- T1B3R7uMB0YXVI
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- Exalted Mythic Member
To understand this about the golden rules Bungie used to make their game fun was this "Weapon, grenade, and melee", as it was mention in this video.
Now I stumble across this idea about how this rule applied to all Halo games Bungie made.
Halo: CE
Weapon: 65%
Grenade: 25%
Melee: 10%Halo 2Weapon: 65%
Grenade: 15%
Melee: 20%Halo 3Weapon:50%
Grenade: 30%
Melee: 20%Halo 3: ODSTWeapon: 70%
Grenade: 25%
Melee: 5%Halo: ReachWeapon: 40%
Grenade: 25%
Melee: 35%
What I did there, was my overall "Observation" when I played the game. It was a simple graph showing how much a player use the weapon, the melee, and the grenade in a game. Note, Graph may varies depends on the player's situation.
Halo Combat Envolve was based on the weapon the most of the time since grenade took awhile to detonated, and the melee was considered weak back then. It would take at least 5 melee hit in the front just to kill the person, rather than spraying a couple of bullet at that time. The grenade, however was consider powerful since it was like a rocket launcher, just prone to detonated in a long period of time.
In Halo 2, Bungie added the new "Dual-weld" weapons, which would increase the weapon usage. Beside of adding new weapons into the game, they also lower the time to detonate the grenade, but the damage has been reduced to realize that it was that powerful in Halo CE. The melee also somewhat improved, but it was later abused to become a new problem. Such as the RocketxEnergy sword glitch, where player would able to slash an enemy half a map away using special combination, or the Battle Rifle X Melee. This caused some problem to fixed and it was quickly abused.
In Halo 3, Bungie resolved those issue and later decided to improve the melee, and improved the grenade, to a better and balanced game setup. However, when Halo 3 was released, people used Melee more than the weapon, since it was powerful and player acquired the force of habitat from Halo 2.
In Halo 3: ODST, because of this new "Gameplay" and the challenge that put aside the difference between the "kick-ass" all time master chief, and a silenced soldier. The health system has been adjust, which players have to use the combination of weapon via grenade. The melee system is hardly useful since it requires a close range attack to the enemy. This can be an issue for the player to maintain their health, via completing the objective.
Last but not the least, Halo: Reach, the most improvised game Bungie made. This game balanced everything out, between weapons, to melee, and to grenade. However, what put them aside different than the other Halo series games, was the new Action the player have. Armor lock basically makes you invincible for 10 second, and anyone around it weaken their armor. This creates an distribute to the balance system, making the player have to use long range instead of short range. When these items was introduced, players have to find a way to counterattack these item using basic principle of fighting.
[Edited on 11.14.2011 9:42 PM PST]