To me a vital part of Halo play has been the ability to switch loadouts out on the map on the fly, and use the Sandbox and whole map to you’re advantage. Now loadouts give you the opportunity to easily choose you’re starting loadout, but I dont see why all non-PW’s had to be removed from the map so you cant switch loadouts mid-battle or have the opportunity to pick up other weapons that fit your current battle situation. Why remove part of the “Sandbox” aspect of Halo when starting loadouts and map loadouts can clearly co-exist and compliment each other?
Think of it as you have a starting loadout, then you have a bunch of other options on the map to add to that loadout if necessary thus increasing the number of options and dynamic capability for the player. Its kind of like personal ordnance, only the option to switch loadouts is on the map instead of having to earn it by a gimmick.
While you could just pick up weapons from fallen foes/friends, I have to agree with you.
In Reach/ Halo 3 if I was running low on ammo I could run over to a BR/DMR spawn to get more. Now I either have to sacrifice my Support Package to get more starting ammo, or hope that someone else in the match is using the same weapon as me.
Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
> Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
The DMR isn’t overpowered, everything else is just useless…
If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
> > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
>
> The DMR isn’t overpowered, everything else is just useless…
He means in other games, like the BR in Halo 3 or the DMR in Reach. The game’s primary weapon. Read before you post.
> > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
>
> The DMR isn’t overpowered, everything else is just useless…
Gathered from you extensive experiences with the final build of the game to be sure… right?
> > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
>
> The DMR isn’t overpowered, everything else is just useless…
I would agree with this, non-PW’s like the AR and PR needed a buff from Reach in my opinion and PW’s might of needed a nerf in some cases to even that gap out.
Also AR/SMG starts still exists in Halo remember that, and the players who mainly played SMG/AR starts in Halo 2+3 are more inclined to prefer weapons on the map. I dont see how the AR/SMG style of “begin weak, get stronger/utilize advantages” is possible with no non-PW’s on the map.
If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
> > > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
> >
> > The DMR isn’t overpowered, everything else is just useless…
>
> I would agree with this, non-PW’s like the AR and PR needed a buff from Reach in my opinion and PW’s might of needed a nerf in some cases to even that gap out.
>
> Also AR/SMG starts still exists in Halo remember that, and the players who mainly played SMG/AR starts in Halo 2+3 are more inclined to prefer weapons on the map. I dont see how the AR/SMG style of “begin weak, get stronger/utilize advantages” is possible with no non-PW’s on the map.
Why do they need a buff? Have you considered that they are balanced but only seem “weak” because they’re usually up against an OP weapon?
> If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
>
>
> I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
I dont think it has much to do with that, I think it was done for “clutter” reasons or redundancy but I would argue that redundancy is being forced fed one loadout and not being able to change when you need it the most in the heat of battle.
> > > > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
> > >
> > > The DMR isn’t overpowered, everything else is just useless…
> >
> > I would agree with this, non-PW’s like the AR and PR needed a buff from Reach in my opinion and PW’s might of needed a nerf in some cases to even that gap out.
> >
> > Also AR/SMG starts still exists in Halo remember that, and the players who mainly played SMG/AR starts in Halo 2+3 are more inclined to prefer weapons on the map. I dont see how the AR/SMG style of “begin weak, get stronger/utilize advantages” is possible with no non-PW’s on the map.
>
> Why do they need a buff? Have you considered that they are balanced but only seem “weak” because they’re usually up against an OP weapon?
I would argue all mid-long specialized weapons in the history of the FPS have been more useful than the CQB weapons and that versatility is the reason why they are used the most not necessarily that they are OP outside of their intended range.
That is why eliminating the primary mid-long starting weapon that is used the most in practically every FPS nowadays, was done in SMG/AR starts to open up more room for the niche weapons to be utilized. It essentially changes the play-style of the game.
> > > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
> >
> > The DMR isn’t overpowered, everything else is just useless…
>
> He means in other games, like the BR in Halo 3 or the DMR in Reach. The game’s primary weapon. Read before you post.
Really? I totally didn’t notice…
> > > Well it’s not like the other weapons were regularly used or even encouraged to be used when everybody spawns with an OP weapon that makes it all redundant.
> >
> > The DMR isn’t overpowered, everything else is just useless…
>
> Gathered from you extensive experiences with the final build of the game to be sure… right?
Not even talking about Halo 4…
> Why do they need a buff? Have you considered that they are balanced but only seem “weak” because they’re usually up against an OP weapon?
lol.
They need a buff because in their own right they are incredibly underpowered. Most automatics struggle to get a single kill per magazine. Compare them to power weapons and they are 100% useless making power weapons extremely overpowered.
So no, the DMR is not overpowered, all that other stuff is simply very underpowered.
> If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
>
>
> I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
Indeed, Halo 4 has adopted modern trends that basically punishes players for either being new or not playing the game 24/7. I’m sure it’ll be fun at first, but after I take a break to play AC3, I’ll probably end up so far behind that it won’t be fun anymore.
Also, to me, Halo: Reach offered a unique enough sandbox (I’ve managed to completely smoke DMR users with a Magnum or a Needle Rifle) with interesting yet useful weapons so not every game felt the same, like Halo 3 felt. The only thing that really subtracted from the game were any AAs that weren’t Sprint. Luckily, 343i is nerfing almost every single AA, so that’s good.
I’ll probably start hosting “True Halo 4” gametypes after I get sick of perks and custom loadouts.
> > If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
> >
> >
> > I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
>
> Well, to me, Halo: Reach offered a unique enough sandbox (I’ve managed to completely smoke DMR users with a Magnum or a Needle Rifle) with interesting yet useful weapons so not every game felt the same, like Halo 3 felt. The only thing that really subtracted from the game were any AAs that weren’t Sprint. Luckily, 343i is nerfing almost every single AA, so that’s good.
>
> I’ll probably start hosting “True Halo 4” gametypes after I get sick of perks and custom loadouts.
I feel like classic Halo has unique games, just not with the amount of randomness in games with custom load-outs. For example you know the Sandbox lay-out you are getting with each map, and that on the Pit you are going to want to protect you’re snipers and control the distinct choke-points on the map. While on Mid-ship its pretty much most likely going to be a fast-paced battle heavily reliant on team-work and 1v1 battles. Its like there is “guide-lines” for each map that make strategy and map control of most importance and clear, but of course the maps can play different each time no matter the map lay-out its just you usually know what to expect from each game-type.
Some games on Damnation are stand-offs and a map control battle, while some are fast-paced and reliant on acting as quick as possible. Bungie was a master at creating these different scenarios in games through map lay-outs and different map designs.
> > > If we want to keep playing new Halo titles we are forced to play an increasingly simpler game. Learning maps has proved too difficult for some. 343i just made it a heck of a lot easier.
> > >
> > >
> > > I’m sure I’ll play a good amount of Halo 4. With the direction of the series I’m not sure how long I’ll be around.
> >
> > Well, to me, Halo: Reach offered a unique enough sandbox (I’ve managed to completely smoke DMR users with a Magnum or a Needle Rifle) with interesting yet useful weapons so not every game felt the same, like Halo 3 felt. The only thing that really subtracted from the game were any AAs that weren’t Sprint. Luckily, 343i is nerfing almost every single AA, so that’s good.
> >
> > I’ll probably start hosting “True Halo 4” gametypes after I get sick of perks and custom loadouts.
>
> I feel like classic Halo has unique games, just not with the amount of randomness in games with custom load-outs. For example you know the Sandbox lay-out you are getting with each map, and that on the Pit you are going to want to protect you’re snipers and control the distinct choke-points on the map. While on Mid-ship its pretty much most likely going to be a fast-paced battle heavily reliant on team-work and 1v1 battles. Its like there is “guide-lines” for each map that make strategy and map control of most importance and clear, but of course the maps can play different each time no matter the map lay-out its just you usually know what to expect from each game-type.
The problem with Halo 3 was how you could easily predict what would happen in each map. Like Team Slayer on Guardian, for example. One team spawns in the Lift Room, one spawns on the other side. Lift Room Spawners grab the Active Camo and the other team gets OV. Then, the ten-minute long battle for the Lift Room begins. I’ve played plenty of games on Swordbase where people didn’t just go for the Lift Room, but I cannot say the same for Halo 3’s maps.
When you play Super Slayer in Reach, you rarely come across anyone that isn’t using Sprint. Those who are usually end up dead thanks to the nerfs that the TU has provided. Even in a game where everyone begins with AR/Magnums and Sprint, I can honestly say that I’ve had more fun and excitement in TU Reach than I have in Halo 3.
> > Then, the ten-minute long battle for the Lift Room begins.
>
> What? Who the hell thought gold control was a good idea on Guardian?
>
> Tower/Green was always the side you wanted to be on…
Every single game of Guardian that I’ve played, people just go for the Lift Room.
> > > Then, the ten-minute long battle for the Lift Room begins.
> >
> > What? Who the hell thought gold control was a good idea on Guardian?
> >
> > Tower/Green was always the side you wanted to be on…
>
> Every single game of Guardian that I’ve played, people just go for the Lift Room.
Same here. Don’t know why but everyone always rushes the gold room. O_o
OT: I think it would be good idea to have ammo packages that only refill your primary/secondary weapon(s).