Mentionables 2

Once more, with feeling.


Posted March 29th, 2005
Hearty forum discussion ensued.

Checks and Balances

We can't believe we're writing this, but here we are once again. As some of you may remember, our initial impressions of Halo 2 were less than positive (but at least comprehensive). Time has passed, and on many topics our reactions have softened; on others they have grown even more resolute. We are having downright, old school fun playing online (when we get time), but some of the same issues just keep coming up. This new list still maintains the first Mentionables as its base; it is an extension. However, this time around the focus is less on augmentation, but more on realistic means of restoring the experience to that of expectation, specifically in the realm of multiplayer (as it is the most open to improvements via downloadable content). Disagreement is welcome, but even then we would hope you can appreciate the underlying goal of the suggested refinements.

Response to the April 18th 2005 Auto-Update

The recent changes brought about by the April 18th 2005 Auto-Update are, for the most part, great. In addition to the bug fixes and reduced screen clutter, the gameplay tweaks are a real blessing. However, while the fixes may in some ways act as a soothing salve to Halo 2's multiplayer experience, they do not heal its wounds. The resolution of several primary issues (and the specific steps taken to resolve some of them) have merely revealed more intrinsic flaws with several of the game's systems and mechanics; in other words, with some of the biggest gripes dealt with, it has became apparent that some of the issues with gameplay run much deeper than initially suspected.

For instance, the increased damage dealt by the melees is outstanding and really allows you to feel confident running around with only a single gun. However, the more powerful the attack, the more often it is used, and the more often it is used, the more times it simply doesn't work. The melee "dash" is an inherently flawed mechanism. It is unnecessary, erratic, and most often uncontrollable, pulling you past enemies and off ledges. Problems of bouncing off of enemies when attempting to melee while running behind them or even when directly facing them have also not been addressed. Also, the old melee had a substantial range but could reach not much farther than the boundary of the character's body, ie. past the point when the character would bump into something or someone else. This made the timing of a running melee relatively difficult, lest you melee too early and miss, or melee too late and bump into the enemy first, reducing the attack to a standing melee. Because you can now get so much closer to an enemy before running into them (a confusing problem on its own), most melee attacks will end up being running ones; not a big deal, but it does reduce the need to hone some semblance of timing or finesse.

Recently playing Halo 1 again also brought to mind the very narrow arc in which a melee used to connect with an aggressor; too much to the left or the right and you'll simply fan. The rather wide arc in which the H2 melee dash will simply pull you in for the hit (or right past) is rather ridiculous when compared to this earlier, simpler attack.

Weakening the pistol (to promote headshots) was the right move given its "misuses" when dual wielded, but I believe that its downgrade, and a failure to take this opportunity to increase the damage dealt by either the Plasma Pistol or Needler, once again exposes not a flaw in anything so insignificant as basic weapon damage but in the present dynamics of the entire dual-wielding system. Now that the melee does enough damage to actually supplement an already weak Magnum, we find its efficacy reduced even further, indeed to the point of uselessness. If certain individual weapons must be rendered impotent in order to allow for balanced combinations (such as the Magnum, PP, and Needler) then it is obvious that the solution lies more in further inhibiting dual-wielding through other means than in reducing the effectiveness of the individual components themselves: perhaps adding a time delay between dropping a gun and meleeing or throwing a grenade, reducing accuracy even further when weapons are fired together, increasing the upwards "walk" even more, making dual-wieldable weapons occur on a map less frequently, or unfortunately, simply packing up dual-wielding as a failed experiment.

It is also disappointing, and confusing, that this opportunity was not taken to add something as simple as a health display, to add the option to totally remove the radar from the screen, to increase the rocket launcher's cycle time between shots, or any other number of reasonable fixes.

As appreciative as we the community are, and should be, for the continued dedication the Bungie crew is showing to producing and maintaining a polished product, the need still exists to critique and question the rather puzzling choices that have been made, both recently in the update and originally in the (supposedly) comprehensively tested release title.

I am not one to look a gift-horse in the mouth, but if it's already dead, I have no problem beating it for a while. ;)

Essentials

Not nearly as crucial, but important nonetheless...


We may add to this as inspiration comes to us.