Currently, it's awful, but with a patch or two it could potentially be the best Halo multiplayer, casually and competitively, yet.
I loved it on Day 1, because nobody had a clue about any of it, then the following 7-10 days I hated it and now I barely touch it at all. It truly is tragic. Halo 4 is anti-teamwork and anti-competitive play - which goes against everything it ever used to be. The game plays either like a cluster-fuck of killing and dying, or a slow-ass camping stalemate. There's no tactics, no strategy, nothing to work with as a team: Flag and oddball are okay, but once again it's more like organised chaos than meticulous teamwork and on-the-fly plan execution that it used to be.
As I've said elsewhere:
"It doesn't allow for other playstyles [besides camping, or running and gunning], and teamwork is completely stagnated at practically non-existent. I can confirm that as someone who has played Halo for years primarily for the teamwork between a closed party of friends; Halo 4 has near-zero teamwork going for it, and we have been beaten by a group of individuals who camped the entire game out with DMR's, or out-lucked us with incineration cannon drops where all we get are needlers and pulse grenades [I'm not bad, far, far from it for many, many games]. This game is tragic for the Halo franchise and its fans.
Even for the casual scene it's pretty poor: Customs and forge are lacklustre compared to Reach and no social/ranked playlists and no real matchmaking system screws everyone over by having outnumbered bad players vs good ones, casual vs competitive, teams vs individuals, Brazilians hosting a game against British - It's awful. It truly is a woeful game online.
It's one of the quickest games I've ever lost interest in. Someone described Slayer as essentially "Team Fiesta". It's chaotic, boring and broken in matchmaking; there's little emphasis on teamwork or map control due to poor spawn system, JiP, deployable randomised power weapons, missing "on my X" and disappearing weapons; the UI is sore to look at; and the whole game orbits around an unavoidable and tedious "first shoots, wins" philosophy whilst throwing medals at you as though they're going out of fashion.
The game rewards luck rather than skill now, and has the learning curve of an electrocardiogram's flat-line, as opposed to the challenging steep gradient of past Halo games. If you can shoot and move at the same time, you've mastered Halo 4 and have a good chance to beat anyone at it... though you'll probably do better not moving, and shooting across the map through your DMR scope.
Here's a running list of the main faults, with reason but without justification, as to why this is the worst Halo multiplayer (by a long shot) to date. If you want justification, look at my post history for criticising a game this year, and go check me up on the Waypoint forums: I cant' be bothered to explain them for the umpteenth time.
[HEADING=3]Matchmaking/HUD/GUI[/HEADING]
[li]
Luck-based Ordinance drops - You get storm rifle and pulse grenades, they get incineration cannon at same time. No map control needed any more.[/li]
[li]
Excessive bullet magnetism - Present in all console games, but a fully-fledged, cross-map, auto-targeting system in Halo 4. Makes good old DMR/BR duels impossible as missing shots is a really rare occurrence, even for a new Halo player. First shoots, wins, and this ruins the competitiveness of Halo. I've tested this numerous times and evidence can be found in my fileshare in the game. You get 100% hits when someone is only
near the edge of your aim reticule. It's shocking how easy aiming is in this game, especially when you're all 7ft supersoldiers in metal armour... you don't need this kind of aim assist. It's fucking ludicrous.[/li]
[li]
Overwhelming stopping power - take a single hit from a never-missing DMR, and you get knocked out of sprint, lost 1/3 of your shields and get slowed by 10% more. Makes returning to cover impossible. Against the next point, you don't stand a chance. In previous Halo's you could attempt to knock the sniper out of scope to get away... but then previous halo's didn't have stopping power. (sorry, rambled on a bit again)[/li]
[li]
Never shot out of scope - Sit in scope with DMR, peeping over rock, with rarely-missing bullets. Oh, and you can call down power weapons to you. This is how 99% of big-team games go. Combine this with the previous points for skill-less experience in a series renowned for slower skill-based competitive play.[/li]
[li]
No "On-my-X" HUD display - A feature of Halo MP since Halo 2: Displays red X over dead team-mates who often call out "on my X!" so you know where to go. This also includes the yellowing of their service tags when firing a weapon, and orange when being shot at. Fundamental tool in call-outs and team-play, removed. Anyone's guess, really. It was useful even for lone wolfs in team-games.[/li]
[li]
No pre-game strategiSing - No party indicator on players in pre-game lobbies any more, no real statistics worth judging your opponent from in the service record, and no ranking system on show. I don't care about his "kills", I want to know is overall KD and WL for Slayer; like I could see in Reach.[/li]
[li]
Maps overflowing with vehicles - Big Team was always about lots of players, with a few vehicles for support. Now it seems like BF3's Tank Superiority, with all the vehicles on a 15 second respawn.[/li]
[li]Mini-gripe,
Spawns are atrocious on most of the maps - I can't go 2 games without dying within 2 seconds of spawn... and killtimes are 1.3 seconds for the DMR, 1.6 for the BR.[/li]
[li]
Crappy UI is limiting, sore for eyes, and not well laid out. Should've jsut used a varient of Reach's. I
Can't leave the party as party leader without going through a gazillion menus to promote someone else as the new leader first, or without leaving the entire party behind in a pre-game lobby (impossible to back-out of party in a matchmaking/main menu).[/li]
[li]Lack of distinction between Ranked/Social/Arbitrary
matchmaking playlists[/li]
[li]
Playlists rotating is a fundamentally silly idea. Just give the people what they want; don't take it out after a week. Also, where's my
Team Objective/BTB? I want some variety to my playlists, please.[/li]
[li]
Lack of networking/matchmaking preferences - end up playing people across the world on their connection can cause you to lose out of network delay issues.[/li]
[HEADING=3]Customs/Forge[/HEADING]
[li]
Objects can't spawn in the same second, or when a player is nearby. - hampers creative map design.[/li]
[li]
Still an object limit - when surely just the budget limit would suffice?[/li]
[li]
Numerous bugs - IE sometimes trait-zone properties reset themselves, and
magnets are poorly placed often leaving a gap between objects, (or with the 55 block) have about 4 magnet points in the same space, making alignment a pain.[/li]
[li]
Lack of asymmetrical gametypes, Infection, Race, and other classic gametypes.[/li]
[li]
Lack of customisable features - such as disabling sprint, drop-able flag, flood weaponry.[/li]
I'm sure there's more but that's all I can remember right now. Halo multiplayer was fundamentally designed around the best player/team winning, and always worked best when lucky incidences were kept to a minimum - but now 343 have changed that and it's simply not working well.
343i removed 90% of what made Halo, Halo - and I really can't figure out why. They couldn't have just added their features on top, could they? They did really, really well with the singleplayer: Exactly what I expected; well written and well presented. A true start of a new trilogy tied to the history of Halo 1/Reach - Halo 3... but 343 have completely missed the mark with the multiplayer. Maybe the majority of Halo fans aren't the target audience any more, but who knows. It's the ultimate betrayal to take what people expect of a franchise they've been with for 5-10 years, and throw it completely down the drain and I'm not alone in thinking this at all.