I would like Halo 3 a lot more if the stupid regeneration field wasn't a thing. God what a cheap ass piece of equipment, why even go for power weapons when you can go for those. People **** on armor lock a lot but I will always hate Halo 3 regen field more.
As a vehicle person who loves to splatter, **** armor lock. I'll take the damn green **** and I'll like it.
I'm replaying through all the games, I'll probably update them as I play them again. Even though I have a good idea of how I've felt in the past, I want to make sure I take a look at some stuff that I may have taken for granted. Halo Reach: Vehicle movement was the best in the series. Fast and grounded feeling vehicles made it feel some what realistic and all around just more fun to drive. Graphics were a good mix of simple and realistic. While some of it was too busy for my taste, it made the environments feel a lot more alive. Multiplayer maps being used as campaign mission could go terribly wrong, however in this case I feel that the multiplayer maps were mostly solid experiences outside of the absolutely awful mechanics introduced into this game. Sharing the assets and even entire environments, I'm sure lead to the ability for more and higher quality levels, easier. Some experimental guns were cool, for example; the concussion rifle was a great upgrade from the brute shot. It played a very similar role but had simplified, more consistent outcome and had a pretty sleek look. While others were terrible replacements and should've remained on the drawing board until a solid iteration came to life. I'd rather less weapons with higher quality than more weapons with lower and in this case. I believe we were ripped off pretty bad. Experimental gametypes go the same way. I feel that if some of the new gamemodes were fleshed out a little better that we would've seen them return in future titles but were released almost as if they had no polish and were still in the testing phases. Now, don't get the wrong idea. I had a good chunk of positives here, however, this game was easily one of my least favorite in the franchise. From Removal of a true ranking system, Bloom, to sprint, removal of iconic weapons that we loved, Armor abilities as a whole, less/more mobility in all the wrong ways, and everything else that comes with this title that paved the way for Halo to become just another futuristic shooter on my shelf instead of inside my xbox, I HATE! Oh, and even though I don't use the customization in games, I appreciate the amount of content that people could use. I only wish that you had to earn these through painstakingly hard tasks so that you had the ability to look unique. Then maybe I'd use it. One last note, the gametype we received very late into the game's life cycle (SpartanBall? Or something, can't remember) was amazing. Probably getter than current scripting in many ways, if I remember correctly. Be back with some more, maybe. Sorry that not all my points are followed with a better alternative. Usually I would but I don't have all the time that I'd like to go into detail.
Alright, I'll play CE: Likes: The weapons each had very distinct roles and provided for various skill levels. Shots were consistent and projectiles require you to lead shots but weren't too slow that itd be obnoxiously difficult to aim. Level design was mostly fantastic. I appreciate the use of fair starts with Pistol AR starts and almost every weapon being useful (except you needler, you were just bad). They weren't afraid in this game to really take advantage of verticality. Gravity damage was awesome, allowing high areas to be scary and potentially deadly, while also giving players ways to avoid dying through skillful means. Obviously being able to go my top speed and shoot at the same time. Weapons having unique melee hitboxes was fantastic. Dislikes: The responsiveness for jump was straight awful, it'd take like half a second after I pressed the button for my character to do something. Vehicle physics instakilling you if you stubbed your pinky toe. Vehicles being practically invulnerable. The details of the spawn system not clearly being explained to players and some maps being easily exploitable because of it (looking at you Hang Em High). Btb maps were waaaaaay too open in some cases with little safety for infantry. Weapon melees were often too slow. H2: Likes: Being able to shoot whole going my too speed. Use of fair starts. Reponsiveness and speed of player movement. Vehicle rework and weapons that had a lot more interplay with the vehicles like the plasma pistol. Attack and defend gametypes and maps were absolutely fantastic, great for competitive, great for casual. Zanzibar and Terminal are some of halo's best maps. Momentum melees were awesome. They were a significantly better more skillful way of pulling off what ground pound does. Weapon melee speed being increased was great Dislikes: ****ing SMG starts. These are an abomination and should never appear in another halo again. H2 also dumbed down alot of it's features in response to the initial launch of Xbox live. Gravity damage being removed was a huge disappointment, you could just jump off anything with no punishment or skill involved. Magnetism was rediculous with a lot of guns. BXR was lame despite Double shot being cool. Melee unique hitboxes being removed sucked. Hitscan weaponry. Guns were significantly less fun to use because of this. H3: Likes: Use of fair starts. The return to projectile weaponry. Plasma pistol was easily at its best in halo 3 with the least lock on. Attack and defend maps continued to be awesome despite having less of them. Physics in halo were easily at its best where players could actually have an effect on objects in the world. The vehicle sandbox in halo was at its best, vehicles weren't too tanky but they also weren't made of tissue paper like in H2A. If we're talking about what was great in halo 3, we can't ignore custom games, which allowed for a huge amount of variety and custom modes and maps. Fire bombs were fricking awesome, could've been improved by bouncing like a frag to fix the issues with panic throwing. The deployable cover and gravity lift we're awesome, we need those back Dislikes: Dammit halo 3 what did i just say about starting with autos. AR starts. BR spread. It was annoying. Map design wasn't as interesting as Halo 2 multiplayer. FOV was bad. Base speed could've been faster with better strafe acceleration. The doubled down on the no gravity damage thing which was sad. Melees were just worse, you'd now just lunge at your enemy with no skill involved Reach: Likes: invasion. Falcon. Return of gravity damage. Custom games. Health packs is a plus Dislikes : armor abilities, hitscan weaponry allowing you to shoot across the universe and back again. Low strafe speed. Low jump height. Vehicles were tissue paper. SPRINT H4: Likes: Magnetism and aim assist wasn't too bad. Hardlight shield was kinda interesting ( I still love that the first thing I did in h4 is jump in front of a speeding hoghog w the hardlight shield expecting it to explode, and then I died). Perdition, and Daybreak were both solid maps. Dislikes: Art style. It looked like garbage. Classes. Players spawning with the boltshot. Ordinance drops. Flood modes not allowing infected to carry weapons, ruining many custom modes. Weapon sounds. The h4 BR shot sound made me feel that my ear was getting grinded off by a cheesegrater. 4v4 maps were weak, and I swear Exile is one of the most overrated and onesided maps in halo history. Flinch was incredibly annoying, in a game with a long ttk like Halo, flinch is completely unacceptable because you are going to get repeatedly pinged. In cod its whatever since youre gonna die in like a microsecond anyway. SPRINT H5: Likes: Custom games have been given more flexibility than ever before. At launch the plasma caster was awesome (they ruined it, but then it was awesome). Even starts at least with weapons was an improvement over how awful halo 4 was. Stabalize is a solid idea and allows for some cool movement tech (tieing it to zoom though wasn't a good idea). Sentinel beam is mostly solid. Dislikes: Weapon design: Most of the weapons in halo 5 just get the wrong idea. The pistol is too weak in comparison to power weapons like the sniper, shotty, rockets, plasma caster, nade launcher, fuel rod, etc. Too many weapons just have way too much range. Hitscan makes a return and I hate it. It makes so many weapons just boring. Automatics ttk is wayy too fast, making them better than a lot of precision weapons even at range in some cases SPRINT, Spartan charge, and ground pound were all terrible additions to halo and serve more as annoyances to be on the recieving end of than things that are fun to do. Map design in h5 is easily the worst in the series. Maps have no inspiration to them, and look like mass outs that just got approved to be in the final game.
Thrusternade - a throwable device with a rocket at the end that clings to objects. Sticks to whatever surface it's thrown at. If the object is on normal physics, it will push that object rapidly. If it's a fixed object, the thrusternade will be still and and will just eject exhuast until it breaks. The exhuast trail can also push players like a gravity lift. Tldr; I'd make a sticky gravity lift
Yeah. Add all of those. Except sword block. That was cool. Gave players the ability to defend themselves from sword users now that backpedaling is no longer and effective strategy due to sprint.