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I'm going to keep this short and simple, sprint doesn't belong in Halo (don't stop reading though). Halo has a unique formula that plays amazingly well and not only draws players in, but maintains them. Sprint is not apart of that formula (neither are loadouts). Let me explain. To start, sprint, instant respawn, no descoping, and armor abilities are why small maps don't play well. With sprint you can get around the map much too quickly. Instant respawn allows you to just pick off enemies you leave one shot after getting out played. No descoping allows you to not miss and hit everything. Armor abilities give players get out of jail free cards, extra routes, and make maps more cluttered. We have dealt with instant respawn and armor abilities in the right way, next is descoping and sprint. Descoping will return in Halo 5, if it doesn't, then goodbye. Sprint we can deal with now though. It should be removed and pushed for no sprint in Halo 5. We need to focus on Halo 5 now. Right now is the early process of development. Loadouts and armor abilities have been in the last two Halos, we need to correct this. Back to sprint though, the most important issue with sprint is that it is near impossible to make a good map with sprint in Halo. Making fun maps is sooo much easier without sprint. 343i couldn't make more than one good map with sprint enabled.. Forgers are even having issues with it. The jumps that are possible with sprint, the routes that are easier, etc. Haven is a huge map if you weren't aware. Even in Halo 4 sprint needs to go. No sprint adds so much to gameplay. Remember the jump from plat to green in Halo 3? Pointless with sprint. Simple dynamics are lost with sprint. Sprint would ruin the good maps in Halo 3. How can you adjust the pit, narrows, construct, etc for sprint? You can't. Better maps, descoping, and in game ranks are top priority imo, and the best way to get better maps, is to remove sprint and add descoping back. (The rest isn't just about sprint) Also, please don't type adapt anywhere in any of your posts. It lowers everybody's IQ and I bought a Halo game. It should be the same in the core aspect of gameplay. New games should not change the core gameplay. When doing scientific experiments, scientists change one aspect and nothing else, that way they know what aspects work and which ones don't. 343i changed way too much, and at first we didn't know what worked and what didn't. As we filter through everything, we are finding our way home. If 343i wants to make their footprint on the Halo series, then release a Halo game. Don't change the gameplay, but add features. Add in game ranks, add a theater that works with multiple people, improve forge, work constantly on improving maps, add your own game mode (spartan ops/firefight/something better), add in spectator mode, etc. Add in features, don't change the gameplay. I don't mind spartan ops/mantis type updates because it is something new, but it doesn't break the game. Do these kinds of things, but don't detract from the Halo experience. Please learn from your mistakes, and do the following for gameplay reasons: -remove flinch -remove armor abilties -remove loadouts -remove sprint -remove ordances -add in descoping -add in moving while holding back button -add in camo/os orbs (maybe this is where you can get creative and add in other orbs) -Spend more time on maps -Bring in Warriors and Ambush mutiple times throughout Halo 5's development, as well as Salot, Ghostayame, Diesel, Gandhi, and Maven to test out maps, weapons, powerups/orbs, settings, new gametypes, old gametypes, functionality, etc. The best will find flaws first. Incourage them to talk directly to the big shots and those in charge. Make esports known throughout the entire office. Meet with MLG, AGL, UMG, and Ghostayame to make sure that the throwdown/competitive settings will be 95% the same with the casual settings. That's why Halos 1-3 were successful. The game was fun and competitive without changing anything. Do this, and you will be successful.
343, PLEASE REMOVE LOADOUTS FOR FUTURE HALOS Casual (and even some competitive) players have defended customizable loadouts, citing that they empower the player to determine their own playstyle, keeping gameplay unique and flexible. Ironically, this is the exact opposite of their original purpose. Loadouts were developed for tactical shooters, as a mechanic to force teams to decide their strategy before even starting the match. Obviously, the intent was to follow these strats perfectly; "diversity" in gameplay was considered sloppy planning. This is the exact type of gameplay 343 should be trying to avoid; Halo, after all, is about empowering the player to make dynamic decisions based on changing gameplay. While such a mechanic works for tactical shooters, it is not applicable to arena style shooters with respawns and longer kill times. A player is unable to decide his playstyle because he doesn't know what his four opponents possess and thus cannot plan properly. Instead, matches become a mess of disorganized play or players resort to using the most powerful weapon, eliminating the purpose of loadouts all together. Keep in mind that different starting weapons would be virtually impossible to balance. A long range weapon has the potential to be used at close range, but not vice versa. In Halo the average kill times at range fluctuate. Thus, weapons meant for different ranges cannot have the same kill times. However, average kill times at range are also affected by the maps, which should all be different from each other. If the same weapons are used for all the maps, perfect balance cannot be created. Furthermore, forcing players to stay in a certain range for their weapon to be used effectively only constricts movement and creates excess segmentation. To make gameplay genuinely interesting, 343 should create a true utility weapon that is effective at all ranges, while being difficult enough to use that it is virtually impossible for any player to master it. Such a weapon should be even more versatile than the Halo CE pistol, which was always a little lacking in close quarters combat. Ideally, this utility weapon would allow a player to have a chance against any of the three power weapons (close quarters, explosive, and sniper) assuming his opponent misses first. An additional benefit of a versatile utility weapon is the ability to create a unique and balanced sandbox around it. It is no coincidence that Halo's sandbox began getting shitty after Halo 3, with the introduction of an ineffective utility rifle. With a counter to all weapons at all ranges available at spawn, on-map weapons do not have to be nerfed to the point of irrelevancy. *Though I advocate equal starts, I do not want either the AR or BR (in its current form) to be the primary weapon.
This is an x-post of mine from r/halo. This might be a better place: Note: I'm assuming that we won't be able to play as Elites in Halo 5. What does everyone get mad about in Halo 4? Boltshot, camo, stickies, plasma pistol, personal ordnance. Here's how Halo 5 can improve on 4 without going back to Halo 3: 1) Loadout weapons that are only UNSC: DMR, BR, AR, SMG(explained later) & Pistol. Frags. 2) Armor abilities that you load out with: Regen, Hologram, or Thruster Pack. These armor abilities take some skill to use and are balanced. No camo, no prom. vision, no jetpack. 3) Armor abilities on map: All the other armor abilities could spawn in certain places so you have to fight for them. 4) Covenant/Promethean loadout weapons on map at certain places: CC, SR, PP, LR, BS. Same goes for grenades. 5) Dual-wieldable secondaries: Pistol, SMG, Plasma Rifle (different than Storm Rifle), Spiker (if Brutes return). These secondaries would be weaker than primaries when there's only one. You load out with one pistol or one SMG. You can pick up the others on the map. 6) Put power-ups on map. 7) Put power-weapons on map. 8) Keep Personal Ordnance, except limit it to: an additional secondary , primary ammo, and grenades. 9) No random drops on the map (fixed with recent update). 10) Fewer playlists with more gametype options. 11) Descope instead of flinch. 12) Take away sprint; increase movement speed and make maps smaller. 13) Make more small maps! 14) In-game ranked for certain playlists. 15) Profit. Discuss!