- pilesofnoodles
- |
- Exalted Legendary Member
Hello everyone. I have been thinking recently about the weapons in Halo 2. There are quite a few throughout the game, each with its own unique specifications and weaknesses. I believe that although the game is a masterpiece, however, that the weapons and their respective aiming systems were poorly thought out. Let me explain:
If someone spawns with a relatively short-range and weak weapon, that player is at a significant disadvantage to those who have the longer-range one-hit-kill weapons. This causes the short range weapon to be shut down repeatedly by those with better weapons, making the game rely very heavily on weapon strength as opposed to user skill. The SMG, the starting weapon for most matchmade games, has a large amount of autoaim. And why shouldn't it? The SMG is easily one of the most overlooked weapons in the game due to its relative weakness, so what other merit does the spawning weapon have? The reason that the SMG, plasma rifle, and other starting weapons are so poor is not because they are bad weapons, but because the power weapons are too reliant on the sticky-aim and hitboxes. For those who do not know, sticky aim is the slight magnetism of the reticule to the enemy target, and hitboxes are invisible areas around players that determine where one must be shot to get hit. Both of these change depending on the weapon that one is wielding.
Think about this. The sniper-rifle, rocket-launcher, energy-sword, battle rifle, and carbine are easily the weapons with the most significant amount of this "auto-aim" in Halo 2. But why is it this way? My belief is that the weapons are given such a heavy amount in order to make it easier to use them, by making them more powerful. But why, may I ask, do the already very useful rifles, launchers, and blade need such a significant amount? Is it not clear that these weapons are already more powerful?
Therefore, my theory on a more balanced system is this: Give aiming help to weapons where it is due. The underpowered weapons are perfect the way they are, because players shouldn't spawn with very powerful weapons. These weapons deserve auto-aim because they are the only line of defense for spawning players. These weapons needn't be as powerful as mid-range rifles, simply powerful enough to take down a target at close range, and give the user a chance to find a better weapon, which is exactly what the current starting weapons do.
My beef is with the sniper-rifle, battle rifle, etc. Why do these weapons have SO MUCH aiming assistance? If anything, these weapons should have much less auto-aim than the SMG and plasma rifle because the longer-range and more powerful weapons already give a great advantage. The sniper-rifle should not be easy to use for everyone. Everyone should not be able to dominate people with short-range weaponry simply because their gun gives them insane accuracy. Make people work for kills with the power weapons, and the game suddenly is given a whole new balance.
Not to good a shot with the siper-rifle? Go get another weapon that is better suited to your playing style. Tired of your SMG? Go take down that sniper who can't seem to hit you every single time because his auto-aim has been toned down.
Don't you understand what I mean? Toning down the auto-aim on the power weapons makes the game essentially perfect. It allows one to use the power weapons effectively (if one can aim well and keep a steady shot) and allows those not in possession of those weapons a chance at them should those who have them slip up. In this new system, the people will have to aim the good weapons instead of the weapons aiming themselves. A player holding a battle rifle at mid-range could be taken down by a player who has only an SMG because their aim cannot always be perfect. This system will fix weapon balance FOREVER.
Or we can all stay in a world so basic that the weapon is the primary item that determines who wins in a fight. ;)
Moderator Note: Please use this thread for Halo 3 weapon discussions.
[Edited on 6/1/2006 by dmbfan09]