The number one thing Halo Multiplayer needs is to be itself. Halo was built upon and worked well with very simple mechanics. Everybody was the same speed, had the same tools on their spawn, and had equal opportunity to get to the same or equivalent power weapon/power position on the map. It was a bare bones system that worked very well, but also had so much depth in its nuances, meta-game, and strategies that new things are still being discovered to this day. Before the next Halo introduces anything new, it needs to perfect this formula and fix any holes it has accumulated over the years.
Tighter Movement. I shouldn't feel sluggish when I move the stick, nor should I feel like I'm on ice. Every input should be precise with minimal margin for error.
Crisp Aiming. The same as the above, I shouldn't need to bump up to 10 sensitivity because my gun is moving through quicksand. Players need absolute control over both axes of aiming. I'd also like to see a drastic reduction or removal of aim acceleration.
Responsive Strafe. One of the most important aspects of Halo is the ability to dodge your opponent's bullets. It's one of the main reasons I prefer it to all other shooters - you can outgun somebody even when you're down several shots depending on how well you strafe, which can include jumping and crouching. These inputs should be instant, and can actually allow the game to have more aim assist. It was easy to shoot in Halo 2, but strafing offset this by giving players the ability to dodge well.
Good Jumping. A big part of the game's base gameplay is the ability to jump over players and vehicles and around the geometry of the map. Crouching at the apex of the jump is also an important skill which allows for players to survive falls (where fall damage is applicable), reach more difficult locations, and make themselves harder to aim at in a duel. I've also noticed my shots are more accurate in Reach when I jump and crouch due to bloom (something I'll cover next). Halo 2 jump height was perfect, but it needs a decent gravity to it so you don't feel like Sandra Bullock every time you jump.
Consistent Weapons. To be frank, spread and bloom do not belong on the precision weapons in Halo. Both of these are random mechanics created to lower the utility afforded to certain weapons. A rifle's range will be limited by how precise its bullets are at range, and in a game over the internet, this becomes a problem when the shots required to kill have missed despite the player's reticle being accurate. This also leads to an increase in bullet magnetism to compensate for those errors, which lowers the aiming skill gap. Bloom is a decent concept, but has been executed poorly for two games. An alternative to these mechanics is to have a gun's aim assist decrease the faster that it is fired. This way, the player needs to maintain perfect accuracy to get a kill in the quickest amount of time possible. It encourages and rewards precise aiming and discourages spamming, all without making the weapon random. Recoil is also a decent way to balance some of the weapons at range (Halo 3's sniper being a good example).
Fun and Skillful Melee Combat. Melee's have gone down hill for a long time and I think the way to balance them is very simple. Lunge and a decently large mutual kill window are here to stay because of the nature of the game being online. To balance this, mutual melee's need to knock players out of melee range so that the battle can conclude with a gun fight. Double pummels should only occur when you've gained a CQB advantage over the player, when they need to reload, or when you've dodged enough shots to close that gap again. I'd also like to see a return to 3 melees to kill to further diminish its prominence in CQB, but this could be a good substitute. Melee bleedthrough (where a player is killed with a melee after a few shots of a gun) also needs to stay, but I can do without headshot bleedthrough for all weapons except the BR and Sniper.
Refined HUD. The shield should deplete from right to left (Reach's depletes from both sides to the middle), but it should do it consistently for all damage taken. There's a period of depletion in Halo 4 where you have lost shields, but the shield bar is not "empty" enough, which at a glance can provide you with false information. I think Halo 3's shield bar was the best in this regard. On a related note, I think it was Reach (or Halo 2) that had a very visible shield flare so that you knew when you were popping somebody's shields. In addition to refined HUD, I'd like the motion tracker to return to 25m (I believe it's a whopping 40m in Halo 4 and it still shows things not in your proximity on the edges). The red arrows can stay for things that are in your LOS, but other than that it shouldn't provide players with enough information to disregard what is on the screen. Too many games I've been encouraged to detach my focus from the screen entirely and watch somebody below me walk towards a lift (Sword Base).
Also on the point of the HUD, a good alternative to the ordnance/waypoint system is to list when power weapons are spawning. "Rockets Incoming..." somewhere beneath the shield bar will be a good way to let players know there is a power weapon coming up. Providing locations for these weapons via Halo Waypoint would be a good way to encourage players to learn where they spawn without actually feeding that information to them. Of course, features like this need toggles for tournament settings.
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Up until this point, I've done nothing but list my own ideas for how to go about balancing Halo from the ground up. I don't think significant changes to the game need to be made until the core formula is refined and perfected. If it doesn't play like "Halo" at its driest, then it's going to fail.
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SPRINT
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This is probably the most controversial issue with Halo now. I personally am a fan of Sprint in Campaign, Firefight, and Invasion. I liked the animation it had in Reach, and I like Sprinting around in Spartan Ops. I like that it's a natural evolution of what I can do as a Spartan. That being said, there have been hundreds of posts on the internet from all kinds of players who believe it does not belong in multiplayer.
The first reason is that it upscales the maps. Maps are designed to accommodate Sprinting players, meaning that people who are not sprinting are moving at a slower default speed relative to the map's paths. Because you can't Sprint and shoot, this means that more people are moving "slower" for the majority of the game. This affords long ranged combat the ability to dominate because the maps are getting larger, which leads to a stale sandbox and stale encounters. Sprint also affects the spawning systems by allowing players to influence spawns quicker, which creates an increase in the minimum safe distance for spawning. This means players are being pushed further to the corners of maps, and these areas tend to be the most exposed on terrain maps. Sprint has also lead to the increased radar range by adding a larger buffer zone for players to anticipate enemies. Aim assist is another mechanic that has been on the rise due to the faster movement. The part that also baffles me is that the Speed Boost ability was added to the game, which is not only redundant to Sprint, but the way Sprint should have been implemented in the first place. This will be touched on in a few moments.
So with all the problems that Sprint has brought to the game, what has it added? Honestly, as far as multiplayer is concerned, almost nothing. The only good defense I've heard about it is that it allows vehicles like the Scorpion to be faster so players have a greater ability to board and destroy it. Its issues are diminished in BTB, so I think it's fine if Sprint stays an exclusive default ability on those maps.
However, for 4v4, Sprint is absolutely unnecessary. 4v4 maps should not be big enough to the point where sprinting to a teammate or to an objective is a needed ability. A good movement speed (120% relative to the last few Halo games) eliminates this need entirely and keeps the even balance that Halo started with. Going back to Speed Boost, this can be a power up that provides the user with infinite Sprint for a period of time (30, 45, or 60 seconds).
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POWER UPS
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Power-Ups do two things - they give players an advantage over everyone else, and they promote movement of players to its spawning location. A map that supposedly seems easy to camp like Beaver Creek had an overshield in the middle, which stimulated movement because players would push to secure it. Prisoner and Damnation are also maps that seemed campy, but were stimulated by pushes for these power-ups.
This needs to be a staple of the next games again. It's one of the backbones of the formula touched in the beginning of this post, and it needs to be paid attention to.
I understand that some players may feel "left out" when they don't get to use these abilities; it makes sense to me why personal abilities such as AAs were given to people starting with Reach. However, I think if an individual's ability to get kills is brought back like it was in the first game, they'll feel empowered enough off spawn to where they don't need to depend on abilities to get kills. Camo is a very important power up that can make or break a map's gameplay, and as we've seen in the case of BTB since Reach, it gives too much power to Snipers who can hide in corners (and in the case of Halo 4, call more ammo to themselves while doing so).
Overshield - 2 extra layers (I'm indifferent on decay and burn so I'll leave that to the pros)
Camo
Speed Boost
I don't think Damage Boost belongs in the game, but it's a decent power up if it's on the map
A "double jump" power up to replace jetpack, or simply a jetpack power up.
I'd also like to see power up physics returned so that power ups can skillfully grenaded from high positions
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POWER WEAPONS ON THE MAP vs PERSONAL ORDNANCE
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Sorry for those who started with Halo 4, but earning a power weapon at your feet via an ordnance drop does not belong in regular Halo multiplayer. This is a niche mechanic that is awesome in modes like Invasion or something more ingrained in the canon; however, when you put it into default games, people don't have reason to leave their sides of the map. Power weapon pushes are a staple of arena shooters, and it's part of what gave Halo's maps replay value. Good maps had various strategies that could be employed to secure the weapons. But you remember how Sprint has increased maps? Well firstly, this has changed the way maps are built, which mean pushes for power weapons have become a case of back and forth linear aggression (less strategy = BORING). Again, the larger maps force players to use their long ranged weapons with ridiculous bullet magnetism and no descoping and get kills all the way across the map. Additionally, players do not need to leave their spawns because after a few kills, they can teleport their own personal Sniper Rifle and sit in a corner with Active Camo to get even more kills. Where has the strategy gone? To be quite frank, the only thing this does to the game is give bad players an equalizer. Ironically, it's even
worse in the hands of a player who knows how to abuse the mechanics and go 50+ without dying.
There's also the inherent problem with PODs being random. I might earn a Spartan Laser and
single-handedly control the tide of vehicle combat for the duration of the match (a weapon that doesn't belong in Halo anyway because of its point and click ability to disable any vehicle). You might earn...a Needler. Congrats, now if you manage to find me with my back turned, you can surprise Needle me (which is not going to happen because I have the Awareness perk on). More on perks later.
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VEHICLE COMBAT
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On the point of vehicles, these need a
lot of fixing. Firstly, the Banshee. It's become
way too overpowered since Reach. Instead of encouraging players to make an accurate pass and aim precisely with the banshee bomb like you had to in Halo 3, players can instead bomb and score easy kills through splash damage, do a backflip, and then bomb again in almost the exact same spot. It turned a necessary component of the vehicle sandbox into a dominant one, and it's embarrassing that 343's attempt to fix this was to make the Banshee
worse. The Halo 3 Banshee was near perfect in this regard. Reach's is admittedly more fun to fly, so its maneuverability can be improved without changing its power.
Beyond this, vehicles need to empower the player and give them a reason to use them. Ever since Reach, vehicles have had a diminished role in the sandbox due to shoddy health mechanics and anti-vehicular weapons off of spawn. When you get in a vehicle in Halo 4,
everybody switches to their anti-vehicle class (DMR, Plasma Pistol, Plasma Grenades, Jetpack). My friend calls them the "Green Lanterns" because you'll suddenly see a team of players flying around with charged plasma pistols. Where has the balance gone?
When you make vehicles way too overpowered, people want to be able to take them out when they spawn. When people can take them out when they spawn, vehicles stop being used (or are used for less time). Meanwhile, the power weapons that can take out the vehicles are either left untouched in the portion of the map that players are no longer pushing for, or it's called down to their feet. Please stop dumbing the game down.
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PERKS
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Named Tactical Packages and Support Upgrades in Halo 4, these were things found in loadouts that changed a player's base attributes. Some people were afforded infinite Sprint. Others had no flinch when they were shot in scope. Some have the ammo perk on, which again gives a weapon like the Spartan Laser enough ammo to destroy every vehicle for the entire game (which goes directly against a change made in Reach to take its ammo down from 5 shots to 4). I can list all the perks and what they do, but there really isn't a point. These also do not belong in Halo because they intentionally contradict every balance that is made to the game. Quite frankly, it's a cheat that serves to do nothing other than increase the game's randomness and "help new players find success". It's only a matter of time before perks to disable headshots and 1-hit back smacks find their way into the game. Default has become Russian Roulette to find out who has a faster shield recharge, damper footsteps, quicker EMP recovery, and more ammo in their gun than you do.
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LOADOUTS
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I do think Loadouts themselves have potential though. Before the arguments about Sprint and Descope, "AR vs BR
" starts were all over the community. While AR starts are preferable on some of the smaller maps, the larger levels necessitated the need for spawning with a utility weapon capable of helping your teammates out and defending yourself against snipers. Therefore, I believe affording players the choice between primary rifles is a good idea. However, everything else, such as spawning with frags, a backup magnum, and the ability to pick up grenades needs to remain the same for the many reasons listed above. Again, placing other desirable things on the map promote map movement, whereas allowing people to spawn with everything they need to take down vehicles leads to stagnant gameplay.
I will not delve deeply into the subject of armor abilities/equipment as it pertains to loadouts; however, I will briefly say that I believe many of these have a place in the sandbox as map pick ups. Thruster Pack could even function as a default mechanic in place of Sprint in 4v4 games.
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DESCOPE > FLINCH
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Descope is a mechanic in Halo where you are knocked out of your scope if you are shot. With flinch, you stay in your scope, but your view shoots way into the air if you're shot (offset by the Stability perk). Admittedly, it is annoying when you are shot and you keep clicking to leave your scope; however, this is a minor nuisance compared to the major problems that flinch has introduced to the game. For one, snipers now dominate long-ranged combat. There is little skill involved in shooting somebody at range because there is no risk. In fact, I'd say having your gun get a random erection is worse than accidentally going into scope, and the fact that there are people who do not have this attempt at balance running around makes it worse. Descope is the number one most requested TU feature among the Halo community. It provides a natural balance to the sniper, stimulates strafing movement in long ranged combat, and allows players to move around the map even when there's very little cover.
There are ways to fix the issues being knocked out of scope presented without ruining long-ranged combat. For one, red reticle range (the range at which aim assist kicks in) can be altered both in scope and unscoped so that people who are unscoped do not feel helpless at medium ranges. Additionally, as mentioned early in this post, aim assist can be changed when players shoot faster. This replaces bloom as a more consistent mechanic and makes strafing a bit more necessary.
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AIM DOWN SIGHTS
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If there is one new mechanic that needs to stay away from Halo for good, it's ADS. One of Halo's biggest attributes is the ability to retain complete accuracy while firing from the hip and while jumping. Bloom offset this somewhat, but not as bad as ADS will. In Halo, your bullets should
always go where you want them to (except for spread on automatics, which should be controllable via burst firing). ADS would reduce the pace of encounters by slowing players down to account for the lost accuracy. With Halo's 1-2 second kill times, this will be a nightmare.
Beyond this , it's entirely irrelevant in a sci-fi game where all the soldiers have smart scopes that provide uplinks to their HUDs. If Halo is going to be integrating the canon further into the game, ADS is one of the last things Spartan gameplay will feature. Its inclusion will only serve one purpose - to make the game a mainstream shooter. Halo can't afford to be "like every other console shooter" at this point. Adding ADS to Halo would be like firing the Halo rings (though there are plenty of things that can kill it before that happens, most of which have already been said).
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There's a lot more I can touch on, such as the ranking and progression systems, various game modes such as CTF and Oddball, and the design of the maps themselves, but I think this has gone on for much longer than I anticipated. To summarize this post, Halo needs to perfect what it has done well over the years and do away with things that are intentionally contradicting with this balance for no other reason than to make the game "more like every other shooter". Most importantly,
it needs to do this out of the box. Creating two vastly different ecosystems segregates the community and tears it apart. A game that does not cater to both the casual/social player and the hardcore/competitive player out of the box
in its default settings will not cause the community to grow. It's funny, because the first game did just this and still managed to be fairly accessible. It presented players with a very basic simple rule - you spawn, and everything is in front of you. In an attempt to add more depth, the game has gone downhill and its player retention shows that the Halo community obviously doesn't want that.
What style of game would I have for Halo multiplayer? The one that had people who fucking played it.