Everything else–including the leaked enemies–seems like a welcome addition to Halo; even the return of armor abilities. (I mean, they axed Armor Lock so they must have SOMEONE in the multiplayer design team who has a semblance of balance).
However, having weapons as unlockable, and being able to spawn with a custom loadout, bothers the crap out of me.
I know Halo needs to change up the game or risk being stale at launch–but I feel that this direction with the weapons system is nothing more than pandering to the Call of Duty crowd, and is being done on a primarily monetary gain-based decision, rather than picking what’s best for gameplay.
I have nothing against Call of Duty, but as time progresses, the line of separation between what makes Halo different is diminishing at what seems an accelerated rate.
Halo used to be an arena shooter that started everybody off on equal footing, with map control being the key factor to weapon selection and chance of victory.
Starting with Reach however, this entire system has been changing, and Halo 4 is about to crank that bell curve up a little further.
The problem lies within players starting off with two different weapons. Let’s say, the DMR versus the BR, a debate that has already started raging in the forums.
343i, I know you’re doing internal playstesting to balance the sandbox to promote variance, but let’s face it: Two weapons with unique functionality will always-despite your best playtesting efforts–lead to one being invariably a better weapon than another.
Case in point; every class-based shooter released to date. MW3, for example, has the Type 95. World at War had the MP40. Even Halo Reach had the Needle Rifle in Slayer Pro gametypes.
Perhaps not right away, but down the road, you will see players start trending towards one weapon over another. I am no statistical analyst; I do not analyze such things professionally–but I am a gamer, and I can say this from a first-person perspective as one of those players.
