Armor Lock isn't overpowered. You just suck at Reach :)
Reach isn't bad, you're just a BK :)
For my gamertag, look up "Ghoulishtie"
WARNING: WALL O TEXT
Well, I was thinking. Since the whole multiplayer experience of Halo 2 and 3, I want to point out some things that, me personally, would like to put out there for Halo: Reach. I do not intend this to turn into a flame war please, I just want to talk about what should/should not be considered for Halo: Reach. (This is all considering it in thought, as an FPS slightly similar to the current Halos we have been playing)
- First thing off of my mind, glitches. Halo 2 had em, Halo 3 has some, so what about Halo: Reach? Lets get a look at Halo 2, since it was mainly the father game of Halo glitching. Glitches are, of course, overlooked problems in the code of games. Some are good, some are bad. However some can be intentionally be put in for the 'amusement' of the players, but not to be used for advantage reasons.
I will start off with, what I considered, the good ones.
Good
Alot of custom game fool around fun. Getting out of maps, butterflying with the sword, launching tanks on coag with a wraith, etc. We all remember these fun ol' times. If you were bored and waiting for a friend or 2, why not start a game on Headlong, and use a banshee to get to the top of the map and epxlore? Butterfly up on Sancturary to that small opening in the invis. barrier, just to feel the worth of being able to explore its outer lands. Using the wraith on certain spots on certain maps to make you go FLYING in the air was a great and fun time waster. Even though there were many more, I cant exactly describe them all here.
Bad
Of course, with the good, there is the bad. People used some methods on certain gametypes (alot of objective games) to get out of maps and cheat. Superjumps (fun in custom) were overused in Matchmaking for cheating purposes. (annoying sniper ontop of ascension...) Lets not forget the worst of them all (IMO)..button glitches. People have fought since Halo 2 about if they take skill or not. I for one say they ruined Halo 2 after becoming widly used. I will not bash on it hard, but I will say that Halo 2 was made to be an FPS, not an upclose combo-using fighting game. I can continue ranting on this all day, but I wont.
Simply put, glitches were no doubt, pretty awsome to some extent. It gave great meaning to H.I.H. (although they still had Halo 1) and gave poople things to do in their spare time. However, some glitches werent always liked by everyong. I for one say, when Halo: Reach is created, give glitchers a little sumthin to eat up, but dont make it where it will ruin Matchmaking.
- Another thing I have in mind, is rank. So far, we have had problems with boosters, quitters, bought generals, etc. There can be ways to solve this, but they would have to be met with extreme laydowns.
Boosters are already being taken out bit by bit by the newly improved Banhammer, but not as much as we want. Simply put, (but not trying to overwork bungie) by the time Halo: Reach is out for us, the Banhammer should be fully operational in taking out anyone who attempts the ol' boosting.
Quitters are kinda easy, and hard to get. Yes, people sometimes have to quit. If it is from the rest of their team leaving, to them having immediant important issues in actual life, or if their electricity simply went out. However, there are those out there who no longer care, and just want to make the game more difficult for the other players. Something I like to say about the situation: "If one person quits on ur team in slayer, GREAT! Less for the opposite time to kill, more for you to slaughter! If one person quits on ur team in objective though, thats one less defender/offender, and harms your team greatly." So all I have to say is, the new rules bungie have implied for Halo 3 quitters is alright as it is. Set up the same thing in Halo: Reach immediantly.
Negative exp. people are also becoming a problem. Simple enough though. NO ONE, is bad enough to go to....sayyy...-15 exp. If you have went down that far, either you have REALLY bad luck, or you have quit/gotten booted from all those games. This is where the programming design of the Banhammer takes affect. I say, if you have reached say -10 or -15 exp, your account is automatically checked for Halo: Reach. If all the recent games you have had, your team lost with you not quitting/being booted from betraying, you are kicked back up to 0 exp, and recieve a warning message, stating something along the lines of "play the campain more before coming back to matchmaking" HOWEVER, if about half of those recent games you quit/got booted from betraying, you are temp. banned for 1 week, ur exp. is kicked back up to 0, and you recieve a warning stating: "If you go below <set negative exp number>, your ban will be much more severe."
One final thing I would like to get to touch on, is a few things to look out for.
A few things include:
headshot that didnt count (usually lag)
assasination from the front (usually lag)
hit them like a splatter, but only pushes them (maybe lag, or game physic malfunction)
maybe new additions to the matchmaking system. Maybe a custom game finder.
new unlockables, like weapon themes, new armors (if any), additional addons (dont affect gameplay)
There are other things I could include, but I am growing tired, and have stated what I (and maybe others) would want for the community (and bungie) to watch out/consider for in Halo: Reach. Nothing is for sure yet, but it will be a new Halo title, and if slightly similar to the multiplayer of the other games, I for one, belive some of these things would be great things to run through the mind.
[Edited on 06.03.2009 11:23 PM PDT]