One of the things I thought was really cool about reach was that Spartans and elites had slightly different stats. Would something like this be acceptable to bring into non-ranked yet competative playlist like slayer. And at what point is it straying too far.
I talked about and expansion on this philosophy in one of my threads(https://forums.halowaypoint.com/yaf_postst227491_Bringing-back-the-best-of-the-new-and-old.aspx)
The guys who commented made very good points, but I still am curious to see how something like that would play out.
So what do you guys think, how much variation in spawn stats is acceptable for an arena shooter?
I prefer Reach Loadouts to Halo 4’s. many people complain about Halo 4’s loadout not being fair. I see them as being totally fair because anyone can get what the other person has, they just have to work for it. Like the other people worked to get what they got. Now I understand now that it is sort of flawed and i have come to piece that it can form a gap between spawning with a BR and an AR, and not having as much variortion in your loadouts as others have so i say Reach loadouts for sure.
But the issue that comes from that is no weapon skins. Well lets do it like it was in GOW3 where you put skins on the guns you spawn with before you go in the game. In your free time just go the armory and select your gun and what skin you want it to have than join a game and when you pick a certain louadout you will have that certain weapon skin. This not only is better in my eyes but it allows us to have weapon skins for heavy weapons and maybe even turrets and vehicles can get these upgrades. Like in forge we could use our Credits to buy special forge items like Flaming Warthogs…wait a sec. I just answered my own question.
Who can me make vehicles skins in Halo work well.
0% variation in spawn stats is acceptable for an arena shooter, but Halo is changing and I can understand that.
Overall my experience playing Halo 4 hasn’t been dragged down by the ability to spawn with different weapons. I’ll use an AR and be able to kill regardless of what the other player has.
Where variation and Loadouts go wrong for me is
-Promethian Vision: Takes away any of the tension in CQC maps and removes the responsibility/skill of anticipation, looking at your damn radar and understanding a pattern in player movement.
-Active Camo: Camo-Snipers, Camo-Snipers, Camo-Snipers
-Perks: I hate these with a passion, particularly Ammo, Awareness, Survivor, Firepower, Stability, and Dexterity. The ones I’ve listed takes away a lot of the players responsibility to actually aim, conserve ammo, be aware of their surroundings and finally the choice between bailing out of a vehicle vs. trying to preserve it.
-Plasma Pistol/Plasma Grenades: Vehicle combat is redundant, RIP BTB. Need I say more?
Scrap all of the above and I’m fine with Loadouts.
I think the OP if referring to the difference in stats at spawn not the difference in weapons at spawn.
Like how Elites and Spartans are different in Reach. I would’ve enjoyed Reach more if players had the choice of Elites or Spartans I didn’t mind the differences in their stats.
And I want Elites available in every playlist otherwise I don’t see the point.
But there’s always going to be people who say this isn’t allowed and we’ll just end up with playlists like Reach.
I suppose I’d be ok with other species like Brutes too as long as they’re fairly balanced.
I never want to see multiple Spartan generations in the same multi player with different stats though. It just doesn’t feel right.
I do like multi player being cannon though so I’d like canonical explanations for any new additions.
To the extent that one player doesn’t have an advantage over the other when it comes to function.
The reason AAs aren’t suited to this role is because players will have advantages over each other which actually function uniquely.
Same problem with perks.
However, minor differences in weapons that have the same function and power should not be a problem. Stickies do not work with this because they actually work differently than frags, as they can stick to players/vehicles.
Really, if equal starts is being followed in principle, then players will pretty much be starting with the same weapons, but different skins.
If equal starts was to betaken 100% literally, then players wouldn’t even have those minor differences, but I’m not sure than is really the point of equal starts.
To be honest, I’d like to just have the Primary Weapon be the only optional thing. If 343 can actually give alot of attention to how the weapons perform, the game would be alot understandable as to how the weapons work and what they need to do in order to win. Long Range weapons should behave similarly when it comes to their role, but should act differently when they fire. Same goes to the other classes.
Statistic changes would need to have several different changes with it. You would need to look into games like Team Fortress 2 and Hawken to have that variation possible, and identifiable. If everyone looks the same, we won’t know what they are until we hit them or they hit us or what they do. This is partially one of my complaints with AAs as it gives an ability without telling everyone around you what they got until used.
So far, the current models in Halo 4 would not work as the aesthetics would not reflect the changes. We do change what we look, but they are not enough as we still would have the same stances from a distance.
To be an Arena Shooter, Halo needs equal starts.
It is possible to have Custom loadouts and still be an Arena Shooter.
But your weapon choice would be much more limited to that of Halo 4.
You would only have the following choices, and Perks/AA need to be removed.
> Primary:
> Battle Rifle
> Assualt Rifle
> Carbine
> Storm Rifle
>
> Secondary:
> Magnum
> SMG
> Plasma Rifle
>
> Grenades:
> 1 Frag,
AA would be new evolved Equipment and work similar to that of Halo 3.
I had a simular choice to Swift, but was limited to UNSC only. Swift allows a little more choice.
This also makes the DMR, LR, PP and Boltshot map pickups only. And is much more balanced. And much better for gameplay and map movement.
I think Loadouts and Equal Starts can exist together - they just need to be balanced.
Primary Weapon
- Assault Rifle
- Plasma Repeater
- Battle Rifle
- Covenant Carbine
Secondary Weapon
- Magnum
- SMG
- Plasma Rifle
- Suppressor
Equipment
- Radar Jammer
- Grav Lift
- Flare
- Regeneration
- Auto Turret
> I think Loadouts and Equal Starts can exist together - they just need to be balanced.
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> Primary Weapon
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> - Assault Rifle
> - Plasma Repeater
> - Battle Rifle
> - Covenant Carbine
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> Secondary Weapon
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>
>
> - Magnum
> - SMG
> - Plasma Rifle
> - Suppressor
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> Equipment
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>
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> - Radar Jammer
> - Grav Lift
> - Flare
> - Regeneration
> - Auto Turret
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>
Yes, I agree.
But I strongly believe AA need to be new evolved equipment, which are map pickups. Similar to that of Halo 3 Equipment.