AMN's things to get rid of or fix in Halo 3..which I agree with.

Zayne.H

New member
Feb 10, 2006
3,459
1
0
Chestnut Hill, Massachusetts
ZayneHumphrey.com
Zenny
5
Points
0
<div class='quotetop'></div><div class='quotemain'>Halo 3: Stuff That Needs Fixin?
May 18, 2007
by: Phillip Levin and Sascha Lichtenstein
Our Halo 3 ?please fix it, Bungie? wish list.



The Halo 3 multiplayer beta is here, and like true Halo fans, we?ve spent the last week screaming at our TVs, blaming Bungie for our incompetence as players. Sure, we admit it: maybe it?s our own fault we got Spartan Laser?d in that Warthog on Valhalla, giving XxXxLeetSniperxXxX an Overkill. Maybe the majority of our entire team shouldn?t travel innocently in one impending death trap on wheels, and maybe our fourth player shouldn?t follow conveniently so closely behind us in the Mongoose -- whatever!

That noted, it?s not all our fault. Some of the blame can be placed on Halo 3, which is far from perfect, thus far (after all, it is a beta). From underpowered starting weapons to having to stop moving so we can press the D-pad to warn our team mates that they?re about to get Beatdown, Halo 3 is responsible for some less-than-fun moments we?ve experienced in the last week.

Below, we?ve compiled a list of things in Halo 3 that we feel need addressing by the official Halo developer itself: Bungie. These things range from balance problems to simple nitpicks. Yes, we love Halo 3, and yes, we?ll be playing it tonight, but this is a beta, right? Aren?t we, as gamers, required by law to bring these things to the attention of Bungie?s, so that on September 25, 2007, we can boot up a more improved version of Halo 3? The answer is yes, boys and girls: yes



Polish the Graphics
Halo 3 is by no means an ugly game, but it?s not going to drop any jaws either. Under normal circumstances that wouldn?t be a huge problem, but this is the game that Microsoft is banking on to dominate the holiday season. It should outclass everything else on the market, so Mr. and Mrs. casual consumer can?t help but look away from the television ads and in-store displays. Educated gamers and videofiles will notice jaggies, muddy textures and relatively flat lighting; those who aren?t versed in the proper jargon will probably just resort to describing the game?s look as ?meh.? Seeing as the recently released Halo 2 maps actually have better detail than the maps in the beta, chances are the final game will look better ? just how much better remains to be seen.

Give the Needler a Make-Over
This is a pretty minor complaint, but it ties into the presentation. Bungie has been trying to get Halo players to take the Needler seriously for a while now, and third time?s the charm because it?s now a mid-range powerhouse. Too bad you?d never know from looking at the thing. After years of taking the sight of a Needler as a cue to charge the enemy, it?s going to take some time for players to unlearn that reflex, and a new, bigger, badder (editor?s note: yes, we just official-ized that word) two-handed look for the Needler certainly would have helped get the point across. It?s not something that?s likely to be changed, but we can still dream.

Push-to-Talk is Stupid

Communication is key for Halo team play modes, but apparently Bungie believes that players would prefer their voices ? and the voices of their teammates ? to go unheard unless they take the time to press an irritatingly-placed chat button. Why, in the midst of a battle for the flag, would a player want to take their thumb off the analog stick and press the D-pad just to alert their team to the sniper in the rocks to the left? If this is a measure to prevent the children from hearing a constant stream of swearing and homophobic slurs, then Bungie is completely off-base since A) it interferes with the gameplay to such an annoying degree that using the function is likely to incite such speech, and B) the filth spewed on Xbox Live is more often than not coming from the little ?angels? themselves. That?s the only conceivable reason we can think of for preventing unfettered in-game chatter, and quite frankly it borders on 16-digit-friend-code levels of family-friendly stupidity. Let the Xbox Live feedback system handle the a-holes, and let us chat without putting ourselves in harm?s way. Did we mention every push of the D-pad is met with a mind-splitting screech? Argh!

Make the AR Just a Little More Powerful
The new Assault Rifle is a huge improvement over the starting weapon in Halo 2, an underpowered, popcorn-popping piece of crap SMG. Unfortunately, it still feels a little too weak. Whether or not that?s a problem depends on Bungie?s intent for the weapon. If they intended for it to be a weapon that players should drop at their earliest possible convenience, then mission accomplished ? it will offer spawning players a decent (at best) shot at survival until they find another weapon. If it was intended to be a weapon that players actually value and hang onto however, we have a problem.

The AR has decent power at close range and can take out opponents in half-a-clip, provided the player mixes up the shooting with a grenade or melee. The problem is that enemies outside that close to close-medium range are effectively untouchable ? it feels like bullets evaporate once they hit a certain range. Fans have been clamoring for a balanced starting weapon, and the recipe seems pretty simple: make sure it?s not dual-wieldable so the gameplay doesn?t revolve around that mechanic, and most importantly, make sure that players can shoot any enemy they can see.

Too bad for Halo 3, that last missing ingredient really hurts the weapon and ensures that the Battle Rifle and Carbine (both of which can dominate at mid-range and can actually reach long-range) remain favorites.

Judging by the layout of the weapons on the maps in the beta, Bungie knows the reality of the situation, cause players are never more than a few seconds away from a BR or Carbine. Of course, for the one guy left without a mid-range weapon to use, the battlefield becomes a death-trap. It seems to us that as long as the AR is incapable of head-shots, Bungie can increase the range to about that of the BR or Carbine (with damage done inversely correlated to range, of course) without making the weapon overpowered. That way, players spawning into the middle of battle could actually defend themselves from attackers at medium range.

Sometimes You Need to Start with a BR
It?s a hot topic: to spawn with or not to spawn with the Battle Rifle? While some of us here at AMN want the Battle Rifle at spawn, others don?t. However, most of us can agree that on larger maps, you need to start with a Battle Rifle, otherwise, you?re of no challenge to other players on map already wielding the weapon, as well as power weapons like the Sniper or Spartan Laser. Ideally, it?d be nice if Master Chief spawned with both an Assault Rifle (mid to close range) and a Battle Rifle (mid to long range).

Grenades Need More Oomph ? AKA Need to Kill Stuff

Opinions are mixed on the grenades in Halo 3. Some think they?re a return to the boomers from the original Halo while others feel like they hardly do any damage at all. Having witnessed several (dozen) players survive splash damage from multiple grenades and direct hits from others, we fall into the later group. Considering how vital it is to complement weapons fire with grenades to conserve ammo and take out enemies effectively, it?s depressing how little damage these new grenades do. The blast radius also feels noticeably smaller, which disappoints. What kind of grenade explodes only to affect people standing directly on it? Lame ones.

Finally, the fact that it can take two to three grenades just to dismantle a Warthog (never mind actually killing the people inside the damn thing) is ridiculous ? especially when that includes Plasmas. If we can time our throws and aim well enough to hit a moving vehicle, we deserve the kill, don?t you think?

Guns Are Supposed to Sound Powerful
One of our biggest gripes with Halo 2 was the fact that weapons, such as the SMG, sounded so weak. A big part of what makes first-person shooters fun are weapon sound effects, and Halo 2 just didn?t get that. While Halo 3 is a step better, unfortunately, it too suffers from the same problem. The returning Assault Rifle sounds weaker than its Halo: Combat Evolved brother-in-law, and the Battle Rifle now has a quieter, less powerful-sounding noise accompanied with its shots. Even the Shotgun and Rocket Launcher both sound incredibly underpowered in comparison to other shooters on the field. Aren?t guns supposed to sound slightly powerful? Isn?t that the point?</div>

Part one since the fucking LIMIT is too damn short! Make it 30000!
 

Zayne.H

New member
Feb 10, 2006
3,459
1
0
Chestnut Hill, Massachusetts
ZayneHumphrey.com
Zenny
5
Points
0
<div class='quotetop'></div><div class='quotemain'>Double Your Fun
Dual-wielding is still a contentious issue is the Halo community, a major faction of which believes its inclusion in Halo 2 ruined the game. While those people certainly felt that the mechanic needed to be downplayed in Halo 3, we doubt if they?ll be happy to see just how minor an appearance it makes. Dual-wielding, and the number of dual-wieldable weapons scattered around the maps in Halo 2, gave players easy access to a multitude of mid-range attack and defense options. In Halo 3 dual-wieldable weapons have been relegated to the back corners of the map ? sometimes grouped in pairs ? and the void created by their near-absence is easily felt. Every so often you?ll see someone brandishing dual Spikers on High Ground or dual Plasma Rifles on Snowbound, but those are infrequent appearances at best. Dual-wieldable weapons like the Spiker and the Plasma Rifle still aren?t powerful enough to be taken seriously on their own, so Bungie needs to do a better job of scattering one-handed weapons around the map if they have any hopes of actually seeing player?s giving up a weapon slot for them.

Show the Bigger Picture
Purists may prefer the standard kill-or-be-killed thrills of the Slayer and Team Slayer game modes, but for our money the best Halo moments come from the objective-based team play modes. CTF, 1-Flag CTF, Assault and even Territories is exhilarating now thanks to the complete revamping Bungie gave it. These modes demand communication, teamwork, and sacrifice to win, and the success can be incredibly satisfying.

When all is said and done however, and players are looking over their stats in the post-game breakdown, Halo 3 does a crummy job of rewarding players for putting themselves out for their teams. Kill/Death ratios don?t tell the whole story when a player dies 20 times in the process of capturing the flag, but manages to pull it off anyway and win the game. Save a cute badge in the post-match breakdown and the possibility of being named ?MVP?, players have practically zero incentive to play a supporting role. To be fair, we don?t know how much of a role capturing territories, taking out flag carriers and other such accomplishments play into the ranking system, but right now it?s not fun to help your team win ? even if by simply helping to keep enemies occupied while teammates sneak off with the flag ? when the only reward for you is a negative K/D ratio in the post-game stats page.

Fix King of the Hill: We Hate the Wall

This is another specific nit-picky thing, but the barrier used to highlight the control area in the King of the Hill gameplay mode is ridiculous. This flashing circular wall of near-opaque color makes it nearly impossible to see into or out of the control area, so players on the inside are constantly being ambushed by enemies charging straight into them ? enemies they couldn?t see until they crossed the wall a foot in-front of them. Suffice to say, it?s a little late at that point. Those attacking the hill don?t have any better of a view, so most end up just chucking grenades into the center, hoping to see a message of a death flash on screen, and follow it up by charging in with weapons blazing. This one tiny design decision has turned a gameplay mode that could potential hold a great deal of strategy (at least in the team play variant ? every man for himself is always a cluster****), into a completely chaotic mess.

Hide Ranks in Matchmaking
Bungie?s matchmaking system is a thing of beauty. Whereas most gamers initially hated being unable to select their specific gametype and weapon readout, they quickly came around to the benefits of an automated system that would quickly match them up with similarly-skilled players and decent connection. There was one major problem though: the player?s skill was advertised for everyone else on Xbox Live to see as a numbered badge. It didn?t take long for gamers to start obsessing over these numbers, cheating became rampant as players would go to any lengths to hit 50, while elite players would purposefully lose (and take their teams down with them) to lower their rank and play against opposition they could easily destroy. The fix seemed simple, but Bungie has still failed to make the obvious adjustment: hide the ******* rank! Hide it from everyone, including the player. If players don?t know what rank they are, they can?t care about it, they can only enjoy the consistent level of competition they receive from Bungie?s matchmaking.

Bungie has taken a half-step toward eliminating the numbered rank from the equation by introducing military badges into Halo 3. As players win matches they will accumulate rank points, which will be reflected in the type of military badge displayed beside the player?s gamertag. Wins in any gametype, ranked or unranked go towards this military badge, so even if a player?s rank of 1 in one game mode doesn?t represent their true skill (say a rank of 12 in another), their military badge will give a clearer picture of that player?s experience. Why not get rid of the numbered rankings and simply let players rely on the military badges to evaluate the opposition?s skill level? Why give player?s incentive to obsess and potentially cheat?

Get Rid of the Recoil in the Human Sniper
?Whoa, whoa, whoa! WTF?? Those were the first words we muttered and practically screamed when we first got our hands on the revamped Halo 3 Sniper Rifle. Halo and Halo 2 are both famous for their fast, fun sniping. Bungie, however, must not be aware of this little fact and opted to change the Sniper Rifle this time around. It now fires slower, which we immediately hated, but worse, it now has recoil. That just won?t do: fix it.

Rockets Blow $#!% Up? Right?
If you so much as thought about firing the Rocket Launcher from the original Halo, you could practically hear the forthcoming destruction. In Halo 2, Bungie added vehicle lock-on to the power weapon and thus had to reduce its splash damage and overall power. In Halo 3, though, they?ve removed lock-on, but the Rocket Launcher remains ?nerfed? in regards to power. Apparently, rockets can only kill when they make direct contact with a body ? it?s not the explosion the kills, but the physical rocket itself. If you notice our sarcasm, you?re a winner, but it doesn?t really matter, because if you?re wielding the Halo 3 Rocket Launcher, you?re a big, fat loser. Rockets should kill stuff, they should explode, they should be loud. Did we mention that they should feel powerful? If we?re right in assuming all these things, then why does the Halo 3 Rocket Launcher feel so weak?

Better Solution than a Mixed Party Solution

The Halo 3 multiplayer beta notes the rank of each player in a party and if one player is a specific number of levels higher than the others, the game will label the group as a ?mixed party? and will limit search results to only other mixed parties, which means you can only be paired up against and play against other mixed parties. This sounds great on paper, but the problem becomes apparent when you?re sitting in the matchmaking screen for 30 minutes, waiting for Halo 3 to configure a match for you. The wait is unavoidable because there are never enough ?mixed parties? to go around, but it?s still way too long. While it?s a good precaution to stop high-level players from power leveling lower level players, it?s a true pain in the arse.

Don?t Mess with Killtacular and Running Riot
Double Kill. Triple Kill. Kitacullar! These three words, announced one after the other in a period of about four seconds, are a huge part of the Halo franchise ? they?ve been a part of the series since the very beginning, six years ago.

Double Kill. Triple Kill. Overkill ? whoa, what?s this? Did Bungie mess with the order and change how many kills in how many seconds you need to get a Killtacular? Good golly, Mr. We-Think-We-Can-Just-Dissesemble-the-Coolest-Part-of-Halo-Just-Like-That -- they did.

Remember Running Riot ? triggered by 10 kills in a row with no deaths? Well, it?s been moved to 15 kills. How do you like them apples?

Only the most hardcore Halo fans can understand it, but you can?t mess with Killtacular and Running Riot ? these two things are at the very foundation of the Halo franchise: they are Halo. For the last two Halo games and the last six years, they?ve worked just fine they way they were. Did Bungie really need to change them? What gives?

Note: Yes, we?re exaggerating, but did they really need to change these two things?</div>

I agree with AMN, they (Bungie) should make the Needler look badass (I've always liked it, but never used it except in single-player), the Rocket Launcher and Grenades are too damn nerfed and the guns should sound awesome. The ranks are very good now, with the ranks in the Military, but I don't want to know if some XxXl337pwnerlolz666pornXxX is a Sargent and level 13. I just want to know if the dumbass is a Corporal or a Sarge.

The "press on the D-pad to talk" shit is stupid, I want to have an option to only have and hear chat from my teammates, or I want to have to press down on the d-pad ONE TIME to talk to my teammates.