Two men enter, The better man leaves

“Two men enter, the better man leaves.” At 0:21

It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.

To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, but we can be certain the skill gap is going to be lower than the first trilogy.

Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)

> “Two men enter, the better man leaves.” At 0:21
>
> It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
>
> To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
>
> Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)

How can you know that if you haven’t played it? you even said it yourself.

> > “Two men enter, the better man leaves.” At 0:21
> >
> > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> >
> > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> >
> > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
>
> How can you know that if you haven’t played it? you even said it yourself.

One can base the assumption that the skill gap will be lower by what 343 has mentioned so far.

> > “Two men enter, the better man leaves.” At 0:21
> >
> > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> >
> > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> >
> > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
>
> How can you know that if you haven’t played it? you even said it yourself.

Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.

> > > “Two men enter, the better man leaves.” At 0:21
> > >
> > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > >
> > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > >
> > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> >
> > How can you know that if you haven’t played it? you even said it yourself.
>
> Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.

Well what makes you so sure about this? What makes you so sure they won’t be balanced?

> > > > “Two men enter, the better man leaves.” At 0:21
> > > >
> > > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > > >
> > > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > > >
> > > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> > >
> > > How can you know that if you haven’t played it? you even said it yourself.
> >
> > Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.
>
> Well what makes you so sure about this? What makes you so sure they won’t be balanced?

Because even starts can easily provide better balance and fair gameplay than different ones. The perfect system for balance and fair gameplay IS even starts. It just annoys me that they would purposely add unbalancing elements to the game, even if they know the fans don’t like it.

> > > > “Two men enter, the better man leaves.” At 0:21
> > > >
> > > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > > >
> > > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > > >
> > > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> > >
> > > How can you know that if you haven’t played it? you even said it yourself.
> >
> > Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.
>
> Well what makes you so sure about this? What makes you so sure they won’t be balanced?

they arent sure they are just more forum goers making assumptions about a game and features they know almost nothing about.

> “Two men enter, the better man leaves.” At 0:21
>
> It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
>
> To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, but we can be certain the skill gap is going to be lower than the first trilogy.
>
> Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)

tbh i loved reach… Ya it wasn’t as great as h3 and etc and could have been better but i still put lots of hours into it…

> > > “Two men enter, the better man leaves.” At 0:21
> > >
> > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > >
> > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > >
> > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> >
> > How can you know that if you haven’t played it? you even said it yourself.
>
> Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.

Sure, it’s possible…or it could add new depth to the game, make the skillgap higher since good players could use those things to their advantage, and it would take skill to combine the right weapon with the right equipment for the right situation. Custom loadouts would let you spawn with the weapon of choice, or even the right wepon for a situation, and hence make it harder to spawn camp or use cheap tactics to win, everyone would play at their peak.
Just for the record, it’s not smart to assume things you know nothing about. For all we know Halo 4 might turn out to be a fishing-emulator with harpoon guns called BR, unlikely but still possible, especially since no leaked info has said there will be no such thing :stuck_out_tongue:
No, give 343i the benefit of the doubt, we’ll see soon enough.

> > > > > “Two men enter, the better man leaves.” At 0:21
> > > > >
> > > > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > > > >
> > > > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > > > >
> > > > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> > > >
> > > > How can you know that if you haven’t played it? you even said it yourself.
> > >
> > > Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.
> >
> > Well what makes you so sure about this? What makes you so sure they won’t be balanced?
>
> Because even starts can easily provide better balance and fair gameplay than different ones. The perfect system for balance and fair gameplay IS even starts. It just annoys me that they would purposely add unbalancing elements to the game, even if they know the fans don’t like it.

You’ll probably remember me as “ugh this guy” but again, what makes you so sure these won’t be even in a way? you take and give is were I’m getting at.

Good halo players were still good halo players in reach. The difference is our sprees were ended to BS like an unavoidable grenades or some guy in a banshee exploiting the evade ability. Also, it wasn’t as satisfying because our kills weren’t winning strafe battles, but just mastering the gimmics and memorizing power weapon spawns.

> Sure, it’s possible…or it could add new depth to the game, make the skillgap higher since good players could use those things to their advantage, and it would take skill to combine the right weapon with the right equipment for the right situation. Custom loadouts would let you spawn with the weapon of choice, or even the right wepon for a situation, and hence make it harder to spawn camp or use cheap tactics to win, everyone would play at their peak.
> Just for the record, it’s not smart to assume things you know nothing about. For all we know Halo 4 might turn out to be a fishing-emulator with harpoon guns called BR, unlikely but still possible, especially since no leaked info has said there will be no such thing :stuck_out_tongue:
> No, give 343i the benefit of the doubt, we’ll see soon enough.

The problem with choosing what you spawn with is it’s random. Sure, in the spawn screen you may ask your teammates what is the game like at the moment and use the information you got before you died to try to guess the current situation of the game. But in Halo the game changes (or at least should change) so fast that the choice you made just a few seconds ago, may not be the optimal choice anymore. Thus you’re screwed off spawn.

And even if you somehow managed to make the optimal loadout choice, it would only be optimal about thirty seconds in a best case scenario, after those seconds you are essentially stuck with a suboptimal choice. Of course, now I’m only talking about the loadouts in sense they made a clear difference in certain situations.

But the most important reason why you shouldn’t be able to make choices before spawn is because those choices are completely outside of the game. The largest factor in all your choices, no matter how much you try to understand all the variables, is luck. And luck is as far from skill as you can get.

That is the inherent problem with custom loadouts and loadouts in general. And it’s not going anywhere until every loadout option practically gives the player the same abilities or at least almost the same abilities.

> > > > “Two men enter, the better man leaves.” At 0:21
> > > >
> > > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > > >
> > > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > > >
> > > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> > >
> > > How can you know that if you haven’t played it? you even said it yourself.
> >
> > Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.
>
> Sure, it’s possible…or it could add new depth to the game, make the skillgap higher since good players could use those things to their advantage, and it would take skill to combine the right weapon with the right equipment for the right situation. Custom loadouts would let you spawn with the weapon of choice, or even the right wepon for a situation, and hence make it harder to spawn camp or use cheap tactics to win, everyone would play at their peak.
> Just for the record, it’s not smart to assume things you know nothing about. For all we know Halo 4 might turn out to be a fishing-emulator with harpoon guns called BR, unlikely but still possible, especially since no leaked info has said there will be no such thing :stuck_out_tongue:
> No, give 343i the benefit of the doubt, we’ll see soon enough.

He said at one time it’s gonna be like rock-paper-scissors. There are lots of cases where you’ll be unfairly killed because of the other person’s load out or “ability”. It WILL lower the skill gap.

I’m not assuming, because I know what a load out was in Halo:Reach. If it wasn’t correct then why would they keep the name? And they said it was a FPS…

> No, good halo players were still good halo players in reach. The difference is our sprees were ended to BS or it wasn’t as satisfying because our kills weren’t winning strafe battles, but just mastering the gimmics and memorizing power weapon spawns.

There were many times when you were killed because of the other person’s armour ability, and even if you were a completely better player than him, you could do nothing. Unavoidable grenades are just well-placed grenades because the other player knows how to throw a grenade. It’s not that hard to shoot down a banshee with your DMR if you’re persistent, but he has a banshee, which is a vehicle. It’s not unfair because you completely had the chance to get the banshee, but you didn’t. He was the better player because he knew when to get into the banshee. I don’t believe its fair when you get killed because someone else had AL, and you can’t get it if you chose another armour ability.

> > > > > “Two men enter, the better man leaves.” At 0:21
> > > > >
> > > > > It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.
> > > > >
> > > > > To ME, with all the load outs and gameplay affecting armour, this statement doesn’t seem to be so true in Halo 4. I haven’t played the game yet, <mark>but we can be certain the skill gap is going to be lower than the first trilogy.</mark>
> > > > >
> > > > > Do YOU guys believe this should always apply to a Halo game? (Cause 343 doesn’t seem to think so.)
> > > >
> > > > How can you know that if you haven’t played it? you even said it yourself.
> > >
> > > Be honest here. Load outs and armour affecting gameplay makes it so people spawn differently. This just adds chances for unbalance, and cheap things that make people win over the other without any skill.
> >
> > Sure, it’s possible…or it could add new depth to the game, make the skillgap higher since good players could use those things to their advantage, and it would take skill to combine the right weapon with the right equipment for the right situation. Custom loadouts would let you spawn with the weapon of choice, or even the right wepon for a situation, and hence make it harder to spawn camp or use cheap tactics to win, everyone would play at their peak.
> > Just for the record, it’s not smart to assume things you know nothing about. For all we know Halo 4 might turn out to be a fishing-emulator with harpoon guns called BR, unlikely but still possible, especially since no leaked info has said there will be no such thing :stuck_out_tongue:
> > No, give 343i the benefit of the doubt, we’ll see soon enough.
>
> He said at one time it’s gonna be like rock-paper-scissors. There are lots of cases where you’ll be unfairly killed because of the other person’s load out or “ability”. It WILL lower the skill gap.
>
> I’m not assuming, because I know what a load out was in Halo:Reach. If it wasn’t correct then why would they keep the name? And they said it was a FPS…
>
>
>
> > No, good halo players were still good halo players in reach. The difference is our sprees were ended to BS or it wasn’t as satisfying because our kills weren’t winning strafe battles, but just mastering the gimmics and memorizing power weapon spawns.
>
> There were many times when you were killed because of the other person’s armour ability, and even if you were a completely better player than him, you could do nothing. Unavoidable grenades are just well-placed grenades because the other player knows how to throw a grenade. It’s not that hard to shoot down a banshee with your DMR if you’re persistent, but he has a banshee, which is a vehicle. It’s not unfair because you completely had the chance to get the banshee, but you didn’t. He was the better player because he knew when to get into the banshee. I don’t believe its fair when you get killed because someone else had AL, and you can’t get it if you chose another armour ability.

I don’t agree at all. Grenades were often spammed. Rarely could you surive because what you usually faced was three or four grenades. It wasn’t the well placed grenades of halo it was random spamming. In halo 1-3 if I saw a grenade coming I could jump out of the way to shrink the damage from the blast radius. If it was well placed then I wouldn’t be able to. In Reach, if it’s poorly placed you still get hit.

Can’t tell if trolling or stupid.
You clearly don’t understand halo if you think the Reach banshee is good for the series. The banshee was the most OP (but thankfully not as used) feature in the game. The speed, ability to repeatably evade, and one hit kill were abused by many players. It isn’t skill when your exploiting a vehicles to evade damage and get one hit kills off spawns. Several of the maps had broken spawns and were too open to give people time to DMR it. You would leave cover only to be blasted just as you aim in. Also, the other team will immediately destroy yours once it spawns back. To hear you use the words “better player” with the banshee suggesting there is a skill involved with it just proves you don’t understand what’s really wrong with the gameplay.

It seems you only care about what you die to rather than balance in the game. I agree that what you said are issues that need to be addressed and so are my points. This is about bringing halo back to involve skill and you’re promoting the biggest gimmic in halo history. It’s not the existence of AA that’s the problem. It’s a question of balance. I would like balance with all things including vehicles, weapons, and armour abilites. Reach lacked that across the board. The banshee was just as unbalanced as any AA.

> The problem with choosing what you spawn with is it’s random. Sure, in the spawn screen you may ask your teammates what is the game like at the moment and use the information you got before you died to try to guess the current situation of the game. But in Halo the game changes (or at least should change) so fast that the choice you made just a few seconds ago, may not be the optimal choice anymore. Thus you’re screwed off spawn.
>
> And even if you somehow managed to make the optimal loadout choice, it would only be optimal about thirty seconds in a best case scenario, after those seconds you are essentially stuck with a suboptimal choice. Of course, now I’m only talking about the loadouts in sense they made a clear difference in certain situations.
>
> But the most important reason why you shouldn’t be able to make choices before spawn is because those choices are completely outside of the game. The largest factor in all your choices, no matter how much you try to understand all the variables, is luck. And luck is as far from skill as you can get.
>
> That is the inherent problem with custom loadouts and loadouts in general. And it’s not going anywhere until every loadout option practically gives the player the same abilities or at least almost the same abilities.

True, to some extent it’s random but not all the way, you’ll learn to prefer different weapons because you’re better with them, some maps are better for certain weapons while other, not so much. The same system was used in Homefront, and never caused a single issue, if anything that game was the best balanced and one of the most competitive in a very long time.
You’re never “screwed”, you just got a chance to avoid starting with AR on say sandtrap, or haemorrhage and be spawned killed over and over. Within a few seconds you’ll either find a new weapon on the ground, are killing an enemy or rushing to secure another weapon. You’ll always risk facing opponents with better weapons, you always had, and that’s never been an issue before.

The largest factor is not luck, it might be at first, and to a highly unskilled player, but not to a decent player. The same way as you know what to do when you spawn on a map, you’ll know what weapons to choose, what tactic and where to run. The first few seconds in a game you had an equal footing, sure, but that is lost within seconds as soon as weapons and kills are traded. As long as you spawn with a balanced weapon, or ability, nothing has changed.
The only difference is that a skilled player can use the system to his advantage, to get out of spawn traps, to get a fair chance at fighting back even when you’re teammates are bad. Not a second wind or get out of jail for free, since everyone got the same choice (equal), everything can easily be countered (343i said nothing was to be OP), and most of all, you got to know what to do when and how to use it. More tactics, more though, a little harder, but also bigger reward for those who learn how to use it.

I don’t understand how people can judge a game so harshly they haven’t even tried yet.

> True, to some extent it’s random but not all the way, you’ll learn to prefer different weapons because you’re better with them, some maps are better for certain weapons while other, not so much. The same system was used in Homefront, and never caused a single issue, if anything that game was the best balanced and one of the most competitive in a very long time.
> You’re never “screwed”, you just got a chance to avoid starting with AR on say sandtrap, or haemorrhage and be spawned killed over and over. Within a few seconds you’ll either find a new weapon on the ground, are killing an enemy or rushing to secure another weapon. You’ll always risk facing opponents with better weapons, you always had, and that’s never been an issue before.
>
> The largest factor is not luck, it might be at first, and to a highly unskilled player, but not to a decent player. The same way as you know what to do when you spawn on a map, you’ll know what weapons to choose, what tactic and where to run. The first few seconds in a game you had an equal footing, sure, but that is lost within seconds as soon as weapons and kills are traded. As long as you spawn with a balanced weapon, or ability, nothing has changed.
> The only difference is that a skilled player can use the system to his advantage, to get out of spawn traps, to get a fair chance at fighting back even when you’re teammates are bad. Not a second wind or get out of jail for free, since everyone got the same choice (equal), everything can easily be countered (343i said nothing was to be OP), and most of all, you got to know what to do when and how to use it. More tactics, more though, a little harder, but also bigger reward for those who learn how to use it.

For Homefront and any other game with average kill times of less than 0.5 seconds, the loadout selection works better because the weapon you choose has less of an impact to the scenarios you face, most of the time making your weapon selection only relevant to your preferences. Let’s take Counter Strike which is a competitive class based shooter for example. A skilled sniper can pick up a Scout and dominate people with AKs, but the situation can also be turned the other way around. Thus your weapon choice pretty much boils down to what weapon you personally use the best.

In Halo on the other hand, the differences in weapon usefulness are big because of the longer average kill times that your weapon choice really matters. You take AR, you’re restricted to close range combat or you take DMR and are restricted to longer ranges. But what makes your weapon choices completely irrelevant is that the Halo sandbox always has a utility weapon, a weapon that does well at all ranges except the longest. Picking any other weapon in the place of this weapon is pointless because it’s less of an optimal choice. If we were to remove the utility weapon from the sandbox, the game would play horribly as there would be no way for players to transit between ranges. It would essentially end up being that the long range weapon users try to stay in the more open areas while the close range weapon users try to stay within close range areas. That kind of gameplay is horribly boring and shallow, that’s why halo has the utility weapon.

But the inclusion of the utility weapon pretty much makes weapon selection in loadouts pointless as utility weapon spawns should be possible, and the utility weapon is essentially the better choice in every possible case if you have to choose between it and a niche weapon, especially when you already have another niche weapon as a secondary. With the weapon sandbox of Halo, weapon loadouts simply don’t work.

Then there are always the “perks”. Their balance completely depends on their features. But in any case, the loadout selection can’t be a positive thing to the game. They will either be balanced and completely useless, or some will be better at certain situations than others, leading to problem where your skill isn’t a deciding factor of the encounter, but your loadout selection. What makes the system random is that in encounters, you won’t know what loadout selection the opponent made before it’s too late. If your loadout selection truly matters, then you’re screwed if you run into someone with a more optimal loadout, on matter how skilled you are at the game.

Halo reach can did for all i care…

live for NO LONGER…

> Sure, it’s possible…or it could add new depth to the game, make the skillgap higher since good players could use those things to their advantage, and it would take skill to combine the right weapon with the right equipment for the right situation.

There’s no such thing as “the right weapon with the right equipment for the right situation.” There’s the class which will be the “Start all and end all” for all classes and no one will use anything else.

> Custom loadouts would let you spawn with the weapon of choice, or even the right wepon for a situation, and hence make it harder to spawn camp or use cheap tactics to win, everyone would play at their peak.

If anything, spawning with a shotgun will make it much easier to spawn camp than having to run to grab the shotgun and then run back to your spawn.

> It’s funny because the guy in this video who said it was talking about Halo: Reach, but it wasn’t true.

This guy goes by the name of Luke Smith. Just FYI.