I have come up with a possible solution to sprint, AA’s and perks that would attempt to please the competitive crowd. if you are against these things, please actually take a moment to think before replying. if you are against it, please give reasons. “Just no” is not a valid answer.
Reading around the forums, the main problem many people seem to have with sprint and AA’s in reach is that they functioned more as power ups, being one-button escape-from-my-error solutions, requiring no skill to use. None of the abilities really had much of a drawback, and as such, they were used all the time without needing to think before you use it if it is a good time or not.
My solution is relatively simple in concept, but may in some cases be harder to implement. I believe that these abilities should be made more tactical. by tactical, i mean there has to be more decision involved in using them. for example, “if i go invisible, i lose my shields, so is it worth it to go invisible now?” or “if i use my jetpack, can they shoot me and knock me out of the air leaving me vulnerable?” or “I could sprint across this field to get to my team faster, but if i am shot i will be slowed down and made vulnerable” those are just a few examples of how this could work, but are not specifically suggestions of fixes.
Skill becomes involved in having to decide wether or not the advantages of the ability (invisibility, flight, speed, etc) outweigh the risks/penalties (most often increased vulnerability if attacked). I believe this might allow more of the competitive crowd to accept these changes to the sandbox as skillful elements.
So what do you guys think? Could this work? would you be willing to give it a chance?
Edit: Please refrain from turning this thread into a Sprint/AA/Perks discussion. This thread assumes that they will be in the game and seeks to strike a balance between the new abilities and the traditional balanced and skillful halo experience. Please discuss the idea as a method of balancing these new additions with classic Halo.
this forum is littered with legitimate arguments against sprint alone. Armour abilities are an entirely different discussion (much worse)
Anything that disturbs the fact that halo used to be a game about skill (ie: starting off on equal grounds) 100% ruins halo for me and many others alike.
> this forum is littered with legitimate arguments against sprint alone. Armour abilities are an entirely different discussion (much worse)
>
> Anything that disturbs the fact that halo used to be a game about skill (ie: starting off on equal grounds) 100% ruins halo for me and many others alike.
I think you miss the point. Im trying to restore the skill while still embracing the new changes. I’m not saying we must have sprint and camo. I’m saying that if we have them they should be more skillful. would that not make it at least a little more bearable for you and others who are like you?
> i like this thread.
>
> OP is thinking outside the box.
Thanks. i actually tried posting this in another thread before but it got completely ignored, so i thought id repost as a separate idea. hopefully it will be read by at least a few people. Trying to make the discussion more constructive rather than divisive.
I like it. I’d prefer going back to pre-Reach, but we all know that’s not gonna happen. I think this wouldn’t be too bad of an idea. Could use some polishing (what idea can’t?) but I think it’s pretty solid.
> I like it. I’d prefer going back to pre-Reach, but we all know that’s not gonna happen. I think this wouldn’t be too bad of an idea. Could use some polishing (what idea can’t?) but I think it’s pretty solid.
Of course it needs polish. the examples i picked were just to give an idea of how it could work. my main point is add a level if skill through balancing every “perk” or ability with a penalty that makes you need to think before you mash the AA button. In reach, you simply use the camo. but in this system, you have to think if the camo will really give you an advantage, or if it will just get you killed faster.
Hopefully there is no jet pack in Halo 4/5/6, but if there is you should lose the ability to aim, or at least it should be hampered severely. Being able to snipe people from side to side on Hemorrhage while jet packing.
I personally hope the just throw the whole idea of AA’s out the window and the guy who’s idea they were with them. After that I hope a whole fleet full of buses continually run them both over until AA’s are never heard from ever again.
> Hopefully there is no jet pack in Halo 4/5/6, but if there is you should lose the ability to aim, or at least it should be hampered severely. Being able to snipe people from side to side on Hemorrhage while jet packing.
>
> I personally hope the just throw the whole idea of AA’s out the window and the guy who’s idea they were with them. After that I hope a whole fleet full of buses continually run them both over until AA’s are never heard from ever again.
The first part of what you said i can agree with. I think that would be a fair penalty that would allow jetpack to aid movement without being overpowering. The second part you said though… isn’t that just a tad harsh? Wanting them thrown out is a valid opinion, but i think the busses were a bit much…
Peleflele I can also agree with your camo fix. it worked well in previous games. I think it mainly depends on the overall system they go for as to wether traditional power ups are part of the main game or not.
Your idea is not bad. I think it would be better though that the armor abilities spawn on the map and you had to fight to gain control of the ability. It would be like trying to control power weapons.
> No no no, this appeals to the competitive community.
How is this relevant? Im trying to offer a balance solution that would improve the new features and never said they must be in every playlist. I contradict nothing the OP says. And if you think I’m going to read all 31 pages you are crazy.
Darkraven0013:
Never said you had so spawn with them either. This is simply about balancing them. I like how everyone thinks Im saying "I <3 AA’s when really I’m not. That said, if they were pickups balancing them would be done differently. Probably a limited duration or limited uses/fuel. Something like that?
> I have come up with a possible solution to sprint, AA’s and perks that would attempt to please the competitive crowd. if you are against these things, please actually take a moment to think before replying. if you are against it, please give reasons. “Just no” is not a valid answer.
>
> Reading around the forums, the main problem many people seem to have with sprint and AA’s in reach is that they functioned more as power ups, being one-button escape-from-my-error solutions, requiring no skill to use. None of the abilities really had much of a drawback, and as such, they were used all the time without needing to think before you use it if it is a good time or not.
>
> My solution is relatively simple in concept, but may in some cases be harder to implement. I believe that these abilities should be made more tactical. by tactical, i mean there has to be more decision involved in using them. for example, “if i go invisible, i lose my shields, so is it worth it to go invisible now?” or “if i use my jetpack, can they shoot me and knock me out of the air leaving me vulnerable?” or “I could sprint across this field to get to my team faster, but if i am shot i will be slowed down and made vulnerable” those are just a few examples of how this could work, but are not specifically suggestions of fixes.
>
> Skill becomes involved in having to decide wether or not the advantages of the ability (invisibility, flight, speed, etc) outweigh the risks/penalties (most often increased vulnerability if attacked). I believe this might allow more of the competitive crowd to accept these changes to the sandbox as skillful elements.
>
> So what do you guys think? Could this work? would you be willing to give it a chance?
>
> Edit: Please refrain from turning this thread into a Sprint/AA/Perks discussion. This thread assumes that they will be in the game and seeks to strike a balance between the new abilities and the traditional balanced and skillful halo experience. Please discuss the idea as a method of balancing these new additions with classic Halo.
Unfortunately I believe the competitive community wants the skill be determined by how good you are at aiming bullets at somebody’s head while strafing/jumping. I just don’t believe that Halo should have these huge unbalances. I’ve always loved Halo being an Arena FPS where everyone started off with the same weapons, grenades, and abilities. Other things were found on the map, where everyone had access too. Unlike things that are chosen before the match where you have to chose one or the other.
> > this forum is littered with legitimate arguments against sprint alone. Armour abilities are an entirely different discussion (much worse)
> >
> > Anything that disturbs the fact that halo used to be a game about skill (ie: starting off on equal grounds) 100% ruins halo for me and many others alike.
>
> I think you miss the point. Im trying to restore the skill while still embracing the new changes. I’m not saying we must have sprint and camo. I’m saying that if we have them they should be more skillful. would that not make it at least a little more bearable for you and others who are like you?
I think that active camo off spawn should not exist, it should be a pickup on the map
> Please refrain from turning this thread into a Sprint/AA/Perks discussion. This thread assumes that they will be in the game and seeks to strike a balance between the new abilities and the traditional balanced and skillful halo experience. Please discuss the idea as a method of balancing these new additions with classic Halo.
I never said AA’s must be spawning, must be in the game, must be anywhere. Im not trying to say what should be AAs, what should be pickup. But 343 announced them as part of the game somehow. Many people all over the forums, especially the competitive community are complaining so much that other discussions are simply drowned out.
I give up. Im tired of trying to tell people to keep this idea separate from their opinion on AAs and to think of this merely as a way to balance them (whatever they are) competitively. Last I checked removing something is quite different from balancing something. Making certain things a power up is valid, but doesn’t work for everything. Yes, camo would probably work better as a traditional power up and that is quite valid. but that about the OTHERS, like sprint, evade, hologram, Jetpack, drop shield, or anything new that 343 has probably dreamed up? some might work better as halo 3 equipment. others might not fit with halo that well (I won’t even mention the most hated one). but the ones that are in the game should still be balanced. my one and only question is HOW, but very few people seem willing to think about that.