Why isn't HALO 4 an arena based shooter?

Thats what made halo unique halo 1 to halo reach were all arena based and that’s why so much people I know loved it including me. We started with the same guns and fought for the power weapons why?

I know in Halo 4 you start with brs and stuff only but why couldn’t they add a bunch of playlists with weapon spawns which aren’t random like the old days! :slight_smile:

That’s what made halo 3 and halo 2 successful and somewhat of halo reach to!

Everyones probably going to disagree there but I just wanted to say it anyway! :slight_smile:

The weapons you start with are more of personal preference than they are of different strengths. With Halo 4, these weapons are, supposedly, alot more balanced than in previous versions. You shouldn’t feel like you are screwed of you were to pick up an AR in medium sized maps so long as you play your cards right.

In a way, the loadout system is to try and eliminate the clutter in playlists(AR/BR/DMR starts) and have a more balanced experience where people don’t get the sense of being screwed because they picked up a weapon.

Well there is a Slayer Pro playlist.

Weapon spawns are random?

This thread again? 2 weeks out? Oh god, time to go find a rock to hide under.

Ok now all joking aside, why can’t it be a well balanced arena based class shooter? Wouldn’t a balanced sandbox and map design dictate the games heart more so that some GUI improvements?

I don’t have a problem with the loadout system. I hate character progression. The fact that you can fully customize your loadouts only by ranking up is disappointing. IMO equal starts is the fundamental idea of an arena shooter, no matter how balanced starting weapons, grenades, AAs, and “perks” actually are.

> Well there is a Slayer Pro playlist.

Is motion tracker on in this playlist? What’s with the loadouts? I’d love to see something with disabled or pre-set loadouts but with motion tracker.

There is no fixed line between area and tactical shooters. different game genres can add aspects from each other to improve the gameplay and this is going to happen more and more and games develop.

I like the loadout system as it alows people to start with their personal favorate weapons. Not much point having more than one rifle if no one can start with them.

> The weapons you start with are more of personal preference than they are of different strengths. With Halo 4, these weapons are, supposedly, alot more balanced than in previous versions. You shouldn’t feel like you are screwed of you were to pick up an AR in medium sized maps so long as you play your cards right.
>
> In a way, the loadout system is to try and eliminate the clutter in playlists(AR/BR/DMR starts) and have a more balanced experience where people don’t get the sense of being screwed because they picked up a weapon.

It may be your preference to choose one strength over another, but they all still have different strengths and no two things are ever 100% balanced in any game. I think we all need to recognize that concept when thinking about custom loadouts.

Now in Halo 1, you spawned with the equipment needed to handle any normal situation, and items on the map all served healthy purposes. Here’s part of an old post of mine that I think demonstrates the concept that I feel the OP is getting at:

> I’ve always though that Halo at it’s healthiest has a clear hierarchy of tools in the sandbox:
>
> *Power Items (On Map): Power Weapons, Powerups
>
> *Resources (On Map): Ammo, Health Packs, etc
>
> *Utility Items (On Spawn): Utility Weapon(s), Grenades, Melee
>
> *Situational Items (On Map): Non-Power Weapons/Items
>
> The power items serve as objectives to move to that reward the team for securing the objective.
> Resources serve the same function as power items on a smaller, moment-to-moment scale.
> Utility items are available to all and ensure that everyone always has a reasonably ‘fair’ chance to fight.
> Situational items give players a healthy variety of advantages over the utility items in specific situations.
>
> IMO, that’s a winning formula for a shooter.

Now, this post was from a long time ago and is in a different context than this thread, but it goes into my opinion of how loadouts could ideally function based on what you see above, if anyone cares to read it.

That’s why 343 made the gameplay balanced.

I’m pretty sure, well I’m hoping, there’ll be a good few playlists with preset loadouts/all same weapon starts like Halo CE to Reach.

> That’s why 343 made the gameplay balanced.

I see this same “argument” posted again and again but every time it’s just this, either there’s absolutely nothing to back up that it’s balanced or “Frankie said it’s balanced so it has to be”. Until the game is released and we’re able to extensively test it I won’t believe that’s it’s balanced.

This isn’t going to change anything when it comes to gameplay. It actually is going to make the gameplay better IMO. No longer will you have players going to find a DMR or BR. Everything I’ve seen shows that each weapon is tuned for a specific use. If you try to use that weapon outside of that use you will most likely lose. On top of that, I believe in order to have a balance game the spawns have to be balanced. A great example of this is on rumble pit, or lone wolves play list from Reach and Halo 3. Take Guardian from Halo 3, on basic settings with AR start, if I get the spawn near snipe tower I can grantee that I will get a killing spree to start the match. Why? Because I can first grab the carbine over-shield then grab snipe. That negates the balance of the map, because I now have a distinct advantage over everyone else solely of my spawn. If you want a balanced gametype, you just need to have balanced weapons a spawns, and everything I’ve seen Halo 4 has both.

It still is an arena shooter.

You still have preset classes that you can choose from that suit that map.

> That’s why 343 made the gameplay balanced.

So its balanced, but DMR>Carbine>BR clearly?

Hologram must be balanced too?

OT: Its not an arena shooter because they wanted to change to something all the little kids growing up have grown up playing, rather than suit the longtime fans. (yes there are people who enjoy both, lucky people, but they are choosing new kids over vets obviously)

> > That’s why 343 made the gameplay balanced.
>
> So its balanced, but DMR>Carbine>BR clearly?
>
> Hologram must be balanced too?
>
>
> OT: Its not an arena shooter because they wanted to change to something all the little kids growing up have grown up playing, rather than suit the longtime fans. (yes there are people who enjoy both, lucky people, but they are choosing new kids over vets obviously)

If they didn’t, they’d likely not make enough off of it to justify continued production. Like it or not, attracting new fans is necessary to Halo’s survival.

Besides, as long as the options exist to modify the game’s settings, or there are playlists that reflect “classic” play, it can still be an arena shooter.

because each primary gun is equal in its own way, and memorizing a spawn time requires less work than actually having a random PW appear anywhere on a dif set time.