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Posted by: Zomechin
You just twisted the argument. I never said results of customization couldn't make the game more casually enjoyable.
Also, Action Sack really isn't all that casual at. It is simply more varied and easier to play, neither of which dominantly define casual gameplay.
So what does define casual play? The progession and sense of accomplishment? As I said before, that has never been in Halo beyond medals, which are awarded. Changing that would change Halo far too much.
Posted by: Zomechin
No, the ability is neutral and the effects can be slightly casual or hardcore.
Slightly? It can change a game on the same map from being Dino blasters to being MLG CTF 5 with totally different movement speeds and armor abilities (if any). Those are more than slight changes. Open your eyes. Some games have very little customization, but this one is drastic enough to say it changes a LOT of the game. Half the awesome MLG maps/Action Sack maps wouldn't exist without Forge, for example.
Posted by: Zomechin
I consider Halo CE and Halo 2 to be competitive, I consider Halo 3 to be moderately competitive, and I consider Reach to be only slightly competitive.
The Halo 2 BR was pathetically easy to use! Hitscan across the map, wide hitboxes, four shots to kill, shot forgiveness (if you missed the first bullet, you'd be able to connect with the other two), etc. Halo CE was never tested over Live to begin with. You'd have to see how it held up with people across the world playing to see if it were truly competitive.
Posted by: Zomechin
To have a competitive game, you have to:
-Have a primary weapon that is hard to use
-Have fast movement acceleration (not movement speed, as fast movement plagues the game with the 'ice-skating' feel, which is arguably disorienting)
-Have a fine line between individual input needed as well as team input
(...and other more obvious factors)
Reach has none of those.
1) How are the DMR/NR not difficult to use? They require headshots, can be played with or without bloom now, and they force the user to choose between the risk of missing shots and firing fast, or reward of shooting shots slowly, but potentially dying in the process of waiting for bloom to reset (assuming bloom, of course). Neither can be sprayed in the direction of the opponent with shots being correccted the way the Needler or AR can.
2)Fast acceleration would lead to a fast movement speed anyway. Acceleration is the rate at which your velocity changes. If your velocity changes quickly, yes, you'll stop on a dime (which I don't really have a problem with in Reach, honestly) but you'll be moving again just as quickly; fast movement speed.
3) Reach is a team based game, plane and simple. One can defeat the other in individual skill at certain firefights, but it's about set ups and map control.
I think through this discussion you are missing the bigger point here. People aren't leaving Halo because of a lack of anything. Not everybody abides to your personal checklist of what a game needs to be enjoyable. Halo has always offered its own style of gameplay which Reach is similar to. It is simply not what the people want anymore. It's not the series which changed so much as the people's desires. This can happen, has happened, and does happen. Don't blame the individual game for failing when dozens of others haven't taken down the new giant yet either. Call of Duty's styles are what people want now and changing a franchise to be different from what it has always been to simply mimic the current champion will alienate everybody.