This is a multi-part thread detailing what I think should be in the next halo game. Keep in mind that this is my opinion, and to keep your posts constructive.
Halo 5 needs to be as skillfull as halo 2 and 3, it doesn’t necessarily have to BE halo 2 and 3. The problem with halo 4 is that it leaned to much towards the classed based side of shooter, which explains why many fans find that it doesn’t feel true to what halo is ( I do, but I’m just saying based on what I’ve seen on here ). I think halo 5 should go a little like this:
Loadouts(primary): AR, plasma repeater, BR, Carbine, new promethean rifle.
Loadouts(secondary): magnum, new promethean pistol that is nothing like the boltshot, plasma rifle replaces the plasma pistol in loadouts.
AAs: thruster, hologram, regen field that only heals team mates, the rest should be all new abilities designed with these abilities template. Simple, skillfull and balanced.
Grenades: start with 2 frags every time.
Power weapons: saw, inc. cannon, storm rifle modified to be more like the saw, rockets, rail gun, new covenant power weapon, snipers from halo 4, scattershot, promethean machine gun.
Weapons on the map as always, some weapons move around at predictable locations and times. Most weapons do not do this.
Equipment makes a return: When picked up takes the place of selected armor ability. These are powerful but skillfull and simple one time use weapons that are on the map. They are designed around maps, not the other way around.
Maps: mix of symmetrical and asymmetrical map design. 4v4 maps are small and built for map control and competitive play. Btb maps are large and very open to allow vehicle flow, this is better than the clutter used in halo 4 btb maps. Many maps have interactive qualities, such as opening and closing doors or bridges, or even like what vertigo has with its emp target. These things are present in objective game modes and slayer modes for some maps but not all.
Movement is halo 4s current speed.
Aim assist and magnetism is halo 3 levels
Spread is gone but projectile weapons replace hitscan to promote leading shots. Lack of spread is to make gunplay more consistent and fair.
Each AA has an icon to distinguish itself, that icon hangs over the players head when they get to a certain distance from another player to make the game less random.
Strafing is at halo ce levels. Slide is no longer in the game and response time between shift in directions is instant.
The only guns that have spread are automatics.
Passenger seats only have first person view. Highjacks are now all in first person.
Armor ability view points stay in first person 100% of the time.
Jump height is halo 4 levels.
Gun sway while moving is more stable and not so bouncy in the stock area of the screen.
HUD is updated version of halo 4s. Shows other grenades as well as secondary weapons.
Red x at launch please.
LOOK BELOW FOR PART 2!!