Well shots-to-kill is irrelevant if you don't also consider the time-to-kill. The SAW takes more shots to kill than the DMR does, but it kills more rapidly.
No one ever said the 3sk was all there is to skill. The point is that a faster game with a deeper shooting skill-gap actually enhances those other skills. Later Halo may seem like they have more teamwork, but that's simply because teamwork is the ONLY skill.
These numbers are completely irrelevant without any context. The average player DID NOT have an average 4-5 shot kill in Halo CE. That's simply wrong. And if we're talking about any Halo game with a 4 shot kill BR, the average player killed in 4-5 shots simply because the weapons were so damn easy to use.
The bottom line is, if you have 2 or more people shooting at you, you are at a severe disadvantage in any Halo game. The difference is that in Halo CE, you actually had a chance to make the other players miss and fight back. If you got the drop on two players in Halo CE you could, with skill, take one of them down before they both had a chance to turn and teamshot you.
If you read my post instead of riding your 3SK assumption you'll see most of what I'm talking about regarding context is online latency. CE will never port directly to online unless quantum computing/Internet becomes a reality. As for game mechanics and changes throughout the series way over 50% of what is tweaked or altered is to make online play appear real. It's all an estimation and smoke and mirrors to appear like a smooth LAN game.
Time to kill is exactly what my posts are all about, when you make such a short kill time in the average or even further the min. kill time then online play become unfair.
I call BS on just CE solo play, the same applies in any Halo, you can simply get the drop on teamwork and grenade to finish 2 players off. You can bounce a grenade off a wall or leave a plasma around a corner when being pursued by 2 attackers etc. You can tip the balance by controlling/getting a power weapon etc.
As for average players, I would class my brother as an average Halo guy, even he played hundreds of games of CE, 2 & 3 with a little Reach and now doesn't really play games anymore. The point being he would easily kill in 4-6 shots with the CE pistol on maps like Battle Creek, Hang 'Em High, Damnation or Longest. I also had no issue in those kill times and both of us would frequently enough kill in 3SK too.
I'm glad we have these discussions on here because it exposes the common misconceptions of Halo 1's gameplay design that an overwhelming number of people seem to have. It really puts things into perspective how little of Halo's fanbase experienced that game at its full potential in its prime.
What a shame. My baby will never get to experience the joys of XBL ;[
A bit elitist don't you think mate? Take a look at my gamertag history and see how much experience I have with Halo multiplayer. It's a shame CE statistics aren't available as you'd have a better appreciation for just how much CE I did in fact play.
Unless CELive has absolutely perfect netcode, I can't see it transitioning well. The gameplay mechanics are solid, but a lot of Halo 2's "innovations" were deliberate workarounds to having to deal with debatable netcode..
This man gets it. Aside from mechanics online factors are the most detrimental to gameplay, skill and fairness. Don't even get me started on how many times I've died due to network prediction connecting a melee I dodged or a plasma I had already side stepped etc.
Does anybody still play Halo 4?
Yes indeed, for me the netcode and host selection is on par or greater than Reach and therefore the most enjoyable. When I combine the turbo update I enjoy CTF and ricochet. Now if we could take map design from CE/2, filters from Reach, toggles from BF3, dedis from Halo X1, firefight from ODST, custom in game characters from Reach etc. we'd really have the best title yet in next gen Halo.