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343i 30th Weekly Community Poll


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Welcome all to the 30th 343i Weekly Community Poll!

 

Last week's question spanned throughout all of Halo 3's multiplayer, asking what your favorite gametype was. There were a bunch of various gametypes voted for but ultimately the best gametype according to the community was:

INFECTION! Let's see what Community Moderator, Azaxx, had to say about it:

 

Infection. The best version of it to exist, it was actually genuinely hard to win as a human with the maps forged for Bungie. Halo Reach did alright, since it was pretty even with both humans and infected, but the maps let it down. Halo 4 ruined it with Flood.
But since it's about Halo 3, absolutely Infection.

 

 

Onto this week's poll!

 

Halo 4 introduced a special way of earning special perks, armor pieces, and weapon skins in the form of Specializations. So begs this week's question:

 

Do you want Halo 5 to have Specializations?

 

halo-4-specializations.jpg

 

Be sure to leave your thoughts below along with your vote.

 

Voting Deadline: 5-5-14 @ 6:00 AM EST

 

Thanks for taking part in this week's poll, 

See ye next week! :wave:

 

Have a question, suggestion, or complaint pertaining to the poll? Message BZ1

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I vote yes, but the progression system needs a complete overhaul.  I believe that each specialization should be geared towards a specific class with loadout.  None of this silly Rogue, or Engineer crap with any loadout that is unlocked based on rank or level.  make each class only able to use certain weapons for start outs.  So if you wanted to be a stealth class, you can only use snipers or long ranged precision weapons only.  If you wanted to be a demolition type, you could only start and use heavy weapons.  This would make for an interesting matchup.  but if need be, leave that kind of system to casual or a specific sort of rank playlist.

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Each class should be able to use every weapon decently (as in be able to pick it up and shoot with it), but they should each get some sort of proficiency bonus that encourages the use of that class's weaponry.

For example, the sniper class should be able to start with precision weapons like the DMR (make it live up to its name?) and also lay down when using a sniper rifle or enhanced binoculars when using a non-scoped weapon like a Plasma Pistol. But, their movement speed should decrease when holding a heavy weapon. A demolition class player can use a sniper rifle, at the cost of accuracy and making it very difficult to score a no-scope.

But if Halo starts going down that road, it may turn into Halo Team Fortress instead of Halo 5. I don't really want to have something like a Master Heavy instead of Master Chief.

 

I say yes, but each class should have active gameplay differences instead of a little perk that you have the option to not use at all. I bet no one even uses the Stalker's Nemesis support upgrade.

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I'm a definite yes! I love the specializations and what they bring to the game. It's nice that there is such a variety and that everyone can go in a different order. Kind of adds competition to the game. Who can make the best decision, ya know? 


 


I am also in complete agreement with the ranking system and how they either need to add more ranks or slow it up a little. I wouldn't mind if tney brought back different metals for each rank, the Reach ranking system to me was spot on.


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Yes, but there needs to be a overhaul to the system. Specializations were cool, we got incentive to play, but SR130 was an absolutely meaningless number that I didn't have any reason to reach, nor could you progress pass this number to a higher rank, compared to the absolutely time-consuming ranks of Reach, or the skill-related rankings of Halo 3. (The latter of which is a god of ranking systems and was a major factor in making sure that an X-million playerbase game didn't drop into a quarter of it's original player base by the time half a year has gone by.)

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Whether I want specialisations or not is sort of a difficult question, as it feeds into the bigger topic of where Halo is going as a series. Right now there are three main directions it could evolve in, each with quite a few pros and cons; the first, a return to 'classic' arena-style Halo where everyone starts exactly the same; the second, its current form of arena-style with customisable elements; and the last, a class-based system in which players are equipped to fill certain roles. While specialisations would obviously be essential to the third option and completely inappropriate for the first, in the second there's a lot more room for discussion. For the record, it's actually this customisable arena style that I prefer, though I do enjoy the classic style as well.

 

It goes without saying that any specialisations would need to be balanced, but that alone isn't enough to make including specialisations themselves balanced. For all I really liked the loadout system in Halo 4, one of the things I hated about it was the arbitrary system of unlocks. I've used the Team Fortress analogy to explain this before and I'll use it again: think what it would be like if you could ONLY play as a Heavy or a Demoman in TF2 and you had to unlock the others. It's fantastic if you like playing as one of those, but if you're naturally better with something like the Scout or the Sniper, you're at a huge disadvantage, even though the classes themselves are balanced. It doesn't matter how well balanced your loadout options are, if players can only use certain ones to begin with and then have to unlock the others over time (however small a time), then it unbalances gameplay. While person A might well get something which suits his playstyle perfectly from the moment he first spawns, person B might have to wait days or even weeks to unlock the stuff which best serves her own needs, and every time they play each other in that time person A is going to have a huge advantage over person B, even if B is actually a much more skilled player who'll regularly win once she gets her own perfect loadout. 

 

Provided that everyone gets access to equipment, perks and specialisations from the very start of their Spartan career, I'm all in favour of their inclusion: they give a few extra options on the battlefield and give players a better chance to have an impact on a game from spawn, whereas under classic systems how you perform often depends more on what gametype variant gets picked than actual player skill. I'm also not averse to players having to choose and complete a specialisation path before they can pick another: however, it would be nice to be able to find out exactly what a specialisation does before you pick it, and perhaps even be able to test it out in solo Spartan Ops games or whatever before you commit to it, rather than just having to rely on the incredibly vague in-game descriptions that Halo 4 provides.

 

In terms of the specialisations themselves, provided they're balanced, I don't mind what effects they have, although it would be interesting to see a system of trade-offs in terms of their effects rather than pure buffs. This would both give an advantage to purists who prefer to use weapon-only loadouts without perks, and also make customisation more tactical: perhaps you could take as many as you like, but each one lowers your maximum shields by 10%, meaning you gain versatility but lose durability. Another option would be that each perk gives you both a buff and a specific nerf: you can have a motion tracker which detects players even when standing still, but its range is halved; you can reload faster but carry less ammunition; you can increase the level of aim assist, but weapons fire slower, etc.

 

So, overall: a tentative, 'yes', provided that they're balanced and everyone has immediate, equal access to them. Otherwise, no thanks.

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If they are executed much more efficiently, as in halo 4 they were a bit..... Simple. Just an extra rank, making it a very boring advancement to basic rewards that may or may no be used. If they are to be reinstated, I would prefer them to be unlocked by the use of commendations, a way for everyone to gain them according to their own skillset rather than waiting in line for it to be accessible. I found this with some armors and stances, as it feels much more rewarding to earn them through hard work.

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I agree with there Red, well said. :)

 

Anyway everything that I would have said has been but it sounds quite interesting having players with specific role.

 

 

 and on a sort of unrelated note  I would like to see a much longer ranking system Halo 4s was too short even with the specialisations I competed it by December 2012 While Halo Reaches I still have to finish.

 

 

The point is I would like to see them return if 343I makes Halo 5 more about Specific classes like TF2 maybe if they make it like Halo 4 and not at all if Halo 5 is like Halo 3.

Edited by Caboose the Ace
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I agree with there Red, well said. :)

 

Anyway everything that I would have said has been but it sounds quite interesting having players with specific role.

 

 

 and on a sort of unrelated note  I would like to see a much longer ranking system Halo 4s was too short even with the specialisations I competed it by December 2012 While Halo Reaches I still have to finish.

 

 

The point is I would like to see them return if 343I makes Halo 5 more about Specific classes like TF2 maybe if they make it like Halo 4 and not at all if Halo 5 is like Halo 3.

 

I think a much shorter ranking system would work... oh.. I don't know, maybe a 1-50 that is harder to level up?

 

I agree with Red and Twin to an extent... 

ONLY if the game is balanced enough would I mind seeing it... otherwise we will have another Halo 4/Halo Reach where everything is overpowered. Red stated that Halo "Classic" was where everyone started off evenly... that is how the classic gladiators worked. You never got to choose whether you had a sniper over a hand gun, or a rocket launcher over an AR. Everyone started off evenly to make it a fair fight. Now think hunger games style, they all had to find their weapons whether it be in that shack or out in the wild that is what "Classic" Halo made you do... it made you find a better weapon which made the game more challenging as everyone would be going for the strongest weapons possible whether they knew where they were or not.

 

So my official answer: No, but if they can balance the game then I wouldn't mind.

Edited by Total Mayh3m
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That's a good point Total.  But given the history of the franchise and the stories it contains, I would have to say that seeing a particular class of Spartan and limiting it to what weapons it starts with would make a more "teamwork" focused environment.

 

For a moment, lets imagine that you start off your Halo 5 career with picking 1 out of 4 base classes.  The classes are Scout, Recon, Engineer and demolition.  In MM, the system would pair you with teammates that fill all the roles on the battlefield.  In 4v4 teams, you would have one of each class and 8v8 would see 2 of each class.  depending on the engine limitations, this grows from here.  Additionally, while on the battlefield, you can obtain other weapons from players or spawns, but your base attributes and abilities never change.  They are locked.

 

 

Scout

Primary: Battle Rifle/DMR

Secondary: Assault Rifle/Magnum

Class Attribute: Promethian/Xray vision type capability

Special Ability: Proximity Radar Deployment: A becon that detects movements of enemies anywhere on the map, except those in camo.

 

The scout is focused on fast infiltration and extraction in enemy territory to assess force strength and possible weaknesses.  His ability to see enemies through objects is also a weakness as the scout cannot move fast enough if spotted.  Long range weapons can fend off enemies, but his proximity to objects or bases must be danger close to use the ability.

 

Recon

Primary: Snipe rifle

Secondary: none

Class Attribute: Active Camo

Special Ability: Recon class deploys a HUD based tracking :lock: on enemies they target.  The information is then relayed to the HUD of freindly forces.  This ability is limited to 3 enemies at one time.

 

The Recon class is used to view enemies and spot targets from a distance.  Thier active camo class ability gives them the advantage of being able to strategically track and take out their target.  This class is also prone to CQC situations without a secondary weapon to rely on.  Lack of a secondry weapon puts them at a further disadvantage as their position can be compromised if their shots miss or they are discovered by a scout class.

 

Engineer

Primary: Shotgun/Railgun

Secondary: SMG/LMG

Class Attribute: Sprint

Special Ability: Engineers are able to repair turrets and vehicles as well as re-supply friendly forces with ammunition.

 

The engineer class specializes in CQC.  Their ability to shift from long ranges to close ranges with sprint makes them deadly.  Engineers are prone though to being tracked by long range enemies.  While their sprinting makes it difficult to track them at times, it isn't until they are in closer proximity to enemies that they become hard to take down.  Their lack of any long range attack weapons make them easy targets from distances, but deadly up close. 

 

Demolition

Primary: Rocket Launcher/Spartan laser

Secondary: Grenade Launcher

Class Attribute: Resistance

Special Ability: none.  This ability is replaced with a reduction in movement speed to about 1/3 to /2 movement. 

 

The demolition class specializes in attacking and defending targets with extreme hostility.  Thier ability to sustain and resist damage makes them the most dangerous enemy, but also the most vulnerable.  With limited movemetn speed, groups of 2 or 3 can take them down quite easily either from medium or long range, or quick CQC strikes.

 

 

So that is a prelim of the class structure.  this however would not be an overall view of the MM experience.  This would be a completely new MM section dedicated to players who wish to play a "role".  Similar to how we had Firefight seperate from MM, this could be a new game add-on that would allow players to progress through classes, and fight using true teamwork mechanics.  It's harder to fight as a team when everyone is scrambling for power weapons and snipers, leaving their teammates to fend for themselves.  the classes kind of act as a barrier against non-teamwork methodology.  I think this all sounds right?  lol it's too early for me...

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Well, Since there is a lot of posts here, I may as well get crafty.

 

I like specializations, Sure. But, What are they exactly the most helpful with? Yes, You can assassinate faster, You can take more vehicle damage, you can even level up a few hundred XP more. But what is the main purpose of it all? Sure, We are spartans, We need abilities to play that extra role, But why can't we opt in whether to take certain class of spartan rather than leveling up through ALL of them to get the big ol' mastery? Well, That is what I want to talk about, Dislike my opinion if you will.

 

When we all got Halo 4, We all liked it no? Well, When I learned about Specializations, I thought it was pretty cool. But, You have to get through every one of them, And after ranking up to SR 50 and the time it took, it almost seems as if a massive slap to the face (Or helmet in my case). They can help you put some edge into the battlefield, But only to a certain degree. They don't have Specializations that in anyway alter gameplay that drastically. It is just a little update to your rank, Spartan-IV Class, And over all just another 10 long ranks to go.

 

Though the trailer showing these off showed some nice things, Is it REALLY the right amount? Well, No, Not in my opinion. You see, When you think of a Spartan-IV class, You think of that, Spartan-IV's. Specializations however add to that, What else you specialize in. But, Being able to be quiet and not appear on radar as a red dot, Is that really going to help you? Another example here, If you specialize in Explosives yet you are a driver, Do you think your going to do any better in explosives? Maybe, But the outcome is a fat chance as there is no training prior to it or anywhere near it. It just adds on to the rank as stated.

 

If 343i plans on keeping specializations in the franchise, They'd better add more freedom to it. If someone wants to work with vehicles, That is their choice. That can be their last rank until they decide to leave that class of Spartan-IV and move to another class, Or even just be something they keep. They should give us more abilities from this, Operators - If they are experts with vehicles of all domains, Why can't they fix a damaged vehicle to a certain degree to where it is safe to drive? And how do their vehicles survive EMP blasts by not taking as much of an effect? None of it is explained. The specializations should teach you things you can do, All while ranking you up in that specific class. If you decide to opt into them all after completing one then another, Good for you. You fully mastered the ranks. You keep your new rank, your new skills, and anything else gained from the Specializations.

 

That is my input on it, Thanks for reading. :yahoo:

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I would like to see them return but not how they were in halo 4 since if you was level 50-130 you could be the same skill level but chose not to advance your specialisation and be as good as someone who is 130 since rank means nothing in halo 4 so I would say no but if they did then I wouldn't like it to be how it was in halo 4 especially how it was the first time it came out where if you played in the first week you was sent a code and that let you go to 71-130.

 

That's a good point Total.  But given the history of the franchise and the stories it contains, I would have to say that seeing a particular class of Spartan and limiting it to what weapons it starts with would make a more "teamwork" focused environment.

 

For a moment, lets imagine that you start off your Halo 5 career with picking 1 out of 4 base classes.  The classes are Scout, Recon, Engineer and demolition.  In MM, the system would pair you with teammates that fill all the roles on the battlefield.  In 4v4 teams, you would have one of each class and 8v8 would see 2 of each class.  depending on the engine limitations, this grows from here.  Additionally, while on the battlefield, you can obtain other weapons from players or spawns, but your base attributes and abilities never change.  They are locked.

 

 

Scout

Primary: Battle Rifle/DMR

Secondary: Assault Rifle/Magnum

Class Attribute: Promethian/Xray vision type capability

Special Ability: Proximity Radar Deployment: A becon that detects movements of enemies anywhere on the map, except those in camo.

 

The scout is focused on fast infiltration and extraction in enemy territory to assess force strength and possible weaknesses.  His ability to see enemies through objects is also a weakness as the scout cannot move fast enough if spotted.  Long range weapons can fend off enemies, but his proximity to objects or bases must be danger close to use the ability.

 

Recon

Primary: Snipe rifle

Secondary: none

Class Attribute: Active Camo

Special Ability: Recon class deploys a HUD based tracking :lock: on enemies they target.  The information is then relayed to the HUD of freindly forces.  This ability is limited to 3 enemies at one time.

 

The Recon class is used to view enemies and spot targets from a distance.  Thier active camo class ability gives them the advantage of being able to strategically track and take out their target.  This class is also prone to CQC situations without a secondary weapon to rely on.  Lack of a secondry weapon puts them at a further disadvantage as their position can be compromised if their shots miss or they are discovered by a scout class.

 

Engineer

Primary: Shotgun/Railgun

Secondary: SMG/LMG

Class Attribute: Sprint

Special Ability: Engineers are able to repair turrets and vehicles as well as re-supply friendly forces with ammunition.

 

The engineer class specializes in CQC.  Their ability to shift from long ranges to close ranges with sprint makes them deadly.  Engineers are prone though to being tracked by long range enemies.  While their sprinting makes it difficult to track them at times, it isn't until they are in closer proximity to enemies that they become hard to take down.  Their lack of any long range attack weapons make them easy targets from distances, but deadly up close. 

 

Demolition

Primary: Rocket Launcher/Spartan laser

Secondary: Grenade Launcher

Class Attribute: Resistance

Special Ability: none.  This ability is replaced with a reduction in movement speed to about 1/3 to /2 movement. 

 

The demolition class specializes in attacking and defending targets with extreme hostility.  Thier ability to sustain and resist damage makes them the most dangerous enemy, but also the most vulnerable.  With limited movemetn speed, groups of 2 or 3 can take them down quite easily either from medium or long range, or quick CQC strikes.

 

 

So that is a prelim of the class structure.  this however would not be an overall view of the MM experience.  This would be a completely new MM section dedicated to players who wish to play a "role".  Similar to how we had Firefight seperate from MM, this could be a new game add-on that would allow players to progress through classes, and fight using true teamwork mechanics.  It's harder to fight as a team when everyone is scrambling for power weapons and snipers, leaving their teammates to fend for themselves.  the classes kind of act as a barrier against non-teamwork methodology.  I think this all sounds right?  lol it's too early for me...

I do like this idea however people would go for recon with the sniper, active camo and the ability to track other players since that is very op.

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Scout

Primary: Battle Rifle/DMR

Secondary: Assault Rifle/Magnum

Class Attribute: Promethian/Xray vision type capability

Special Ability: Proximity Radar Deployment: A becon that detects movements of enemies anywhere on the map, except those in camo.

 

The scout is focused on fast infiltration and extraction in enemy territory to assess force strength and possible weaknesses. His ability to see enemies through objects is also a weakness as the scout cannot move fast enough if spotted. Long range weapons can fend off enemies, but his proximity to objects or bases must be danger close to use the ability.

 

Recon

Primary: Snipe rifle

Secondary: none

Class Attribute: Active Camo

Special Ability: Recon class deploys a HUD based tracking :lock: on enemies they target. The information is then relayed to the HUD of freindly forces. This ability is limited to 3 enemies at one time.

 

The Recon class is used to view enemies and spot targets from a distance. Thier active camo class ability gives them the advantage of being able to strategically track and take out their target. This class is also prone to CQC situations without a secondary weapon to rely on. Lack of a secondry weapon puts them at a further disadvantage as their position can be compromised if their shots miss or they are discovered by a scout class.

 

Engineer

Primary: Shotgun/Railgun

Secondary: SMG/LMG

Class Attribute: Sprint

Special Ability: Engineers are able to repair turrets and vehicles as well as re-supply friendly forces with ammunition.

 

The engineer class specializes in CQC. Their ability to shift from long ranges to close ranges with sprint makes them deadly. Engineers are prone though to being tracked by long range enemies. While their sprinting makes it difficult to track them at times, it isn't until they are in closer proximity to enemies that they become hard to take down. Their lack of any long range attack weapons make them easy targets from distances, but deadly up close.

 

Demolition

Primary: Rocket Launcher/Spartan laser

Secondary: Grenade Launcher

Class Attribute: Resistance

Special Ability: none. This ability is replaced with a reduction in movement speed to about 1/3 to /2 movement.

 

The demolition class specializes in attacking and defending targets with extreme hostility. Thier ability to sustain and resist damage makes them the most dangerous enemy, but also the most vulnerable. With limited movemetn speed, groups of 2 or 3 can take them down quite easily either from medium or long range, or quick CQC strikes.

 

 

 

I like this idea Twin, just not for Halo. For many, it's this idea that Spartans should start off differently than each other and have different abilities that created the split community in Halo starting, for me personally, with Armor Abilities. It's true I don't blame 343 for including them because that'd be taking a step backwards and I don't blame them for implementing the same way they did in Reach because they didn't get the same feedback from Reach that they did for Halo 4 with it being their first game. But I miss the even playing field where everyone starts with the same weapons and abilities (none). To me that's what made Halo the most competitive FPS.

 

I think from a Halo standpoint, if the game wanted to expand its horizons that this would be something to consider because it'd make players use different strategies when playing as a team and encourage teamwork as you said but as practical as it would be for a Spartan to start with these weapons, (because we've seen it before in Campaign and it works awesomely there) I don't think it would make Halo better and it wouldn't make Armor Specializations more fun.

 

My vote however goes to 'No' for Specializations because as cool as the armors are and as nice as their abilities might be, they ultimately are unnecessary and give players who have been playing longer an advantage over new players instead of the level playing field arena style I love about the game.

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If they are executed much more efficiently, as in halo 4 they were a bit..... Simple. Just an extra rank, making it a very boring advancement to basic rewards that may or may no be used. If they are to be reinstated, I would prefer them to be unlocked by the use of commendations, a way for everyone to gain them according to their own skillset rather than waiting in line for it to be accessible. I found this with some armors and stances, as it feels much more rewarding to earn them through hard work.

I agree with this.

I remember when I got my venator helmet after all those assassinations, it felt great because of the work I put into it and the fact that I had it before my friends :P

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