- Sliding Ghost
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It should have been reversed. All instances of splatter in multiplayer was fun. Accidental splatter in Campaign was not.
On the other hand,
God pistol deserves to stay both in multiplayer and campaign.
Fall damage and fall stun was perfectly acceptable simply because CE did not have armor abilities or equipment. In a game with armor abilities like sprint, stun from falls has no place.
The one thing that separates Reach from CE is everything was inappropriately placed.
Elites didn't feel or look like Elites.
Pistol didn't feel like CE pistol because of bloom and shorter clip size.
AR didn't feel like CE AR because the CE AR actually could do major damage.
Returning to fuel rod Hunters just wasn't scary. As slow as assault cannons were, I liked the camera shaking that came with it and how it could kill in 1 shot. If it weren't for the laser, the Hunters would be -blam!- scary (and they are). They can still be tricked to falling off cliffs in Reach. There isn't really much difference other than cheap stuff (game makers wanted AI to focus on players... they did it way too much that it makes it unrealistic. Halo 3 is the beginning of the end, Reach is the end).
The absence of the Flood took away a critical component of Halo. It's no wonder why there's so many demands for Flood firefight these days. This shows that most people moved onto Reach (stopped playing 3, stopped playing 2, stopped playing CE) and -blam!-, disappointment.
IF Reach had tried to be a different game, then it would have been successful. But it tried to imitate CE. It tried to be like CE. It should have been subtle. Subtle references to CE.
TLDR: Reach sucks because it's a poor attempt at copying the first game. Armor abilities do not work with Halo 1.
[Edited on 08.09.2011 5:23 PM PDT]