What people “thought” and what actually occurred are two very different things. Plenty of players also thought they M&K players had a massive advantage over controller players and that claim was objectively false.
I also thought the aiming was questionable even on M&K and 343 only response was to crank up the aim assist. There is a fundamental difference people complaining about a bad aiming system vs complaining about low aim assist. Moreover 343’s responses to criticisms are not inherently representative of what players actually want or complained about(see also red reticle, collision).
I also don’t find Flights to be very compelling evidence in the face of having actual Halo games like CE to go off of for lower aim assist.
Gamepad vs M&K is not a valid reason to avoid lowering aim assist. If discrepencies are that severe via the nature of the input medium that is why we should always have the option for filtering both inputs and platform.
And no, I don’t think aim assist is the only option, I am also for slower projectiles which is another suggestion you dismiss out of hand despite the direct evidence we have for Halo players happily playing with slower projectiles. The underlying theme of my suggestions being balancing based on skill gap while you clearly prefer more RNG and rock paper scissors.
Its also important to note that my suggestions are fundamentally built around idea of both having a utility weapon and that a minority of underperforming niche weapons should be brought up rather than bring down the majority of weapons that are already good.
For example I don’t think there is any viable way to fix the Pulse Carbine as it exists now. A passive lock on weapon is doomed to be either useless or broken. But what if instead of being a passive lock on, it was player guided like Ad Victoriam or Cindershot. Suddenly a whole new world of possibilities for skilled player input to incentives its use without making it a mindless upgrade or trying to get players to pick up a bad weapon by playing keep away with weapons that are already good.
Reducing the mag size is pointless, The punishment for missing is that you die or your target escapes, If you are missing most of your mag dumps and still killing your target that indicates a flaw with map design not your weapon. This is also why raising the actual skillgap via lower aim assist is important, those types of features make you miss more often without artificially handicapping skilled players.
The commando isn’t a utility weapon because it would hurt your argument to admit that’s what it is. The biggest major con it has is the bloom, which again, is something you advocated for removing, and as Reach demonstrated bloom doesn’t actually prevent weapons from being versatile.
Utility weapons being useful up close is not a bug its a feature, which is why no one cares to address it and why these discussions go nowhere.
Utility players work within the framework of Halo as it actually exists, not the fantasy version of Halo auto stans have in their heads. Yes, other weapons are the problem because it has only ever been a minority of weapons that haven’t pulled their weight.
Do the majority of other useful weapons get as much use as the utility weapon? No, but that is the nature of certain weapons being more niche than other and only player always spawning with the same weapons. This is only a problem to auto stans who have this utterly inane idea that all weapons need to have more “balanced” use time regardless of context.
A weapon doesn’t need to get comparable use time to the resident utility weapon to have value in the sandbox.
Bad campy maps are still bad campy maps even if you remove utility spawns.
You just have a shallow notion of balance that makes you laser focus on the weapon that gets the most use regardless of context. To you that makes every actual flaw we point nothing more than a deflection or excuse, because how could we possibly ignore the elephant the room right?
Believe it or not I didn’t start out pro utility weapon. I made virtually the exact same arguments that you made, tried to veto or avoid utility starts whenever possible. But I slowly began to realize what actually frustrated me were the bad design and balance decisions around the weapons that didn’t work.
My desire to be able to run around with say a Plasma rifle or two wasn’t being stopped by the BR or it was being stopped by the Plasma Rifle, even deleting utility weapons entirely wasn’t going to make using the Halo 2 or 3 Plasma Rifle any more compelling, it wasn’t going to make it more than a shallow, blue, damage inverted SMG.