
Originally Posted by
aze_king_SD
Player speed and jump are definitely increased - I've been playing Halo 3 the past few days and it feels so much harder for me to aim...part of that is due to the BR vs DMR with different aim assist and hit scan vs bullet travel, but a big part is the player speed and jump height. I think Halo 4 will definitely be tougher when it comes to aiming - at least for me. The BR does seem weak (compard to DMR) but we'll have to see what happens when the game is released.
It will be interesting to see how they balance it all out. The videos looked good as far as balance but we have to see how it holds up after people have time to figure out which combos work best.
I doubt they'll remove PV, but maybe they'll tweak it somehow. I'm not a fan of it, but it could be worse I guess. The shield didn't look very useful, but coordinated teams with 2 or 3 shield users may get annoying...who knows, it doesn't look anywhere near as annoying as armor lock so good news there.
One thing I'm wondering about, is how will the game work if people can spawn with plasma nades or the plasma pistol. I don't mind an occassional game with everyone having sticky nades, but I can't imaging every game having tons of people using sticky nades off of spawn! We had that with slayer pro and I hated it....luckily 343 changed it to just frags (at least in rumble pit, not sure everywhere). And even if they make the PP harder to use, it still is an occassional free kill using an overcharge and a melee (up close) or a headshot at distance. I'm not saying it won't work, but will be interesting to see if there are annoying combos that are way more powerful than others.
Cyber - not sure which glow is which but I think one is overshield (green?) and another is increased movement...hmmmm...i could be wrong on the 2nd one.