- MrPinke7103
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- Noble Heroic Member
The less than a second latency of online play is a better system to play off of than more health.
You realize this system is just as host based, right? because if you're fighting host, or someone with a better connection to host, and you each start firing at the same time, his BULLETS will register first, giving him slightly more health if the melees happen at the same time.
So would you rather have the BS of both, or just one?
-HaVOk1228
Posted by: HipiO7
Then fight right, and dont get shot, and if you decide to trek back, thats you. Id perfer random health placements, more then always knowing where it would be
There is a fine line between "fighting right" and simply taking the damage that is inevitable in any game where players are given adequate armament. While players should certainly be punished for getting into up close lose/lose spraying matches you will find that in the process of pulsing your trigger to kill afar your foe will send some bullets your way and you will take hits (sometimes enough to break shields and harm a health bar or two).
Perhaps I mistyped earlier but what I was getting at was that halo 1 made the notion of healing up something of a powerup that was only reserved for the fortunate few who could be there at the spawn point. No matter how careful you are you will find that you will be dinged up from your encounters (unless the game is plagued by horribly over and underpowered weapons/ disparate player skills). What must then be incorporated is a way to make healing up less a thing of fortune at discovering either a coveted health spawn or even accidentally walking over one that magically spawned near one player and not the other.
Now if Halo: Reach uses a round based combat system that freshly spawns players in each wave then yes it would be okay for players to have to wear their scars for the round, but if it mixes any of the classic rapid spawnings of the earlier games then you could find yourself in situations where players will get kills (not very many of them but unjust all the same) not because they were able to outclass a foe but because they spawned in with enough shielding/ spare health to simply whittle down the now slightly less healthy guy who just killed them.
Systems I would like to see then are;
-A system much like the current one where health does refill over time but at a much, much, slower pace and is transparent about how much health remains so that players can take that into account and be forced to make wise decisions about what needs to be done to both survive and do what it takes to get a kill.
-A lack of persistent health recharge but instead allows either dedicated medics as well as self help medic stations to heal you completely when the opportunity presents (battlefield 1942 does this).
-Some type of self medic ability that requires the player to stop fighting, take cover and be left rather vulnerable while performing some procedure to restore health reserves. It forces players to be cautious about trying to heal up but still allows combat to carry on without needing the player to hike back to base to grab a med pack.
Also on a side note about health systems. Halo needs to get rid of the limited head shot BS. having a health system under the armor is no damn use if the weapons everyone wants (halo 1 pistol/ BR) end up transforming a player's life in half with one hit kills while the rest of the arsenal is left with no head shot reward. Make sure it is worthwhile to aim for the head with every weapon but don't make half the health system a redundency that only applies to body shot spam. Headshots need drastic bonus damage depending on how many shots it takes to land a kill with a weapon but don't make it as disparate as the current (half a mag of any of these weapons or one bullet, from a burst of many, from this one wonder gun).