ncsuDuncan
Member
Crucio said:I think the way Bungie made the game was by intent to be different from Halo 3. If ya'll want AA pickups then Halo 3 should be right for you. I don't think that AAs should work in that way.
When Bungie first started talking about Armor Abilities in Reach, they mentioned Equipment in Halo 3 as being neat but the one-time use meant people would often hold onto them and try to save them for later instead of using them freely. I think they certainly accomplished that, but it's gone too far. Now we have AAs slowly being removed from playlists, trending towards a select few because there are some nasty combinations (camo + sniper, evade + sword, armor lock + anything).
I'm just trying to find a balance between the two extremes of "Unlimited AAs you get at spawn" and "No AAs ever". I think it's reasonable to test the MLG style of "Sprint at spawn but you can pick up AAs and have unlimited use until you die."
We get the diversity of gameplay that Reach offers with the level playing field that defines Halo (to me). Loadouts are a neat diversion, but I can get that from Call of Duty. I want to go back to Halo 2's style of timing the rocket spawns and being rewarded for winning the struggle over power weapons.
And I did play Halo 3 yesterday. It reminded me of some things I missed (The Pit, Valhalla, the Warthog) but it also reminded me that there are things in Reach I love enough to not go back to 3 permanently.