd duckling. halo showed how slow firefights can be really fun. I love how i can jump onto ledges quickly, boost over shot gaps, body slam into opponents (though that doesn’t feel right yet) get the jump on my enemy in so many different ways. thats an improvement over the throw grenades around the corner, crouch to not be seen on motion detectors, and have a scary weapon, the three big ways to get a jump on people in earlier games.

Please though, let halo be the odd duckling, look at the enthusiasm to see halo 2/3 multiplayer back? give us a slow fire fights back.

(sprint doesn’t ruin the game guys, it slightly speeds up fire fights, but mostly it just means i don’t have to walk everywhere)

> 2535412324744569;1:
> this makes for some very asymmetric firefights across all game types. It’s not necessarily a bad thing, call of duty and battlefield have
> halo three takes an entire AR clip to take down someones shields. head shots don’t kill, just do more damage to shields.

No not really, AAs rarely made a difference to a firefight and the only noticeable ones that did were usually Sprint or Evade because they could be used to disengage and break line of sight.

and the AR doesn’t take a full clip to take down someones shields, it takes half a clip to kill someone. Also headshots never did more damage.

Am I the only one that thought promethean vision was useless? Other than spot a camper who would now know you’ve spoted him, what did PV do that your radar couldn’t?
It was useful in flood and thats about it.

you forgot in halo 4 there was an AA that created a little -Yoink- robot that shot once every 5 seconds are something. it was horrible and i don’t blame anyone for forgetting it because no one used it. lol.

I only have one complaint about the beta so far and that is the ranking system. There should be D-ranking in the game, at all!!

FUDGING PREACH!!!

FUDGING PREACH!!!

> 2535412324744569;1:
> Ok this halo does feel radically different, in fact most people will probably scoff at me for saying this feels like halo. I have a logic too it: lets track big changes from halo three to halo 4, and list a few grievances.
>
> halo 3:
> -forge introduced:
> -new brute weapons introduced
> -Zombies introduced as an official game type:infection.
> -equipment added
> -forge
>
> Grievances: None personally, halo three was my favorite (though i like h2 anniversary more currently)
>
> halo reach:
> -Armor abilities introduce: only one can be used at a time.
> -shields slightly weaker:fall damage
> -vastly upgraded forge and flle share system.
> -vehicles generally weaker from previous halo’s, particularly to small arms fire.
> -New gamemode: invasion, with maps that felt designed around it.
> -firefight added as an official game mode.
>
> grievances
> -some of us, i’d say most of use didn’t like the weaker shields
> -Armor abilities had major balancing problem:
> -----sprint just didn’t feel like it should be an armor ability, i need special armor to run? some people just don’t like the idea of sprint (i’m a fan).
> -----amour lock: became the primary means for small vehicle destruction: with brutal effect. additionally, it awkwardly stalled firefights dead in there tracks, and gave a dying player a chance to equal out a loosing fight with the EMP effect, fighting someone with armor lock was not fun.
> -----camouflage- useful, but typically not as much compared to sprint.
> -----jetpack: useful for getting around the map yes, awkward to control, most of the time it just made you a flying target, so almost useless.
> -----hologram:practically useless: a spartan just blindly walking into combat doesn’t really fool people often
> -----evade- same as sprint mostly, not to many differences in combat use.
> -----drop shield: almost useless in close close quarters combat, a surprise bubble shield can mess me up in H3, but if you expect it, you can play around it. almost game breaking in the invasion map spire.
>
> halo 4
> -armour abilities added/changed: evade(removed) sprint (removed) thruster pack, jet pack, regeneration field, hard light shield replaces bubble shield.
> -Load outs introduced- along with major changes accompanying it:
> —tactical packages introduced
> —support packages
> —even weaker shields.
> —promethien weapons
> —ordanance drops.
>
> Grievances:
> **-**armor abilities: generally improved i think. HOWEVER most people used one incredibly useful one, promethean vision. if your only using one, your broke the game.
> -support packages-hmmm feels an awful lot like perks from COD
> -tactical packages-perks anyone?
> -ordnance drops- creates an uneven playing field, the more kills a place gets, the more ordanance drops the player gets, which means more power weapons…
> -loadouts in general- created an unequal playing field. some loud outs might be better against a another load out, or better for a game type. Thats not necessarily bad thing, there is skill in creating load outs, but it is a major divergence to everyone starts equal style of halo 1-3.
> -weaker shields? why!
> -it felt like a confused game; am i call of duty, or am i halo? it felt like neither, and it didn’t feel good.
>
> what reach and 4 did wrong but 5 did right.
> The big difference between halo’s 1-3 and reach and halo 4 is obvious if you read what i stated above. It’s not a level playing field. in both games you will go up against a player that has something you don’t, typically an amor ability you don’t have equipped. this makes for some very asymmetric firefights across all game types. It’s not necessarily a bad thing, call of duty and battlefield have used this formula to great success. However halo has maintained a spawn with a clean slate, and all power ups, weapons, anyone can pick them up and use them, from noob to proI !
>
> Thats what 343i has done with five: given games a clean slate. everyone has the same armor abilities, everyone can get the same weapons, as long as you get there first. Bungie changed that basic formula with reach: in a firefight you didn’t know if the person had evade, armor lock, etc. halo 4 made things worse by giving players slight advantage because they could buy more packages with time, giving people slight advantages with play time, plus it allowed particular load out to give greater advantage in certain situations.
>
> the amor abilities added have made for new ways to move around the map, get the jump on enemies, evade enemies, and thats fun! and we all have these abilities, every last one of us. we start each game equally, it’s all skill.
>
> The last big changed not rectified: health/shields. NOT SPRINT.
> The last big change started in halo reach, made worse in halo 4, and continued in 5 is sprint. Halo has always been the odd duckling of the three big console FPS when it comes too how fire fights play out. they are slow, halo three takes an entire AR clip to take down someones shields. head shots don’t kill, just do more damage to shields. And no load outs. Compare that to COD and battlefield: one shot head shots (sometimes two because they count a helmet) three shot body kills with some weapons, never half a clip needed. Halo was the scify space shooter that was weird, slightly off-putting to some players, but felt totally different.
>
> fast fire fights are fun: but i want halo the be the odd duckling. halo showed how slow firefights can be really fun. I love how i can jump onto ledges quickly, boost over shot gaps, body slam into opponents (though that doesn’t feel right yet) get the jump on my enemy in so many different ways. thats an improvement over the throw grenades around the corner, crouch to not be seen on motion detectors, and have a scary weapon, the three big ways to get a jump on people in earlier games.
>
> Please though, let halo be the odd duckling, look at the enthusiasm to see halo 2/3 multiplayer back? give us a slow fire fights back.
>
> (sprint doesn’t ruin the game guys, it slightly speeds up fire fights, but mostly it just means i don’t have to walk everywhere)

I’ve noticed that in H5G I walk everywhere. Sprint isn’t a quick getaway anymore. If you are caught sprinting now, you lose. The fast kill times and the players are adapting to team play, sprint only helps to get from one area to another to help a team mate.

Its a good breath of fresh air.

> 2533274825353387;2:
> > 2535412324744569;1:
> > this makes for some very asymmetric firefights across all game types. It’s not necessarily a bad thing, call of duty and battlefield have
> > halo three takes an entire AR clip to take down someones shields. head shots don’t kill, just do more damage to shields.
>
>
> No not really, AAs rarely made a difference to a firefight and the only noticeable ones that did were usually Sprint or Evade because they could be used to disengage and break line of sight.
>
> and the AR doesn’t take a full clip to take down someones shields, it takes half a clip to kill someone. Also headshots never did more damage.

armour lock made a huge difference in the flow of a fire fight, it was often not a useful as spring or evade yes.

AR takes half a clip, i exaggerated there a bi, though it’s better to be accurate. however you are wrong on the headshots. it takes 4 br burst to the head to kill, 4 br burst to the body only remove the shields, and an additional 3 extra body shots to kill, meaning you need to spend 1-3 extra burst to kill a spartan in halo 3.

you probably know that though. to make things clear i know the AR does not do extra damage with headshot. only the br, carbine, dmr in later games, and various sniper rifles do extra damage to the head.

> 2533274887515153;8:
> > 2535412324744569;1:
> > Ok this halo does feel radically different, in fact most people will probably scoff at me for saying this feels like halo. I have a logic too it: lets track big changes from halo three to halo 4, and list a few grievances.
> >
> > halo 3:
> > -forge introduced:
> > -new brute weapons introduced
> > -Zombies introduced as an official game type:infection.
> > -equipment added
> > -forge
> >
> > Grievances: None personally, halo three was my favorite (though i like h2 anniversary more currently)
> >
> > halo reach:
> > -Armor abilities introduce: only one can be used at a time.
> > -shields slightly weaker:fall damage
> > -vastly upgraded forge and flle share system.
> > -vehicles generally weaker from previous halo’s, particularly to small arms fire.
> > -New gamemode: invasion, with maps that felt designed around it.
> > -firefight added as an official game mode.
> >
> > grievances
> > -some of us, i’d say most of use didn’t like the weaker shields
> > -Armor abilities had major balancing problem:
> > -----sprint just didn’t feel like it should be an armor ability, i need special armor to run? some people just don’t like the idea of sprint (i’m a fan).
> > -----amour lock: became the primary means for small vehicle destruction: with brutal effect. additionally, it awkwardly stalled firefights dead in there tracks, and gave a dying player a chance to equal out a loosing fight with the EMP effect, fighting someone with armor lock was not fun.
> > -----camouflage- useful, but typically not as much compared to sprint.
> > -----jetpack: useful for getting around the map yes, awkward to control, most of the time it just made you a flying target, so almost useless.
> > -----hologram:practically useless: a spartan just blindly walking into combat doesn’t really fool people often
> > -----evade- same as sprint mostly, not to many differences in combat use.
> > -----drop shield: almost useless in close close quarters combat, a surprise bubble shield can mess me up in H3, but if you expect it, you can play around it. almost game breaking in the invasion map spire.
> >
> > halo 4
> > -armour abilities added/changed: evade(removed) sprint (removed) thruster pack, jet pack, regeneration field, hard light shield replaces bubble shield.
> > -Load outs introduced- along with major changes accompanying it:
> > —tactical packages introduced
> > —support packages
> > —even weaker shields.
> > —promethien weapons
> > —ordanance drops.
> >
> > Grievances:
> > **-**armor abilities: generally improved i think. HOWEVER most people used one incredibly useful one, promethean vision. if your only using one, your broke the game.
> > -support packages-hmmm feels an awful lot like perks from COD
> > -tactical packages-perks anyone?
> > -ordnance drops- creates an uneven playing field, the more kills a place gets, the more ordanance drops the player gets, which means more power weapons…
> > -loadouts in general- created an unequal playing field. some loud outs might be better against a another load out, or better for a game type. Thats not necessarily bad thing, there is skill in creating load outs, but it is a major divergence to everyone starts equal style of halo 1-3.
> > -weaker shields? why!
> > -it felt like a confused game; am i call of duty, or am i halo? it felt like neither, and it didn’t feel good.
> >
> > what reach and 4 did wrong but 5 did right.
> > The big difference between halo’s 1-3 and reach and halo 4 is obvious if you read what i stated above. It’s not a level playing field. in both games you will go up against a player that has something you don’t, typically an amor ability you don’t have equipped. this makes for some very asymmetric firefights across all game types. It’s not necessarily a bad thing, call of duty and battlefield have used this formula to great success. However halo has maintained a spawn with a clean slate, and all power ups, weapons, anyone can pick them up and use them, from noob to proI !
> >
> > Thats what 343i has done with five: given games a clean slate. everyone has the same armor abilities, everyone can get the same weapons, as long as you get there first. Bungie changed that basic formula with reach: in a firefight you didn’t know if the person had evade, armor lock, etc. halo 4 made things worse by giving players slight advantage because they could buy more packages with time, giving people slight advantages with play time, plus it allowed particular load out to give greater advantage in certain situations.
> >
> > the amor abilities added have made for new ways to move around the map, get the jump on enemies, evade enemies, and thats fun! and we all have these abilities, every last one of us. we start each game equally, it’s all skill.
> >
> > The last big changed not rectified: health/shields. NOT SPRINT.
> > The last big change started in halo reach, made worse in halo 4, and continued in 5 is sprint. Halo has always been the odd duckling of the three big console FPS when it comes too how fire fights play out. they are slow, halo three takes an entire AR clip to take down someones shields. head shots don’t kill, just do more damage to shields. And no load outs. Compare that to COD and battlefield: one shot head shots (sometimes two because they count a helmet) three shot body kills with some weapons, never half a clip needed. Halo was the scify space shooter that was weird, slightly off-putting to some players, but felt totally different.
> >
> > fast fire fights are fun: but i want halo the be the odd duckling. halo showed how slow firefights can be really fun. I love how i can jump onto ledges quickly, boost over shot gaps, body slam into opponents (though that doesn’t feel right yet) get the jump on my enemy in so many different ways. thats an improvement over the throw grenades around the corner, crouch to not be seen on motion detectors, and have a scary weapon, the three big ways to get a jump on people in earlier games.
> >
> > Please though, let halo be the odd duckling, look at the enthusiasm to see halo 2/3 multiplayer back? give us a slow fire fights back.
> >
> > (sprint doesn’t ruin the game guys, it slightly speeds up fire fights, but mostly it just means i don’t have to walk everywhere)
>
>
> I’ve noticed that in H5G I walk everywhere. Sprint isn’t a quick getaway anymore. If you are caught sprinting now, you lose. The fast kill times and the players are adapting to team play, sprint only helps to get from one area to another to help a team mate.
>
> Its a good breath of fresh air.

No i agree with most of what you said. typically i sprint to friends either to help or seek safety. I feel sprint has increased team in that aspect, along with thruster packs in general. I don’t think the faster kill times increase team play though. I personally feel it would allow more lone wolfing, but i personally felt halo always require more teamwork then other FPS even in battlefield you can get along without teamwork in most game types. Honestly i’ve felt that a slight bit more time to run to friends to seek safety or help get a kill would be useful in halo 5.

too balance that out i felt like the AR should get a little less damage and DMR/BR a slight bit more, so people with standard weapons perform better with combined fire, while the BR can allow for great damage against players trying to run away.

i think sprint works in this game but on these 2 maps we have now they arnt as useful as the might be in the maps to come. i tend to get killed when i run away using sprint, it may not be by the guy who started killing me but it still counts. i have found myself getting more assists in this game most likely because of the spring balancing. i like the game, still feels like halo but its new.

kill times should be just a but longer but thats it for me.

> 2533274838423380;11:
> i think sprint works in this game but on these 2 maps we have now they arnt as useful as the might be in the maps to come. i tend to get killed when i run away using sprint, it may not be by the guy who started killing me but it still counts. i have found myself getting more assists in this game most likely because of the spring balancing. i like the game, still feels like halo but its new.
>
> kill times should be just a but longer but thats it for me.

Your post was pretty good, but your really don’t need to tell people “br’s do extra damage with headshots.”

> 2614366390849210;12:
> > 2533274838423380;11:
> > i think sprint works in this game but on these 2 maps we have now they arnt as useful as the might be in the maps to come. i tend to get killed when i run away using sprint, it may not be by the guy who started killing me but it still counts. i have found myself getting more assists in this game most likely because of the spring balancing. i like the game, still feels like halo but its new.
> >
> > kill times should be just a but longer but thats it for me.
>
>
> Your post was pretty good, but your really don’t need to tell people “br’s do extra damage with headshots.”

are you referring to mine or his?

Just an idea for some new mechanics:

make the thruster button a " grab " button to chain actions.

remove the “a to clamber” and the sprint ability.

you can:

  • push large objects/ throw small objects with a grab/ melee combo

  • press cropuch and grab to thrust/ throw/ roll in thedirectin indicated with the ministick

  • grab objects to throw them with the grab and grenade button.
    -hihjack in first person with grab and mellee.

  • ninja with jumping backwards, grab and melee.

  • climb with a- grab- a combo.

  • counter melees with grab.

  • catch and throw back grenades with a well placed grab-throw combo.

  • rush (new sprint) short distances with grab and ministick forward.
    ( very fast, but only 1.5/2 seconds)
    ( you need to not point your gun at a wall when starting to rush)
    ( halo 5 shield recharge penalzy + halo reach’s (or stronger) slow turning penalty)
    ( sprinting and meleeing results in charge- like dammage)

  • use grab while jumping to hover 1 second.

  • crouch/ grab in mid air to dash to all sides ( but only a slight amount upwards)( use it downwards with a melee for a something-like-groundpound).

  • press grab and crouch( while sprinting) to slide

  • you can shoot during every action, but sprint has the halo 5 sprint reticule and no aim assist/ bullet magnetism

crouch is located on the ministick button.
an assasination animation is only started if you grab a player before meleeing them in the back.( could be first person)

you can’t use some grab-actions ( sounds so wrong…) while dualwielding, like clamber, slide or boost.

  • this is a posibility to bring back dual wielding
  • it is logical, because you don’t have a free hand for grabing.(ehmm…yeah…)
    ( like climbing, counter-melee/melee, throw stuff, roll/dash)( extreme mussle climbing durring sprint)

the B button activates a mix between oldschool halo 3 equipement and halo reach equipement. it is a pick up like a power weapon, it has a recharge time like the AA#s from 4 and reach, but has limited uses like 2 times bubbleshield, 1 time energy drainer(slower(, 1 time armorlock( less vehicle dammage nerf), 20 sec jetpack ( activated with a second tap of jump) or camo, 3 mines, 2 sentinel turrets, etc.

  • this allows to balance abillitys with their amount of uses. these use times could also be doubled or set to endless in the options for custom gametypes.

The start button onm your controller is used to change your grenade types. the back button gets the function of he old start button.
" show scores" is moved to D-pad right, teamspeak is moved to D-pad down.
In the campaign, the D-pad directions down, left and right are used to comand npc allies:

left: stay/defend
down: follow me
right: attack/ roam free

you can pickup items like the targeting device in the h4 campaign and activate it with holding Y .

carryable turrets should have a first person view with a enlarged FoV
vehicle third person view should be closer to the players head.