Sai said:
It certainly decreases the tension, which I missed. But to be honest, I loved the fact that I didn't have to sniff around for health packs anymore.
I've played
months of Halo multiplayer, and in my experience most people don't actively go running for health after a battle. It's something to keep in mind, but at two packs per map and a minute (or longer?) respawn it's not something that people I've played with (and I've played with some
good people) have made a big deal out of. You try to grab it when you're in the opposing team's base and almost dead, but you aren't going to run back to your base from the cliff on Blood Gulch every time you lose a bar.
A friend suggested a possible solution for both sides not too long after the December '06 EGM: Bring back the health guage, have it regenerate slowly once the player has avoided sustaining any damage after a certain period of time; the time, and the rate at which the health regenerates can be adjusted accordingly through the player traits.
As long as it's a pretty slow regeneration, I'd be okay with it and consider it an improvement. But I'd much prefer the Halo system, where you can't shrug off past battles at all without a (relatively rare!) health pack. It encourages calculated risk taking and allows sacrifice moves - in Halo 2 and 3 if you don't kill them you've died in vain. It also makes battles less ... rabid, as there's no monkey on your back screaming YOU HAVE TO KILL HIM NOW OR YOU'RE WORTHLESS, WORTHLESS GO GO GO. More strategic options open up when you have people with different health levels. "Sai is heading for our base, but he should be almost dead," or "Shit guys, I'm in the hills behind blue base but I'm in the red - I'll have to wait for somebody else to help me out!" You can wound the guys in the warthog heading for your flag without having to finish them off - your teammates can build off of your success.
Also, Shotgun, Sniper, and Rocket games are more fun with no shields.
A return to Halo's... 90°, was it? That would be nice.
For the record, what is Halo 2's?
Halo: 90°
Halo 2: 60°
Halo 3: 72° (Someone from Bungie called me out like a hundred pages ago, and looked this up. Also said it might not be final, but I don't know how seriously he meant it.)
Half-Life 2: 75° (PC gamers not used to it
got motion sickness.)
Counterstrike: Source: 90°
Unreal Tournament 2004: 90°
Call of Duty: 80°
Doom 3: 90°
Quake 4: 90°
When more people than ever will be playing on widescreen TVs anyway, dropping the FoV makes little technical sense. I would be very interested to hear a Bungie rep explain this choice (not in a trolling way - in a curiosity way!). I feel like I've got blinders on in Halo 2, which really hampers my enjoyment of it.
I had no complaints with the grenades in Halo 2 after the first update.
My inexperience with Halo 2 leaves me with nothing to say here
But the maps, I would appreciate it if you elaborate a bit more on that. I'm trying to understand what it is that Halo 1 purists are looking for in map design.
Yeah. Map design suffered with the introduction of assault and defense gameplay types. Don't get me wrong - those can be fun. But Halo 2 had too many of them, dropping the symmetrical maps geared for traditional CTF and the general slayer maps geared for general slayer. Halo 2 also had enormous levels, and not many intimate ones. Halo 2 also complicated and abstracted things, due in part to the influence of the new objective gametypes. Complex corridors and structures became the norm, while Halo one maps are relatively pure. Just look at the changes to Blood Gulch, or see Zanzibar or that indoor map with the elevator. Compare these to Longest. Even Damnation, possibly Halo's most difficult to learn map (olol Chiron) isn't too bad. In general, Halo 2 MP map architecture is very closed, while, in general, Halo MP map architecture is pretty open.
I feel that level design was also hurt by Halo's success. The Halo maps are almost raw in comparison to the Halo 2 maps, which had been gone over and over by the devs. Every jump you can
just barely make has been engineered to be just barely makeable. Every sniping nook was made to be a sniping nook, and if you can hop out through the window in the new Battle Creek there was somebody who decided to let you. (I recognize that this paragraph is kind of silly, but it's all about the
feeling - of course they playtested Halo's maps, too.)
Also, fall damage as a tool in map design made lots of things possible in Halo that weren't in Halo 2.
Before, I argued that the lunges took away a bit of the "finesse" found in Halo's multiplayer's melee combat, when all I was really trying to say is that it made it too easy for scrubs to get a hit in.
The truth is that, at least in my experiences, there were few instances where I was at that range in Halo 1, they simply weren't as big of a factor in Halo 1's multiplayer. Though this could be partly thanks to the prominence of the ol' M6D.
Yeah, aside from having to relearn melee distances, this is pretty low on the list of things that bother me!