- Obi Wan Stevobi
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Posted by: Drunky1993
Posted by: Obi Wan Stevobi
Posted by: Make117
Posted by: TomoK12
Posted by: Drunky1993
1. Weapon bloom inconsistencies
2. Weapon loadouts
3. Armor ability loadouts
4. slow movement speed and low jump height - very unlike the Halo we've been introduced to and loved
5. Hitboxes were big
6. No ranked
7. Many maps promoted camping and abuse of armor abilities
Points 1, 2, 3, and 5 are important factors for FPS games, and specifically for the Halo series since it had originally boasted equal opportunity and balance.
Points 4, 6, and 7 detract from the gaming experience in general.
Despite how amazing Firefight, Custom Games, Forge and Campaign are in Halo Reach, you'd blindly call the game bad because you disliked a few things in the multiplayer mode?That's more than just "few things". In fact, I can't really think of many things that effect gameplay more than those listed above. Movement speed and enormous hitboxes don't mean anything to you?
Considering in Halo 2 bullets magically bent toward opponents head, and that Halo 3 had inconsistently placed hitboxes between player models, I see no reason to find issue with Reach's any more than previous Halo games. Personally, I think the hitbox inconsistency in Halo 3 was the only hitbox issue worth complaining out in the entire series.
halo 2 was an abomination when it came to the bullet mag and hitbox sizes.
Halo 3's hit registration inconsistencies? I've played over 12,000 games of Halo 3 and the only thing to note that is worth complaining about are the "bloodshots" you'd encounter more than enough in multiplayer. Bloodshots being sniper shots to the head that do not register. But even that, in my opinion, is a far cry from something being worth giving Halo 3 a bad name for.
No you are talking latency and packet loss when you talk about bloodshots. Though, that is Reach's greatest improvement over previous Halo games, is the networking and detection model. Anyway, no I was talking about the difference in hitbox location and overlap between Spartans and Elites in Halo 3. Elite hitboxes for the head were lower, and partially shielded by their body hitboxes from behind and sides. They also had a much greater range of motion during animations. That meant that hitboxes were inconsistent between the two player models. I don't take issue with size or position of them, so long as they are the same for everyone. In Halo 3, their size may have been the same, but their behavior and position was different, granting a slight edge to elite players in head-shot dependent games. That is when I find issues in shooters, when something becomes a mechanical advantage for one player over another.