We Need A Proper Halo Game

Keeping this short and sweet, I will get to the main points.

Personally, Halo 4 feels like gameplay showcases cheap thrills over actual dedicated fair gameplay.

Why is it that the jetpack can be used as a cheap mechanism and crutch for lack of skill to gain an upper hand in personal 1v1 fights? Watch this for a perfect example demonstrating the cheapness in these situations.

Loadouts are another hole in the soul of Halo 4. They were a fantastic idea but as Josh Holmes stated having to hire people who hate Halo for “X” and want to add “Y” to make it better, they hired too many Call of Duty ex employees because now we have almost the exact same loadout system as CoD has, topped with broken/imbalanced perks “armour mods” and imbalanced starting weapons/grenades.

This video is a perfect example how loadouts have completely destroyed vehicle combat, an no amount of weapon tuning can change that until we have properly balanced loadouts.

When scenarios like this are capable of happening because of what we can choose to spawn with, which fundamentally change what used to work in Halo, it really degrades the game down to almost nothing.

When you add all this together, you get a game which has a poor skill gap, incorporates a cheap lottery personal weapon drop which from the very start is unfair for both the user and enemy. All this reduces the playability of the game to what it is now; this game has less players playing the game than Halo Reach did at the end of it’s gaming cycle.

In short, Halo Reach had more players playing multiplayer after two years than Halo 4 does after 7 months. This is extremely disheartening coming from a dedicated fan of over 10 years.

My only solution I can see is make new and old co-exist. Because right now Halo 4 is nothing like what Halo used to be, but some people like that, which is perfect as long as we have a proper setup, proper playlists which incorporate what Halo was in the past.

New and old coexist you say? Tomorrow Slayer Pro is coming into the infinity slayer playlist and the weapon tuning looks really promising

I agree OP. We do have a Halo game like that now its called Halo 3.

https://forums.halowaypoint.com/yaf_postst209022_Fixing-Halo--Long-Read.aspx

Well at least theres no armor lock.

> New and old coexist you say? Tomorrow Slayer Pro is coming into the infinity slayer playlist and the weapon tuning looks really promising

Yes I’m aware and I’m rather glad, but… There was a reason Slayer Pro’s playlist crashed. It wasn’t very friendly to the average player. I liked it but most of the people I play with are in their mid 40’s and aren’t on the higher end of competitiveness, so the lack of radar pushes them away and many others.

The main thing we need are forced loadouts, proper weapon static placements, fixed objectives while keeping it friendly to the average players, not casual mind you, I’m talking about to social people, the ones that would play Team Slayer from Halo 3 for their desired level of competition.

Essentially we need gametypes akin to Team Slayer, Slayer Pro more closely resembles the MLG gametypes.

> Well at least theres no armor lock.

Yet…somehow I’m sure they could twist the communities words around to justify putting it in again.

> > New and old coexist you say? Tomorrow Slayer Pro is coming into the infinity slayer playlist and the weapon tuning looks really promising
>
> Yes I’m aware and I’m rather glad, but… There was a reason Slayer Pro’s playlist crashed. It wasn’t very friendly to the average player. I liked it but most of the people I play with are in their mid 40’s and aren’t on the higher end of competitiveness, so the lack of radar pushes them away and many others.
>
> The main thing we need are forced loadouts, proper weapon static placements, fixed objectives while keeping it friendly to the average players, not casual mind you, I’m talking about to social people, the ones that would play Team Slayer from Halo 3 for their desired level of competition.
>
> Essentially we need gametypes akin to Team Slayer, Slayer Pro more closely resembles the MLG gametypes.

At least with with the slayer pro settings, it should be a seperate playlist so it won’t flop again, but yes pretty much everythibg you said I agree with

> Keeping this short and sweet, I will get to the main points.
>
>
> Personally, Halo 4 feels like gameplay showcases cheap thrills over actual dedicated fair gameplay.
>
> Why is it that the jetpack can be used as a cheap mechanism and crutch for lack of skill to gain an upper hand in personal 1v1 fights? Watch this for a perfect example demonstrating the cheapness in these situations.
>
>
> Loadouts are another hole in the soul of Halo 4. They were a fantastic idea but as Josh Holmes stated having to hire people who hate Halo for “X” and want to add “Y” to make it better, they hired too many Call of Duty ex employees because now we have almost the exact same loadout system as CoD has, topped with broken/imbalanced perks “armour mods” and imbalanced starting weapons/grenades.
>
> This video is a perfect example how loadouts have completely destroyed vehicle combat, an no amount of weapon tuning can change that until we have properly balanced loadouts.
>
> When scenarios like this are capable of happening because of what we can choose to spawn with, which fundamentally change what used to work in Halo, it really degrades the game down to almost nothing.
>
>
> When you add all this together, you get a game which has a poor skill gap, incorporates a cheap lottery personal weapon drop which from the very start is unfair for both the user and enemy. All this reduces the playability of the game to what it is now; this game has less players playing the game than Halo Reach did at the end of it’s gaming cycle.
>
> In short, Halo Reach had more players playing multiplayer after two years than Halo 4 does after 7 months. This is extremely disheartening coming from a dedicated fan of over 10 years.
>
>
> My only solution I can see is make new and old co-exist. Because right now Halo 4 is nothing like what Halo used to be, but some people like that, which is perfect as long as we have a proper setup, proper playlists which incorporate what Halo was in the past.

All tactics are legit as long as they are using allowed in game mechanics. Calling something like Jet pack cheap is enforcing your standard of gaming onto others which is what we should be trying to avoid.

And just because loadouts have the ability to ruin vehicle combat doesn’t mean the idea of a load out as a whole is broken and quite a stretch you’re making.

Halo 4 is also a real halo game. What makes halo “halo” is more then one thing and defined differently by different people. This is another kind of attitude we need to abolish from the halo community.

But enough bashing on your OP. I agree all styles of halo need to be properly supported and that halo 4 as a whole does a poor job of this.

https://forums.halowaypoint.com/yaf_postsm2523615_IMO-how-to-handle-halo4-5.aspx#post2523615

The above link is to a thread i recently made on how to handle the next game in terms of supporting each play style feel free to look at it and give feedback. I am sorry if you took any offense to what i posted in this reply. But i’m honestly tired of the mentality of people pushing their views on others and claming to be correct when its all opinion based. We are all halo fans. We should be working together to make a halo game we can all enjoy instead of killing eachother.

> > Well at least theres no armor lock.
>
> Yet…somehow I’m sure they could twist the communities words around to justify putting it in again.

ROFL, yes… Though I would hope they have a good long term memory, they had to nerf it once already.

> All tactics are legit as long as they are using allowed in game mechanics. Calling something like Jet pack cheap is enforcing your standard of gaming onto others which is what we should be trying to avoid.

That’s hypocritical thinking, in all previous Halo games they gameplay was relatively similar, yet something new, but they kept the tried and true formula, but in Halo 4, they did not and forced us to conform to a new play style with no alternative.

The mere fact that jetpacking straight up in the air in a CQB fight breeds an instant advantage against the one who doesn’t have a jetpack is unfair.

> And just because loadouts have the ability to ruin vehicle combat doesn’t mean the idea of a load out as a whole is broken and quite a stretch you’re making.

Loadouts aren’t balanced when most of the items available in the loadouts are imbalanced. I don’t even have to list everything wrong with the loadouts because of one singular item emphasizes everything wrong.

>Boltshot<

> Halo 4 is also a real halo game. What makes halo “halo” is more then one thing and defined differently by different people. This is another kind of attitude we need to abolish from the halo community.

This isn’t a true Halo game if it does not live up to the standard gaming history of previous games.

Halo Reach pulled in 80K+ after a year’s release, Halo 4 can barely manage 30,000 players after 7 months.

> Keeping this short and sweet, I will get to the main points.
>
>
> Personally, Halo 4 feels like gameplay showcases cheap thrills over actual dedicated fair gameplay.
>
> Why is it that the jetpack can be used as a cheap mechanism and crutch for lack of skill to gain an upper hand in personal 1v1 fights? Watch this for a perfect example demonstrating the cheapness in these situations.
>
>
> Loadouts are another hole in the soul of Halo 4. They were a fantastic idea but as Josh Holmes stated having to hire people who hate Halo for “X” and want to add “Y” to make it better, they hired too many Call of Duty ex employees because now we have almost the exact same loadout system as CoD has, topped with broken/imbalanced perks “armour mods” and imbalanced starting weapons/grenades.
>
> This video is a perfect example how loadouts have completely destroyed vehicle combat, an no amount of weapon tuning can change that until we have properly balanced loadouts.
>
> When scenarios like this are capable of happening because of what we can choose to spawn with, which fundamentally change what used to work in Halo, it really degrades the game down to almost nothing.
>
>
> When you add all this together, you get a game which has a poor skill gap, incorporates a cheap lottery personal weapon drop which from the very start is unfair for both the user and enemy. All this reduces the playability of the game to what it is now; this game has less players playing the game than Halo Reach did at the end of it’s gaming cycle.
>
> In short, Halo Reach had more players playing multiplayer after two years than Halo 4 does after 7 months. This is extremely disheartening coming from a dedicated fan of over 10 years.
>
>
> My only solution I can see is make new and old co-exist. Because right now Halo 4 is nothing like what Halo used to be, but some people like that, which is perfect as long as we have a proper setup, proper playlists which incorporate what Halo was in the past.

I agree with you 100% I’ve been trying to communicate and give out my ideas to fellow community members but it hasn’t been working out so well.

> > All tactics are legit as long as they are using allowed in game mechanics. Calling something like Jet pack cheap is enforcing your standard of gaming onto others which is what we should be trying to avoid.
>
> That’s hypocritical thinking, in all previous Halo games they gameplay was relatively similar, yet something new, but they kept the tried and true formula, but in Halo 4, they did not and forced us to conform to a new play style with no alternative.
>
> The mere fact that jetpacking straight up in the air in a CQB fight breeds an instant advantage against the one who doesn’t have a jetpack is unfair.
>
> I don’t care whats possible now and what was possible back then. Using the jetpack in anyway bar leaving the map is a legit tactic because its an in game mechanic that was intended by the developers. It’s annoying. But it doesn’t make a player wrong for using it.
>
>
>
> > And just because loadouts have the ability to ruin vehicle combat doesn’t mean the idea of a load out as a whole is broken and quite a stretch you’re making.
>
> Loadouts aren’t balanced when most of the items available in the loadouts are imbalanced. I don’t even have to list everything wrong with the loadouts because of one singular item emphasizes everything wrong.
>
> >Boltshot<
>
>
> I never said loud outs were balanced. If anything halo 4 is perfectly imbalanced. I was merely stating that loadouts idea as a whole isn’t bad. Just how it was approached in halo 4.
>
>
>
> > Halo 4 is also a real halo game. What makes halo “halo” is more then one thing and defined differently by different people. This is another kind of attitude we need to abolish from the halo community.
>
> This isn’t a true Halo game if it does not live up to the standard gaming history of previous games.
>
> Halo Reach pulled in 80K+ after a year’s release, Halo 4 can barely manage 30,000 players after 7 months.
> It has halo in the title. It’s story is relevent to the books and past halos. Many of the guns and features in the past halo games are present in halo 4. Halo 4 is halo period. It may not live up t your standards or others. But it lives up to some people. Again this is up to a players judgment. No one here is correct. The fact that you are once again trying to impose your views on others and insisting they are the correct ones sickens me to the core.

Lastly this is 343’s version of halo. This is their version. You may not like it. But that does not make it not a halo game. I agreed with you on the fact that halo 4 doesn’t support all play styles equally.

double post

I believe its funny how it seemed liek the entire team had plasma grenades on that one clip. Sadly that’s exactly how it is thanks to personal loadouts.

Really a lot of 343’s problems pertaining to vehicle combat and overall game-play would of been fixed by going back to equal starts as the community asked for in the first place and making ordinance only drop Certain AA’s like the throwdown ones while the rest become 1 time use map pickups or something. That alone would fix issues with Jetpack that have been plaguing the Halo franchise since Reach and the issues that come with Promethean vision and Camo from happening. I mean its astounding how so many issues would have been bypassed by instead working off or improving upon of the basic template that’s been working from day 1 and its even sadder because everything except for armor mods/perks and stuff could of worked too in some way shape or form.

> I believe its funny how it seemed liek the entire team had plasma grenades on that one clip. Sadly that’s exactly how it is thanks to personal loadouts.
>
> Really a lot of 343’s problems pertaining to vehicle combat and overall game-play would of been fixed by going back to equal starts as the community asked for in the first place and making ordinance only drop Certain AA’s like the throwdown ones while the rest become 1 time use map pickups or something. That alone would fix issues with Jetpack that have been plaguing the Halo franchise since Reach and the issues that come with Promethean vision and Camo from happening. I mean its astounding how so many issues would have been bypassed by instead working off or improving upon of the basic template that’s been working from day 1 and its even sadder because everything except for armor mods/perks and stuff could of worked too in some way shape or form.

I didn’t ask for half of the things you mentioned. And i’m willing to bet there are others who didn’t ask for those as well. So you should probably stop throwing words like community when you only speak for yourself. No one way is the right way to play halo. Every style should have its own playlist(s). Not just the one you favor.

How about we remove the loadout system and armor abilities to. And we go back to the Cr system again.

We know all this, and lets hope 343 do as well.

They have a lot of work to o for Halo 5.

But just remember 343 didn’t change Halo, Bungie did with REACH.

Halo 5, needs to be an improved version of Halo 3. But to keep all the new players happy, Halo 5 will need a another playlist for Infinity.

No reason why Halo 5 can’t have 2 seperate playlist, one that is Core Halo (ie Halo2/3 and another that is the new Halo 5, which is improved Halo 4).

This will keep everyone happy, and if they do it right both groups will have a high population.

We need Ranked and Social, where playlists can be mixed.

> We know all this, and lets hope 343 do as well.
>
> They have a lot of work to o for Halo 5.
>
> <mark>But just remember 343 didn’t change Halo, Bungie did with REACH</mark>.
>
> Halo 5, needs to be an improved version of Halo 3. But to keep all the new players happy, Halo 5 will need a another playlist for Infinity.
>
> No reason why Halo 5 can’t have 2 seperate playlist, one that is Core Halo (ie Halo2/3 and another that is the new Halo 5, which is improved Halo 4).
>
> This will keep everyone happy, and if they do it right both groups will have a high population.

343 choose to stick with Reach engine when they can take Halo 3 and improve it.

> We need Ranked and Social, where playlists can be mixed.
>
>
>
> > We know all this, and lets hope 343 do as well.
> >
> > They have a lot of work to o for Halo 5.
> >
> > <mark>But just remember 343 didn’t change Halo, Bungie did with REACH</mark>.
> >
> > Halo 5, needs to be an improved version of Halo 3. But to keep all the new players happy, Halo 5 will need a another playlist for Infinity.
> >
> > No reason why Halo 5 can’t have 2 seperate playlist, one that is Core Halo (ie Halo2/3 and another that is the new Halo 5, which is improved Halo 4).
> >
> > This will keep everyone happy, and if they do it right both groups will have a high population.
>
> 343 choose to stick with Reach engine when they can take Halo 3 and improve it.

The engines of 3, Reach and 4 are basically the same, yet modified, so engine has nothing to do with this.