You know, you are so eager to refute people's point that you have completely missed one part: actually refuting their points. Someone else makes a claim, you make an opposite claim and think that to solve it. I will tell you what's wrong with the game. And I won't be keeping my post short, no. Because there is no point making claims and not supporting them with arguments. I will write as long as I can and need to, so you have been warned. Don't as for short responses if you expect people to talk about something as personal.
First of all, let's start from the top. The reason I dislike Halo 4 is the skill gap. More precisely, the lack of it. That's the main reason, and that echoes in all of my arguments against Halo 4 as far as multiplayer goes.
That said, one of the major hindrances and the most prominent one are the aiming mechanics. I haven't quite figured out what exactly is flawed in those mechanics. Is it the aim assist, is the strafe, is it the Field of View, or a combination of those? However, that reason is irrelevant to the point I am trying to get through here. It's too easy to get kills with the precision weapons. I can only offer you my personal experience of this, but based on the fact that numerous players would also agree with me, I can only expect there to be at least some truth to my claims.
But if you can get over the fact that I don't have real world evidence that aiming is substantially easier than in previous games, I can argue that aim is the most visible mechanic in the game and one of the most important for the game. If the aiming skill gap is low, encounters will be more about who sees who first and less about who has the better aim. And while I have nothing against tactical shooters where it's all about surprising your opponent, Halo is not such and loses a major part of its skill gap in encounters where the winner has no shields 99% of the time unless their opponent really screws up. A game like Halo simply doesn't function without proper aiming skill gap.
Moreover, the aiming skill gap is participant in the current structure of the utility weapon sandbox. DMR is supposed to be a single shot precision weapon with a high skill gap, but rewarding kill time when mastered. However, in its current state, it's the most effective weapon in the sandbox for anyone.
Another major factor to the lack of skill gap are the ordnance drops. Power weapon control is part of map control and map control is a very important area of skill in competitive Halo. Ordnance drops effectively lower the importance of map control when personal ordnance gives no incentive to actually move around map. Players also have no control over the weapon, and even the most skilled player can't stop a less skilled player from selecting a weapon from their personal ordnance and picking it up because the weapon drops right in front of them. Getting a weapon from global ordnance is more a matter of luck than a matter of skill because the drop times and locations of weapons are incredibly hard to predict accurately, the system is practically random. All this renders power weapon control obsolote and makes the game more random and less controllable which, as you may already understand, deteriorates the skill gap.
The whole loadout selction system doesn't encourage skillful gameplay either. I have no problem with selecting your weapon as long as the sandbox is properly balanced and there are no power weapons in the loadout selection (power weapons in this case classified as weapons that can kill in one shot), although vehicle countering weapons are also weapons that shouldn't be in loadouts (the Plasma Pistol) for the sake of proper vehicle combat. However, where the loadouts fail is the selection of armor abilities. No one should be able to select an ability off-spawn that makes preset movement paths and shortcuts obsolete (jetpack), an ability that allows them to see every player on the map (Promethean Vision), or an ability that allows players to prevent or at least delay their death with a push of a button with no skill involved. Invisibility is also an ability that shouldn't be in loadouts as the only form it works there is a form that encourages camping and discourages movement.
Jetpack shouldn't be there in the loadouts. If it's in the game, it should be as a map pick-up. You see, by breaking the preset movement paths and shortcuts and by allowing players to get to locations they wouldn't get to without jetpack, map control becomes shallower because there is no high ground advantage that isn't negated by the jetpack. There is no incentive for players to fight over a location that would be advantageous without jetpack in play due to jetpack negating its advantage.
Promethean Vision doesn't work because it essentially allows you to know all that is happening without putting yourself to a position where you can actually see a large part of the map which, inversely, would mean that everyone can see you. In other words, you can be aware of all that is happening without positioning yourself well. That lowers the importance of good position and, again, map control.
Hardlight Shield is simply a less severe case of Armor Lock. The only meaningful difference this time is that at shorter distances you can't protect yourself from well placed grenades. But at longer distances, the effect is still the same. You can effectively stop the encounter until your shield either runs out or a teammate comes and kills the opponent you left weak. In either case, its effect to gameplay is negative. The more certain your death is, the more skillful maneuver you should need to stop yourself from dying. But in case of the shield, you can escape a death otherwise certain death (being at no shield), with a simple push of a button.
Camo, as I said, is something that, as an ability to spawn with, only encourages camping and discourages movement. In other words, it does the exact opposite of what a good gameplay mechanic should do in a shooter. It, as well as all the other abilities, would also work better as a map pick-up, of course modified from how it behaves now. Map based power-ups increase the potential for power weapon control as well as map control, ending up with a more skill based experience.
The maps in the game are something that is also of not very good quality. map design is at least as important in terms of skill as gameplay design. Properly designed, the map and the gameplay are in constant interaction with maps affecting how players play and the gameplay affecting how certain maps are played. Haven is amongst the better maps of Halo 4, it has something that is very important to a map of a game as movement oriented as Halo: depth of movement. It has lots of shortcuts and jumps that give the map some sort of skill gap where a skilled jumper will utilize the map design much more effectively than an unskilled one. And there is the interaction. The speed of Halo 4 allows a player to utilize the jumps on Haven effectively and that in turn makes the gameplay more dynamic.
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Unfortunately, such depth isn't common in Halo 4 maps. Haven is more of an exception than the norm. And even it is partially affected by what is one of the most prominent of map design flaws in Halo 4: excessive size. Complex is a good example of a map that is usually played in 4v4, but would be more suitable for 6v6 by its design. Most of the time, movement on the maps in Halo 4 isn't smooth. On Adrift, for example, I find myself often in a situation where I have to go through a lot of trouble to get to the other side of the map, depending on which side I am. Because there is the other side which has both the man cannons, while the other has none. If the map was designed so that there was man cannon on each side of the map, the movement would have been more even on both sides which would have produced a more seamless movement experience.
Weak vehicles are something this was eventually going to come to. You called a system where a vehicle has individual health more logical. But that isn't the case. In reality, the system is more counter intuitive than a system where the vehicle health is linked to player health as the player never really knows when the vehicle will blow up. It's not intuitive when a player is driving around in a Warthog with full shields while the vehicle suddenly blows up from a single DMR bullet.
However, that is not the worst problem the health system produces. As the vehicle health doesn't regenerate over time to a high enough point, the vehicles destruction is always inevitable. Even the most skilled driver can't avoid getting their vehicle destroyed when constantly being fired at. The problem is only amplified with the ability of non-explosive weapons to destroy vehicles.
Non-explosive weapons should never be able to destroy vehicles because you always have them, they are easy to aim at the vehicle, and they always have a lot more range than explosives. Of course exceptions here are the Sparan Laser and Rail Gun beacuse they are power weapons and not designed to be spawned with. however, sniper, with its bullet reserve, should not be able to destroy vehicles.
That's not nearly all about the reasons why Halo 4 multiplayer is so detrimental to skillful gameplay. But I am running out of time, so, I can't write more. If you wish, I can return and lay out all the things I dislike about in the campaign, Forge, and Spartan Ops. They should fit to a single post due to campaign and Spartan Ops being very much the same with not a whole lot to say about Forge.
However, if you expect me to write short posts with zero arguments to support my claims, don't expect me to. If you want to know why people dislike something, you better listen to their reasoning, too. If you wish to attempt to refute my post, please remember that it's written in regards to skill gap and depth of gameplay. That's the only perspective from which it should be judged. Skill is a personal preference of mine. I congratulate you if you even manage to properly refute at least one of my points.