Call of duty just uses regenerating health.
If we're talking about a shield system with hp that works regularly, it's obvious that it will work in competitive play therefore he shouldn't even bother.
If we're talking about a health system that allows you to constantly just keep running and gunning at people, then no I'd like to see a proper argument for it. FMJs dont allow you do simply duck down (sometimes) but people don't equip FMJs, even in competitive play it's pretty rare to see them (and they aren't even in Black Ops, currently the biggest game in the series). Anyways, the point is the hp regenerates too quickly in CoD for it to matter.
CoD health recharge timer is 5 seconds, Halo's starts at 4.5 seconds and fully recharges by 6 seconds. You also kill people a lot faster in CoD. There are definitely perks that break the competitiveness of the game, but pro leagues usually remove unbalanced perks/weapons for competitive play for exactly that reason.
edit:
I think regenerating shields are acceptable if done right, depending on the type of game. It makes it so the game almost gives you "extra lives". Your health gets whittled down every time you take damage for an extended period of time, and can never come back. The shields are just kind of a buffer. It also makes logical sense (it's sci-fi, shields should be able to regenerate), while regenerating health usually doesn't.
In halo 2 the health regeneration is actually explained in the lore.
Exactly.
But technically the health in halo can be brought back, you just have to hold the areas with the health packs (actually making it a requirement to hold down that area, rather than simply "Hold area with objective" or "Hold area to spawn camp").
With 4v4 you don't really need to hold anywhere anyway. The maps are large enough that it's pretty simple for me to just run away from your team long enough to get a health or slightly alter my path. Occasionally you can use them during combat to give you an edge, but I find if you are trying to concentrate on grabbing a health pack in the middle of a firefight your split attention will get you killed anyway; and I think when you pick up a health pack you can't shoot, so it would be instantly offset by all the extra damage you take while dishing out no damage.
All it does is allow players to keep playing actively. If you split up to cover every health pack on the map, my team will just mob one of you and take that health pack anyway. If you all cover one health pack, I'm just not going to go for that health pack; instead opting to spend more time running away and back. That is not more tactical. It is just slower, decreasing the total amount of meaningful interactions that happen through the course of a match.
The difference between no respawn round based games and respawn based kill limit games also needs to be noted. If you respawn, then you either need health packs (not any more tactical than just adding a different more dynamic pick up item somewhere on the map with regenerating health) or you force people into situations where it is better for them to kill themselves to keep the other team from getting kills (this is somewhat tactical, but is not fun for either the player or the opposing team).
Edited by way2lazy2care, 06 September 2011 - 02:29 PM.