What are your hopes for Team Classic after the TU?

  1. Obviously NO AA’s
  2. Remove reticule Bloom
  3. DMR and Needle Rifle as power weapon spawns on Map. Initial loadout of Assault Rifle/Magnum
  4. Strafe Acceleration (also Jump Height and Movement Speed)
  5. Indestructible Vehicles
  6. OS/Camo Powerups on appropriate Maps (Beaver Creek, Timberland, etc.)
  7. NEW! Gametypes (BTB Classic, Objective, etc.)
  8. Reflection added into the Map Vote lineup

1-3 are already confirmed/noted from Halo Fest TU footage. But I want to hear the community’s thoughts on the future of the “CE Classic” experience. Best and most sensible ideas will be put into the OP.

Discuss!

Reflection wouldn’t work as Bungie designed it around Sprint, Evade, and Jetpacks. I’m sure that Sanctuary would work, though.

DMR/AR starts without Bloom and all the default Reach maps added to the playlist

> Reflection wouldn’t work as Bungie designed it around Sprint, Evade, and Jetpacks. I’m sure that Sanctuary would work, though.

Seeing how Reflection is an almost exact replica of Ivory Tower and Asylum was a horribly forged piece of crap, I’m not sure your statement is correct.

The scale and general layout is exactly the same: the only exceptions are a few weapon spawns and the grav lifts.

CE Pistol. CE weapon sandbox. CE and Halo 2 maps.

> > Reflection wouldn’t work as Bungie designed it around Sprint, Evade, and Jetpacks. I’m sure that Sanctuary would work, though.
>
> Seeing how Reflection is an almost exact replica of Ivory Tower and Asylum was a horribly forged piece of crap, I’m not sure your statement is correct.
>
> The scale and general layout is exactly the same: the only exceptions are a few weapon spawns and the grav lifts.

I’ve actually done a handful of custom playtests on my own Reflection layout called “Ivory”. And this is just with the game settings provided to us from Bungie. The matches were actually fast and fun! Just like we were playing H2.

Because the Rocket Ring to “Shotgun” jump from H2 is possible in Reach now. Before you’d have to Sprint to make that gap.

Reflection belongs more then any map in Reach IMO. Tempest and some others (maybe).

> 1 Obviously no AA’s
> 2. Bloom Toggled Off (Playlist only)
> 3. NO Fall Damage (already stated)
> 4. Reflection added into the Playlist. As well as updated Forge/Tempest remakes (Sanctuary, Lockout, etc.).
>
> And obviously the 6 from the Map Pack coming in Anniversary! =)
>
> Just my thoughts on some things I would want, how about you?

The new anniversary maps will not be added to the playlist since all the maps in anniversary are on a seperate disc and there is no way they will turn off bloom.

WELL, Frankie said he wanted to give players more of a “Classic” feel when playing on THESE Maps. (The 6 coming in H:CEA)

And it’s been said they are tweaking with all sorts of ideas like no fall damage, etc. They can probably EASILY toggle Bloom off for the Team Classic playlist ONLY! Are you joking? Just cause Bungie didn’t do it doesn’t mean it can’t be done.

BUT, if we have no Fall Damage would you want H2/H3 type Health? (No bars, just the Shield). With obvious weapon dmg etc. tweaks to balance out. Along with no Bloom, etc.

Only way I can see no FD working.

> > 1 Obviously no AA’s
> > 2. Bloom Toggled Off (Playlist only)
> > 3. NO Fall Damage (already stated)
> > 4. Reflection added into the Playlist. As well as updated Forge/Tempest remakes (Sanctuary, Lockout, etc.).
> >
> > And obviously the 6 from the Map Pack coming in Anniversary! =)
> >
> > Just my thoughts on some things I would want, how about you?
>
> The new anniversary maps will not be added to the playlist since all the maps in anniversary are on a seperate disc and there is no way they will turn off bloom.

It’s very simple, actually, to turn off bloom, especially if they spend 4 months in the upcoming TU which will be adding classic elements to Matchmaking.

Halo CEA will use the Halo Reach engine for multiplayer, the same way Halo 3:ODST used Halo 3’s engine. So even if the maps are on a separate disc (which 343i has neither confirmed nor denied) we will still be able to match up with players using the Reach disc.

> > > 1 Obviously no AA’s
> > > 2. Bloom Toggled Off (Playlist only)
> > > 3. NO Fall Damage (already stated)
> > > 4. Reflection added into the Playlist. As well as updated Forge/Tempest remakes (Sanctuary, Lockout, etc.).
> > >
> > > And obviously the 6 from the Map Pack coming in Anniversary! =)
> > >
> > > Just my thoughts on some things I would want, how about you?
> >
> > The new anniversary maps will not be added to the playlist since all the maps in anniversary are on a seperate disc and there is no way they will turn off bloom.
>
> It’s very simple, actually, to turn off bloom, especially if they spend 4 months in the upcoming TU which will be adding classic elements to Matchmaking.
>
> Halo CEA will use the Halo Reach engine for multiplayer, the same way Halo 3:ODST used Halo 3’s engine. So even if the maps are on a separate disc (which 343i has neither confirmed nor denied) we will still be able to match up with players using the Reach disc.

What this guy said FTW…

Couldn’t explain it better. SO, would you want the same Health System like CE’s? OR H2/H3s HS with no Health Bars? (Regarding No Fall Damage)

Big team classic!

My hope is that it emulates the excitement of classic Halo. The kind that I could easily waste entire days playing (and then wonder where the hell my day went, then rage that my history project due in 12 hours still hasn’t been started), instead of the kind where I force myself into matchmaking a couple of times a week and quit about 4-5 games later due to boredom and frustration. Remove bloom from the DMR (or make it MUCH quicker to fade). Bring back the overpowered dynamic. Simplify the weapon sandbox. Use original respawn timers.

I also hope that there’s two classic playlists: 4v4 and 8v8. Some kind of generic, middle-of-the-road 5v5 or 6v6 playlist does nothing for nobody, since it’s big for Dammy and way too large for Beaver Creek and too small for Timberland and whatever other BTB map they’re bringing in.

One last hope, whatever maps they bring over, choose maps that are very difficult to re-create both aesthetically and structurally. They’ve done a good job so far with that with Dammy, Beaver Creek, and Timberland. There’s no point to using Derelict or Wizard when there’s countless files out there to demonstrate that they’re easy as pie to redo in Forge World.

> 4. Reflection added into the Playlist. As well as updated Forge/Tempest remakes (Sanctuary, Lockout, etc.).

I agree with part of this. There should be forge remakes of other maps that don’t make the cut. But not of Sanctuary, Lockout, Ivory Tower, and all them. Those maps are overplayed and just plain boring at this point. I never want to see Sanctuary again as long as I live.

There’s some excellent remakes out there. Use less-publicized maps like Longest (Prolonged =/= Longest), Chill Out, Turf, Headlong (if it’s not in the actual CE:A bundle), and Prisoner (same). There’s also a map called Bloody Canyon out there, which does a much better job of emulating the original Blood Gulch than Hemorrhage does. I wouldn’t be opposed to that being included.

> SO, would you want the same Health System like CE’s? OR H2/H3s HS with no Health Bars? (Regarding No Fall Damage)

No fall damage would break Damnation. So either no, or make it map dependent (no idea how they’d accomplish that).

I hope to play Team Classic and not feel like it has ice skating movement speeds.

I’d rather feel like I’m ice skating than feel like I’m walking in maple syrup.

> Reflection wouldn’t work as Bungie designed it around Sprint, Evade, and Jetpacks. I’m sure that Sanctuary would work, though.

How would Reflection not work if its a remake?

My hopes for Team Classic? It gets removed and replaced by Team Evolved.

  • Two loadouts: DMR + magnum and NR + magnum, 2x frag nades for each loadout.- No armor abilities except MAYBE sprint.- Active camo and overshield power-ups on map.- No bloom for NR, DMR, magnum.- Far more severe bloom for AR.- Only vehicles from H:CE on maps, i.e. Warthog, Ghost, Scorpion.- 4 or maybe 5 players per team, but no more than that.

A more CE-based gameplay style (but w/ a few improvements)

  • stronger weapons
  • no bloom
  • faster movement
  • higher jump
  • no fall damage
  • no AAs (unless they’re 1-time use/drop upon death like H3’s equipment)
  • Classic weapons available through Forge (BR, CE Magnum, etc.)
  • Tweak weapon damage (overpowered grenades, useless Magnum, 5/6 shot rifles, etc.)
  • only classic maps in the playlist (Anniversary maps, Reflection, and Forge remakes)
  • actual overshields (not flaming fleet)
  • make DMR or NR a 3-round burst (DMR/NR/Magnum are all single shots weapons)
  • No vehicle wreaking weapons
  • Less maneuverable Banshee
  • Less uncontrollable Warthog/Mongoose
  • More maneuverable Tank

> Big team classic!

My eyes just lit up

> > Big team classic!
>
> My eyes just lit up

as did mine, lol