> > -Keep the good shot registration. H4’s is dang good.
> > - Keep the variety in forge maps
> > <mark>-REMOVE SPRINT AND ARMOR ABILITIES. We have tried them for 2 games and they don’t work in Halo. They could possibly be implemented as equipment. Possibly, but the constantly being with all players all game destroys the core</mark>.
> > -Bring back descope
> > -continue and increase developer support
> > -Continue 343 led tournaments. Very cool
> > Besides those, I like your list. Oh, and can we finally get clans put back in? Cod is stealing that idea from H2, why can’t we?
>
> -LIKE HELL IT DOESN’T. It works, its just the implementation that was a bit flawed. AC and JP need some changes, but none of them should be taken out of loadouts. And sprint could be something exclusive to large games or something, or for non competitive gametypes, with maps designed primarily around sprint, but modifiable to accommodate for non sprint games.
I would be fine with sprint being in large map gametypes like BTB. That would actually make since if the maps are designed around that. However, I used to find BTB much more enjoyable in older Halo titles. It seems like many of the BTB disc maps are made WAY too large and open and it turns them into huge vehicle fests. Vehicles are fine and have their place, but I think there should be some BTB maps more vehicle based and others without similar to how they were in H2. There were more BTB maps that were enclosed and could be perfectly good for nonvehicle users as well (like Headlong).
In smaller scale gametypes like 4v4 (on which the bulk of Halo has traditionally relied) sprint is a hindrance. It caused the maps to be poorly designed. Its’ desire is to increase the pace of the game, but you could achieve that goal even better by simply increasing the base movement speed, making smaller maps, and keeping the kill times quick with great shot registration (like Halo 4 currently has and zero bloom Reach did). This can be very plainly seen when MLG actually took Reach and increased the base movement speed, took out bloom (severely quickening the kill times), and removing sprint.
The reason that I don’t like AAs is because they are CONSTANTLY present in the games as opposed to being more temporary like power ups, power weapons, and equipment (H3). Things like rockets, overshield , snipers, camo, etc… are fine in the game, but would be terrible if they were as constantly present as AAs are. They are temporary because there are just maybe a few of them on each map and they can be picked up by one person, used, then disappear. They have large impacts on the game temporarily. AAs, on the other hand, are always making huge impacts on the game by every single person. This is terrible.
Also, one other thing is that power weapons, power ups, and everything else are specifically chosen for maps because they will work on them. All weapons are not on all maps because they won’t all work. You would have never put a rocket launcher on Midship/Heretic because it would not work there. You would have never put a Ghost on Haven because it would not work. So, why would ever single AAs be expected to work on every single map?
Maybe in H5 they could use AAs like equipment in H3 or like powerups. Have them specifically chosen for maps they know that they would work on then place them on the map as a pick up. Then, they are not constantly in use by everyone and they are map specific. This is the exact way that MLG did AAs in Reach in it worked WAY better than people always starting with them.