While the BR spread of Halo 2/3 had little impact on the outcome of short/medium range engagements (if you aimed at the body)...
To clarify, the Halo 2 BR's bullet spread was so small that it was essentially negligible after its Title Update. It was basically a cadenced laser regardless to range; especially, being a hit-scan weapon. The classic Halo 2 BR did however have a range cap where its bullet damage simply ended.
Halo 3's BR did possess clear bullet spread thanks to random horizontal spread paired with a vertical recoil; plus, it was a projectile based weapon with slow traveling bullets. This had quit the impact on mid-range engagements and it's why many people weren't happy with the change from Halo 2.
To make Halo great again they would need to remove sprint...
Disagree. Halo 5's Sprint mechanic is an excellent example of it being well implemented into the franchise.
But having different mechanics is not a bad thing...
I never claimed that having different mechanics outright was a "bad" thing. But, in particular having high levels of randomness in the gun-play of a competitive FPS title was not a smart change.
Personally, I liked some of the Armor Ability concepts. Namely, the ones related to player mobility like Sprint, Evade, & Jet Pack. I just thought they weren't ideally implemented into the game, but it was a start. I also appreciated the concept of the Hologram and the strategic trickery it could introduce to the game's combat, but I always felt it would have been better off being treated as a Deployable Equipment item (aka 1-time use) instead.
I however loathed Armor Lock as it directly impeded gun-play by causing engagements to basically halt mid-battle while the protected freeze animation played itself out. I was always left with a feeling of wasting my time in a game that was stupid enough to introduce a mechanic like that. It literally killed my enjoyment with the game and helped drive me to spend more time with other games instead or to spend a majority of my time in Forge and custom matches where it could be prevented.
I was also not a fan of the Drop Shield nor Active Camo abilities either. I fail to see how turning 1-time use items in previous titles into constantly re-usable abilities with fairly short cool-downs was beneficial to the game-play. The benefits these abilities provided were well managed in past titles by having their availability limited due to pick-up locations, re-spawn timers, and personal inventory space. That all went out the proverbial window by making them constantly reusable and an option anyone could choose. Thankfully, their impact wasn't quite as grievous toward game-play as Armor Lock; particularly, pre-TU Armor Lock.
Quote:...Reach being different to Halo 3 was a good thing...
In ways, sure.
Quote:...and Halo 3 pros crying because they aren't as good as they were on halo 3 shouldn't change things.
That's disingenuous. I don't know any Pro who complained simply because they felt they weren't as "good". That's just not what they were complaining about. They were rightfully complaining about the amount of randomness that was being inserted into the gun-play which directly and greatly reduced the inherent skill-gap between players. And from a competitive skill-based perspective they were absolutely right to do so.
They also complained about abilities. And while I understood many of the reasons for why, I did feel like some of the complaints were overblown or simply tied to close-minded nostalgic perspectives. I still think the Evade ability would have been an interesting choice for competitive play.
Quote:The TU made reach more like Halo 3.
Not sure I really agree with that other than to say Reach's gun-play became much improved after the TU. So, if we agree that Halo 3's gun-play was better than pre-TU Reach's then I guess I would agree.
Quote:But Reach isn't Halo 3.
Sure wasn't. But, that's not saying much considering no Halo title was a clone of the previous Halo title. The closest clones we have are Combat Evolved and Halo 2 Anniversary editions in relation to their classic editions, but there was specific intent to provide a sense of duplication in those cases verse truly innovate while moving the franchise forward.
Probably the biggest departure from past Halo titles with Reach, and something I took a lot of issue with in playlist modes other than Invasion, was allowing for unequal starts by way of loadout selection choices. In my opinion, a vital component of Halo's traditional multiplayer relates to ensuring equal starts and battling for upgrades and options on the battlefield not picking different abilities and loadouts pre-match.
Quote:Look I get how people could like the [TU] change but I honestly didn't.