Audio compression is still an serious issue. Halo CEa，Halo 2c，Halo 4，and Halo 3 all these games need to fix. Such as the weapon sound, music and dialogue. They all sound very quiet compare to the original version, especially when I using my headphone the sound is really out of the og version badly. You can check out in this video. This both need to fix whether in campaign or multiplayer
Plz check it out
I was about to ask if anyone else noticed this. I noticed during flight 2, across all maps and modes but especially on The Pit, the ambient sounds were much louder than gunfire/nades/footsteps (effects) in H3, which was kind of annoying. I just tried start of Flight 3, Halo 2:A and Halo 3 campaigns, the audio balance seemed fine for H2:A but wrong for Halo 3. Music, background character chatter and ambient sounds were much louder than effects.
I also noticed the H2:A aim felt fine but H3 felt loose (a little faster than H2:A at all times) and slippery (occasionally felt even faster, and a couple of times darted). The dead zones seem too large and possibly some input lag giving it the slippery feel (or maybe it's tied to frame rate so it's speed alters as frames drop and increase? though frames seem fairly
Update: OG H3 on backwards compatible, audio balance whilst not perfect, does sound a little better than MCC:Is Flight 2&3 H3 I think.
Aim on OG H3 seems fine to me, I think the dead zones were quite large anyway.
I also noticed on Flight 3s H3 there seemed to be reduced aim assist compared to OG H3. In MCC:I the AA seems fine up close but disappears quicker at medium and longer ranges than in OG H3, it felt like (I noticed it compared to H2:A but wasn't sure if this was deliberate and present in OG H3 so had to go back and try that).
The differences between OG H3 and MCC:I H3 aiming are not as stark as the differences between H2:A and MCC:I H3 aiming but are present, I think.