- Bloom needs to be fixed or an option to take it out needs to happen (should have been included with release…)
- individual weapon damage
- halo 1 style weapon timer
- bleed through melee
- when you kill somebody…and their dead body is on the ground…their gun should NOT FIRE AND KILL YOU for F sake. Oh and while your at it, bring back 1-50
> > My Top 5
> >
> > 1. Firefight Versus (like the beta days)
> > 2. Higher jumps
> > 3. Survival playlist in Firefight (unlimited waves)
> > 4. Vehicles with more health
> > 5. and for BS Angel to marry me
>
> #3 on ur list= Firefight Limited= unlimited waves + limited lives.
Firefight Limited is 1 set, not unlimited waves
- Bloom being fixed or removed- If it was removed, the DMR and Magnum would need some nerfing.
- Armor Lock needs to either be removed or nerfed heavily.
- Frag grenades need longer fuse times, more like CE.
- The Warthog needs a definite buff especially with the large amounts of DMR’s and Snipers. .
- I would love if instead of sword block, it took longer to pull out the sword when exiting sprint.
-
Individual weapon damage modifying
-
Tweak/Toggle Bloom on or off
-
Fix Theater mode
-
Reduce grenade radius damage
-
Some type of skill system like 1-50 anything but that rubbish Arena season rating
-
Nerf Banshee Bomb and its evading capabilities
-
Edit weapon adjustments (i.e. bloom, ROF, etc) for the Classic+ playlist
-
Weaken damage the DMR does on vehicles (possible?)
I have no others at the moment, as too much change will just be asking for another game, and I’m interested in what 343 does for Halo 4.
- Rebalance Banshee (Alter the Banshee so it has a cool down between evasive maneuvers.)
- Armory enhancements (More visor colors or whatever is possible)
- Add ingame leaderboards for firefight/campaign.
- Implement a new firefight mode closer to ODST settings.
- New gametypes
- Nerf armor lock and remove it from every playlist with the exception of BTB
- Bring back Halo 3 melee system
- Increase jump height and player movement speed
- Change vehicle health system to the way it was in Halo 3
- Increase size of pistol ammo clip
I’m probably going to beat a dead horse here, but I can assure you, over 70% of the community agrees with me on all these ideas:
-
Add the option to either enable bloom or disable it. I can’t stress enough how bad bloom is, I understand it was a new idea, but it was just performed poorly. There’s no reason why someone that spams should win against someone that times their shots always (and I’m sure most people will agree with me that adding randomness to the main weapon of a game just makes the skill-gap smaller).
-
Fix the melee system so it is like it was on past Halo’s. What I mean by this is; bleed through. In past Halo games when you hurt an enemy enough, a simple beatdown or melee would kill them. In Halo: Reach, this is not the case. The simplest example I can put is, when a player starts shooting his DMR against another player, the user of the DMR has to put a total of 4 shots into the enemy just to drop his shields, the other opponent can simply melee the guy once and the shields drop down. If a guy puts 3 shots into an enemy, then melees him, it should kill him, because what happens most of the times is, the guy puts 3 shots into the enmy, then melees, which only removes shields (in the meantime the other player just has to melee once to be at the same level) and then just trading with another melee, this is not a good idea since the first person already shot the other person 3 times.
-
Individual Weapon traits. This means that every weapon should have the options to either make them more strong or weaker, etc. This is probably not possible since that is in the same folders of the maps and gametypes, which then would require main code movement, and that’s just not a good idea after the game was released.
-
Combination between Sprint, Energy Sword, Shotgun and Hammer should be cancelled. I think I can speak for everybody that plays Halo: Reach mainly can say that when you combine Sprint with any one shot kill weapons, it just becomes overpowered, there’s nothing none can do, the Sword has a massive lunge, the Hammer and Shotgun have massive ranges, and with Sprint, it just doesn’t take any skill, its just pressing the Armor Ability button, and then pressing Right Trigger.
-
Grenades. With normal damage, a single grenade can kill you even if you have 3/4 of your shield and full health. Is this fair? No. The grenades are to fast in this game, the difference between Halo: Reach and Halo 3’s grenades were that in Halo 3 the grenades were slower and had a much smaller damage. Just add the option to lower the grenades power and blast radius.
That is all from me, I think a lot of people will agree with me on all of this ideas.
-Richi
- The ability to put grunts, marines, odsts, elites, and etc. in forge, and let us choose their weapons, their colors, how they act, and put a system for putting them on teams, imagine Flag with elites on one team and grunts on the other, or grunts and spartans vs elites and odsts. You choose the team for them, for example, putting grunts on red and elites on blue and such.Please do #1 if any at all!!!
2.more elite gametypes, like flag and assault, they’d get their own playlist since so many people are dumb and racist toward elites - more power in the assault rifle, plasma repeater and plasma rifle. They’re just too weak.
- A set of forge worlds with different terrains (snowy, a desert, a city, a forest, a canyon, just to name a few), and they each have new items (like blown up vehicles for cover)
- Silenced weapons, not as weak as Halo 3 ODST’s though, using that pistol was a nightmare when it was my last weapon. Just SMG, magnum, and AR silenced would make me very happy
Hah I’m going to have seven, in honor of Bungie’s favorite number!!! - A needle pistol, pretty much a pistol that has less ammo than the needle rifle but does nearly the same amount of damage
- old weapons like the brute plasma rifle, carbine, battle rifle, beam rifle, and mauler, plus put in pelicans, phantoms, spirits, troop warthogs, prowler, chopper, hornet, and spectre
Remove bloom.
Add bleed through damage
Send a letter to Josh Hamrick thanking him for ruining the game with bloom.
Send a letter to Sage Merrill thanking him for a horrendous Shadowhalo sandbox.
Send a letter to Carney saying, “Really…the Cage…really? Really, Asylum…really?”.
Just kidding, but seriously, remove bloom.
> 1. nerf vehicles
> 2. remove bloom and randomness on dmr
> 3. Nerf the grenades!
> 4. Bring back a ranking System!
> 5. ARMOR LOCK
fixd for me 
I just have a TOP 2.
- Please for the great journey just remove that lame melee system, it is completely unfair, the Halo 3 old melee system was better.
- Get rid of the bloom or tweak it.
- Oh, almost forgot, please add an option to toggle assassination animations ON/OFF, that’s essential.
Thank you.
バイバイ。
I feel that making a top five list is impossible considering the numerous amounts changes that need to be made to Reach for it to redeem itself in the eyes of gamers. Besides, there are a bunch of little things here and there that need to be address but yet do not belong in the “Top 5” changes for Reach. I will list of changes, that I feel, are needed to help shape Reach up.
-
Remove Bloom and/or Toggle - Somewhat a no brainer, bloom does not belong in Reach nor does it work as intended.
-
Remove No Bleed-Thru and/or Toggle - Again a no brainer, No Bleed-Thru was marketed as “fixing” the AR spray and then melee “epidemic” that happened in Halo 3. However, No Bleed-Thru was added to only certain weapons so that they were nerfed, and this in affect FUBAR’d the sandbox. The only weapons to have No Bleed-Thru are the important starting weapons, such as the AR, DMR, Melees, and Needle Rifle. All other weapons have Bleed Thru.
-
Individual Weapon Modifiers - This can cover both 1 and 2, but this is a must if possible. Bungie has always claimed that Halo always featured the best customization options for Reach, but why not take that a step further? Letting players to create their own completely unique Halo experience will help the longevity of Reach immensely. (Things to customize include all weapons, melees, and grenades.)
Here are some of the features it should include:
- Bloom Toggle
- No Bleed-Thru Toggle
- Bullets/Ammo per clip
- Bullets/Projectiles needed to kill
- Spread options
- Bullet Magnetism Options
Undoubtedly this is a daunting list, but I feel that it will help make Reach the best Halo ever if it happens, and I am a CE fanboy to the end.
- Other Customization Options - These are various things that I believe we should have the option to change:
- Assassination Animation Toggles - Let us turn them off for a more classic experience.
- Disable the loadout screen altogether - Let us start a game classically by entering the game as it starts, and not with a ten second initial loadout screen.
-
Armor Ability Customization - Let us customize how Armor Ability works, this includes length of duration, how often and how much it recharges, how effective it is, and so on.
-
Various Forge Fixes - Forge is not perfect, and here are some things that will help it go a long way:
- Better coordinate system - Let us use the hundredths instead of only the tenths, this way we can get pixel perfect movement without using the camera. (Adream for OCD people honestly.)
- Better colors - Forge world always looks grey, no matter what. We need better ways to change colors, if possible by any means.
- Bug fixes - includes rotating glitches, grid-alignment issues, and so on.
> 1 – Melee System. – I did prefer how this worked in older games, the lack of bleed through is jarring and leads to a lot of double melees, as even if someone puts 3 shots into an opponent, the opponent can simply run up to them and bring themselves on an even playing footing without risking deaths which is what would have happened in older games if a significantly weaker opponent attempted the same move.
>
> 2 – Nade placement. – Perhaps I haven’t adjusted to this properly, but compared to say Halo 3 where nades were used pretty tactically to strip shields and had to be placed very much under a players feet to do so the Reach nades feel very random and placement still seems off.
>
> 3 – Player movement/ Inertia system. – Im just personally not a fan of the sense of weight that these Spartans have, a lot of the movement feels stiff and I feel as though this has impacted on gameplay. Strafing doesn’t exactly seem common anymore.
>
> 4 – Individual Weapon power level adjustments - currently if the damage is set to a value which allows for the DMR to be a 4 shot kill the Sniper and nades become super powerful, which for me is partly the reason I don’t enjoy Classic as much as I would have hoped, letting each weapon be adjusted on a individual basis would get past that problem, whilst allowing for some interesting tweaking.
>
> 5 – Bloom, if it cant be totally removed hopefully it can be toned down to levels where its not noticeable. If this was possible I guess technically a rate of fire would also have to be patched in for all the different guns. That would be pretty sweet. 
>
> Noticeable mentions – the Sniper aim assist is very high at the moment which leads to very deadly and less satisfying to use weapon.
> Player models can sometimes be quite hard to spot; I may be off the mark but I have seen this referenced on another forum: perhaps draw distance is to blame on larger maps like Haemorrhage? Do Spartans render properly at distance?
>
> P.S. I loved Jessica’s Armour lock suggestion. 
What this guy said.
List:
- Nerfing of Armor Lock
- Removal of player inertia.
- Removal of melee shield delimiter and longer melee delay.
- Alternations to grenades.
- Reduction in DMR scope to 2x.
- Link vehicle health to player health.
Details:
-
Armor Lock is a counter for too many elements of the combat sandbox. Rather than a defensive meature, it is excessively layered with secondary features. Vehicles explode on impact, needles and plasma grenades are shed and an EMP clears our the surrouding area. Suggested changes are: remove the damage to vehicles on impact; they should vault or come to a halt, not take additional damage. Locking should not save someone stuck with a plasma grenade, making it a retroactive rescue. Plasma sticks should remain deadly. In short, it should be a means to prevent damage to the player once they have locked, and nothing more; strip out all secondary funtions. As such it would still be useful, but not an overwhelming counter.
-
Halo has never been a fast game, but players have always been agile until Reach, which added a level of player inertia to the game. This mitigates the benefits from strafing and makes changing directions to avoid grenades much more difficult, and both damage the combat significantly. I would like to see it removed.
-
Melee damage should pass through shields, and a slighly longer delay added between melee blows, as in Halo 3. This change never made sense and also has a detrimental effect on combat. Sprinting for the rapid double beatdown has been an unwelcome addition to the sandbox.
-
Simply put, grenades are too powerful. In Halo 3, players used frags to strip shields off enemies, and then go for the finishing head shot. In Reach, you can shoot somone once or twice quickly, and then a frag grenade near them can kill. This is compounded by player inertia issues (see #2).
-
The range of the DMR is excessive, and it has the single most detrimental impact on the game of anything in the combat sandbox. The precision plus the 3x zoom means it has double the effective range of the BR, creeping well into sniping territory. Maps like Standoff and Valhalla in Halo 3 were tuned around the effective range of the BR, forcing encounter distances closer and encouraging more sandbox elements into the mix. Reach pushes them further apart, and the result is maps do not flow as well, and large swaths of them become off limits. Hemhorrage is a perfect example of this, as players in the middle can be pinged from literally anywere on the map. Reducing the scope will help. It’s not a full solution - that would be adding back the burst spread fire and locking the firing cadence of the DMR - bit it will help.
-
For the first time in the series, vehicles can be destroyed, killing the occupants, without them knowing they were close to death. This is because the vehicle health and the health of the player are de-coupled. Re-link them. In Halo 2 and 3, we knew when we were going to die in a vehicle - when our health ran out. In Reach, we can explode due to DMR fire when we have full health and partial shields. Communicating to players the state of their health is critical.
1 NPCs in forge, let us assign them teams, choose their weapon, and etc, do this if anything at all PLEASE!!!
2 more weapons and vehicles from past halo games
3 silenced SMG, magnum, and AR, make they aren’t weak like in ODST
4 needle pistol, headshot weapon, needle rifle in the form of a pistol
5 Give the AR, plasma rifle and repeater some more power, they’re weak as blam
> > 1 – Melee System. – I did prefer how this worked in older games, the lack of bleed through is jarring and leads to a lot of double melees, as even if someone puts 3 shots into an opponent, the opponent can simply run up to them and bring themselves on an even playing footing without risking deaths which is what would have happened in older games if a significantly weaker opponent attempted the same move.
> >
> > 2 – Nade placement. – Perhaps I haven’t adjusted to this properly, but compared to say Halo 3 where nades were used pretty tactically to strip shields and had to be placed very much under a players feet to do so the Reach nades feel very random and placement still seems off.
> >
> > 3 – Player movement/ Inertia system. – Im just personally not a fan of the sense of weight that these Spartans have, a lot of the movement feels stiff and I feel as though this has impacted on gameplay. Strafing doesn’t exactly seem common anymore.
> >
> > 4 – Individual Weapon power level adjustments - currently if the damage is set to a value which allows for the DMR to be a 4 shot kill the Sniper and nades become super powerful, which for me is partly the reason I don’t enjoy Classic as much as I would have hoped, letting each weapon be adjusted on a individual basis would get past that problem, whilst allowing for some interesting tweaking.
> >
> > 5 – Bloom, if it cant be totally removed hopefully it can be toned down to levels where its not noticeable. If this was possible I guess technically a rate of fire would also have to be patched in for all the different guns. That would be pretty sweet. 
> >
> > Noticeable mentions – the Sniper aim assist is very high at the moment which leads to very deadly and less satisfying to use weapon.
> > Player models can sometimes be quite hard to spot; I may be off the mark but I have seen this referenced on another forum: perhaps draw distance is to blame on larger maps like Haemorrhage? Do Spartans render properly at distance?
> >
> > P.S. I loved Jessica’s Armour lock suggestion. 
>
> What this guy said.
Grenades are too strong
That should be nerfed too. And thiis 
-
bloom on/off toggle
-
bleed through on/off toggle, the bleed through damage should be on both weapons and melee like in Halo 3. Maybe make an on/off option for weapon bleed through and melee bleed through for those who only want the melee bleed through
-
Snipers should not be anti vehicle. A skilled sniper in Halo 1, 2 and 3 could take out a vehicle by shooting those in it, not by shooting at the vehicle itself. the tank hood shoot of thing is good, but shooting a warthog and making it blow up is too crazy, change the sniper to ricochet off of vehicles (except the tank hood thing) and as an anti vehicle weapon put more plasma launchers or rocket launchers on maps like hemorhage. Also maybe buff the plasma launcher a bit for use against vehicles.
-
4 player theater like in Halo 3
-
sword should always win close combat, except against shotguns, make the sword hit faster when pressing the normal melee button, faster than people wielding a normal weapon, but make it have a normal lunge and normal damage, and keep the RT hit with the sword the way it is. also keep the sword block thing.
EDIT: 6) Individual damage on weapons modifiers including nades (blast radius and damage)
1.) Armor Lock - Nerfed / Removed
2.) DMR Bloom - Fixed / Removed
3.) Take away no bleed-through melee.
4.) Grenades need a smaller blast radius.
5.) Sword Block needs to be removed.
Those are my top 5.
Put a chaingun warthog in unearthed/beachhead. PLEASE
and a falcon 