Why is nuanced debate and conversation not a thing here?

What? Type it into youtube and you can select from a number of videos. “AotCR Banshee Skip” Try it yourself. The enemies are randomised on the bridge before you hijack a Banshee, and because you’ll probably end up reloading the checkpoint a few times to get it to work you’ll witness the randomization. That’s just one example where I know the enemies can be random. If you want another from the top of my head, Carbine Jackals in the first Halo 3 mission are always randomly placed.

Demonstrably true. I’ve never played Halo 4 with anyone who didn’t agree. Made our Legendary 3hr and LASO runs pretty easy. 100% predictable and repeatable runs from start to finish, I ended up doing it a few times to help other guys on Halo Completionist before they banned me.

We are just going round in circles. I have unique experiences in all of the Bungue Halo campaigns constantly, even 20 years later these games can surprise me sometimes. All of my Halo 4 runs were absolutely identical.

Would you like to know what I noticed most about those videos? The trick works because the Banshee flies in a predictable and determined path, rarely - if at all - veering from that script. None of the videos provided any sort of strength to your argument that the AI was somehow better in Halo: CE through Halo Reach.

And to be 100% clear, that is what I am addressing, not randomized spawns. That’s a red herring that you’re putting forward, when everything that I’ve said has been in regard to AI behavior. Which was a point you brought up initially.

Okay then. Provide some areas where you think enemies are “locked in hallways”, “don’t chase” the player, “don’t take cover” or anything else. I’ll happily record those behaviors.

Not to mention, though, that put up against the predictability of the Bungie games, this is no great crime.

Your testimony is… Well there’s no real nice way to say it so I just won’t. Everything that I’ve mentioned, every enemy behavior, every script situation, every combat tactic, is directly observable by anyone and everyone. One doesn’t even need take my word for it; just load the game up and see for yourself. It will be exactly as I’ve described it.

Not really. The banshee has a set path until it spots you, then it rushes you (easy rocket kills every time, all banshees do this in CE eventually just fly right toward you at some point) you’re gonna mess up the trick 50 times because if you don’t dance properly it wont get stuck. It’s not scripted, it’s locked on to you. Crouch and hide at any point and it will make a new decision.

I’m just giving you one example that’s easy to demonstrate. You act like the old games are entirely on rails when they aren’t.

Mission one. Enemies in the hallways never move far from their little areas or doorways. Outdoors is completely predictable too. The escape sequence is completely scripted,. Mission 2, every dog spawns in the same place, you can pick them off the walls every time, where you hijack the ghost is always scripted, and tbh just watch a speedrun video for any Halo 4 mission.

Predictability in the AI. The rest of your description further reinforces this; if you don’t do the trick just right you won’t be able to exploit the script. It’s far from random.

Great, this can be looked into. As for the scripted moments, again, these are absolutely not some huge crime or fault on 343i’s part when the original games are literally rife with scripted moments and spawn points.

It’s not scripted, the AI behaves this way. If you move and hide it will make a new decision. Besides this is a 20 year old game, in H2 the Banshee behaviour is more random so they just made rockets lock on to vehicles.

I think you’ll find that H4 is the worst offender. This is the main reason why it’s regarded as the easiest LASO.

Right. It loses target of the player and returns to patrol until it sights a new target. That’s not randomized or varied. Nowhere near the degree to which you suggested when you compared the Bungie games to Halo 4 and Halo 5 by saying

Everything your putting forward for the AI in Halo: CE is incredibly basic, and results in the same game every playthrough.