I keep hearing that there is a formula and that 343i should of kept with it. What is this formula? In what way is the formula not there anymore in the H5 MP beta?
Not Halo 4
edit:
CoD’s formula: Sprint, twitch shooting, insta kill weapons, small maps. Very chaotic, fun, yet very stupid. No teamwork. K/D is everything. Load outs.
Halo: Equal starts; “trinity” of Nades, Weapons and Melees. Slow kill times; usually around 5 seconds. This makes teamwork very important. Map control. Decent base player movement (5 is much too slow). Shooting is based on being consistent and accurate.
Obviously Halo 5 is aiming towards going back to the Halo formula moreso than Halo 4 did. However precision weapons are too easy to use now. In old halos it was very very rare to get a perfect 4 shot. Now its much more common; which makes the kill times much quicker.
So why are precision weapons much easier to use? A combination if things:
- large hitboxes (the obvious)- slower Base Player Movement Speed (something commonly complained about).- maps are very large (now the distance of BR battles are much further, therefore strafing is less effective).Sprint itself isnt whats bad to Halo; its the side effects that people dont take the time to think about. Yeah there is the obvious; people run away. But thats not really a good argument. The real problem is that maps are much larger; precision weapons become easier to use (they are more effective now). So people now hold down an area and “poke in and out” to shoot. Instead of up in your face strafing and jumping around.
but yeah this is just the core of Halo when discussing the “halo formula”. A very big part of Halo is BTB, which is very different. Id say sprinting is good for BTB. But i could see BTB turning into a BR and DMR snipefest because precision weapons are way easier to use and work at such distances. I unfortunately can see BTB sucking in. Halo 5.
Just keeping it guns, grenades, and melee. Not adding a forth pillar with all these Spartan abilities
Essentially it’s anything that can function on Wizard, Midship or Guardian. (not massive versions of them)
As it stands right now, H5 cannot function on any quintessential Halo map.
> 2783251376877086;3:
> Just keeping it guns, grenades, and melee. Not adding a forth pillar with all these Spartan abilities
Precisely, the fresh feel to the game is the additions around that. e.g. bringing in newer game modes, having it in 1080p 60 frames, having more armor customization (while still keeping an updated version of older models), maybe have a clan system, maybe bring in large vehicle battles like the scarab as well as keeping 4v4 arena style, bring in more playable characters have like a invasion game mode from reach where you play as Prometheans. That is where the innovation comes from while keeping the core halo experience the same.
The formula is nade, gunplay, melee. With everything you could do in halo 1-reach the abilities, equipment, and vehicles never got in the way of gunplay.
Power weapons were only powerful with skilled hands. I was NEVER ever able to use a shoty properly, but a demi god with snipes in halo 3.
A Tank could be taken out easily with a very well placed nade and a snipe shot into the cabin getting a headshot and acquiring a second tank for your team.
Currently bullet magnetism decrease gunplay skill by curving bullets and allowing more room for error.
Stronger nades reduces the need for precision and weighing the risk of shooting, going for a melee for the finish or throwing a nade for a tie.
Every single ability gets in the way of all three pillars by not letting you perform certain actions as a veteran would be accustomed to. I have all together given up on melees because it almost always ends up in a tie.
I was excited about 343 adding mobility to the game i always felt like halo could use it, but it was at the expense of the core Gameplay and most importantly learning how to play the sport by allowing the newcomer to get a cheap nade spam kill, instead of ranking that newcomer and pitting said person with newcomer with other newcomers and crawl to the top or just have fun in social playlist.
> 2533274805604025;6:
> The formula is nade, gunplay, melee. With everything you could do in halo 1-reach the abilities, equipment, and vehicles never got in the way of gunplay.
> Power weapons were only powerful with skilled hands. I was NEVER ever able to use a shoty properly, but a demi god with snipes in halo 3.
> A Tank could be taken out easily with a very well placed nade and a snipe shot into the cabin getting a headshot and acquiring a second tank for your team.
>
> Currently bullet magnetism decrease gunplay skill by curving bullets and allowing more room for error.
>
> Stronger nades reduces the need for precision and weighing the risk of shooting, going for a melee for the finish or throwing a nade for a tie.
>
> Every single ability gets in the way of all three pillars by not letting you perform certain actions as a veteran would be accustomed to. I have all together given up on melees because it almost always ends up in a tie.
>
> I was excited about 343 adding mobility to the game i always felt like halo could use it, but it was at the expense of the core Gameplay and most importantly learning how to play the sport by allowing the newcomer to get a cheap nade spam kill, instead of ranking that newcomer and pitting said person with newcomer with other newcomers and crawl to the top or just have fun in social playlist.
The truth has been spoken
> 2783251376877086;3:
> Just keeping it guns, grenades, and melee. Not adding a forth pillar with all these Spartan abilities
I think the 4th pillar was needed. I’m not saying 343 has the right pillar but another layer needs to be added even BUNGIE knew that hence equipments.
I love the original 3 as much as the next guy H3 being my favourite. But there is just so much you can do with the same 3 pillars. We have mastered the 3 pillars. Goingg back to halo 2 is fun when playing with good ppl without a team or fun opponents it gets almost too simple and plain. Grab BR have grenades in back pocket go on a rampage
i feel like im watching a Spongebob episode and 343 is plankton trying to steal the crusty crabs formula :´D
In short… and in my opinion, Halo 3.
> 2535421960551412;9:
> i feel like im watching a Spongebob episode and 343 is plankton trying to steal the crusty crabs formula :´D
Lmao! This was awesome
I think more then anything, a strafe battle is at Halo’s core. Two people engage, and begin to juke left and right, jump and squat, trying to shake off the other person’s aim while in-turn, trying to maintain quality aim on someone’s head, and all the while the opponent does the same thing. Many have refereed to this interaction as the ‘strafe dance’. Its the most engaging aspect of the game imo, and it is fundamental to the feel of Halo.
And that, more then anything, is where Halo 5 is lacking. Between the hitbox size, bullet magnetism, BR kick + spread, and slow base movement speed, the strafe dance is pretty much nonexistent. Juking left and right is not enough to even shift the hitbox any meaningful distance, especially when the H5 BR functions like a long range shotgun, that rewards center-mass aiming WAY more then aiming for the head. Strafing is virtually meaningless, and most battles feel like rock paper scissors on who is going to win the bullet magnetism contest.
> 2610345319735860;12:
> I think more then anything, a strafe battle is at Halo’s core. Two people engage, and begin to juke left and right, jump and squat, trying to shake off the other person’s aim while in-turn, trying to maintain quality aim on someone’s head, and all the while the opponent does the same thing. Many have refereed to this interaction as the ‘strafe dance’. Its the most engaging aspect of the game imo, and it is fundamental to the feel of Halo.
>
> And that, more then anything, is where Halo 5 is lacking. Between the hitbox size, bullet magnetism, BR kick + spread, and slow base movement speed, the strafe dance is pretty much nonexistent. Juking left and right is not enough to even shift the hitbox any meaningful distance, especially when the H5 BR functions like a long range shotgun, that rewards center-mass aiming WAY more then aiming for the head. Strafing is virtually meaningless, and most battles feel like rock paper scissors on who is going to win the bullet magnetism contest.
Yes!
> 2535429822741091;2:
> Not Halo 4
>
> edit:
> CoD’s formula: Sprint, twitch shooting, insta kill weapons, small maps. Very chaotic, fun, yet very stupid. No teamwork. K/D is everything. Load outs.
>
> Halo: Equal starts; “trinity” of Nades, Weapons and Melees. Slow kill times; usually around 5 seconds. This makes teamwork very important. Map control. Decent base player movement (5 is much too slow). Shooting is based on being consistent and accurate.
>
> Obviously Halo 5 is aiming towards going back to the Halo formula moreso than Halo 4 did. However precision weapons are too easy to use now. In old halos it was very very rare to get a perfect 4 shot. Now its much more common; which makes the kill times much quicker.
>
> So why are precision weapons much easier to use? A combination if things:
> - large hitboxes (the obvious)
> - slower Base Player Movement Speed (something commonly complained about).
> - maps are very large (now the distance of BR battles are much further, therefore strafing is less effective).
> Sprint itself isnt whats bad to Halo; its the side effects that people dont take the time to think about. Yeah there is the obvious; people run away. But thats not really a good argument. The real problem is that maps are much larger; precision weapons become easier to use (they are more effective now). So people now hold down an area and “poke in and out” to shoot. Instead of up in your face strafing and jumping around.
>
> but yeah this is just the core of Halo when discussing the “halo formula”. A very big part of Halo is BTB, which is very different. Id say sprinting is good for BTB. But i could see BTB turning into a BR and DMR snipefest because precision weapons are way easier to use and work at such distances. I unfortunately can see BTB sucking in. Halo 5.
I played a crazy amount of BTB in Halo 4, and I feel like sprint becomes more of a crutch in BTB compared to 4v4 slayer formats because those maps become so much more open and large, it is all a DMR & sniper battle.
Sprint in classic slayer in H5 beta and in the legendary H4 still felt more aggressive, with a decent balance of grenades and melee, simply because the maps were smaller with more cover & CQC possibilities.
(I’m not saying sprint has no negative effect on CQC in classic slayer, just that in my opinion its negative effects are less in 4v4 compared to BTB).
Good post though!
The interplay between guns, grenades, melee, equal starts, map control are part of what makes up the ‘Halo formula’ to me. But to add onto that the ability to respond to the enemy is another important aspect.
In the first 3 games players were always combat ready, there was nothing keeping players from responding. In Halo Reach/4/5 things like sprint and clamber force you out of a combat state in order to travel across the inflated maps in a reasonable time frame. They don’t add to the core of combat(to be fair thruster at least has the potential to add to it).
Every moment spent sprinting/clambering is more time spent not actually playing the game I came to play. So I guess I would call ‘uninterrupted combat’ a key part of the Halo formula, at least to me.
> 2533274823601925;1:
> I keep hearing that there is a formula and that 343i should of kept with it. What is this formula? In what way is the formula not there anymore in the H5 MP beta?
Everyone has a different interpretation of what is classic halo.
Halo CE was so fundamentally different from 2 an 3 that i find it baffling that people use the claim that 5 strays too far ‘the formula’
to me, the halo formula is fair starts, weapons on maps with situational strengths and weaknesses, a regenerating shield mechanic, grenade/melee/guns trifecta and a universal movement set. Those themes rang true in halo 1-3, disappeared with reach and 4, and our now back with Halo5
some people say Spartan Abilities, take away core halo, but I just don’t see it. If that’s the case, then removing fall damage and adding duel wielding, took away core halo… So long as the SA’s are properly balanced, I welcome the addition… Admittedly, they have some work to do as far as balancing is concerned.