I think that halo 4 should just have the halo 3 feel to the game I don’t think they should change our original halo and since halo 4 is a right after halo 3 they should just make it like halo 3.
Thank you for sharing your opinion. I respectfully disagree with it.
Keep turret overheating, boost meter, and fall damage in Campaign and Spartan Ops. This is where they tell the actual story.
Take them out of competitive multiplayer. This consists of a bunch of testosterone-fueled people killing each other, realism is not needed.
> Thank you for sharing your opinion. I respectfully disagree with it.
Keep the turret overheat and boost meter. Those were for balance. Get rid of the fall damage, that just made the game boring.
Make your choice but choose for what you think but in my opinion they should keep it like the original halo, hope that halo 4 can be a big time favorite.
Keep them in, takes more skill to use said items then.
Keep fall damage (I won’t get into this argument again), keep the turret overheat (it’s annoying as hell when my gunner fires the Warthog’s turret CONSTANTLY and for no damn reason), and I’m indifferent to the boost meter.
I think they should just take fall damage out of matchmaking.
Not everything about Reach is bad.
Turret overheat and boost meter should be kept. Fall damage should be kept by default, but also be made a player trait which can be turned off in customs. This way, we can have more fun custom games.
Turret overheat should be kept, as it prevents the constant spam of turrets(A common annoyance in halo 3 multiplayer). It also gives a bit more incentive to tear off turrets, because they no longer overheat when dismounted.
Boost meter would similarly make the game a bit more balanced, preventing someone from escaping indefinitely from combat, and rushing in and our for splatters. Its just another one of those small things that can make all the difference.
Fall damage certainly adds a level of caution to the game, making you decide whether a fall is worth the slight damage to get to a spot faster. It fits in well with competitive multiplayer. However, it also limits your possibilities considerably when it comes to forge and custom games, and makes a larger lack of fun and random gametypes. Programming in a toggle is simple, and would make every forger free to design maps with more variables, as well as allowing for custom games to take advantage of more complex situations and such. Not to mention the long awaited return of proper jump maps(fairly absent in halo reach)
Hahaha, Halo 3 is now the “original”?
No for boost meter. It makes the Wraith a pos and is the same thing as Bloom (force waiting time).
The turret overheating might work in mp but I can’t say about campaign. It depends on how powerful the guns are.
As for fall damage, I can see it working if it truly has been fixed. Fall damage in Reach was very severe.
Turret overheating prevents people from keeping their finger pressed on ‘RT’. It stops bad players from spamming the map. It actually takes more skill and precision to kill with the turret.
The boost meter encourages people to use the boost at the right times and not be able to constantly use it to move around the map at high speeds.
Fall damage is essential. It stops people from getting from one point of the map to the next, it stops people from jumping out of air vehicles that are critically damaged and under fire, it stops people from using too much of the jet pack’s juice and not saving enough for the trip down and so much more.
They’re the reasons 343i are including these features in the game, it prevents bad players from using these easy tactics throughout gameplay.
Bring back fall damage, but make it a higher height of which the player is injured. Halo reach was too small a height of which killed/hurt you.
Although, if there was no fall damage, when you shoot a rocket or are about to splaser someone in a banshee/falcon, they’ll simply jump out and fall to safety, which isn’t right.
Keep turret overheat, balances it. (But not for handheld, keep it so you’re slower, slower aim and less acuracy. Overheat while ripping it off will make it too unbalanced.
> <mark>Bring back fall damage, but make it a higher height of which the player is injured. Halo reach was too small a height of which killed/hurt you.</mark>
>
> Although, if there was no fall damage, when you shoot a rocket or are about to splaser someone in a banshee/falcon, they’ll simply jump out and fall to safety, which isn’t right.
>
> Keep turret overheat, balances it. (But not for handheld, keep it so you’re slower, slower aim and less acuracy. Overheat while ripping it off will make it too unbalanced.
I agree, but judging by the forge and multiplayer gameplay, it’s the exact same as Reach’s
> > <mark>Bring back fall damage, but make it a higher height of which the player is injured. Halo reach was too small a height of which killed/hurt you.</mark>
> >
> > Although, if there was no fall damage, when you shoot a rocket or are about to splaser someone in a banshee/falcon, they’ll simply jump out and fall to safety, which isn’t right.
> >
> > Keep turret overheat, balances it. (But not for handheld, keep it so you’re slower, slower aim and less acuracy. Overheat while ripping it off will make it too unbalanced.
>
> I agree, but judging by the forge and multiplayer gameplay, it’s the exact same as Reach’s
you think? To me it looked like it was much less sensitive. I saw MLG gameplay on adrift where the player fell from a heigh that would have nearly drained the shields of the player in reach, but in barely even scratched him. On top of that, the jump height has been increased back to that of halo 3, so It makes sense that the fall damage sensitivity would as well.
In the forge demo, the fall was definitely high enough to kill him, even with decreased fall damage. I’m sure it would never allow you to jump from that height and live.
> > > <mark>Bring back fall damage, but make it a higher height of which the player is injured. Halo reach was too small a height of which killed/hurt you.</mark>
> > >
> > > Although, if there was no fall damage, when you shoot a rocket or are about to splaser someone in a banshee/falcon, they’ll simply jump out and fall to safety, which isn’t right.
> > >
> > > Keep turret overheat, balances it. (But not for handheld, keep it so you’re slower, slower aim and less acuracy. Overheat while ripping it off will make it too unbalanced.
> >
> > I agree, but judging by the forge and multiplayer gameplay, it’s the exact same as Reach’s
>
> you think? To me it looked like it was much less sensitive. I saw MLG gameplay on adrift where the player fell from a heigh that would have nearly drained the shields of the player in reach, but in barely even scratched him. On top of that, the jump height has been increased back to that of halo 3, so It makes sense that the fall damage sensitivity would as well.
> In the forge demo, the fall was definitely high enough to kill him, even with decreased fall damage. I’m sure it would never allow you to jump from that height and live.
I think the fall damage in the MLG Adrift gameplay looked like it was slightly more sensitive in Halo 4! In the demo, I think it’s either the same or more sensitive than Reach.
The turret overheating was dumb an in no way fun. The boost meter just has no point. Fall damage is terrible. Can someone explain to me why I can fall from orbit and just walk it off, but when I drop down 3 feet I break my legs?
Fall damage needs to be able to be turned off. I dislike it in Reach. Everything else, I’m indifferent about.