- MadroKurgan
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Halo: CE > > Halo 3 > Halo: Reach = Halo 2
Posted by: CDP288
Multiplayer has always been a huge part of the Halo franchise. Gamers who have been with the series since its inception have seen the gameplay move from a faster paced game of quick wits, dexterous fingers, and careful planning to a slower paced, almost exclusively team-based, game of positioning rather than player ability.
The change was applauded by some and criticized by others, and the ultimate goal was always apparent; make the game more accessible and appeal to a newer audience. Well, I think its time the franchise moved forward from the hand-holding era into the gamer era. The vast majority of Reach players will be players who have now experience at least one Halo game, and the mechanics, controls and gameplay should be second nature by now. I believe its time for the gameplay to reach new heights by striking a balance between individual ability and team-based gameplay. The game can still remain easily accessible to newer players, but it won't do so to the exclusion of gamers looking for a more challenging MP experience.
The following changes would be beneficial to every player of Halo; the changes would open up the game, challenge players, and provide a more rewarding, lasting experience for everyone.
A) Longer range on all weapons : in Halo 3, combat was almost exclusively close-quarters. No weapon aside from the Sniper Rifles and Lasers could effectively damage an opponent outside of even moderate ranges. Increasing the ranges of all weapons will open up the gameplay to incorporate every aspect of the levels. Close range weapons will still have a prominent role, they just wont have all the focus like they currently do.
No. I think Close Combat is the most fun kind of gameplay.
B) A Mid-Range Weapon : The BR was the mid-range standard for Halo 3. The problem is, it was hardly "mid-range" and it had a few other serious problems. I would like to see a single shot weapon that can effectively damage enemies at long ranges. Yes, I know many of you think this would lead to overuse of the weapon, but if balanced correctly (i.e. its very hard to use at long ranges, not random, just very hard) it would work just fine and would open up gameplay immensely.
Agree
C) Less Aim Assist : In Halo 3, AR bullets would literally curve through the air to hit their opponents. The AR! One of the bullet hoses of the game, with a large reticle that already made hitting your opponent easy enough had ridiculous bullet and reticle magnetism. The Rocket Launcher, splash damage machine, had ridiculous rocket magnetism, which caused the rockets to physically curve towards the opponent. Most of the time, the rocket curve was a huge annoyance. These types of Aim Assist are completely unnecessary and only serve to lower the skill curve of the game. A small amount of reticle and bullet magnetism is all that is needed on the weapons, at most.
The skill curve should be low, and bullet hoses are awesome. Aim Assist should be the same, though rocket magnetism should be nonexistent.
D) Fixed Melee : There is absolutely no reason for a 90 degree lunge or aim assist on melees. If I'm looking at an enemy and I'm within 10 feet or so, I should land the melee. What shouldn't happen is me meleeing when I see the enemy out of the corner of my eye or below me and have my character flip 100 degrees, lunge 20 feet and curve through the air and land the melee. Thats ridiculous and is one of the main reasons Halo 2 and Halo 3's close quarters combat is so terrible. Also, I don't want a "window of opportunity" for everyone to counter melee like we have in Halo 3. Lets just accept the fact that online, the host will have certain advantages, melee being one of the more significant. I'd rather have one host player have a small advantage than have everyone be saddled by a lame melee system. If we made melee's require actually aiming at the enemy to hit, the host advantage wouldn't be as big of a deal anyway.
In my opinion, fun gameplay in halo is spraying the other guy and then meleeing. So I disagree.
E) Fall Damage : Fall damage, not only from a logistical standpoint in terms of the armor, should be standard in Reach's MP. Fall Damage forces players to think and plan their actions more carefully rather than throw themselves around with reckless abandon. A small slip-up could be fatal, and it adds a new dimension to levels and how players move about them. Additionally, the crouch land should be included as a way to prevent full fall damage on impact.
Definitely not. You can an option in to turn it on/off, but don't make it default.
F) Faster Kill Speed : In recent Halo games, the majority of the weapons had a very slow kill speed. What I mean by that is that it generally took around two seconds to kill one opponent, assuming every shot hits. Two seconds may not sound like a long time, but in terms of a MP game, it makes a huge difference. It allows players with poor positioning and planning to easily escape from their situations just by running away. Weapons need to have the ability to kill a little quicker in Reach (although it should be much more difficult to land all the shots). I'm not asking for one shot kills with every weapon, I just want battles to be more intense and require greater awareness rather than a slow draw out affair where one opponent simply starts running away.
Agree.
G) Faster Strafe Speed : Halo 3 had a myriad of customization options, including player speed. While I always applaud more customization options, there was one large problem with this one. Increasing the speed did not change the strafe speed, and there was no option to do so. Strafing needs to be a quick, precise motion rather than a slow, lumbering, easy-to-follow movement. The default strafe speed should be higher, or at least have the option to increase it.
Don't Care.
H) No Dual Wielding : Dual wielding has been attempted in the past two Halo games and each time it has felt unsatisfying, unfun, and leads to a slew of other problems. The most significant is the "half-weapon" syndrome, which Bungie attempted to fix in Halo 3. Dual wielding also prevents weapons from having unique, powerful features. The most blatant would be the removal of the plasma freeze. In order to keep plasma weapons, which are dual-weildable, balance, Bungie couldn't keep their freezing property in or it would be overpowered. So they tossed it in an effort to push dual-wielding. Which leads me to my next point....
Another horrible idea.
I) Return of Plasma Freeze : We need to see unique weapons return to Halo MP, rather than just a large amount of cloned, uninspired, unused weapons. The plasma freeze added a very unique feel and use to the plasma weapons in Halo CE. The plasma rifle was preferable to even the shotgun in some applications instead of a largely unused spam weapon it is now. Without the freeze, the plasma weapons are relegated to second class weapons, serving only one or two worthwhile purposes.
Agree.
J) Wider FOV : The FOV has gotten progressively smaller with each new Halo game. The only logical reason for this would be to lower the amount of rendering the engine does. However, I would gladly sacrifce all the superfluous elements of the maps (camping stools, barrels, shrubbery, 3d skyboxes, etc) for better gameplay (i.e. wider FOV). A wider FOV enables players to see a more realistic view of the battlefield and removes the tunnel vision dizziness that many players experienced with Halo 2 and Halo 3.
No. I'd rather sacrifice FOV for better graphics.
K) Balanced Vehicles : Requiring players to have a specific, cumbersome, slow weapon to even have a remote chance of posing a threat to vehicles is unbalanced, unfun and just plain ridiculous. Vehicles should be a viable option, but they shouldn't be domininant, overpowered killing machines that rule the battlefield.
Agree
Well, thats it for now. Just a brief list of things that should be changed for the game to evolve to new levels. If you disagree with any of them, let me know and I'd love to chat about it with you.
Two things. First, this isn't Halo CE. Second, it's really arrogant of you to say Halo Reach needs this. Why should competitive players get more out of the game than casual players?
The sad truth is, this dumbed down game mentality is where the money is at. No offense to you personally, CPD. It's just the way things unfortunately work.
[Edited on 06.11.2009 2:38 PM PDT]