I'm talking directly about things like regen, bubble, armor lock, evade, etc. Makes things cheap and more about luck than actual ability.
The game quality has gone down dramatically with those pieces in the battlefield.
There was no more luck involved with equipment than there was with power weapons or overshield/cloak.
In all cases, you or your team had to fight their way to the spawn of those weapons to use them.
So should Halo 4 remove the Rocket Launcher and Sniper too, because players are 'lucky' to have them?
As for AAs, each one has its strengths and weaknesses, and each one is easy to counter. The only element of luck is that there's no clear visual indication of which AA each player is using at any given time. Bungie should definitely address that.
Agreed
Disagree, Halo 2 and 3 Played alot better than reach and neither had bloom. Weapon balance is only relevant with pick up weapons really if a BR is a starting weapon every thing from that point is based on skill.
Halo 2 and Halo 3 played fine, but were dominated in most cases by the utility weapon... once a utility weapon becomes more valuable than any weapon on the map, it can be deemed overpowered.
Reach, in my experience, is the first Halo where every weapon is used a great deal. Obviously the pistol, AR and DMR are the most used, but I've been in great fire-fights that involved everything from the Needler and NR, to the PP and PR, to the GL, Plasma Sniper thing, etc. Every weapon on the map feels like a valuable too, versus Halo 2 and 3, where everybody just stuck with the BR, and only swapped out to use the RL, Shotty or Sniper.