I'm glad you brought this up. Allow me to break it down as to why I think Halo 1's sandbox is far greater than any other game:
- Pistol -> All around utility weapon. The only mid-range weapon available in the game. High skill gap that not even top 1% players can consistently land 3sk's on LAN.
- AR -> 64 shots, shoots fast, quick melee, spray like a mo' fugga. Can be used to activate Camo faster via shooting, so when you picked up power weapons while having Camo, you'd drop your Pistol. High level meta game with such an easy execution that most people had no clue about.* Gave that weapon a bigger purpose outside of just shoot-bang.
- Plasma Rifle -> Stun. Incredibly deadly.
- Plasma Pistol -> Stun and overcharge. Shoots fast. Incredibly deadly.
- Shotgun -> Do I need to say more?
- Sniper -> Easily the most skill-demanding Sniper in all of Halo. You had to lead your shots but it shot extremely fast.
- Rocket -> This shit is a nuke.
- Needler -> Because you need one weapon to humiliate people with ;]
- Grenades -> Mini nukes, balanced by bouncy traits and longer fuse times.
- Melee -> No lunge, but had a bigger hitbox. Took 3 of them to kill someone, but you could double melee (only if you had a 'nade - risk/reward)
Each one of these outclassed the Pistol in the right situation. The whole thing about the Pistol breaking the balance of H1's sandbox is ridiculous and was created by Bungie to introduce the BR; a deliberately made-to-be-inconsistent weapon to destroy the role of a
utility weapon. People forget the terrible shit Bungie did to this franchise, either that or they just simply weren't as involved back then as they might be today. The internet is a different place after all..
Then you have to take into consideration the button glitches that made
everything more useful. You could run out of Pistol ammo in a battle, press XXY (backpack reload) as your AR comes out. You continue fighting as you hear the Pistol reloading, sure it doesn't make SENSE, but this brought a new dimension to Halo's meta game that Bungie was so eager to crush. You run out of AR bullets and switch back to a fully loaded Pistol.
- Backpack reloading -> Sped up the pace of the game and kept players shooting/in the action.
- Double melee -> Risk/Reward. No lunge. You needed a 'nade so if you just spammed the double melee blindly, chances are you'd either kill yourself or waste all of your grenades.
Two harmless button combos that seriously helped with making the gameplay even more fluid than it already was.
* Why can't they bring they bring back something as harmless as backpack reloading or little "glitches" (ie: reload frames melee cancel)? They could easily make an
Advanced Tutorials section detailing Halo's meta game for all types of players.
I actually agree with a fair amount of what you're saying here. Halo:CE is not as unbalanced as it has a reputation for being, but IMO it is still unbalanced.
I'll try to quantify it with scores...
You are right in that each weapon, under certain circumstances, outclasses the pistol. My issue is that the pistol's combination of versatility and power still made it more valuable and useful than any other weapon in the sandbox because of the nature of Halo's gameplay.
The pistol is, effectively, an 8/10 in every combat situation. It's not going to beat the sniper at long range, it's not going to beat the shotgun at close range, it's not going to take out a group of enemies as well as a rocket-launcher. But it's going to give you much, MUCH more than the fighting chance a utility weapon is supposed to give you.
Every other weapon may be a 10/10 in certain situations, and a 4/10 the rest of the time. But the fact is, the majority of player interaction in Halo games occurs at mid range, outside of a select few maps that have either particular areas or entire zones composed of close-quarters areas and corridors. As such, the frequency of situations where the other weapons are 10/10 usefulness are much, much, much lower than the instances where they are 4/10, while the pistol is an 8/10 constantly.
So you had a much, MUCH higher change of finding yourself in a scenario where the pistol was more effective than the alternative, than vice versa. As such, most people defaulted to the security of that consistent 8/10 weapon than risk being caught in the wrong place at the wrong time with another weapon. So Halo CE matches were dominated by pistol duels, with some sniping, shotgunning and rocket-launching thrown in for good mix. That was my experience anyway, and sadly we didn't have Xbox Live at the time to track player habits at large.
There needs to be a utility weapon in Halo games. I would actually suggest that - problems with Bloom tuning aside - the DMR in Reach is actually the best, because it was incredibly effective at mid-range - where most Halo interactions take place, had to trade-off accuracy for firing rate at long range - which allowed you to keep snipers at bay without but never let you dominate across a map, and was totally vulnerable to shorter-range, automatic weapons in close.
The Halo 3 BR wasn't bad in that regard either. At mid-range, it was a beast. At long range, the spread kept it from dominating but let you ping snipers out of zoom, and at short range, the AR/melee or AR/grenade combo ate it alive.
Finally, I must say I disagree with you when it comes to the value of meta gameplay and exploits. I think games should always come down to which players are better are using the tools at their disposal within the established rule-sets. I don't really consider exploiting code and operating outside the established rule-set as a test of skill.
That said, as far as weapon balance and combat variety go, I would still rate Halo: CE near the top. I think there was less variety than Halo 3, less across-the-board weapon balance as Reach, but it was probably the strongest compromise between the two.