Gameplay Quirks
One of the major gameplay variations within Halo 2 results due to the BXR. While a player should always attempt to effectively use all of the possibilities at his disposal to achieve victory BXR has grown beyond any conceivable limits. While I was playing a quite a bit the past few weeks in preparation for MLG Dallas I realized the fact that gameplay is funnelled into very few possibilities. Come face to face with an opponent and your options are either smack BXB or BXR them. While the BXB (H2 Double Melee) is typically much easier to land and much more reliable (due to the fact that H2 auto-corrects for user-error in reticule alignment by lunging) the BXR will kill faster if successfully landed. In the event of a face to face fight simply shooting your opponent with your BR is pointless due to the fact that he runs much faster then you while you run backwards, and with his lunge he will be able to land a melee.
The face to face fight in Halo 1 has many more levels of variance allowing for user choice. When conronted face to face with an opponent one player may attempt to spin his opponent and 3 or 4 shot them with the pistol, or they may assault rifle melee them, or double melee them and let the grenade kill them, or melee them one time headshot them, or shoot them twice and melee them. This variation allows for a player to quickly assess the situation, their position, and weapon set and decide on the best course of action for victory. In Halo 2 however as I witnessed at MLG the majority of the players in a face to face fight simply go into auto-pilot and their muscle memory takes over jamming down BXR.
While I have no problem with the BXR's ability to kill I do have a problem with the lack of risk for the reward it offers. If a player were to attempt a high damage maneuver such as a double melee in H1 they were faced with the risk of being damaged by their own grenade. This balancing factor is used throughout genres of videogames. Fighting games use a similar principle for high-damage maneuvers by making them more high-risk, which can leave the player attempting them vulnerable for a small moment if they are unsuccessful.
On another note I find it somewhat humerous how MLG has eliminated the most drastic change in Halo 2, dual wielding. I'm sure the Bungie brainstorming sessions thought that dual-wielding was going to be the next cool thing and be fantastic. Whereas in reality it resulted in dumb gameplay where users simply smash down their triggers. I actually like using dual wield magnum right hand and SMG left hand in Midship FFA matches just because it makes people feel stupid when they get killed by a dual wielder.
While I had a fun time at MLG in reality the most fun I had was saturday evening and night lanning with Yoda (who let us stay at his house), Exile, DSmooth, and the rest of my teammates TXAggie Optimus, Prince & DatBoyCold. While we played 4v4 Friday night and Saturday morning I don't think any of us really enjoyed ourselves nearly as much as we did when we played 2v2 H1, regardless of the outcome of the games.
The face to face fight in Halo 1 has many more levels of variance allowing for user choice. When conronted face to face with an opponent one player may attempt to spin his opponent and 3 or 4 shot them with the pistol, or they may assault rifle melee them, or double melee them and let the grenade kill them, or melee them one time headshot them, or shoot them twice and melee them. This variation allows for a player to quickly assess the situation, their position, and weapon set and decide on the best course of action for victory. In Halo 2 however as I witnessed at MLG the majority of the players in a face to face fight simply go into auto-pilot and their muscle memory takes over jamming down BXR.
While I have no problem with the BXR's ability to kill I do have a problem with the lack of risk for the reward it offers. If a player were to attempt a high damage maneuver such as a double melee in H1 they were faced with the risk of being damaged by their own grenade. This balancing factor is used throughout genres of videogames. Fighting games use a similar principle for high-damage maneuvers by making them more high-risk, which can leave the player attempting them vulnerable for a small moment if they are unsuccessful.
On another note I find it somewhat humerous how MLG has eliminated the most drastic change in Halo 2, dual wielding. I'm sure the Bungie brainstorming sessions thought that dual-wielding was going to be the next cool thing and be fantastic. Whereas in reality it resulted in dumb gameplay where users simply smash down their triggers. I actually like using dual wield magnum right hand and SMG left hand in Midship FFA matches just because it makes people feel stupid when they get killed by a dual wielder.
While I had a fun time at MLG in reality the most fun I had was saturday evening and night lanning with Yoda (who let us stay at his house), Exile, DSmooth, and the rest of my teammates TXAggie Optimus, Prince & DatBoyCold. While we played 4v4 Friday night and Saturday morning I don't think any of us really enjoyed ourselves nearly as much as we did when we played 2v2 H1, regardless of the outcome of the games.