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Another problem is that even if you have a bunch of SR130's fighting each other, it's still hard to make sure everything is balanced. It's an inordinately complex systems with way too many variables. It used to be everyone started with the same gun and grenades and identical attributes. A perfectly level playing field is easiest to balance. With Reach's system, it's a bit more complex, as you have to make sure that no one armor ability is no stronger than the others. But in Halo 4, people can spawn with whatever weapon (primary and secondary), grenade type, armor ability, tactical package (perk #1), and support upgrade (perk #2) you want. The amount of variables there is staggering compared to even Reach, and it's impossible to make sure that there's no one loadout that's more powerful than another. Add in the fact that not everyone in a match is likely to have unlocked everything, and you can see how unbalanced everything is.
This is exactly the case with COD since COD4, and it's one of the reasons that series cannot hold my interest. It's a complex and unbalanced mess. Balance was sacrificed in the name of greater customization. But that's what COD does, and people like COD for it. COD wasn't popular until it introduced all that Skinner box crap. 343I thought they could emulate that success in Halo 4, and it failed miserably. Halo was already popular before Skinner boxes became the norm. Having a level playing field is what kept Halo 3 unique, and even Reach still technically had a level playing field as loadouts were simple, always preset, and usually only varied in terms of which AA they offered. Bungie never made us jump through hoops to unlock things that affected gameplay in Halo, and they kept it simple. Having a simple, perfectly level playing field is what defined Halo before Halo 4, and it should continue to define it in the future. Combat should evolve in other ways.