Alien Weapons
With the evolution from Halo 1 to Halo 2 there were numerous changes in the arsenal of the marine forces. From the view of actually being in the storyline it must be assumed that the marines were unhappy with their current roster of weapons and therefore went through a thorough re-design of the majority of their stock. From the view of a gamer it must be assumed that Bungie was unhappy with the behavior of the guns in Halo 1.
It has been noted in the past that Bungie intended on having the H1 Assault Rifle be the weapon of choice due to its size and physical presence. However the designed roles of the AR and Pistol switched when the effectiveness of the pistol was soon recognized. This is a scenario change that personally raises no inherent problems. Would I have preferred the weapon which dealt the damage of the pistol look more like a powerful rifle? The truth is yes, I would have, however my masterchief character is not so vain that the size of his gun leads to metaphorical similarities, if you catch my drift.
Bungie solved this phallic imbalance in H2 by designing the dominant weapon to be a large powerful looking battle rifle, and the less useful backup weapon a small sub-machine gun. From an aesthetic standpoint these two guns look amazing and fill their proverbial roles very effectively. The most notable problem I find with the Halo 2 arsenal however is the alien weaponry.
The overbearing strength and necessity of alien weapons in Halo 2 is quite apparent from the beginning of the Halo 2 ad-campaign. As the implementation of the sword was revealed to the general public it soon became obvious that the sword was a weapon you would want to keep in your back pocket. I felt the sword was used beautifully in the campaign game: a limited number of hits based on an ammunition stock. However the implementation of the sword within the multiplayer mode (my main concern) was done without limitation. Very early on the sword became a focal point for all combatants.
The main problem with the sword is the general behavior and effectiveness of such a weapon. Most notably the sword offers infinite reward with little to no consequence. The sword can serve a similar function as the rocket in H1. With the flick of the trigger it creates what typically results in an instant kill over your opponent. However the two weapons have very different repercussions on the user. To earn the guaranteed kill of a close range rocket blast a player might have to sustain some damage, or even kill themselves if their opponent is able to successfully pin themselves against the rocket user. However with the sword there is typically no penalty necesary to reap the benefits of the sword. The sword kills opponents without consequence allowing a player to slash through their opponents left and right if used properly. The only real detraction which may result from sword use is falling off the edge of the map. However this is more of a game glitch then it is a penalty. It can also be noted that there is a slight pause between sword strikes which could be viewed as a penalty, however typically a player will change to their primary weapon before striking again.
Following the 1.1 Xbox Live update weapons balance was changed with the melee damage (which needed it) being strengthened. However following this update the strength of two alien weapons became even stronger. The use of the plasma pistol in conjunction with the battle rifle was already known to be of extremely powerful use, however now the use of the plasma pistol had even more applications. The plasma pistol became perfect for long range as well as close range fighting. A player would simply have to release their plasma blast on their opponent and melee them to assure an easy kill. If there opponent was to maintain distance to avoid a melee they could simply use their battle rifle backup to earn a kill.
The second major change of the 1.1 update was the increased strength of the plasma grenades. The "fuse" on the grenades was shortened and their strength was increased incredibly. It can be understood that a shortening of the fuse would make the grenades much more useful and a more integrated part of the game. However I do not understand the purpose of strengthening the grenades to their current level. To understand the major difference the strengths of all grenades must be considered:
The previous ideas on the strengths of the alien weapons are in no way trying to insinuate that gameplay involving alien weapons is somehow inferior or less fun than human weapons. It is simply to point out an inherent and often unexplainable difference between the Halo 1 and Halo 2 weapon behavior.
It has been noted in the past that Bungie intended on having the H1 Assault Rifle be the weapon of choice due to its size and physical presence. However the designed roles of the AR and Pistol switched when the effectiveness of the pistol was soon recognized. This is a scenario change that personally raises no inherent problems. Would I have preferred the weapon which dealt the damage of the pistol look more like a powerful rifle? The truth is yes, I would have, however my masterchief character is not so vain that the size of his gun leads to metaphorical similarities, if you catch my drift.
Bungie solved this phallic imbalance in H2 by designing the dominant weapon to be a large powerful looking battle rifle, and the less useful backup weapon a small sub-machine gun. From an aesthetic standpoint these two guns look amazing and fill their proverbial roles very effectively. The most notable problem I find with the Halo 2 arsenal however is the alien weaponry.
The overbearing strength and necessity of alien weapons in Halo 2 is quite apparent from the beginning of the Halo 2 ad-campaign. As the implementation of the sword was revealed to the general public it soon became obvious that the sword was a weapon you would want to keep in your back pocket. I felt the sword was used beautifully in the campaign game: a limited number of hits based on an ammunition stock. However the implementation of the sword within the multiplayer mode (my main concern) was done without limitation. Very early on the sword became a focal point for all combatants.
The main problem with the sword is the general behavior and effectiveness of such a weapon. Most notably the sword offers infinite reward with little to no consequence. The sword can serve a similar function as the rocket in H1. With the flick of the trigger it creates what typically results in an instant kill over your opponent. However the two weapons have very different repercussions on the user. To earn the guaranteed kill of a close range rocket blast a player might have to sustain some damage, or even kill themselves if their opponent is able to successfully pin themselves against the rocket user. However with the sword there is typically no penalty necesary to reap the benefits of the sword. The sword kills opponents without consequence allowing a player to slash through their opponents left and right if used properly. The only real detraction which may result from sword use is falling off the edge of the map. However this is more of a game glitch then it is a penalty. It can also be noted that there is a slight pause between sword strikes which could be viewed as a penalty, however typically a player will change to their primary weapon before striking again.
Following the 1.1 Xbox Live update weapons balance was changed with the melee damage (which needed it) being strengthened. However following this update the strength of two alien weapons became even stronger. The use of the plasma pistol in conjunction with the battle rifle was already known to be of extremely powerful use, however now the use of the plasma pistol had even more applications. The plasma pistol became perfect for long range as well as close range fighting. A player would simply have to release their plasma blast on their opponent and melee them to assure an easy kill. If there opponent was to maintain distance to avoid a melee they could simply use their battle rifle backup to earn a kill.
The second major change of the 1.1 update was the increased strength of the plasma grenades. The "fuse" on the grenades was shortened and their strength was increased incredibly. It can be understood that a shortening of the fuse would make the grenades much more useful and a more integrated part of the game. However I do not understand the purpose of strengthening the grenades to their current level. To understand the major difference the strengths of all grenades must be considered:
- Halo 1 fragmentation grenades - Depleted shield and destroyed all except 3 yellow bars of health.
- Halo 1 plasma grenades - Same effect as frags, unless they were stuck to opponent.
- Halo 2 fragmentation grenades - destroys entire shield creating headshot vulnerability.
- Halo 2 plasma grenades - Kills opponent at feet, also kills when stuck to opponent.
The previous ideas on the strengths of the alien weapons are in no way trying to insinuate that gameplay involving alien weapons is somehow inferior or less fun than human weapons. It is simply to point out an inherent and often unexplainable difference between the Halo 1 and Halo 2 weapon behavior.
14 Comments:
I'm not entirely sure this is a point worth exploring - while I do have minor problems with how plasma grenades function, I don't think it's all that crazy to change the pure power of the grenades. I mean, the Spartans got new armor, right? yes, it's supposed to be better, but, this seems like splitting hairs unnecessarily.
as an encouragement, though, I agree with a lot of what you've said so far. I understand your desire to say something, which I've often considered doing as well. I look forward to your future topics.
As far as I remembered, when H2 was launched frag grenades were much weaker than in H1, and this was a common cause of complaints.
To the best of my knowledge, the frag grenade was simply restored to its H1 damage levels; if there's something you've got that can show that they actually do more damage, I'd be interested, but since the shield and health system changed from H1 to H2 I don't think you can independently confirm that by any means available to us.
One of the main reasons I started this blog was to question why? Why were these things done in H2? Why was this this way or that like that? I am using this outlet to bring awareness and raise questions.
Narcogen - The frag grenades appear to behave in the same fashion as it does in Halo 1, however this can't be exactly confirmed due to the shield behavior (which I plan on discussing later). However in my "Alien weapons" article I raised the question "Why are plasma grenades so much stronger in H2? For what reason do they kill an opponent when placed at their feet without sticking to their body?"
Maybe the plasma grenades are stronger because its energy blasting out fom the casin rather then just a simple explosive charge of chemical stuffs. Although i'm not to sure "Why" a plasma grenade would literlly stick to an opponent to begin with. Sufficing to say that perhapse that exploding energy is more destrictive then a small tightly packed ball of chemicals and powder. Well that my view anyway, i just kinda stumbled across this discussion.
Personally i've been wondering why in the previews of H2 the battle rifle fired only 1 shot when you pullled the trigger and now in the game fires a 3 shot burst. I was thinking that if they could let you switch between firing 1-3 or autofire by using the headlight button...cause quite frankly i don't see why master shief with all his advancedness has a flashlight, you'd think he has inferred or something. The arbiter has cloak, i rather play as the arbiter then master chief, i dunno what id do with a flashlight lol but back to the battle rifle, id rather be able to fire 1 shot-3 shot burst and maybe be able to switch to rapidfire...
I strongly agree that the plasma grenades are far too powerful and definitely remove an element of skill from the game. Think back to the H1 lans when you threw a well-placed plasma across the map and shouted "feeeel gay" as your opponent exploded seconds later. In H2, specifically midship, it is impossible to count the number of times I or my teammates die in some inexplicable manner. Well I guess technically it is not inexplicable. The fact is some n00b threw a plasma outside my field of vision that didn't stick me but fell at my feet. I continue walking over it and die before even realizing it was thrown. This sort of frustration greatly diminishes my enjoyment of the game and seems to be commonplace in H2.
I think they changed it based off of common sense. Why is at your feet any different then on your chest? I know it's dif. just saying, the distance is insignificant. Also h1 plasma grenades don't do the same amt of damage as a frag. Frags only take out 1 shield bar and some health while plasma nades will take out a full os.
Well, Ares there is a physical difference between the plasma grenade at your feet or stuck to your body. By being stuck to your body it has a connection to your shield and the ability to kill you. Or in real-life terms the player has earned a kill by skillfully attaching it to your body.
You are also correct in your statement that plasma nades don't do the same damage as frags. Their ability to destroy the human shield is similar to all of the alien weapons at breaking shield. (Plasma pistol, plasma rifle, plasma nades) All of the plasma based weapons have a greater ability to destroy shields. However the plasma nade only has the ability to kill when it is stuck (some level of skill and timing) to an opponent.
I support your cause!
I personally see this issue of the Plasma Grenade strength as adding another layer of strategy to the game. I mean, constantly, in a serious match, I have to contemplate whether to keep my Frags out or Plasmas out, solely because both have different time issues, but as well can dish out different levels of damage.
Say I knew I was heading out into a hectic battle, or an opponent may begin to run off, my first choice would be the frag no doubt. It's thrown faster, it bounces further, and it detonates quicker. Although it may not kill him, the fact that I was just in a battle with him is reason enough to use it while he escapes.
But with a Plasma, it's not so easy to catch escaping opponents with it, mostly due to the timing and bouncing techniques, but the reward there is, and the good alternative, is the greater power. Just look at it that way. You want the fast, quick approach, one that allows you flexibility and a long reach, use the Frag. But if you want Power, and if you have the skill to probably stick the guy, it would be better to switch to the Plasma.
Anyways, since the update, the Plasma Grenade has basically been an equal weapon to the frag in my eyes, which is a great balance to hit, since I rarely used it prior to the update.
Lastly, I see no problem with it exploding at an opponent's feet and killing them. It takes longer to explode, and again, it reinforces its slow, yet powerful, function. I never had problems fighting on Midship with it anyways, in fact, it gives the map a hectic appeal, as you have to keep a keen sense of your surroundings and escape routes in order to survive.
Reality....
This comment has been removed by a blog administrator.
good response, i typed up a big long response but deleted it...
I feel that anything that makes the game "more hectic" isn't exactly the definition of Halo.
Half the time on Midship I spawn and just throw a couple of plasma grenades in the direction of the enemy, since the map is so tiny. About a quarter of the time someone will die, at which point I'll give some smart quip on how great I must be for killing him. That right there is the definition of skill and Halo 2, getting kills I didn't earn.
Midship's size makes the Plasma Grenade deadly, Bungie knows that, so do players. On a map such as this, players must be aware of their surroundings in order to survive from such a 'nade. But really, what you describe there, as if you just chuck your Plasma randomly, doesn't really work inless you're in a sixteen player game or something. But if you're playing 4v4 CTF, even people who toss them into the enemy base rarely get a kill.
The use of Plasma Grenades on small levels is really not as you're making it out to be, it just isn't. Players don't just run around aimlessly, see a blue grenade and run for it. What you guys describe to me here about its greifing on Midship is truly surprising.
Reality....
Um, I've been playing the game for more than a year now, and Midship/Lockout are both maps I play often. I have actually become rather adept at sticking enemies, yet it doesn't happen randomly on Midship, it just doesn't. Yes the map is easier to throw stickies since it's small and has an excess of grenades, but that is just a feature of the map, that actually adds a cool aspect to the gameplay rather than degrades from it. I mean, it isn't like you're all of a sudden getting jipped because every grenade lands next to you, that just doesn't happen. Midship still requires leading, predictability, and cover in order to actually play on it while grenades are being thrown, and to tell you the truth, I rarely ever step onto a grenade inless it has been directly thrown at me and I was backed into a corner.
Again, I have no idea how you guys seriously believe that Midship is greifed with Plasma Grenades, because the situations in which you describe to me simply do not occur. Inless you're playing someone of higher skill level usually, then they'll be able to easily grenade you from across the map, all it takes is surprise and predictability, but that is just an aspect of the map, you have to be aware of your environment, just like every other map in the game. Midship's size and amount of grenades simply require a heightened sense of this.
Annihil8or,
WHat about the plasma rifle? The gun operates completely differently in H2. Which begs the dual wielding strength question. Which, incidently, is related to another question; When will you discuss the failure of dual wielding? Aside from Mlg, even matchmaking is designed to make up for the lack of interest in dual wielding. The 1.1 update made dual weilding almost irrelevant, with the power adjustment to melees making them strong enough to beat duals.
Also, what about the different physics of the nades? The frag can now jump up ramp's from below, where as before it would hit a slope and bounce back or straight up. thats garbino.
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