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: That said, I do like the Reach designs, at least. I could look at them and
: not want to vomit.
The Reach designs were somewhat aesthetically pleasing but it tried so hard to make the eccentric components of each armor design intimidate the player. Even then, however, they were so identical that anyone not totally familiar with them can't distinguish them accurately.
As I mentioned before, I planned my battle against Sangheili by the weapon they were using and not necessarily their inherit lethality according to rank, with the exception of the Rangers and Stealth troops. It only got worse with Halo 4. With that game, their armor, however eccentric it was, were all so similar to each other. Whereas you could distinguish a Field Marshal or General somewhat easily from a Minor or Major, now you have no idea. It all goes back to fighting against a weapon. The Sangheili have become little more than walking, talking weapon systems. Their prowess in combat is determined not by rank or ability, but by whatever they're using to shoot at you.
In the first couple games, given the chance to scout the environment and situation, you could discern whether or not the grunt with the fuel rod cannon or the Zealot with the energy sword was a more imminent threat. With good, hard cover, you could easily withstand the grunt's explosive attack as they were standing off at a distance. Zealots, however, will take any chance they can to charge at you with their sword drawn, so now the fight got a bit more dynamic.
Now, with Reach and Halo 4, you don't necessarily know if you should keep that sword-wielder at bay or target them from the start because you can't discern their ability as their armor is too similar to everyone else.