-No bloom. Instead, precision weapons will have a bigger crossairs (less autoaim at long range) and slower ROF
-No fuel rod gun on the banshee
-Grenades that functioned like they did in Halo 2 and 3 (as in, no mini-nuke that kills you if you have only 3/4 shields)
-vehicles functioned like they did in Halo 2 and 3. After getting shot up, vehicle damage would start to impact driver/passenger health. The only way the vehicle would blow up is if driver/passenger health reaches 0 (or weak spot is hit like rear of wraith or side of ghost on Halo 2)
-vehicle boarding functions like Halo 2. There is no way to destroy a vehicle by boarding it. You can either beat the driver up (who has a chance of getting out and fighting back), or you can toss a grenade and kill him instantly, or you can toss a grenade on the back of the vehicle and kill him
-sniper rifles can't destroy vehicles (unless the driver is sniped or weak spot is hit)
-Plasma thrower has beta power (as in, it actually locks on and can kill people)
-Rockets have lock on homing exactly like in Halo 2
-Spartan Laser is removed from vehicle heavy maps since vehicles and other anti-vehicle weapons are more balanced
-2x scope on the AR in order to improve it's accuracy over medium range
-Duel wieldable weapons are back. In most gametypes, players will start with a non dual wieldable weapon and a dual wieldable weapon so that you don't have to waste time picking up two weapons at a time like in Halo 3.
-Plasma repeater is either stronger or more accurate (give it a 2x scope as well)
-melee has headshot functionality. Melee kills unshielded opponent in one hit but in order to knock out shields in one hit, you have to aim for the head, otherwise, it takes two body hits to knock out shields (this will create greater skill gap in close quarters)
-Armor lock is changed so that it can shield you for 2 seconds at a time, 3 times in a row until recharging. However, there is a 3 second cooldown between uses, melee still does full damage against user, and whenever user comes out of armor lock, there is a slight blowback to any surrounding enemies though no damage is incurred on them. This will allow armor lock to function as a shield from explosions of all sorts without giving the user an extra 5 seconds of life, frosting, or advantage in melee battle.
-Roll distance and speed for Spartans is reduced but 3 rolls are given before recharge instead of two.
-Plasma rifle will have an increase in projectile speed, decrease in power, and cause enemies to move slower (function like Halo CE PR only without pinpoint accuracy
-Spiker will fire half as fast but projectiles do much more damage and actuall knock a person back each time they are hit
-Decoy ALWAYS shows up as red on enemy radar
-Getting shot will prevent you from sprinting for 2 seconds from when the last bullet hits (this will knock back on sword/hammer users and people who run though it will still be possible to get away)
-In order to balance the decrease in rolling and sprint for sword users, sword blocking is NON-EXISTANT except for when two people with swords fight
-More interactable elements on the maps like in Halo 2 and 3
-More campaign elements in Invasion (covenant wave spawns in dropships on random locations on the map, vice versa with spartans in pelicans)
-Weapon editor so that if game is unbalanced, the community can tweak anything and everything to their liking
-More friendly and smart AI in campaign missions (balanced by more difficult enemies)
Most of these changes pretty much refer Reach back to Halo 1, 2, and 3. This is because most of the things Reach changed is for the worse. Instead of fixing what isn't broken for sequels, add more that wasnt there.
Every feature that I had taken out should be kept in certain playlists. For example, how Reach is now would be kept in playlists called Casual Slayer and Casual Skirmish.
How I want Reach to be would be put into playlists like Hardcore Slayer or Hardcore Big Team Battle. Then a mix of what the community votes for would be in other playlists.
I enjoyed Halo 2 and 3 for their balance in weapons, vehicles, gametypes, and maps. Reach seems to have catered to the noob player and decreased the skillgap by adding bloom, beefing grenades, and practically giving vehicles a timer until they explode. If that is what the majority of the community wants, then fine. But please stay loyal to your older fanbase and give us some more hardcore and balanced settings that cater more to competitive players. Everything I listed is meant to be balance the game and remove 90% of the luck factor that exists in Reach now.