Photolysis said:
Coincidentally, it's also been complete shit since the H2 days of old.
Okay okay, it was eventually changed to something approaching mediocre in H3 eventually, but bad gametypes turned a lot of people off it.
Who wants to play VIP in Snowbound? What about CTF on Isolation? Land Grab?! Equipment was another red flag - bubble shields only caused the gameplay to slow down.
I think the only TO gametypes I liked, at least compared to the other trash they spewed in there was 2-flag on The Pit, 2-flag Standoff, and 1-flag High Ground.
Halo 3 took a major dump on the success Halo 2's gametypes had. From the instant arm follies, long return times in CTF, 3 Plots getting removed, VIP getting jammed down our throats, Territories being beloved, and the flag/bomb contesting along with the sudden death lapse it's truly no wonder. Again, push those big problems to the awful objective based maps? It's a recipe for failure.
Ramirez said:
Has it ever occurred to anyone that TO is failing in Reach because of the AWFUL gametypes? Seriously, finding a game of Multi Flag on Asylum was like winning the lottery back when I played.
Something that absolutely has to be fixed for Halo 4 is that a game ends in 1 Flag/Bomb after the other team can't win anymore.
Team Objective in Reach was OK until all hell broke loose. That one moment in time I liked it quite well. All they had to do well remove the Drop Shield loadout. What happens? Hemo gets axed (rather than putting in a DMR start to it), they add in 3 Flag, Flag Slayer, Speedflag (and later Stockpile which further pushes 2-flag and Assault down), and allows Pro gametypes (which are a lazy version of 1-flag and 1-bomb fast from Halo 2) to show up more than regular flag.
It was the simple stuff that needed rearranged.