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  1. It blows my mind that when 343 designed the armor unlock system for Reach, they decided that the player should get a firefight voice before they're allowed to receive any shoulder pads or chest pieces. Honestly, if you HAD to revamp Reach's unlock system, I almost wish they just gave us like three random pieces of gear every level up. At least then, low level players would end up looking different to each other. With a healthy amount of armor you can only unlock from completing certain tasks as well, of course.
  2. Probably not that weird given how there's technically 4 versions of Reach. Vanilla, TU, Anniversary, and ZBNS. I'm really hoping that when H2A drops on PC, its competitive scene gets a second chance. I always felt like H2A multiplayer is what a next-gen Halo should have been, with the only real big blemish I know of being how piss easy it was to aim. But hey, if every one uses mouse and keyboard, that doesn't have to be an issue anymore.
  3. I only played two matches of Reach MCC multiplayer, and I already want to never touch it again.
  4. What's baffling is how there are people who AREN'T worried about Infinite. Like, nearly 4 years after Halo 5 with barely anything to show for it doesn't instill me with confidence. If anything, it suggests that the game has gone through so many scrapped iterations that there's no time to slap together any sort of gameplay demonstration for the most recent build. Because we all know that if Microsoft had anything impressive to show for its flagship franchise, it would have been there.
  5. I honestly don't give a damn about graphical fidelity anymore. At this point, just give me a game that looks like Halo CE, but takes all that modern processing power and puts it towards enhancing the actual gameplay and making sure it runs at a stable framerate.
  6. Remember how the 360 had three mainline entries, ODST, and Wars? And now all Xbox One has is ONE mainline entry, an HD collection, and Wars 2.
  7. In the case of Valhalla, isn't the reason why both bases have several Mongooses assumingly so players can traverse the map quickly off spawn? Or even in past games, why we have man cannons or teleporters? Sprint in BTB sorta undermines the idea that players have to either take a predictable route to traverse the map faster, or need to take a limited resource like a vehicle that has no offensive capabilities.
  8. I mean, we all know that ODST is essentially a superior Reach. Both are about a team of six elite soldiers trying to survive an alien invasion, which ultimately ends up with said team delving underground in order to extract some information that is critical to humanity. I believe its been mentioned that since both games were in development at the same time, there were a lot of cross-pollination when it came to ideas. Difference though is that ODST, perhaps because it had to be more humble than a mainline entry, benefited greatly from its smaller, but more focused scope. As a result, it's probably my favorite story of any of the games. But Reach, I feel like, is more preoccupied with striking imagery and situations, even if there is hardly any narrative throughline. For example, it would be the easiest thing in the world to make Winter Contingency flow neatly into Sword Base. All you would have to do is move the briefing with Dr Halsey from the END of the level to the beginning. We come after the aftermath of a peculiar event at the end of Winter Contingency, and move to the characters discussing said event at the start of Sword Base. That's how you make things flow. But the thing is, Reach is far too liberal with its use of time-skips, and as a result, the first half of the story jumps all over the place with no logic. It's not until Six has been chucked out of a space ship that levels and their placement start making sense to some degree. I also still hold that, since Reach wants us to remain purely in the shoes of Noble Six, that Noble Team should have been shortened to only 4 members. Really, only 3 since the player is more or less just a window that allows the audience to witness the team. Combine Jorge and Carter into the same character. That way the charismatic, compassionate giant is also the stalwart leader. Keep Kat more or less the same, but actually allude to her and NewCarter's previous relationship. You have datapads. Use them to flesh out the characters that exist. Not introduce a side story that has does nothing to inform us of THIS story, or its characters. Instead of Noble Six being stated to be as awesome as the Chief, and totally having a nine inch pecker, what if the reason why Six was forced to join a team after being a lone operator for years was because they had messed up in the past in some way? How exactly would ideally be left up to the player's imagination. Have Emile be the same as well, but have his beef be primarily with the PLAYER character. He's supposed to be a bit crazy after all. Let us experience that intensity first hand. Let us watch his mental state deteriorate when the Leader, assumingly the only one who's been reigning him in, bites the dust halfway through. Remember that scene where we saw a first-person perspective of Six trying to avoid being stabbed by that Elite. Imagine something like that, but its Emile trying to choke the life out of you. Because the minute you showed up, all his friends died. But then, have him ultimately redeem himself when he chooses to stay on the gun, and protect the player. Oh, and just remove Jun outright. No one cares about Jun.
  9. I actually always thought that Breakout had some potential. And I’d say the closest it ever got to achieving said potential came in the form of Elimination. Having to constantly reform your opening strategy based on what your opponent did in prior rounds, as well as predicting how your opponent will react based on YOUR previous actions is pretty interesting.
  10. I could imagine people doing this just for the sake of effectively playing without AAs at all.
  11. But could you use the AA disruptor to disrupt someone's AA disrupting?
  12. Who pays attention to what the enemy player is holding? I imagine any one who plays the game.
  13. The Halo 5 magnum is black by default. As is the Halo 2 magnum. Not that anyone actually used it, of course.
  14. My only issue with the idea of just having one utility weapon that could appear as whatever the player wants it to is that the design of a weapon is meant to be unique so that its easily distinguishable at a glance. For example, I've always thought that the Magnum works better as a utility weapon because the stance the player takes when they wield one is entirely different from any long gun. I can't be the only guy who's spotted an enemy with a long black rectangle in hand, and been unable to tell whether it was a Battle Rifle or Shotgun in the heat of the moment. Or even if the person has a sniper rifle, if I see them head on from a decent distance. Which I imagine is partly why the Shotgun and Sniper have a flashlight/lens flare in Halo 5. But I think if the Magnum was the norm, I'd be able to tell regardless because the stance is so different. Since in the standard long gun stance, the right arm is tucked inward, and is hardly visible from head on. But whenever the player wields a pistol, both arms are held out equally.
  15. The issue may be that it gave players TOO much agency. Boltshot wasnt just an annoyance because it was a pocket shotgun, but specifically because anyone could choose to spawn with it. And I have to wonder if BTB is truly made better when everyone has the ability to spawn with a Plasma Pistol to counter vehicles, or a DMR that allows them to crossmap players and vehicles just as easily. And I'd say some perks can be a pretty big game changer. Ammo could allow people to sit back more often and pick other players off with their DMR in BTB, and faster reload is always a considerable benefit. Weapons tend to be balanced around how long it takes for them to be usable after expending the entire magazine, after all. But I can agree that map pick ups that are just starting weapons but better aren't a worthwhile inclusion. The entire point of people wanting BR/DMR starts over AR/SMG was supposed to prevent newly spawning players from getting destroyed because the enemy team had a far superior utility weapon. And even though the Magnum in Halo 5 is plenty strong, it's simply just easier to get perfect kills with the BR and DMR.

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