I thought this was a given assumption whenever things like that are said lol. You obviously can't take an exact thing from one game and leave it as it was for the new game you're putting it into.
And I 100% disagree with your comment on the pic. What about the other notes? It clearly shows where Halo 2 messed up after coming off Halo 1 and does prove that the fans know what they want lol.. I'm confused at your decision to point out the Sniper when not only is it a map pickup, but other weapons were balanced properly to make them more useful too (also noted in the pic).
Whatchu talkin bout Fyre?
copying the text directly
"The Pistol is Back! 4 Shot Kill with Headshots"
obsession with shot count over actual kill time. Unless they RoF adjusted this (you do remember how fast the H2 pistol fires, right?) this is now a nightmare weapon. If you did RoF adjust it, it hast to be slower than the BR, otherwise there's no point to using the Carbine or BR. Pistols are sidearms, not mainrifles.
"The Assault Rilfe is Back! No Dual Wield, Stronger then the SMG, less spread"
So basically the SAW in Halo 2 but even worse because it's Halo 2 and now has less spread than the SMG.
"90 degree field of view"
i'll agree with this, but FOV really needs a slider. 90 is good, but some people get motion sick from it. let them slide it down to 75 if they want.
"No Auto-aim!!!"
or 'how to watch an FPS fail in one easy step'. Play a match of Slayer with everyone on the same team. Notice how un-fun it is on a controller? If you want to play on a controller, you need aim assistance.
"Less Magnetism on all weapons"
Depends on which magnetism they're talking about. If they're talking about aim friction, this is needed to make controllers work. If they're talking about the game actually pulling your bullet trajectory a bit, this is needed to make weapons work over the internet, especially hitscan weapons. Unless they remove it completely, sweep-sniping is still possible in Halo 2.
"The Shotgun is no longer the 'Slotgun'. Less spread makes for a less host advantage"
If you reduce spread on a shotty it becomes more powerful, giving the host even MORE advantage. In the Halo 2 context, it would have even MORE host advantage. The issue was with Halo 2's netcode, not really the gun itself. I think Bungie found a sweetspot with the Reach version, but they also had two generations of netcode improvement at that point too.
"No More annoying PP/BR combo! Much less homing on the Plasma Pistol charge makes this imposssible, you now have to lead you PP charges"
I've always found the combo annoying, but this was mostly addressed in Halo 3 and Reach. I always thought the proper fix though, was to prevent you from switching away an overheated Plasma Pistol (or any other overheated weapon), making avoiding overheating an actual skill and a time-cost if you want to set up the combo. It would certainly make it more of a teamshot option rather than a single-person feat.
"Thought out gameplay. Without any auto-aim, you now have to plan out your moves, it is no longer the same game of spray and pray"
Other games have had options to turn auto-aim off. Nobody clamored onto those games as pinnacles of skill, though.
"It's all about BALANCE. Every weapon has it's use. The Pistol, the Carbine and the newly useful Needler are the 3 mid-range weapons. The PR, AR, Sword and Shotgun are the 4 close range weapons. The 2 Snipers are the long-range weapons. Each of these has its own advantages in gameplay"
They don't mention the changes to the Carbine or Needler anywhere, so I don't know what they did with them. However, if the Magnum is 4SK, I don't know why I'd be using a BR for mid or an AR or even a shotgun for close range (remember the Reach customs with the ZB Magnum?). The sniper now has a closer zoom level, making it more useful than the Carbine at close range for headshots. If the Needler is buffed and still DW-able, then you have a more useful weapon at mid-range than the BR. I'm also humored by the fact that the Needler gets buffed (in the H2 context, I assume this meant increasing it's tracking) while at the same time nerfing the PP overshot tracking. One requires a second weapon to kill, the needler kills on it's own.
So at this point, on big maps I'm rolling Sniper and BR. On smaller maps I'm rolling Magnum and AR, because the magnum headshots people faster than the BR and the AR is better than the shotgun, sword, and every other weapon in the game at close range due to bleedthrough. When my AR empties, I can switch to the magnum for quick 1SKs or cleanup kills.
Nobody in this game would have any reason to pick up most of the other weapons.
"Rocket Homing drastically reduced. Can only realistically home in on the Banshee."
I'll agree with this, but was already solved in Halo 3 by splitting out the lock-on ability to the Missile Launcher. Was addressed further in Reach by revisiting the Halo 2 RL lock on but only letting you lock on to air vehicles, which is what they should have done the first time they introduced lock-on.
"Sniper Mid Range ability is Back. The 6x zoom is traded for 2x, while the 10x stays as it is"
Why should a long range weapon have a close range zoom level? It's a long range weapon. You should only be using it at 2x ranges out of desperation, not as a feature.
"Faster Running = Better Strafing"
Running will never be fast enough, no matter if they made 110% speed of the current game the standard, people will always jack it up to 110% speed in the next game because they're the Tonya Harding of Halo and prefer to ice skate while attacking other people
"Better Grenades. You can throw like a man again. You can now lure weapons twards you again or flip vehicles while moving with grenades"
Besides the rolleyes "throw like a man again", you can already throw grenades across Coag in Halo 2. Weapons flying across the map is thankfully a dropped feature, as the opening move on every map would be everyone wasting their grenades trying to launch guns back to them. New players would find all their weapons leaving their base. Matched players would just be swapping weapons. A relic of Halo 1's terrible physics model.
You WERE supposed to be able to flip vehicles in Halo 2, however there's a bug in the engine that disabled physics for anyone that was not the host. If the host was driving the hog, you could flip it with grenades. Yes, that's right, the intended version of Halo 2 had more flippy vehicles and everyone could grenade jump. One of the reasons why splitscreen Halo 2 and LAN/LIVE Halo 2 are worlds apart.
Grenades should be a personal weapon, not long range exploding sniper bullets. Crossmapping grenades should be a joke move, not a main feature of gameplay. Look at Standoff matches for an example of what would happen in the newer sandboxes.
"Underpowered weapons like the Needler and Plasma Pistol have been given a significant boost. They're now balanced with the rest of the game. Overpowered vehicles like the Banshee for example has lost it's boost. Balance is the name of the game."
Changes are not specified, addressed above. They addressed the wrong problem with the banshee, which I'll now be able to pick off with the AR easily. Halo 3 came the closest to a balanced Banshee. But the Reach falcon is what Halo needs to be thinking about for air vehicles, a shame it didn't find it's way into Halo 4.